Is Ashes of Creation Doomed? [Responding to Roarrior]



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MMORPGs Often Fail, Will Ashes of Creation? This is my video response to Roarrior’s video, which you can watch here: https://youtu.be/oXTwLFcmdBc

Muh Twitter: https://twitter.com/ECDryere

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14 thoughts on “Is Ashes of Creation Doomed? [Responding to Roarrior]”

  1. A game is only Doomer, if played by a Zoomer, and not appreciated by a Boomer. Ashes of Creation is a beacon of Hopium, in a field full of hot potato passing corporate RNG children's casinos disguised as video games.

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  2. Ashes has a chance to succeed considering the state of the Genre and the desire for a good new MMO being so high. But, there are so many unknowns with the Node system and how that will function it's hard to say what the longevity of the game will be until we see it in action in A2.

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  3. Hey Thanks for responding to my video! One reason I did it was to spark these healthy conversations and learn peoples thoughts on potential issues. As I said, I don't want this game to be unsuccessful. But I feel like in todays MMO community players are very quick to dismiss things as "bad" without ever giving it a shot. To my first point, the hype, and the fact that the hype could end up doing more harm than good. The community sees so much good coming from videos and reactions and word of mouth that the implication is ashes will be god tier. They show up on launch day and its another mess due to the massive influx in players. First impressions last. Second is the leveling experience. You point was spot on. This game is going to give us so many other things to do. Make our own way. But some players just aren't going to understand or even want that. They just want world first level 50. And when they hit a wall, the complaints start. And last the content updates. I was speaking from a traditional content cadence. But ashes is going to be different so even I'm unsure. The node system is being created with longevity in mind. Something none of us have ever encountered. It could take a server years to uncover everything each node has to offer. So a big expansion or content drop might be unnecessary. But my concern still stands, If casual players make up the bulk of the sub count and they find the game to hard, grindy, time consuming and cancel sub. How is ashes going to be affected. I understand the game is fully funded so right now we are good to go. But eventually I imagine Steven wants the game to sustain itself. I suppose if the announcement that some devs are being laid off ever comes that's the first sign. I hope it never happens. Anyways I really enjoyed this. I wasn't sure what it was going to be about when I saw it pop up haha. I appreciate the shout out. Have a great day!

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  4. We need to stay sceptical, we need to send them feedback, actually we need to "flood" them with feedback. We need to say to them what we want. Some of those wishes will be implenented, some will not, but need to make sure we like it.

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  5. IT IS doomed in a Sense that it will never will BE AS succesful AS wow … But i Hope IT will Stick around to BE what the Vision was to beginwith .. a niece RPG with fairer monetization( relative to Asian cashgrabs) with a loyal but small (relative to wow) playerbase

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  6. I think that the biggest risk is that because the Alpha 2 population all paid $250+ to play test, they will be vastly different from the Launch population, and huge problems might emerge.

    The worst case I can think of is a months long gank fest that drives off newbies, while at the same time, the economy stagnates.

    I look forward to Alpha 2.

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  7. I’m concerned that this being such a heavy pvp focused game that it won’t mesh well with all of the systems it’s supposed to have. People who want a pvp game don’t generally like farming, questing, crafting and so on and the people who do like that stuff don’t like dealing with pvp.

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  8. AoC's treadmill will be advancing nodes and nodes struggling against each other. that treadmill will never end. It may reach a balance for a while, but such a balance never lasts. character level and equipment is spices, pretty flourishes to make the dish more appealing. but the meat and potatoes is the advancement and interaction of nodes, that's going to be the actual game.

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  9. I think the best way to handle initial server queues would be to create overflow servers. Just to be clear I'm not talking layers, I'm talking actual servers. For simplicity sake we'll just make our server be called Ashes. If servers can actually handle the 10k concurrent players like they're hoping for maybe put a cap on characters created on each server 15k at launch. Once 15k characters have been created lock the server for a week and open up another server called Ashesoverflow. The server Ashesoverflow (if possible) node development should follow that of Ashes instead of being based on the actions of players on Ashesoverflow. After the first week allow the first 5k characters on Ashesoverflow to transfer to Ashes, week 2 allow another 5k and so on. Possibly adjust these numbers depending on how many open spots there are on the Ashes server.

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  10. Considering that Ashes targets a niche audience, is it even worth developing the game with the planned scope? Won't it be too expensive and thus unprofitable?

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