The LATEST Ashes of Creation Update COMPLETELY Divided the Community



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So with the dust finally settling after the latest Ashes of Creation livestream… It is revealed that the community are in HOT DEBATE about how these seasons will effect their day to day gameplay… almost splitting the community in HALF for what they think would best suit the game in the long term. And we’ll be discussing all of this and further explaining the implications of seasons in today’s video

Yes no intro again! apologies! I got so involved with this script that I accidently ended up making a highly editted, 17 minute video again! I’ll make it up to you with a good intro in tomorrow’s video (kapp)
In the mean time, come join the discussion in the discord with your brothers and sisters high on the copium:
https://discord.gg/muwNp8NhbB

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23 thoughts on “The LATEST Ashes of Creation Update COMPLETELY Divided the Community”

  1. Yes no intro again! apologies! I got so involved with this script that I accidently ended up making a highly editted, 17 minute video again! I'll make it up to you with a good intro in tomorrow's video.
    In the mean time, come join the discussion in the discord with your brothers and sisters high on the copium:
    https://discord.gg/muwNp8NhbB

    Reply
  2. Steven did mention that the season changes can be affected by player activity. That means seasons could last for 3x the normal duration in a row sometimes. If each season were 2 weeks, 6 weeks seems a little too long.

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  3. id say 2 weeks , 2 and a half maybe and take a day to change maybe even the other half a week to change slowly from weather to plants,trees,mobs..etc would be the best way

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  4. At first I was on board with the one week season , till I say the last live stream and then it became very apparent that one week was too short. Also thinking about it , one month per season is too long .
    Two weeks or 15 days feels about right to me .
    Maybe the better question is how long should a year in game last compared to RL ?
    Because not all biomes will have the same season, because of climate differences.
    Then decide the year into seasons that make sense .
    As in an in-game year is two months , or two weeks per season in a four season year and in a desert biome , three weeks in a regular dry season, one week in a rainy wet season , then three weeks regular dry and then a week of blistering ho,t need the right gear to survive , then back to the three weeks of regular dry
    Same with a jungle , three weeks of rain, three weeks of dry , then back to rain .
    What makes me excited is the possibilities with this weather system .

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  5. I dont know but it would be cool to horde a item and wait for the season change to sell it at a ridiculous cost, forcing others to compete with me and or Trade in places where they can freely gather said item or hear me out, Create Guilds specifically to farm winter specific crops to then sell in summer. It also would alter the gear and items people use, make them more flexible, I like to look at things from a different perspective. I am not an mmorpg gamer but I am also heavily interested in games like Ashes of creations so I don't have the years of mmo knowledge to steer me in a similar answer. Just because something has been done before and failed doesn't mean it cant ever succeed its the execution which matters the most here.

    There are many ways this can fail in play, but I believe ashes would try everything to make it work before changing what's on their mind. I still think skill based crafting systems would be amazing, yet they dropped the idea for the more traditional Loading bar approach, I'm not a fan but they made it so crafting is a bit more then just having the items and hitting craft, including the when and where is enough to make me want to play regardless, might be interesting

    If this system locks out items then the weather must move dynamically and not instantly winter to spring but more so slowly from winter phase 1-4 to spring phase 1-4 that way at a point your odds of growing a certain crop go up till its at a 100% in spring and then gradually get worse near winter before becoming harder to grow. I think this would be doable and kinda mixes both ideas. Alternatively you can make it possible that during season when a crop can't be grown it can be substituted by an equal but beneficial area, its excution would can even make such a 'bad idea' be an amazing one.

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  6. I'd go for a longer transition. As a fucking business minded gamer I don't want to feel rushing farming mats. I do want to enjoy the different seasons.

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  7. I'm all for season shifts but I still have PTSD from ZG in classic wow, trying to get that trinket for my rogue. Missed one 2 week rotation and had to wait 2 months for my Renatakis was just awful xD

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  8. I'm gonna say it depends on what resources and how much of those resources are effected by weather. A new player who wants to be a gatherer will have their gameplay effected to certain degrees compared to a player who started during a summer time. It also effects spells and abilities so it could slow down their leveling proficiancy. Not only that you tend to see a slight drop off of players during winter just because the world full of color becomes a boring white. Its nice for a few days, but winter is always a slow burn season. I think 1-2 weeks is fine depending on the above and resource spawn rates. 1 month+ of Winter will drive me to a depression.

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  9. This was a really insightful video! I've been having this conversation with some people online so I'm glad to see that you've been too. I was similarly shocked by that reddit poll result. Honestly, I chalk it up to a bad poll, most people on that reddit being hardcore gamers, and most people being ignorant about game design.

    I prefer 1 week seasons. I rather like the idea of "every saturday I log on to watch the seasons change". I also think it will add some replayability for exploration. Because people likely wont see every zone in one week. It keeps things fresh. As you go through different zones, the seasons will change, rather than experiencing every zone in Spring, then every zone in Summer, then Fall, then Winter.

    They also talked about blocking off mountain passes, or potentially freezing over rivers. These are drastic map changes and I don't think they would happen if the seasons were any longer than one week.

    If seasons are one week long, I could see them making certain resources exceedingly rare in certain seasons. For example, "firegrass" would be very very rare in winter. Maybe it just doesn't spawn outside of freeholds in winter. Any longer than a week and that would become very prohibitive. If you're somebody who doesn't want to deal with the firegrass racket every winter, then just don't go looking for it.

    Basically, a big benefit of shorter seasons is they could come with more impactful changes. Those big changes wouldn't work in long seasons: frozen rivers for two weeks is too long. Certain plants/trees/ores being near nonexistant for two weeks is too long.

    I also think that if seasons were too long people would get bored of them. Near the end of the month, people might get sick and tired of constant frost and snow and rain. People might get bored of constant "falling leaf particles" from trees.

    One month is way too long. Two weeks is arguable. On paper I think one week might seem short, but I think in gameplay it will feel perfect.

    looking forward to the next vid dawg

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  10. What if seasons where different on different parts of the world? Like in real life. So when one part of the work has winter the opposite has summer. This could bring balance to the seasons and make it so resource scarcity/availability is location dependent… thoughts?

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  11. Ok, grab your tin foil hat, Narc. About the length of the seasons; Steven said some events may prolong seasons. I think the example was a Frost Dragon world boss extending winter until it was defeated. That said, I'm thinking some world bosses may only spawn once during a season and, if the season itself is tied to this boss, may only be defeated once per season. Therefore, Frost Dragon boss can only be defeated once every 4 weeks. (If it's set to the original 1 week per season) This may be why they set it to only 1 week because any more than 4 weeks seems like waaay too long to attempt Frost Dragon's fancy drop, plus you'd be competing with everyone else on the server to fight it when it does spawn; generating the objective PVP (and fomo lol) Ashes seems to be built on. Or maybe it spawns once every season (totaling 4 spawns a month), but it only extends winter when it spawns IN winter? One week between boss spawning does seem like more reasonable wait time than 4 weeks to fight a boss.

    On top of that, do we know if seasons are uniform across the world? Or are they tied to each individual zone/area? Unless it's been stated otherwise, I'm leaning towards the latter. It seems weird for an entire planet to share the same season at the exact same time. Plus, if you calculate in these boss spawns that may extend seasons within their respective zones, the seasons will quickly get mismatched; further creating the "dynamic world" they've been trying to make. That would make every server feel different. One server might have made their node right next to Frost Dragon spawn, so everytime the dragon spawns there's always an adventuring party going out to kill it. Another server might have no node near the Frost Dragon spawn, so out in the distance off all populated nodes on this server, there will just be a zone ruled by an eternal winter.
    Then, there's farming and the caravan system. If each zone has it's own individual season, and the seasons diverge from one another per zone, this would encourage people to move their goods between zones with the caravans, to supply Winter nodes with food or other mats they may be lacking. Thus, creating PvP opportunities. Instead of harvesting things in spring and sitting on it for x amount of weeks like a miser until winter to sell higher (and everyone's wallets hurting in winter), the former is better for everyone's gameplay experience. It would always give people things to do. Which is why I think a season won't exist uniformly worldwide.

    For all of those reasons, I think one week is a perfect amount of time for a season to last (or extend).

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