24 thoughts on “HUGE Ashes of Creation News and Event!”
Quick question: Is it confirmed that there will be no per-established towns/cities in the game? Like Ironforge/Stormwind type of towns ruled by NPCs? I couldn't find straight forward answer and yeah I understand the Node system.
Implementation of a gradual change in LOD for ground objects (grass and similar elements) as we approach them. I think it would be beneficial, especially when the object's color differs from the ground color. Currently, the grass and other objects spawn abruptly as soon as they enter the range. Another solution could be to increase the range, but I feel this might overheat GPUs. This abrupt spawning is the main immersion-breaking visual issue for me at the moment.
The Monster Coin events are so cool. To have the opportunity to play an epic mob like this in the video would be incredible. The fun you can have changing things up like this is excellent. I'm really looking forward to delving deeper into more content like this. I love the fact that the team was able to create the Giants so fast. The mob variety in this game is going to be epic. Absolutely love the fact that the creators of the game queue up in the world to have fun. I am glad they get to see so many testers enjoying the game. Just imagine what this will be like the first time a new player joins a server when it is in beta release. I hope Steven and the team stay focused on building a solid foundation for everything critical to get right in an MMORPG. They are definitely finding the fun.
Dwarfs are my favourite race and can't wait to play one they look amazing I hope they make them a bit taller in the vídeos they look more like a hobbit, hope for some small buffs to tank maybe vengeance in this case since I find it very underwhelming to use in pve.
Hey Nyce I hope they address the potential issue with regions with high level content being more beneficial for higher level players to become citizens of their nodes. That could cause regions with lower level content to have nodes primarily for lower level players or players that prefer to be closer to the lower level content. They have to balance out the content throughout regions and make the guild and node systems support being a citizen of a node that’s farther from more valuable content. If they could somehow make it so the game doesn’t revolve around an endgame and higher level content and groups aren’t significantly more valuable then it may not be a problem to have regions designed for lower level content. It would be great if Stephen discussed the planned design for level progression and regional node strategy and stability
Why would you start with 20 sec of curse? And why do players just wait for this ordeal to finish?If it is a mandatory mechanic, bad choice on developers. Yes, it is a fantasy game but who needs 20 sec of being cursed for world building?
Quick question:
Is it confirmed that there will be no per-established towns/cities in the game? Like Ironforge/Stormwind type of towns ruled by NPCs?
I couldn't find straight forward answer and yeah I understand the Node system.
Lots of EQ stuff Befallen and the bazaar! lol
did that mf say "caca doodoo"
There is going to be more ready on Dec 20 than I would've guessed. So much goodness on the horizon 👌
Someone wants to sponsor me a key 🥹?
Jabba the hut sounding more sinister than I remember.
how about Node advancement ( lvl 4 ) ?
i wanna be a monster
Implementation of a gradual change in LOD for ground objects (grass and similar elements) as we approach them. I think it would be beneficial, especially when the object's color differs from the ground color. Currently, the grass and other objects spawn abruptly as soon as they enter the range. Another solution could be to increase the range, but I feel this might overheat GPUs. This abrupt spawning is the main immersion-breaking visual issue for me at the moment.
looks great but side note i still wish they would turn down the damn bloom on all the spell effects/abilities xD
still think they should revamp the look of abilities to look less like unreal 5 demo effects with 10x bloom attached
steven sharif is a scammer who ran an MLM cult to steal from cancer patients.
any optimization? or fleshing out any quests? grinding for 10 days straight is cool and all, but having options would be cool too
Monster Coins sounds really cool.
While I enjoyed the Giant and Elders gameplay, I felt the q & a was very light with not much information passes along.
The Monster Coin events are so cool. To have the opportunity to play an epic mob like this in the video would be incredible. The fun you can have changing things up like this is excellent. I'm really looking forward to delving deeper into more content like this. I love the fact that the team was able to create the Giants so fast. The mob variety in this game is going to be epic. Absolutely love the fact that the creators of the game queue up in the world to have fun. I am glad they get to see so many testers enjoying the game. Just imagine what this will be like the first time a new player joins a server when it is in beta release. I hope Steven and the team stay focused on building a solid foundation for everything critical to get right in an MMORPG. They are definitely finding the fun.
I just want the game to stop freezing/crashing so often.
I appreciated the information, I learned a lot on this one! I wasn't overly familiar with content coming in phase 2, but I'm excited for it.
I heard rogue is expected around 2 weeks after phase two. I'm actually gonna hold off a bit on playing much until rogue is out.
But yea, great video man!
dont forget to clear comms guys
Dwarfs are my favourite race and can't wait to play one they look amazing I hope they make them a bit taller in the vídeos they look more like a hobbit, hope for some small buffs to tank maybe vengeance in this case since I find it very underwhelming to use in pve.
I hope they release the game soon. Seems very good MMORPG already
haha Narc at the end!
Hey Nyce I hope they address the potential issue with regions with high level content being more beneficial for higher level players to become citizens of their nodes. That could cause regions with lower level content to have nodes primarily for lower level players or players that prefer to be closer to the lower level content. They have to balance out the content throughout regions and make the guild and node systems support being a citizen of a node that’s farther from more valuable content. If they could somehow make it so the game doesn’t revolve around an endgame and higher level content and groups aren’t significantly more valuable then it may not be a problem to have regions designed for lower level content. It would be great if Stephen discussed the planned design for level progression and regional node strategy and stability
ohh shit i see dual wield daggers on that list !!!! i hope thats forshadowing the rogue !!!
Why would you start with 20 sec of curse? And why do players just wait for this ordeal to finish?If it is a mandatory mechanic, bad choice on developers. Yes, it is a fantasy game but who needs 20 sec of being cursed for world building?