Talk:2023-03-31 Livestream

Z Ashes of Creation Wiki
Przejdź do nawigacji Przejdź do wyszukiwania
box warning orange.png
This transcript is auto generated and has not yet been reviewed and formatted. Please help us format raw transcripts.

Surowy zapis

Intro

  • 00:00
Hello everybody and Steven's stomach. I'm sorry. I'm so sorry. I'm sorry. What were
  • 00:23
you doing? I was trying to find the, I was trying to find the Twitch channels so I could
  • 00:29
watch chat. Oh yeah, you gotta have chat up. I have all the chats. Internal, Discord, all
  • 00:36
the social. Yes. Twitch. And by the way. I try my best. Before we even begin, I just
  • 00:41
want to, just want to touch on the fact that I am coming to you from home. I unfortunately
  • 00:51
got under the weather the other day. He's a little sick. Yes, and last night. You look
  • 00:57
so cozy though. Well, let me say I don't feel cozy. But you look cozy. Very, very comfortable.
  • 01:05
Well, welcome everybody. Salutations and welcome to our glorious Ashes of Creation March development
  • 01:10
update. We hope that you are well and safe. Hopefully you are not sick like Steven is.
  • 01:15
But we are still here. We're still gonna give you guys a great monthly update. For those
  • 01:21
of you who, you know, maybe don't follow us very closely, you might not see all the little
  • 01:24
things that we're doing all the time, but this is your little update for what we've
  • 01:27
been working on. So just to remind you of what we're covering today, we'll be going
  • 01:32
over some quick reminders. We have a little announcement. We'll be showing our carfen
  • 01:37
preview which you got a little teaser of last month. And then we also have some character
  • 01:44
art and some additional art update as well. And then studio update and Q&A. So we hope
  • 01:50
that y'all are doing well. I'm excited. We just wrapped up one of our milestones, milestone
  • 01:58
four for us internally. And for those of you who don't know, we kind of different sprints
  • 02:02
that we run. And this was a big one for us. So it's very exciting. And we're excited to
  • 02:07
start heading into our milestone five. I want to capture the little phoenixes. You got a
  • 02:14
little phoenix on each side. I know. I put a little phoenix up on each of the sides.
  • 02:20
Yeah, we had a, for these of you guys who don't know, so we follow an agile development
  • 02:27
process where we operate under sprints and milestones and whatnot. And the end of our
  • 02:31
milestone four was last week. And we tend to as a studio, obviously celebrate these
  • 02:40
milestones that we hit. And last night, Margaret organized a very awesome evening at this really
  • 02:50
cool bowling alley, brewery slash arcade. And it was really cool. The team just had
  • 02:59
an opportunity to relax and get to enjoy each other's company in a non-professional setting.
  • 03:08
And I thought that was cool. It was so cute. People hugging each other and just having
  • 03:13
a good time and chatting about work. And not work, having fun chatting about work, not
  • 03:19
stressful work. So I also just want to, before we get into things, I want to say, last night
  • 03:25
I hadn't bowled in years, probably. And I guess age is really catching up with me. And
  • 03:34
so I had this bowling ball and I was taking the first bowling swing of the night for myself.
  • 03:42
And I go up there and I have the bowling ball in the hands and I'm about to throw it down
  • 03:48
the thing. And my two fingers came out of the bowling ball just fine. But my thumb got
  • 03:58
stuck as I was about to throw the ball. And I knew immediately what was going to happen.
  • 04:05
And this was definitely, my face started to go from excited and happy to sheer terror.
  • 04:12
And the ball just keeps going up into the air, stuck to my hand. And then finally at
  • 04:17
the last possible second, when it's like at the highest point of the arc, the ball flies
  • 04:22
off my hand straight up into the air onto the other bowling lane and lands with this
  • 04:27
massive thud that the entire bowling alley was silent and all looking over at me. Like
  • 04:35
what was happening? I was so embarrassed. That was so bad.
  • 04:39
I won't name names, but one of our other developers, I don't know if he'll want me to share his
  • 04:45
name. He can DM me if he's okay with it. They decided that their last round, they were going
  • 04:51
to get the biggest, heaviest ball and throw it down the lane.
  • 04:54
Oh no.
  • 04:55
And similarly to you, also had a problem, but instead threw the ball backwards at the
  • 05:04
people instead of down the lane.
  • 05:06
Let's just say we need to stick to making games and not bowling. But regardless, we
  • 05:14
had a really fun night. It was awesome. It's always great to be able to spend time with
  • 05:18
each other and celebrate our successes. And I feel like that's what makes Ashes and Intrepid
  • 05:25
a really great place to work is that we're all passionate. We love MMOs. We love what
  • 05:30
we're doing. We love what we're building, but also we love doing it together. And that's
  • 05:35
a super, super cool experience to have, I think, from a workplace environment standpoint.
  • 05:39
Not a lot of companies foster that type of atmosphere. And I think we've done a really
  • 05:43
good job at that.
  • 05:44
Yeah. And maybe in the studio update segment, we'll talk a little bit about what was done
  • 05:49
in Milestone 4 and what we're moving towards. But let's start with some of our things that
  • 05:56
we just need to get out of the way right now, which is, first and foremost, we do have our

Reminders

  • 05:59
YouTube subscriber comment. If you don't know, if you subscribe to us over on YouTube and
  • 06:05
you comment as a subscriber on our development update video, you could be chosen to be spotlighted.
  • 06:13
And today's spotlight, I will switch over to that scene, is from Papa Smurf 6834. And
  • 06:20
their question is, are we months away from the Alpha 2 or years plural? Any kind of indication
  • 06:27
of the timetable would be greatly appreciated. And I think from my team, they would also
  • 06:31
love for us to set that expectation because they deal with this question all the time
  • 06:36
and so I'm kind of throwing it to you, Stephen.
  • 06:39
Absolutely. So, you know, this is a common question desiring minds wish to know. We are
  • 06:47
not years away from Alpha 2. But also, Alpha 2 is not right around the corner. You know,
  • 06:55
as a public project, as a project that is visible from the outside during its development,
  • 07:03
it's important that we execute well during these testing phases. And early on in the
  • 07:10
project, you know, we made, I made some missteps in when we were anticipating coming to certain
  • 07:19
testing periods. You know, obviously, I have learned a considerable amount over what it
  • 07:24
takes to build these games over the last six years. And we made a promise to the community
  • 07:30
that we would not give dates again in the future unless we were very certain that we
  • 07:35
were going to hit those dates or at least be very close to hitting them. And so, you
  • 07:39
know, as a result of that, we have our internal schedule, we have our internal milestones,
  • 07:45
you know, we have our production roadmap that we operate from and the teams operate very
  • 07:51
well from these expectations internally as well. But to answer that question, no, we're
  • 07:56
not years away from Alpha 2. Internally, you know, we're going to be doing some testing
  • 08:04
probably late this year and early next year as it relates to Alpha 2. And Alpha 2 is going
  • 08:11
to be, you know, kind of a slow roll out of testing. So our desire is to get in as quickly
  • 08:20
as possible, test some of the core systems and loops that we've integrated, you know,
  • 08:26
since our Alpha 1 and get those vetted by player feedback and experience that we can
  • 08:35
iterate upon essentially and get an opportunity. And that's going to be all public, right?
  • 08:40
You guys know that Alpha 2 is a non-NDA environment testing. But prior to Alpha 2, we will test
  • 08:48
some more spot oriented testing with some of the Alpha 1 testers and or PI leading up
  • 08:55
to what would eventually become the Alpha 2 launch.
  • 08:58
We'll probably start with PI so that we have a smaller group and then we'll add on to it
  • 09:03
with our spot testing with Alpha 1 users. And then as we're ready, we'll bring in Alpha
  • 09:08
2 users and then, you know, then we'll go more public with the big stuff.
  • 09:13
Yeah. And, you know, I think all of us have experienced, so all of us have experienced
  • 09:19
launches of games or testing platforms that we felt needed more time from a consumer,
  • 09:27
from a player's perspective. And, you know, our approach, our philosophy is that essentially
  • 09:35
the game will be ready when it's ready. We're not striving for perfection. We're striving
  • 09:41
to achieve what the core loop is anticipated to be, what we've promised, what we're building
  • 09:47
right now. That is the goal. And we understand just how important it is to succeed during
  • 09:55
these testing periods and obviously for launch because MMOs traditionally really only get
  • 10:01
one stab at that launch. And they can, you know, work to improve the game after launch
  • 10:06
if there's hiccups and whatnot that we've experienced obviously. But really we want
  • 10:10
to execute well on that initial launch. And what that means for us is we have to spend
  • 10:15
that time to ensure that what we are building is sustainable, is extensible, is performant,
  • 10:24
and represents what the core philosophy of gameplay loops are intending to be. And we're
  • 10:29
building a massive project. I mean, this is probably the most ambitious fantasy MMORPG
  • 10:36
to date at a launch frame, right? Obviously other products, other franchises have had
  • 10:42
a decade plus to introduce and trickle out content. And one of the difficulties of launching
  • 10:48
an MMO, a new MMO, is that you have to compete or try to compete and contend with all of
  • 10:55
that content that's available because it creates a really strong social elasticity for the
  • 10:59
players of those MMOs. And we want to be ensuring that our core gameplay loops are enjoyable,
  • 11:11
are fulfilling, and have content that keeps players invested for a long time to come.
  • 11:17
And because that's our goal and we have a lot of those systems to build, the team is
  • 11:22
hard at work creating them in preparation for Alpha 2, which is probably going to be,
  • 11:27
I mean, it is going to be one of our biggest test environments up until launch is Alpha
  • 11:34
2. I mean, that is a major slice of the game.
  • 11:37
I mean, like Stephen said, we only get one chance for first impressions. So it's very
  • 11:43
important for us. If Alpha 1 hadn't had gone as well as it did, people might not be as
  • 11:49
excited for Alpha 2. So thinking about the future of that and the longevity of our project
  • 11:54
and making sure that people are going to love what we're creating as much as possible. And
  • 11:59
as we've said many times, we're constantly going to take feedback. And there are decisions
  • 12:04
that we've made on the design front that we want to come to fruition. And we know that
  • 12:08
sometimes it's not what you guys are always interested in, but we were like, give us a
  • 12:12
chance, play it, give us feedback, and we will alter things as we go forward. But I
  • 12:16
think we're really excited, just as excited for you guys to join us and see what we're
  • 12:22
creating. I mean, from a developer's perspective, there's nothing greater than seeing someone
  • 12:27
enjoy the product that you've created. And I mean, obviously, we all want to enjoy it
  • 12:32
too. I think that we've had some a lot of fun internally, which we might be sharing
  • 12:37
some of that internal fun with you guys next month. But we've definitely, you know, trying
  • 12:47
to make sure that we're creating something. And I think one of the things that people
  • 12:52
might not realize is that MMOs take a really long time to make. That's why we're like,
  • 12:57
this is a journey that you're going on with us. You're getting to see what development
  • 13:01
is like. And I think that was the get go. Yeah, from the get go. And what's gonna be
  • 13:05
fun is you're gonna get to see that journey. And then when we look back on this at launch,
  • 13:09
we're gonna be like, wow, it's crazy seeing how, you know, even now looking at what was
  • 13:15
the beginning of Ashes of Creation and what is now is crazy. The cool thing is that journey
  • 13:22
is likely going to be expressed as even part of a documentary when we're done with this
  • 13:26
thing, right? We record all of our meetings, all of our sessions, everything is kept on
  • 13:31
a record. So when we're done launching this product, we have an opportunity to really
  • 13:37
give an under the hood look at what the Herculean effort it's taken to get to where we are today
  • 13:44
and where we will eventually be soon enough. So I want to bring up on that front is, you
  • 13:48
know, the feedback that you guys give us. Roshan and Vaknar are amazing. They put together
  • 13:53
these phenomenal reports. We record those meetings that we have with the designers and
  • 13:58
developers when we go over that feedback. And it's really, I can't wait for you guys
  • 14:03
to see like that side of it where you get to see like, hey, we really were taking in
  • 14:07
your feedback. And most of the time in those meetings, it's like, yeah, we're already planning
  • 14:10
on doing that and that and that. And some of the extra ideas we're like, oh, that's
  • 14:14
cool. It's validation. Yeah, it's validating like what we're saying. And the issues that
  • 14:18
you had and concerns that you guys have are also the issues and concerns we have. So it's
  • 14:22
making sure that we're all on the same page. But I think it'll be cool for you to experience
  • 14:25
that and see the other side of it. But obviously, we have to, you know, be careful what we share
  • 14:32
prior to launch just because, like we said, we only have one chance to opportunity to
  • 14:38
make an impression. Absolutely. Yeah. And just a last point on that topic. And then
  • 14:43
I think we can move on. Yeah, we got to move on. Yeah, we got a whole show for you guys.
  • 14:48
Exactly. Is that this journey is not for everyone. The patience it requires, the understanding,
  • 14:56
the vision in looking and seeing where something is at now and where it will be in the future.
  • 15:04
That is a very specific type of individual and requires unique patience, I think. You
  • 15:13
know, our development, like every development, is never going to be perfect. And we're going
  • 15:17
to have, you know, areas that slip and areas where we can improve. And hopefully, you know,
  • 15:24
those of you who have watched for a very long time now, our development progress, you will
  • 15:30
have seen those improvements from, you know, day one to today and to tomorrow. And it's
  • 15:37
okay if following development is not for you. At some point. Turn it off. Go play other
  • 15:44
games and come back when you're ready to play. And at some point, there is going to be an
  • 15:49
opportunity now to just download the game and play. And that is going to be the experience
  • 15:55
in and of itself. So. 100%. And with that, we're going to do a little announcement. Next
  • 16:04
month, you're going to get two live streams. So on April 7th at 11am Pacific, our normal
  • 16:11
time but just a little earlier, so literally next Friday, we will be doing a Creative Director
  • 16:16
Community Q&A that will be with a few content creators. Chibi Bree from the Golden Feather
  • 16:21
will be joining us. RichieSH, if you've watched any of their YouTube videos. And of course,
  • 16:26
the Merg from Ashes Pathfinders. And we're really excited. They've accumulated some amazing
  • 16:33
questions from their communities and from the community as a whole. We really wanted
  • 16:37
to kind of give some love to the people who have been really supporting us and being part
  • 16:42
of the community for so long. And we hope that you guys enjoy it. They got some good
  • 16:46
questions. Stephen hasn't read them yet. No. Maybe we'll add some spicy ones in there.
  • 16:52
I don't typically read questions prior. He doesn't like to. And my team's like, why won't
  • 16:57
he read them? I was like, he doesn't want to. I don't want to overthink the response.
  • 17:02
So I typically just, I want to answer off the cuff as much as I can. But I'm excited
  • 17:09
about that. That's going to be a fun, I think, conversation to have.
  • 17:12
Yeah. And I'm sure we'll do more of those in the future with other content creators.
  • 17:16
Don't worry. Hold your pants. Some people are spamming their favorite creators. But
  • 17:21
obviously, as we get closer to Alpha 2, there will be more opportunities for hyping things
  • 17:28
up and getting more excited. This is just more so to answer some questions from the
  • 17:31
community and make sure that we give some love to some folks. And then with that, we
  • 17:36
also have just a reminder that the cosmetics will be swapping over for flavors of ephelerin.
  • 17:43
And that will be April 12, 2023 at 11am Pacific. Reminder of that. And of course, for those
  • 17:49
of you who are content creators, we do have a content creator program that you can check
  • 17:53
out. You can go to our FAQ database and type in content creator and it'll show for you.
  • 18:01
But we are currently just taking applications for that. I know a lot of content creators
  • 18:05
have been asking when we're going to do invites. Those invites will probably be closer to when
  • 18:09
we're getting to Alpha 2. So as we start ramping that up, you'll probably be like, what's happening?
  • 18:14
But we will start sending invites closer to that timeframe. Right now, we're focused on
  • 18:18
just application phase, which is a lot of folks. And we're very excited that so many
  • 18:22
people are interested in joining us on this crazy adventure. And with that, I'm going

Carphin Preview

  • 18:29
to hand it over to Stephen to give us a little preface before we show you a little walkthrough
  • 18:34
of Carfin. So some of you might have seen maybe some leaks that I did in Margaret's
  • 18:43
absence while she was at PAX. Oh, I saw. I know, I'm sorry. But this month we wanted
  • 18:51
to showcase the Tower of Carfin from a lore perspective. And then in addition, we wanted
  • 19:00
to showcase some systems, new systems that have been brought online from a narrative
  • 19:05
perspective as well as it relates to our story arcs. So this is a deep dive in both the lore
  • 19:12
of Carfin as well as the system of our story arcs and how they change the world around
  • 19:20
you to reflect different chapters and or paths that story arcs can take based off of player
  • 19:27
activity. You'll see the world change a little bit. I want to preface that, of course, this
  • 19:33
is all a work in progress. You are taking a look at something that is still very much
  • 19:38
in the alpha phase, both visually and in particular, you'll notice before the transition of the
  • 19:48
zone, which happens about six minutes into this video, you'll see it in the non-active
  • 19:54
state. And there's some lighting there that we're still fixing and some of the materials
  • 19:59
and whatnot, but you're going to see it in the corrupt state after about the six minute
  • 20:05
mark and it is pretty gnarly. It's pretty cool. Yeah, it is absolutely. It's just, yeah,
  • 20:11
it's neat. It's different and more dynamic and I think that people are going to like
  • 20:17
it. So, yes. So you guys will enjoy. We'll see you on the flip side.
  • 20:32
Hello everyone and welcome to another stream from Vera. We have been building up, I think,
  • 20:43
to this moment a little bit in the showcase for the Tower at Carvan. And I think there's
  • 20:52
been some lore that we've released during last November's Extra Life livestream. We
  • 21:00
played through a portion, I believe, of this tower. And now we have an opportunity to take
  • 21:06
a look together, a little sneak peek, a small portion of this area and the lore behind it.
  • 21:14
And we're also going to take a focus with some of the developers that'll be joining
  • 21:19
us here in a second. I'll introduce them into the system of our story arcs and how that
  • 21:25
system works in reflecting the changes that players elicit from the world of Vera. So
  • 21:35
I want to introduce one of our senior designers, Scott. How are you doing, buddy?
  • 21:44
Doing very good. Thank you for asking.
  • 21:47
Welcome. Welcome to your design become reality.
  • 21:52
Thank you.
  • 21:55
This is Scott has been working on the narrative for this particular story arc that we're all
  • 22:00
going to see in a second with his with his team, with whom we are joined by one of our
  • 22:07
designers, Aimee. Aimee, how are you doing?
  • 22:10
Hi, I'm doing good, Stephen.
  • 22:13
Welcome. This is I think is this your first time on the stream?
  • 22:17
It is. Yeah.
  • 22:18
That is awesome. Aimee is one of our incredibly talented designers who is helping create the
  • 22:25
narrative around Vera. And you guys may have played some of her quests in Alpha One, actually.
  • 22:35
One in particular is the I believe it was the lost pages and the that spider quest.
  • 22:41
Is that right? I mean, was it were those yours?
  • 22:45
Those were my quests. Yeah. Thanks for remembering that.
  • 22:48
I know they're great.
  • 22:50
Yeah. Super excited to join today.
  • 22:54
We're very excited to have you. And then in addition, we have what is soon becoming a
  • 23:01
regular on the streams. Mr. Jeremy, one of our senior designers, how you doing, buddy?
  • 23:08
I'm doing good. Happy to show off Scott's masterpiece creation here.
  • 23:12
Yeah.
  • 23:13
Laying it on thick.
  • 23:16
I know. Wow.
  • 23:18
Love it.
  • 23:19
Pretty exciting.
  • 23:20
It is exciting. It is exciting.
  • 23:21
I mean, I've always said that nodes is the new hotness that we've been showing and story
  • 23:26
arcs are the new hotness we've been hiding.
  • 23:28
Yes. Agreed. Totally agree. So one of the first things that you guys are going to notice
  • 23:35
in this environment is that we have this perspective of the of the tower. And I think, Scott, do
  • 23:45
you want to talk a little bit about story arcs as a system?
  • 23:49
Yeah, sure. So it's helpful, I think, to think about story arcs as kind of like a like a
  • 23:56
prepackaged tabletop campaign. They contain like all of the NPCs and quests and monsters,
  • 24:02
like all the things you need to make like a cool fantasy story. They're not procedurally
  • 24:06
generated. We author them. We write all the dialog and we construct all the narrative
  • 24:10
beats and everything like that. But they will enter the world dynamically depending on the
  • 24:17
state that the world is currently in, how players have built up specific nodes, like
  • 24:22
what races control various nodes. We have plans to include lots of different things
  • 24:28
on top of that. But yeah, it's we don't have any quest hubs or anything like that in this
  • 24:34
game because players build up all the cities. So we had to get a system that kind of looks
  • 24:39
at what players are doing and can inject content into the world that makes sense for what they're
  • 24:44
doing.
  • 24:45
So we see it as like the the world decides in the state that it's in that we're going
  • 24:49
to now play this module. We're going to because of the state of the nodes being in this way
  • 24:55
and certain races have this one, we're going to play her substrata. We're going to do Blood
  • 25:00
Still Do. We're going to do those modules and things.
  • 25:04
So one of the things that I find most unique about our story arc system is that they're
  • 25:09
intended to represent change, change within the story of what Vera is telling. And we
  • 25:19
don't just do that through these new quest logs and and and dialogue, but also by literally
  • 25:27
changing the environments and showing these active states that represent what is happening
  • 25:34
and what choices the players have made previously in the different chapters, perhaps, of other
  • 25:39
story arcs. Scott, I know that we have been working hard on this. Your team has been working
  • 25:44
particularly hard and with engineering to kind of stand the system up over the last
  • 25:49
several months. But you have the ability to push us into the next chapter manually, correct?
  • 25:57
Yeah. Normally, this is a story that require us to have built up some of the nodes in the
  • 26:05
area. Either you could just build up mirrorless directly to get access to where we're going,
  • 26:10
or any of the nodes in the riverlands could have leveled up to a certain amount to have
  • 26:16
basically enabled the story to spawn. But I'll just I'll just turn this on for us now
  • 26:21
manually. Let's see. That's good. Get ready, ladies and gentlemen. All right. Welcome.
  • 26:26
I push it takes a second, but it will kick on to the Tower of Cartham. And Houston. There
  • 26:41
goes. Oh, things are getting red. The complete. What is that? The blood. Oh, the blood still
  • 27:07
do. There it is. It's paying right now. Oh, my gosh. So yeah, when StorX come online,
  • 27:16
they change a lot of the environment, they update what monsters are in the world. They
  • 27:22
create quests NPCs, you can see Orin, he's not normally here. We've moved him for the
  • 27:28
sake of this. And then yeah, new pathways can open up through the environment. Is the
  • 27:36
bridge moving? Yeah. Oh, my gosh. Oh, that's nasty. What are the vines? It's you know,
  • 27:49
it's corruption. There's so a very, a very terrible curse is sort of remaining here after
  • 27:59
a sort of desperate spell was cast during the Harbinger apocalypse. You saw a bit of
  • 28:07
that spell being replayed at the top of the tower there. But when the ancients were advancing
  • 28:13
toward the Aelin capital, where Carfin is strategically positioned between where the
  • 28:18
Harbinger Comet landed and the Aelin capital, the mages here and Carfin was known throughout
  • 28:24
the Aelin Empire for its magical prowess. The head mage here did a very desperate and
  • 28:31
dangerous spell to slow the ancients advance. And that was to buy the time for the for the
  • 28:39
capital of Aela where they were building one of the divine gateways. Yeah, exactly. Yes.
  • 28:44
I'm sort of opening people to get out. Right. They needed more time. They needed to make
  • 28:49
space for them. They did something pretty terrible to do that. It bought them the time.
  • 28:54
But as you can see, this once great city has suffered a great cost. This is I like the
  • 29:01
little jump puzzle. This is awesome. This what is that here all the time? The story
  • 29:10
are help this bridge form. This bridge might also appear if you've leveled up mirrorless
  • 29:17
enough to create kind of this pathway. Otherwise, there's other ways to get there, but more
  • 29:21
dangerous ways. Is that a what is that down there? That's a fiend golem. A fiend golem.
  • 29:29
Fiend version. Oh, I like how the light just lit up to showcase the the body. That's crazy.
  • 29:39
That's super cool. And they so now the the spawn tables around the city of Carfin have
  • 29:50
changed as a result of the story arc progression. Right. So normally when the city is not in
  • 29:58
its cursed state, you've got a whole subset of like like constructs and various other
  • 30:04
like arcane things like you saw the animated numbers and stuff like that. While the fences.
  • 30:09
Yeah. Yeah. Well, the curse is in effect. We've got these watchfuls, these seekers here
  • 30:16
who they have their own sort of story and reason for being here while the curse is active.
  • 30:21
Yeah. Yeah. Wow. And they've got their summon watchfuls watching their backs as they're
  • 30:34
doing what they're doing. Wow. The environment team did an unbelievable job here. They did
  • 30:41
a killer job on this. Yeah, this looks so good. It's a blood curse. They really took
  • 30:51
that personally. They said, oh, you want to see what corruption looks like? I know. Well,
  • 30:57
what is talk to us a little bit about blood magic versus just normal corruption. So, yeah,
  • 31:05
blood magic is a sort of illegal kind of magic and using it in any amounts creates a certain
  • 31:12
amount of corruption in the caster. And that corruption can bleed over into environments
  • 31:17
and things that they draw essence from in order to cast those spells. This was this
  • 31:23
was a blood magic that obviously consumed a whole heck of a lot of it. She wasn't intending
  • 31:30
for this kind of after effect. No, no. Yeah, the major cast this did not was not able to
  • 31:39
understand the scope of the destruction that that would cause. But also in the final, you
  • 31:45
know, the final days of, you know, ancient vera during the harbinger apocalypse, like
  • 31:50
you didn't have a lot of time to research. There was not a whole lot of deliberation.
  • 31:52
There wasn't a lot of a whole lot of like magical research and safety precautions that
  • 31:58
they could take. So, yeah, it did its job, but, you know. Yeah, it seemed to like even
  • 32:11
if it delayed a lot of the a lot of the progress they made towards the portal, it seemed like
  • 32:17
they really created a lot of destruction along the way. Carpenter itself has a lot of history
  • 32:24
built into the environment here, too. You'll see lots of statues and stuff around that
  • 32:29
go into it. One of the five of the five main city states by primary city states of the
  • 32:36
island people. And they would form into the island empire following the Great War of the
  • 32:43
Undying with King Aetrax. Right now, so many people are just like, oh, my God, we're finally
  • 32:51
getting lore. We could go all day on it if you want. We could, yeah. We don't want to
  • 32:57
give it all away. Well, the story is kind of told over the course of four phases, four
  • 33:05
chapters. Each chapter will update spawns, change the quest givers, change what quests
  • 33:12
are available. And that's across the server. It's not like your individual progress phases
  • 33:20
that is the actual quest themselves. You can progress kind of at your own pace. But as
  • 33:24
long as it's within the window of that quest phase being active. I mean, who honestly has
  • 33:29
this much blood to spare? This is crazy. This is. We're actually trying to figure out the
  • 33:36
science of like if you took an entire city's worth of people, how many cups of blood would
  • 33:40
you have? Probably not very many. Less than you think, but it wouldn't be as dramatic
  • 33:47
if we were super realistic with it. It's magic. Yeah, it's magic. Blood is persistent and
  • 33:54
eternal. Yeah. Unless we can do something about this curse. I don't know, Stephen, if
  • 34:12
you stopped and talked to Ornn and pick up that quest or not. Oh, no, I did not. Oh,
  • 34:17
that's okay. I think you still have all the quests that were in there before. Yeah, let
  • 34:21
me grab it. What do I open my journal again? What is that? It's L. L. That's right. Yeah,
  • 34:26
L to open your journal. Oh, yeah, yeah, yeah. There we go. Yeah, you can see there's other
  • 34:29
story arcs going on as well. The phase timers in there indicate how much real world time
  • 34:35
is available to like do the quests in that phase. I see. And what quests you do or the
  • 34:42
quests that you do, like it's not just a matter of completing the laundry list of things that
  • 34:46
the NPC has you do, but you pick from a whole bunch of objectives, many of them optional.
  • 34:51
Some of them, if not most of them hidden when you first undertake the quest. So, you know,
  • 34:56
go dig up a guide or blaze your own trail or whatever. But depending on which objectives
  • 35:00
you complete, those are the things that help the server aggregate what is going to happen
  • 35:05
in later phases of the story arc. And that's like across all of the players participating
  • 35:10
during that time frame, what objectives they decide to complete. That's what drives what
  • 35:15
happens in later. Awesome. What quests are available, what NPCs are pulling ahead of
  • 35:20
other NPCs in terms of their progress toward their goals. And how you complete your quest
  • 35:26
matters. Yes. Yeah. With some objectives, you know, being exclusive of one another.
  • 35:32
So helping one NPC will lock you out of helping a different NPC. So, yeah, it's we don't.
  • 35:40
Oh, no. Wow. I'm just I'm just taking in the sheer beauty, but also like a kind of gross
  • 35:48
beauty of this environment. It is so eerie. I think even the corrupted trees, you can
  • 35:59
harvest them. Find some of them that you can harvest and chop them down. Oh, really? Yeah,
  • 36:10
they're a little bit hard to spot, though. Well, also the I believe that as part of these
  • 36:21
environments changing, you're also activating rare resource spawners that might only occur
  • 36:28
during certain events. Yeah, that's correct. So, yeah, yeah. Like corrupted soul bloom.
  • 36:35
And there was one that Kory had just put in. All those things are only available during
  • 36:41
certain story arcs and every story arc has its kind of special things that you want to
  • 36:45
try and take advantage of. And that one in your backyard, swing by and pick them up for
  • 36:50
herbalism, for making certain potions. Sometimes you want to take advantage of the limited
  • 36:56
time you have during the story arcs to get some of these rare resources for crafting
  • 37:01
things, certain poisons and potions from these limited corrupted spirit blooms, right? Yep.
  • 37:10
Sorry, I just disabled my HUD right now. I want to like this area is just too crazy.
  • 37:18
Huge tower. It looks so good. Jeremy and Hal and Adam, I think. Who's all working on this?
  • 37:31
Jeremy. Zach and Brandon. Everybody. Scott. Other Scott. Yeah. Not me. Tristan. Tristan's
  • 37:39
entire team. Yeah, this is absolutely beautiful. And talk to me a little bit about the dungeon.
  • 37:48
So the dungeon we're heading to right here, that's the Tower of Carthen. That is the mage
  • 37:53
university that following the War of the Undying, the elves, that oh, these humans, there's
  • 38:00
something to them. Let's gift them the gift of magic and how. Let's show them the advanced
  • 38:08
stuff. You can see some of that story reflected here on these murals. Build them a university.
  • 38:14
Hold on to stuff and we can teach them the way we want to have them. And the human said,
  • 38:21
yeah, show us. I think we ran by the deans, the first deans of the statues back here.
  • 38:29
Oh, yeah, we should look at this. I really love how some of the ornate detail in the
  • 38:37
buildings have so much symbolism attached to them. It really makes it feel like there's
  • 38:42
a kind of steep like if you go back to the. Yeah, that's right over here. Back to the
  • 38:48
statues we ran past. Yeah. All the former headmaster. These are the former deans. Right.
  • 38:56
So this one up front here, that's Tanfileris Wren. He's the elf that came over from the
  • 39:03
elves and from the Pyrion elves at the time. And you can see he's kind of built the tower
  • 39:14
for them. Started training the first students. Then one of the other towers is his best student,
  • 39:23
Aristod. I should point out his statue in a bit here. So he was the first human dean
  • 39:30
he's this one here. You can see him kind of with the book open. That was Aristod. Wow.
  • 39:37
The first one after Tanfileris went back to the elves after a few decades. We've got
  • 39:47
Dean over here is the woman that's that's Jenica. And the good and interesting thing
  • 39:54
about her is that she never died. She was into teleportation and that was her her big
  • 40:01
area of expertise. And she just never came back. Hint, hint, hook. Oh, I see what you
  • 40:10
did. Yeah. Then we have one of Lamont's, Auron over here. That's a Daren, Daren Lamont. He
  • 40:22
was a dean of the college. He looks like a wise guy. Auron's family is quite they're
  • 40:32
quite central to the to the story here. There'll be lots of opportunities to learn lots of
  • 40:37
them in this story arc, actually. That is awesome. The final one there's a Klon Zander.
  • 40:43
He was all into alchemy. So that was his area of expertise that he really. Oh, yeah. So
  • 40:49
if you see a lot of maybe some potions in the game with a Klon or or no Zander so and
  • 40:56
so that that's the guy. What do we have here? Just a very normal looking door, probably
  • 41:04
nothing terrible. I mean, this mural. Oh, the humans asking the pyre for help with magic.
  • 41:13
The periods. Yeah. Yeah. The period. I got a teaching period teaching the ten killer
  • 41:21
or the alien at that point. Yeah. And over here. Oh, the five moons, the towers, construction
  • 41:31
and the five months phases of the moon, three months. The three phases or five phases. Yeah.
  • 41:41
Perfect. Very cool. And we also have there's yeah, the symbology for the period. You notice
  • 41:48
the doors. You have a lion head on one side representing humans and the griffin head on
  • 41:53
the other representing the elves. We're the guys pulling the doors open. Just a couple
  • 42:01
of guards. What is this sandal? Oh, my God. I'm sorry. That made me cough a storm. That
  • 42:18
is hilarious. That is hilarious. I love it. All right. So what is our objective here?
  • 42:25
What are we looking for inside right now? Now, this is just the entrance, the foyer
  • 42:31
of the tower of the university. Yeah. So we're not going to obviously take you through everything.
  • 42:39
A lot of it's still a work in progress. Always remember that this is a work in progress right
  • 42:43
now. This is part of the Alpha two experience. You'll be able to explore, delve into this
  • 42:49
dungeon. So what are we going to see in here? Even more corruption and more more blood for
  • 43:00
sure. I like the bell. The gong is cool. Yeah, I guess it is a bell. Oh, my God. Wow. This
  • 43:26
looks great. I love this interior. The lighting is so moody. Oh, my God. This is like the
  • 43:36
supreme edge lord environment. Take a look around at this. Just over there to get our
  • 43:42
loot. Even the gothic-esque lamp with the nasty like flesh environment. Oh, God. Oh,
  • 43:55
we have some loot. Is this like a treasure chest? That's a treasure chest. Whoa. Or not.
  • 44:04
Oh, no, no, no. Not like that. Nuke it from orbit. Nuke it from orbit. Oh, thank you.
  • 44:11
Perfect. Where'd it go? Where did it go? Behind us now. Oh, come here. Oh, my God. This thing
  • 44:22
is crazy. Look at it. These are just the entrance mobs? It's just the entrance, yeah. Oh, no.
  • 44:34
Oh, no. This guy is nasty. Now, these tend to do some nasty things when they die, right?
  • 44:45
I mean, this is basically like a... What is this? A hoarder? AKA mimic? No, I'm just kidding.
  • 44:51
This looks... Baron hoarder. Get away from it. Get away. Run. Get back. Get back. Get
  • 45:01
away. No. You're pulling it into the party. Oh, that is nasty. This is absolutely phenomenal.
  • 45:17
Yeah, they did an incredible job on this. It just looks so good. Well, is there anything
  • 45:25
else that you guys want to touch on from the story arc perspective? Oh, I guess there's
  • 45:34
one thing people might be curious about. I mentioned how you could do what you needed
  • 45:37
to do as long as the phase... You can do any quests available in that phase while that
  • 45:42
phase is available. So what happens if you miss something, you go on vacation or whatever,
  • 45:48
and you can't log in during the week to participate in the quests that are going on in the phase
  • 45:52
of that story arc. For most story arcs, they do repeat. After they complete, they'll go
  • 45:57
on a cool down and they will repeat again. You'll have another opportunity to get involved
  • 46:00
with them the next time they come through. For our big major world spanning story arcs
  • 46:08
that will tell your server's own story, those ones don't repeat. Those are one and done.
  • 46:15
You can replay them. There's a different system for replaying previous phases for the big
  • 46:21
main story arcs. However, decisions and objectives you make in those won't count toward your
  • 46:27
server's... What's canonized for your server, which is our way of saying what decisions
  • 46:33
they make for the objectives and stuff that you completed.
  • 46:36
And all this goes to really kind of creating that experience of player agency being seen
  • 46:47
through world building and actually changing the locations, the environment, the story,
  • 46:53
and how it influences future arcs down that path for the world to kind of reflect. It
  • 46:59
creates such a unique, I feel, environment between different servers and the histories
  • 47:06
that they create. Exactly. I think Jeremy said it really well
  • 47:11
earlier when we were trying to help figure out the right words to describe these very
  • 47:15
complicated systems. In MMO, you have different philosophies on kind of storytelling. We're
  • 47:24
going to more old school, like the world has a story and you're playing within the world
  • 47:28
story. And in our case, you're helping to guide that by the decisions that you make
  • 47:33
while doing your quests and the different players. If one goes one, if a bunch go one
  • 47:38
way and a few go the other way, that kind of canonizes down that way. More recent MMOs
  • 47:44
have just focused the story on the player and used instance and phasing to tell individual
  • 47:50
stories at different times and at different durations. We're more old school saying the
  • 47:59
world is evolving, you participate in how the world story is going. More on how you
  • 48:06
owe and EverQuest and those games. Lineage. Yeah, lineage. Everybody is playing in the
  • 48:15
same world and the state of that world is something that everybody is building together.
  • 48:19
All great games. Absolutely. Well, go ahead, Amy. Sorry. I was going to say that one of
  • 48:26
the major goals I feel like we have is to allow player decisions to have consequences
  • 48:34
and to have meaningful results from the decisions that they make. So it seems like people can
  • 48:42
really create their own stories. Absolutely. Phenomenal work, guys. Well, I want to thank
  • 48:49
you three for joining me to help kind of give players a peek, a little peek under the hood
  • 48:54
for the Tower of Carthen as I train your party. I apologize. And I cannot tell you how beautiful
  • 49:01
and unbelievable this this area is. I mean, the artists are just are phenomenal. So killer,
  • 49:08
killer job. So so fun. With that being said, we're going to go run back to the stream.
  • 49:15
Super exciting stuff. And we will be back with you in just a moment. Thank you, guys.
  • 49:35
Love seeing the reactions in chat whenever stuff started changing on the screen. I was
  • 49:40
like, yes, we hope that you are as excited as we are for the dynamic questing system
  • 49:47
and content and how it interacts with the nodes. Yeah. You know, this this particular
  • 49:53
dungeon is a big one. It is a massive one. It is the largest in the Riverlands and it
  • 50:01
is a major quest hub for Alpha 2. So this is you guys will probably be spending a lot
  • 50:10
of time in this dungeon. You know, one of the key takeaways from the system, from the
  • 50:16
system side of this with regards to story arcs, story arcs for something very early
  • 50:22
on that we decided was necessary to facilitate how players interacted and changed the world.
  • 50:31
Right. We have this context of a very world building kind of oriented game with the node
  • 50:37
system. And then we needed something complimentary on the narrative side that can actually facilitate
  • 50:43
the feeling from a player's perspective of my actions have consequences. My actions direct
  • 50:49
the way that the server goes. And it had to be adaptive. But I noticed there were some
  • 50:55
questions the questions and I apologize. Yeah, I've got some questions as well. Yeah, I apologize
  • 51:00
again for being sick for this stream. But we had some I saw we had some questions about
  • 51:06
like, you know, can I redo different chapters of the story arcs? And yeah, as that as that
  • 51:12
chapter is present, you know, these these story arc chapters, they exist for potentially
  • 51:18
days at a time so that people have an opportunity to kind of move from story arc to story arc,
  • 51:23
do things across the world. We don't want a narrative system that is like highly dependent
  • 51:29
on dailies or weeklies where you kind of feel this this need to log in to stay competitive
  • 51:37
and and you know, it becomes a chore and not really indicative of the type of gameplay
  • 51:44
I feel as MMO players we want to have. And so the story arc system is really meant to
  • 51:49
provide these many cycles of interactive and compelling stories that are occurring simultaneously
  • 51:57
around the world and direct the future story arcs that come next based off of what branch
  • 52:05
is taken as an outcome of the particular story. So for example, in the Tower of Carfin, there
  • 52:11
are two ways that this particular story arc can end that can end with a boss encounter
  • 52:16
at the top of the tower, or it can end with a boss encounter that's at the at the ground
  • 52:21
level in the supporting city around the tower. And when one of those branches gets gets decided
  • 52:30
on or gets interacted with on the on the narrative side, that dictates future branches of the
  • 52:40
story arcs that come thereafter. So players can can go back and if you know you do the
  • 52:47
boss fight and your friends log in later and they want to go to the boss fight you can
  • 52:51
participate in those in those in those chapters multiple times right you're not locked out
  • 52:56
from doing it again. The with the major story arcs when the first when the first branches
  • 53:02
decided that is a bit of a canonization for the server. And it creates a really interesting
  • 53:07
linear storyline and history that each server experiences differently from another. And
  • 53:16
that I feel is something that really has never been represented in MMOs before. One other
  • 53:21
thing I want to say is that for those of you who've been following the Ashes development
  • 53:26
since like you know 2017 and 2018, we've talked a lot about how corruption this red influence
  • 53:34
and the use of you know this evil-esque type of magic influences the world around you.
  • 53:42
And this is a great example in the city of Carthen where you can see how a variant of
  • 53:49
that corruption blood magic variant has its own style guide, its own its own you know
  • 53:57
indication of what is what is going on in this area. And we've you know we've we've
  • 54:02
always been an alpha one you kind of saw a few of that a couple places for the corruption
  • 54:06
influences back in 21. But really it's a large part of how these zones adapt and can change
  • 54:14
around you know corruption is always trying to encroach on civilization. That's a larger
  • 54:19
civilization builds. We did have some people asking questions regarding corruption and
  • 54:25
I think it kind of ties in with what you're saying. Seven Six was asking will PVP be the
  • 54:30
defining reason for corruption and you're kind of like saying that no it's not. No no
  • 54:34
no no no no. So so so PVP is tied into corruption right to a degree your mortal coil as we call
  • 54:43
it or what some might consider a soul from your character's perspective within the story
  • 54:48
can be influenced and can be changed into a shape that's that's more in tune with corruption
  • 54:55
and that's through doing PVP things you can accomplish that. But really when you think
  • 54:59
about what corruption is corruption is a representation of the ancients magic the ancients hatred
  • 55:07
the ancients desire to strike back at the creation of what their the gods who banished
  • 55:12
them to the void have tried to accomplish on Vera. And so corruption is this influence
  • 55:19
of the essence that permeates around locations in the world and tries to pervert what that
  • 55:26
creation is. That really is what corruption is. You know what that disgusting foot this
  • 55:34
is that's the one situation where I'd be okay with socks and sandals though. Just gonna
  • 55:40
say just gonna put it out there. Sandals great the environment team by the way you know I
  • 55:45
think they always sneak them in. Yes they do but I think everyone who's watching really
  • 55:50
can give some hearts and chat. Our environment team is absolutely phenomenal and you're just
  • 55:56
seeing kind of first passes on these environments with the alpha you know zones really this
  • 56:03
is still not near where we intend and you guys watch improvement month after month and
  • 56:10
in test environment after test environment. But the idea is to create a rich world that
  • 56:17
is visually stunning and compelling and I think that the mood of this particular zone
  • 56:25
is well communicated through what the environment artist team has been able to accomplish. And
  • 56:31
how it changes with the dynamic quest stuff is pretty amazing. So yeah and not just our
  • 56:37
environment team but also our tech art team as well. It did a phenomenal job in assisting
  • 56:42
creating this area. All right I have a few more questions. I did want to mention because
  • 56:49
some people were asking about the icon in the corner next to Steven's nameplate. That
  • 56:55
little icon is actually his like secondary archetype that he hasn't unlocked and that
  • 56:59
will change. Yes yeah so the idea there is to indicate through the party UI so that you
  • 57:04
can see kind of secondary class choices that are made and that can be changed of course
  • 57:10
players can can reselect different secondary archetypes through respecing but your primary
  • 57:16
archetype remains the same and that gets unlocked when you do unlock that. Yeah and so people
  • 57:22
were noticing that we had one of our folks with a sword over their shoulder and they
  • 57:27
were wondering if that's a new idle animation and when that happens or if there's going
  • 57:32
to be more stuff like that or if they can select which ones they have. So our animation
  • 57:37
team Chris Myers and a few others part of the feedback that we got from the tank demonstration
  • 57:46
when we were holding that two-handed sword was that people would like to see variants
  • 57:51
of the types of non-combat idle stances that can be had with certain weapons and so we
  • 57:57
decided to introduce you know a variant of that with having the shoulder rest on the
  • 58:01
shoulder and that is something that we'll be exploring further to see kind of just how
  • 58:08
much runway we can get out of custom and or selective idle stances. I know we want to
  • 58:16
add a lot of you know flavor to the character and the persona that you that you have and
  • 58:23
obviously idle stances can be a part of that display. All right and then Galadeon wants
  • 58:29
to know will this environment change based on season as well? Yes so the vast majority
  • 58:37
of environments in the game have some seasonal interaction. Some environments have four seasons
  • 58:44
some environments have two and you know you can see that demonstrated you know mainly
  • 58:52
through like snow and or but when it enters the corruption state outside of weather in
  • 58:58
that corrupt state you will probably see a little bit less of the influence of the season
  • 59:04
because really it's adopting that corruption which is in and of itself is kind of a season.
  • 59:11
Something in the same in this area and then Lightfoo is wondering because Aimee had mentioned
  • 59:17
oh yeah you can harvest the trees and things like that if there will be like special types
  • 59:21
of trees and things of that sort for special crafted items. You know corruption isn't all
  • 59:27
bad from a gameplay perspective from a mechanics perspective meaning that certain types of
  • 59:34
resources will have a corrupt state and it will be necessary for you to acquire you know
  • 59:40
like we have a spirit bloom which is a harvestable herbalism plant but in when a zone becomes
  • 59:49
corrupt you can potentially yield corrupted spirit blooms and those are necessary components
  • 59:56
of certain crafting recipes and so corruption also services the idea that as these zones
  • 1:00:05
change and adapt to reflect you know the different statuses of corruption or seasons so do the
  • 1:00:10
harvestables and that's that's an important part of the overall economy.
  • 1:00:15
All right and then Fireoofly wants to know this is an open world dungeon right what prevents
  • 1:00:24
others from just waiting until you're at the boss and then killing you and taking your
  • 1:00:29
boss's loot and then related to that what prevents mega guilds from just owning an area
  • 1:00:34
and preventing you from accessing or enjoying it. I did see a couple other people asking
  • 1:00:37
this in different terminology but yeah.
  • 1:00:40
So a couple things there first of all first thing is is we don't want in the majority
  • 1:00:45
of cases we do not want to prevent another group from engaging potentially in PvP we
  • 1:00:51
disincentivize it by creating safeguards within the flagging system that make that decision
  • 1:00:58
very concerning for the people that might go corrupt right and if you're in the large enough
  • 1:01:04
group of numbers I doubt you're going to experience that unless there's some rivalry between guilds
  • 1:01:10
in which case like you know there's apparatuses like Guild Wars that are more opt-in you can
  • 1:01:14
drop guild tag if you want but anyways competitive the competitive nature of this environment
  • 1:01:19
is is a PvX element however in situations where we want to contain a particular type
  • 1:01:29
of raid we will utilize instancing and that can protect certain engagements with certain
  • 1:01:34
bosses but that's really more on the 20% of 20% of the scenarios will have instancing
  • 1:01:45
protection like that around 80% of the content is open world where competition is healthy
  • 1:01:51
competition is an instigator for soft player friction for potential cooperation for the
  • 1:01:58
ability to yield alliances and the political you know theater that comes with it so that's
  • 1:02:03
an intended part of the PvX design of Ashes that's a it's a core philosophical point.
  • 1:02:08
All right and just to be clear that is not for everyone we are not trying to make a product
  • 1:02:18
that appeals to every MMO gamer that's impossible and so we've been very upfront and forthright
  • 1:02:26
with what we are trying to accomplish and what our core pillars of philosophical design
  • 1:02:31
are and that's an okay thing and if if the thought of player competition of potential
  • 1:02:38
threat and soft friction is not one that resonates with you there are plenty of games out there
  • 1:02:46
that are not focused around those philosophies and that's entirely acceptable.
  • 1:02:51
All right with that I'm going to move on to our art we have a lot of cool art to share

Character Art Update

  • 1:02:57
with you all the character and concept teams have been kicking some booty and the first
  • 1:03:04
one here actually you saw these but I think being able to see them kind of in like a 3d
  • 1:03:09
element here on their own these are the statues from Carfen that were being worked on and
  • 1:03:15
you can just see I mean you saw how massive these things are but the detail and as Jeremy
  • 1:03:20
I know was talking about the lore behind these different folks except I don't think they
  • 1:03:25
had the the ones that were holding the chain but they didn't have the lore for that but
  • 1:03:30
I'm sure they'll they'll write something up if they haven't already but yeah they've gone
  • 1:03:36
into a lot of detail for these people and like what they're wearing and what they're
  • 1:03:40
holding and the symbolization of that.
  • 1:03:42
Yeah these are great.
  • 1:03:45
Oh go ahead.
  • 1:03:47
I was just gonna say I love the massiveness that it really adds to the environment to
  • 1:03:53
have these large character statues and they are as you guys heard from a lore perspective
  • 1:03:58
they have great relevancy to the story of what came before your people so it's cool
  • 1:04:05
to kind of dig into that and it'll be weaved throughout different narratives as well.
  • 1:04:10
And then you did see in a previous live stream a few of the Carfen weapons and these are
  • 1:04:14
just some more that are being worked on very exciting so I'm sure folks will enjoy getting
  • 1:04:21
that loot I know there was questions about why the hoarder didn't have loot there will
  • 1:04:24
be loot my friends.
  • 1:04:28
Remember that remember everything you guys see you know is not going to be fully comprehensive
  • 1:04:35
of what we would expect in a finished MMO product you're getting snippets of very specific
  • 1:04:42
demonstrations and this one was about the area of Carfen and about the story arc system
  • 1:04:49
so you know we're very still in development very much so in development and because of
  • 1:04:55
that you know we're aware of what's outstanding of what we want to show that doesn't mean
  • 1:05:01
that we're not cognizant of that fact you guys are seeing it we know it exists and we
  • 1:05:06
have things that we're still working on and you know that's acceptable.
  • 1:05:10
Of course and I like Alex Xavier's they're like they're a baby hoarder they haven't found
  • 1:05:16
stuff to eat yet.
  • 1:05:17
Yeah a little baby hoarder.
  • 1:05:20
It is a small one I'm sure there's gonna be bigger ones and then of course we have like
  • 1:05:27
you saw the little pustulas in the world creepy gross stuff you can kind of see the concept
  • 1:05:33
of those we have some costumes this is the autumn collar you know they're trying to get
  • 1:05:41
this in for some NPCs that they're working on.
  • 1:05:44
Looks great.
  • 1:05:46
And then also the giant slayer.
  • 1:05:50
I love it that looks like a very painful armor to fight against.
  • 1:05:58
Well I mean there might be a reason why we need the giant slayer armor it's called giant
  • 1:06:03
slayer for a reason and then we've also got the alpine baghorn which is awesome so cool
  • 1:06:14
like oh he's cool it's so fluffy.
  • 1:06:21
Next up we have shown some of our race additions as we've gone forward and adjusted things
  • 1:06:29
and now we have another update of a couple of them so we know we got a lot of feedback
  • 1:06:34
on our dwarf friends and now you're getting to see a little bit more of the female dwarf
  • 1:06:40
here her mutton chops I love them a little bit more stout.
  • 1:06:54
Looks great.
  • 1:06:57
And if you watched our character creator or if you haven't watched our character creator
  • 1:07:01
stream I would recommend going to our YouTube channel and checking it out you can you know
  • 1:07:07
change the level of wrinkles on them as well so you could be more older looking if you'd
  • 1:07:12
like to be or younger and more useful.
  • 1:07:15
She's got some intense crow feet going on there.
  • 1:07:19
All right and next up is the veloun here to judge us she's a very judgy look on her face.
  • 1:07:33
I mean she could just be very discerning.
  • 1:07:37
In that one shot she's like.
  • 1:07:44
Love these guys they look great.
  • 1:07:46
Yeah and you're I mean we've talked about their kind of the relation to the gin and
  • 1:07:53
you're gonna get to see a little bit of that today so stick around and it's pretty sick
  • 1:07:59
looking so.
  • 1:08:03
That's the female and then we also have the male.
  • 1:08:12
Looks good and I know we showed in the past I mean these are the models but we showed
  • 1:08:16
in the past the.
  • 1:08:18
Concepts.
  • 1:08:19
Concepts so like you can see how one-to-one these concepts are to the model it's great
  • 1:08:24
artists do such a great job.
  • 1:08:26
Our artists I mean we were getting some hearts in the chat not only our environment artists
  • 1:08:31
but like our character artists it's just bonkers.
  • 1:08:35
And just so you guys know Intrepid isn't entirely independent meaning nothing that you're seeing
  • 1:08:43
here is outsourced comes from another studio this is all our internal art teams so it was
  • 1:08:51
very important to us that when defining the look and the visuals of the world that we
  • 1:08:57
create that internally and our our teams are just are phenomenal.
  • 1:09:03
Yeah thank you guys for being awesome.
  • 1:09:06
Now the gin version.
  • 1:09:10
A little little teaser.
  • 1:09:13
Oh that's cool it's got some of the some of the the darkness around the eyes got the
  • 1:09:23
emissives on the forehead and on the skin too like the tattoos very cool.
  • 1:09:33
Yeah.
  • 1:09:35
Very nice.
  • 1:09:39
Good stuff.
  • 1:09:40
I think that gets us all of all of those so hopefully you guys like a little like a little
  • 1:09:48
update and then we're gonna go to our studio update and we're I didn't forget this time

Studio Update

  • 1:09:54
you guys so I'll pass it on to you Stephen if you want to talk a little bit about maybe
  • 1:09:59
what was accomplished in M4 what we're moving towards in M5 and maybe any other studio information
  • 1:10:05
you think we should share with our folks.
  • 1:10:08
Yeah you know for us.
  • 1:10:13
Excuse me I'm sorry.
  • 1:10:19
You're okay he's a little sick guys.
  • 1:10:22
I apologize guys I didn't you know I haven't missed in a stream in ever since we started
  • 1:10:28
doing them and even though I'm I'm literally dying right now.
  • 1:10:37
So yeah M4 for us was a was a big milestone we hit some some some core some core objectives
  • 1:10:48
both around design and engineering our 5.11 update which was you know a little bit a little
  • 1:10:54
bit larger than we had anticipated but you know we took those punches you know the the
  • 1:11:03
art teams the tech art teams have been doing a lot of optimization passes and has found
  • 1:11:10
a lot of gains on that front we were dealing with a little bit of a DX issue which we got
  • 1:11:15
some clarity on.
  • 1:11:17
Also we've been fine-tuning a little bit of our architecture a bit more around some
  • 1:11:21
of the gameplay systems and where things can share there's a lot of work done there you
  • 1:11:28
know a lot of the definitions further further definitions around expanded scope of our of
  • 1:11:34
our building types and architectures within the node some of the tools have been some
  • 1:11:41
getting revamped there's been a lot of content progress that's made from the narrative teams
  • 1:11:46
win with lore side that's been doing a lot of work and then you know of course on on
  • 1:11:52
the asset creation side our character teams our animation teams the combat teams have
  • 1:11:59
been doing a lot of work and in getting some of the expanded archetype development progressed
  • 1:12:06
you guys are going to be seeing the mage next month and hopefully the Cyclops the month
  • 1:12:10
thereafter talking a little bit about raids and whatnot so a lot of a lot of stuff a lot
  • 1:12:17
of progress we you know just to give you guys an idea as we continue in production sometimes
  • 1:12:24
we try different things from a production process perspective we introduced some different
  • 1:12:32
approaches with the regards to strike teams and how we facilitate and do cross-departmental
  • 1:12:37
collaboration with our strike team formats saw a lot of success in m4 out of those a
  • 1:12:43
lot of good stuff there we have some great pickups and hires that have been facilitated
  • 1:12:49
over the course of the last few months and then in addition which is kind of where I
  • 1:12:54
think I got sick from GDC went to GDC those who don't know the game development conference
  • 1:13:00
and San Francisco had a lot of great meetings there listened to a lot of great panels got
  • 1:13:06
a little mobbed by some I spent a little bit of time on the expo floor the moment I walked
  • 1:13:12
into that expo floor there's about 40 people that surrounded me in a circle of signing
  • 1:13:17
some GDC badges and talking a little bit about acid crazier that was kind of cool that was
  • 1:13:23
fun but you know we had we've had a really good m4 so it was very very cool and yeah
  • 1:13:31
you know we're continuing to hire we have some goals this year that we want to achieve
  • 1:13:34
and and you know it's a turbulent time in the industry I view Intrepid as kind of a
  • 1:13:44
beacon project amidst the turmoil that we're seeing so you know those of you out there
  • 1:13:50
who are who are impacted and or you know someone who's impacted send them our way we do get
  • 1:13:56
a lot of applications each month you know I think we get I think our last report for
  • 1:14:01
q1 of or the q1 report for this year we had probably about 2500 or 3000 applicants and
  • 1:14:10
we hired of those I think like seven or eight I'm not sure so you know we're really selective
  • 1:14:16
in the people we bring on board but you know our focus is to grow the studio considerably
  • 1:14:22
this year so yeah and the way that I mean we are a little picky but it just goes to
  • 1:14:28
show like yesterday when we were hanging out with everybody in a group you love everyone
  • 1:14:34
you work with whenever you build that culture and ensure that the people that you're pulling
  • 1:14:38
on board are all you know hard-working people who care and love love games and are passionate
  • 1:14:45
about it and you can just see that in the work see that in the relationships that we
  • 1:14:49
have built and it really is you know it's cliche I think a lot of times when people
  • 1:14:53
say oh you're building a family but like I really think we are and there's a lot more
  • 1:14:57
love and care because it's you know we're people first and then we are you know making
  • 1:15:02
games secondary you know absolutely yeah all right anything else you want to mention on

Outro and Q&A

  • 1:15:08
the studio update side I don't think so unless I'm missing something all right let's move
  • 1:15:12
to the Q&A and then we will wrap this bad boy up on the QA Q&A front if you don't know
  • 1:15:20
we always grab questions from the forums and Vaknar is amazing he goes through and answers
  • 1:15:27
every one of your questions so if you asked a repeated question because we get a lot of
  • 1:15:32
those we usually just give you guys those answers in the thread versus obviously putting
  • 1:15:36
them on the stream here because we don't want to keep repeating ourselves too much and real
  • 1:15:42
quick just for those of you who were watching the stream and you know under understandably
  • 1:15:47
the quality of this video via the stream is not going to be as high as our 4k video which
  • 1:15:52
we'll be uploading later today of this so you guys can see it in all its awe and glory
  • 1:16:00
yeah we'll have that video up today and then we'll also have we already have a forum thread
  • 1:16:06
up so if you'd like to give us feedback on that video or feedback on just what you saw
  • 1:16:11
today yes feel free to head over to that that thread over on our forums forums.ashersofcreation.com
  • 1:16:17
and let me help kind of contextualize the type of feedback that we're looking for from
  • 1:16:21
this particular demonstration. Feedback one on the environments and what you're seeing
  • 1:16:28
the mood setting the lighting the the size you know the idea of change adaptive dynamic
  • 1:16:37
change that's an important one what do you like about that what are some of concerns
  • 1:16:41
that you might have about that what are things that you feel we should look out for there
  • 1:16:45
the second is going to be around the system of the story arcs and how they interface with
  • 1:16:51
the world and sorry and and how do you feel that that story arc is going to interface
  • 1:17:00
on the narrative side and on the world building side as well what are some concerns you have
  • 1:17:06
there what are things that you saw that other games did well that you want to see as available
  • 1:17:10
there that's it those are important points for feedback obviously the whole purpose of
  • 1:17:14
our open development is to garner that feedback so that we don't end up on day one of launch
  • 1:17:18
with with a game that you know people didn't ask for and don't you know want so this is
  • 1:17:23
our opportunity to pulse check hey is our direction correct is this resonating with
  • 1:17:28
people are these the types of ideas that you want to see in an MMORPG and that's how that's
  • 1:17:34
how we value your guys's contribution during this journey yeah and I'm sure Vackner is
  • 1:17:41
frantically updating that that thread now with those questions for context but we'll
  • 1:17:46
get into the questions and this first one is from cast I and they would like to know
  • 1:17:50
about mounts will mounts always be animals or will we have anime or inanimate objects
  • 1:17:56
like magic carpets and magic brooms too I'm sorry can you repeat that one more time yeah
  • 1:18:04
no problem will mounts always be animals or will we have inanimate objects like magic
  • 1:18:10
carpets and magic brooms mounts are generally animals in ashes I'm not going to rule out
  • 1:18:17
there's not an opportunity in the future to have and we might have in the past I'm not
  • 1:18:21
sure I would have to double check but for the most part they're animals and if there
  • 1:18:26
are non-animal type mounts then those would be very bespoke and unique yeah we have more
  • 1:18:33
caravan oriented things one thing like that yeah and one thing that we would do that we
  • 1:18:38
wouldn't do is is move into the steampunk type territory I you know it's one of the
  • 1:18:46
designers when we were going through the cosmetics and we were designing like sets and they had
  • 1:18:49
like this idea for kind of because we do have like arcane like engineering magic but they
  • 1:18:54
wanted it was getting down the steam I was like I already know Steven's gonna tell me
  • 1:18:57
no so you know yeah I mean for me I'm a very high it's not to say that people can't do
  • 1:19:04
steampunk well I've enjoyed some steampunk stuff but I'm a very high fantasy oriented
  • 1:19:11
type of storyteller and the inspiration for ashes obviously comes from my Pathfinder campaigns
  • 1:19:17
that I ran long ago and those were always set in high fantasy world so I just it just
  • 1:19:21
it just compromises what I believe is the perspective of the storytelling and the environment
  • 1:19:25
yeah I mean we have we have built a brand and we're sticking to it and of course our
  • 1:19:31
next question here is from digital daydream which is about gatherables well items in your
  • 1:19:36
inventory expire or degrade such as meats fish berries or even crafted food and if so
  • 1:19:42
will there be a way to mitigate this generally the answer is no they will not degrade we
  • 1:19:51
do have the idea of essentially buffed items so the idea that like you can create a food
  • 1:19:59
consumable and then you can potentially cook that food consumable in a piece of your home's
  • 1:20:06
furniture like a stove or something and doing so will give it a timed period in which you
  • 1:20:13
need to eat it to to get the benefits of that particular expanded buff but we don't want
  • 1:20:19
to create an environment I feel where you're having to micromanage each of the resources
  • 1:20:26
that are very vast in our game you know we have a hundred plus material system where
  • 1:20:31
you're having to play whack-a-mole with managing those things it just doesn't it's not compelling
  • 1:20:36
to me it's not meaningful I don't see the value in it it just becomes a yeah tedious
  • 1:20:44
tour our next question is about world bosses and this is from cloning and they want to
  • 1:20:49
know when it comes to world boss respawns especially legendary ones how will respond
  • 1:20:55
response work for example will it be primetime respawning or random respawn times so generally
  • 1:21:05
in my experiences when you have a fixed respond time you run into the potential situations
  • 1:21:12
where the powerhouses of the server can keep a particular boss on lockdown and you don't
  • 1:21:17
want to create that type of a situation and so one of the ways that we can help to alleviate
  • 1:21:23
that is by having windows of respond times and we've all experienced this in the MMOs
  • 1:21:28
that we've played where it's not necessarily known when exactly to to coordinate with your
  • 1:21:35
large guild who needs to be online when right and this can give a little bit of a leg up
  • 1:21:41
on the competitive advantage front for other guilds that might be more smaller knit or
  • 1:21:46
more niche to organize quickly in response to the time window of a respawn that's one
  • 1:21:52
aspect of it but in addition some of our bosses spawn off of a predicate and those predicates
  • 1:22:01
can be met at any time so it might not be necessarily a respond timer or window for
  • 1:22:06
some bosses it might be when the story arc kicks off or when another predicate in the
  • 1:22:12
world occurs the spawn happens like an event those those might not adhere to standard respond
  • 1:22:19
times all right and then this one is from frost01 about summoner the summoner archetype
  • 1:22:27
it has been said that summoners summons will be an extension of our play will this look
  • 1:22:32
like our point of view becoming the summon while an AI takes over playing our character
  • 1:22:37
basically they don't want to kind of understand what the how the system will work I'm so sorry
  • 1:22:44
I'm getting bombarded by the production team about meetings today and if I'm gonna make
  • 1:22:49
them so I was just checking that as you were reading that question you're gonna give me
  • 1:22:53
that one more time yeah it's been said that summoners summons will be an extension of
  • 1:22:58
our play will this look like our point of view becoming the summon while an AI takes
  • 1:23:03
over playing the character or how will this system work yeah no no um so two points there
  • 1:23:09
when we say that summons are a reflection of our of our play we're talking about that
  • 1:23:16
our class composition and design revolves around a holy trinity ideal the summons will
  • 1:23:25
also adhere to that aspect so summoners as they grow in level and expertise will have
  • 1:23:32
the ability to select which summon is appropriate for the particular situation that they're
  • 1:23:38
trying to address those could be a tank oriented a support oriented or dps oriented summon
  • 1:23:44
they'll have access to a multitude of them in addition the secondary question there that
  • 1:23:50
I've heard is will we be able to become our summon we do have the concept of siege summons
  • 1:23:57
being a thing with multiple summoners being required in order to to create that siege
  • 1:24:03
summon in those situations your character becomes the summon so you don't have an AI
  • 1:24:10
that takes over your previous character but instead the recipient of those additional
  • 1:24:15
spell effects become the actual summon itself all right and then bliz bub wants to know
  • 1:24:24
about alpha 2 scope I assume some features that are listed on the wiki as being in place
  • 1:24:30
for alpha 2 may be added after alpha 2 begins what features off the top of your head are
  • 1:24:35
being planned for the start of alpha 2 and what features are probably going to give are
  • 1:24:40
going to go live after the start of alpha 2 that's a long I know it's all big question
  • 1:24:50
so first I would say that when we talk about alpha 2's perspective it's really focused
  • 1:24:57
around core systems and their ancillary counterparts when we talk about what those core systems
  • 1:25:04
are it's the siege systems it's the guild war systems it's the node advancements it's
  • 1:25:11
the story arcs it's the character class progression it's the augments it's our artisanship loops
  • 1:25:18
and the gathering processing and crafting cycles it's home ownership it's vehicles and
  • 1:25:26
mounts and you know any number of professions that exist there and then also a big chunk
  • 1:25:33
of alpha 2 is obviously content the ability to ensure that the the hooks for these quest
  • 1:25:40
hubs within the nodes the points of interest are stood up and reflective of the content
  • 1:25:46
necessary to facilitate that those story arcs and commissions and buy orders that's really
  • 1:25:53
kind of the MVP of what we're what we need to achieve in order to demonstrate the loops
  • 1:26:00
collect feedback from those loops and the players who are play testing them and then
  • 1:26:04
make iteration as necessary based off of the feedback we received that's alpha 2's perspective
  • 1:26:10
now of course there are a number of ancillary systems that we also are developing as part
  • 1:26:17
of alpha 2's purview that we want to have available to test as well however those aren't
  • 1:26:22
necessary in order for us to begin testing and so alpha 2 is intended to be a very large
  • 1:26:30
section of the game as well as a long testing period and our opportunity to trickle in additional
  • 1:26:38
ancillary systems is something that we're going to be leveraging because we want to
  • 1:26:44
get in and test as quickly as possible but also cognizant of the fact that it's a public
  • 1:26:49
test period and that players are going to see what we're showcasing and it needs to
  • 1:26:54
be on par with that public display so I hope that answers the question yeah it's a lot
  • 1:27:02
I think you you gave it just of like what the core game play loops are going to be and
  • 1:27:06
that is what's going to be at the start versus like some of the ancillary things yeah that
  • 1:27:11
will patch in and of course patching even in changes to the core core loops as well
  • 1:27:17
the next question is from liniker about the minimum viable product which a lot of people
  • 1:27:22
call the MVP what is your stance in regards to focusing on delivering an MVP versus continuously
  • 1:27:29
upgrading your tools and engine to deliver a better product with new tech even if that
  • 1:27:34
results in delays or additional years of development like UE 5.2, UE 5.3 etc I'm like we actually
  • 1:27:40
just went through this a couple years ago so we are willing to take whatever it makes
  • 1:27:45
you know yeah just just so you guys are aware internally how we evaluate either new technology
  • 1:27:54
integrations or updates on the engine you know our process for doing that going forward
  • 1:28:02
is essentially that our technical teams especially our network team our ICS teams our gameplay
  • 1:28:09
engineering teams they convene and weigh when our next update should be on the engine side
  • 1:28:18
what new technologies might bring benefit overall my perspective on how we balance the
  • 1:28:27
need for integration of new technology versus the versus the responsibility we have in a
  • 1:28:38
timely manner to provide testing sessions that get us closer to the launch date that's
  • 1:28:44
a delicate balance I would say generally our disposition is not to incorporate new technologies
  • 1:28:52
that that yield some significant amount of delay on the development side we very much
  • 1:29:00
take the perspective that we're capable of adjusting and or integrating those new technologies
  • 1:29:06
post milestone post launch if necessary at some point we'll stop updating the Unreal
  • 1:29:16
engine you know in development until launch that point hasn't come yet but of course the
  • 1:29:23
larger the project grows and the more customized we have on the more custom we make the engine
  • 1:29:29
for our back end needs and for you know whatever else merge conflicts can occur those merges
  • 1:29:34
can become you know can become big and painful and the update process gets more painful so
  • 1:29:41
so to answer your question shortly we have a team that kind of evaluates what direction
  • 1:29:48
we need to take there and at the top of my mind is always let's not incorporate delays
  • 1:29:53
as a result of leveraging new technologies yeah we do a risk assessment and we decide
  • 1:29:59
what you do want to do what we don't what we're willing to move forward with there's
  • 1:30:04
a lot more that goes into those decisions and so Chancellor wants to know about passive
  • 1:30:09
skills does your choice of secondary archetype affect what passive skills you'll be able
  • 1:30:13
to have available to you or are those locked in by your primary archetype that's a good
  • 1:30:19
question it's something we've discussed actually in the past and we still haven't landed on
  • 1:30:23
a conclusion yet for the passive abilities and whether or not there are new ones that
  • 1:30:27
are introduced with the secondaries my inclination is that we will lean towards that direction
  • 1:30:33
but it's really something that we're going to be testing as probably part of Alpha 2
  • 1:30:38
and getting feedback on that all right and then flagging as a combatant is coming a question
  • 1:30:48
from nice gaming wanting to know aside from contesting open world resources or dungeons
  • 1:30:55
are incentives being considered when you flag for PvP such as you get more XP or you increase
  • 1:31:02
your resource gathering yield etc the only incentive so first of all we want to provide
  • 1:31:09
zero incentive for for murdering so there is no incentive to go corrupt there's no gameplay
  • 1:31:16
system that touches that there's there's zero incentive for a player to go red it actually
  • 1:31:21
makes you gives you negatives for doing that yes significant negatives very significant
  • 1:31:26
downsides if we're talking about flagging becoming a combatant which is not pking but
  • 1:31:32
just responding to an attack or starting to participate in an attack the incentive there
  • 1:31:37
is that you lose less if you die so if you die while flagged not corrupt but while flagged
  • 1:31:45
you will lose less experience on death excuse me you will accrue less experience dead on
  • 1:31:50
death and the death debuffs will be less so to a degree we do incentivize players to fight
  • 1:32:00
back or to participate in PvP through the flag system but not to PK not to go corrupt
  • 1:32:06
but there are other systems for PvP that will give you benefits and rewards and things of
  • 1:32:11
that sort but not just for flagging no no no so those we call our events right those
  • 1:32:19
are essentially our PvP events those are opt-in right players can participate that if you
  • 1:32:23
acquire a castle there's a lot of strength and power that comes from that if you win
  • 1:32:27
a guild war if you win a node war if you succeed in attacking a caravan those are systems that
  • 1:32:33
you can opt in there are no you know there are no death there are no death consequences
  • 1:32:40
essentially for participating in opt-in systems like experience debt stuff like that but flagging
  • 1:32:47
is its own bespoke system flagging is separate of the event-based PvP systems those are meant
  • 1:32:53
to really facilitate kind of crimes of passion you know or or the situationally strategic
  • 1:33:02
relevant things all right and then our next question is from tactical or is about tactical
  • 1:33:09
gameplay from ace1234 and they want to know how relevant will cover and terrain layouts
  • 1:33:14
be on gameplay and will environmental destruction interactions with these cover and will environmental
  • 1:33:23
destruction interact with these cover mechanics example being using cover for protection or
  • 1:33:29
hiding pushing enemies off cliffs and blowing up objects to use as makeshift cover so there's
  • 1:33:38
not really the concept of destructible terrain or meshes for cover other than in specific
  • 1:33:52
systems like castle sieges where I might be on a rampart or behind a wall and that could
  • 1:33:57
be destroyed removing my cover but not like a you know Gears of War I or something where
  • 1:34:03
I you know slide up to a piece of rock or the corner of a wall or something yeah hopefully
  • 1:34:14
that makes the next one is from armored cell this is our final question about becoming
  • 1:34:19
an avatar is it possible for a player character who has achieved the top spot in a particular
  • 1:34:24
religion to become an avatar of a deity no not an avatar you become you become a very
  • 1:34:32
prestigious member of the community in your node you have certain powers that are granted
  • 1:34:38
to you during node events if you're the highest ranking member you get unique access to certain
  • 1:34:44
vendor tables and you have some directionality over the organization or religions kind of
  • 1:34:53
path for content of the other followers you know there's some benefits there but not you
  • 1:35:00
don't become an avatar you don't you don't become a herald of the god and with that we
  • 1:35:09
have come to the end of our our March update it was a lot we hope that you enjoyed that
  • 1:35:16
and of course we want to remind you that next Friday which is April 7th I believe yes at
  • 1:35:23
11 a.m. Pacific we will be doing a creative director community Q&A with Steven who will
  • 1:35:29
be chatting with Chibi from the Golden Feather Richie sh and some Merg from Ashes Pathfinders
  • 1:35:35
and we are very excited to answer some of the community's questions beyond that we would
  • 1:35:41
like you to remind you to head on over to our forums and leave us feedback there is
  • 1:35:45
a thread already up there for forums ashes of creation comm in regards to our carfen
  • 1:35:50
preview that we showcased here so please give us your feedback your thoughts it is very
  • 1:35:55
helpful for us to make sure that we're all on the same page and of course reminding that
  • 1:36:00
flavors of fellerin our cosmetics that will be swapping over on April 12th so if you'd
  • 1:36:06
like those head on over and snack them and of course we want to extend a massive thank
  • 1:36:10
you to you all for joining us today we appreciate you taking time out of your day or some of
  • 1:36:15
you are watching while you're at work we won't tell and of course to I'm II Scott and Jeremy
  • 1:36:22
for joining us for our preview section of carfen and Steven for your time and making
  • 1:36:28
it through this even though you're sick so sorry guys I promise I will not be sick hopefully
  • 1:36:33
in the week when we do that that Q&A stuff with the yeah hopefully you're feeling better
  • 1:36:37
before then and with that we will be wrapping it up we hope that you have you stay healthy
  • 1:36:44
and safe and you have a wonderful month and we will catch you next month for another development
  • 1:36:49
update remember that the vod for this will be up on Twitch we'll also have the the high
  • 1:36:55
res vod of like the carfen preview over up on YouTube and then this full vod will be
  • 1:37:00
over on YouTube and if you leave us a comment and you are a subscriber on the development
  • 1:37:05
update video you could be spotlighted in next month's live stream where we'll answer your
  • 1:37:11
question and of course follow us in all the places Twitter Facebook Instagram everywhere
  • 1:37:15
we are constantly posting things almost daily so if you want to interact with us head on
  • 1:37:20
over there and of course on the forums and discord we're always available as well so
  • 1:37:25
please pop on over there and join our community and partake in all the fun and we will see
  • 1:37:29
you next month.
  • 1:37:30
Bye everyone.
  • 00:00
Hello everybody and Steven's stomach. I'm sorry. I'm so sorry. I'm sorry. What were
  • 00:23
you doing? I was trying to find the, I was trying to find the Twitch channels so I could
  • 00:29
watch chat. Oh yeah, you gotta have chat up. I have all the chats. Internal, Discord, all
  • 00:36
the social. Yes. Twitch. And by the way. I try my best. Before we even begin, I just
  • 00:41
want to, just want to touch on the fact that I am coming to you from home. I unfortunately
  • 00:51
got under the weather the other day. He's a little sick. Yes, and last night. You look
  • 00:57
so cozy though. Well, let me say I don't feel cozy. But you look cozy. Very, very comfortable.
  • 01:05
Well, welcome everybody. Salutations and welcome to our glorious Ashes of Creation March development
  • 01:10
update. We hope that you are well and safe. Hopefully you are not sick like Steven is.
  • 01:15
But we are still here. We're still gonna give you guys a great monthly update. For those
  • 01:21
of you who, you know, maybe don't follow us very closely, you might not see all the little
  • 01:24
things that we're doing all the time, but this is your little update for what we've
  • 01:27
been working on. So just to remind you of what we're covering today, we'll be going
  • 01:32
over some quick reminders. We have a little announcement. We'll be showing our carfen
  • 01:37
preview which you got a little teaser of last month. And then we also have some character
  • 01:44
art and some additional art update as well. And then studio update and Q&A. So we hope
  • 01:50
that y'all are doing well. I'm excited. We just wrapped up one of our milestones, milestone
  • 01:58
four for us internally. And for those of you who don't know, we kind of different sprints
  • 02:02
that we run. And this was a big one for us. So it's very exciting. And we're excited to
  • 02:07
start heading into our milestone five. I want to capture the little phoenixes. You got a
  • 02:14
little phoenix on each side. I know. I put a little phoenix up on each of the sides.
  • 02:20
Yeah, we had a, for these of you guys who don't know, so we follow an agile development
  • 02:27
process where we operate under sprints and milestones and whatnot. And the end of our
  • 02:31
milestone four was last week. And we tend to as a studio, obviously celebrate these
  • 02:40
milestones that we hit. And last night, Margaret organized a very awesome evening at this really
  • 02:50
cool bowling alley, brewery slash arcade. And it was really cool. The team just had
  • 02:59
an opportunity to relax and get to enjoy each other's company in a non-professional setting.
  • 03:08
And I thought that was cool. It was so cute. People hugging each other and just having
  • 03:13
a good time and chatting about work. And not work, having fun chatting about work, not
  • 03:19
stressful work. So I also just want to, before we get into things, I want to say, last night
  • 03:25
I hadn't bowled in years, probably. And I guess age is really catching up with me. And
  • 03:34
so I had this bowling ball and I was taking the first bowling swing of the night for myself.
  • 03:42
And I go up there and I have the bowling ball in the hands and I'm about to throw it down
  • 03:48
the thing. And my two fingers came out of the bowling ball just fine. But my thumb got
  • 03:58
stuck as I was about to throw the ball. And I knew immediately what was going to happen.
  • 04:05
And this was definitely, my face started to go from excited and happy to sheer terror.
  • 04:12
And the ball just keeps going up into the air, stuck to my hand. And then finally at
  • 04:17
the last possible second, when it's like at the highest point of the arc, the ball flies
  • 04:22
off my hand straight up into the air onto the other bowling lane and lands with this
  • 04:27
massive thud that the entire bowling alley was silent and all looking over at me. Like
  • 04:35
what was happening? I was so embarrassed. That was so bad.
  • 04:39
I won't name names, but one of our other developers, I don't know if he'll want me to share his
  • 04:45
name. He can DM me if he's okay with it. They decided that their last round, they were going
  • 04:51
to get the biggest, heaviest ball and throw it down the lane.
  • 04:54
Oh no.
  • 04:55
And similarly to you, also had a problem, but instead threw the ball backwards at the
  • 05:04
people instead of down the lane.
  • 05:06
Let's just say we need to stick to making games and not bowling. But regardless, we
  • 05:14
had a really fun night. It was awesome. It's always great to be able to spend time with
  • 05:18
each other and celebrate our successes. And I feel like that's what makes Ashes and Intrepid
  • 05:25
a really great place to work is that we're all passionate. We love MMOs. We love what
  • 05:30
we're doing. We love what we're building, but also we love doing it together. And that's
  • 05:35
a super, super cool experience to have, I think, from a workplace environment standpoint.
  • 05:39
Not a lot of companies foster that type of atmosphere. And I think we've done a really
  • 05:43
good job at that.
  • 05:44
Yeah. And maybe in the studio update segment, we'll talk a little bit about what was done
  • 05:49
in Milestone 4 and what we're moving towards. But let's start with some of our things that
  • 05:56
we just need to get out of the way right now, which is, first and foremost, we do have our
  • 05:59
YouTube subscriber comment. If you don't know, if you subscribe to us over on YouTube and
  • 06:05
you comment as a subscriber on our development update video, you could be chosen to be spotlighted.
  • 06:13
And today's spotlight, I will switch over to that scene, is from Papa Smurf 6834. And
  • 06:20
their question is, are we months away from the Alpha 2 or years plural? Any kind of indication
  • 06:27
of the timetable would be greatly appreciated. And I think from my team, they would also
  • 06:31
love for us to set that expectation because they deal with this question all the time
  • 06:36
and so I'm kind of throwing it to you, Stephen.
  • 06:39
Absolutely. So, you know, this is a common question desiring minds wish to know. We are
  • 06:47
not years away from Alpha 2. But also, Alpha 2 is not right around the corner. You know,
  • 06:55
as a public project, as a project that is visible from the outside during its development,
  • 07:03
it's important that we execute well during these testing phases. And early on in the
  • 07:10
project, you know, we made, I made some missteps in when we were anticipating coming to certain
  • 07:19
testing periods. You know, obviously, I have learned a considerable amount over what it
  • 07:24
takes to build these games over the last six years. And we made a promise to the community
  • 07:30
that we would not give dates again in the future unless we were very certain that we
  • 07:35
were going to hit those dates or at least be very close to hitting them. And so, you
  • 07:39
know, as a result of that, we have our internal schedule, we have our internal milestones,
  • 07:45
you know, we have our production roadmap that we operate from and the teams operate very
  • 07:51
well from these expectations internally as well. But to answer that question, no, we're
  • 07:56
not years away from Alpha 2. Internally, you know, we're going to be doing some testing
  • 08:04
probably late this year and early next year as it relates to Alpha 2. And Alpha 2 is going
  • 08:11
to be, you know, kind of a slow roll out of testing. So our desire is to get in as quickly
  • 08:20
as possible, test some of the core systems and loops that we've integrated, you know,
  • 08:26
since our Alpha 1 and get those vetted by player feedback and experience that we can
  • 08:35
iterate upon essentially and get an opportunity. And that's going to be all public, right?
  • 08:40
You guys know that Alpha 2 is a non-NDA environment testing. But prior to Alpha 2, we will test
  • 08:48
some more spot oriented testing with some of the Alpha 1 testers and or PI leading up
  • 08:55
to what would eventually become the Alpha 2 launch.
  • 08:58
We'll probably start with PI so that we have a smaller group and then we'll add on to it
  • 09:03
with our spot testing with Alpha 1 users. And then as we're ready, we'll bring in Alpha
  • 09:08
2 users and then, you know, then we'll go more public with the big stuff.
  • 09:13
Yeah. And, you know, I think all of us have experienced, so all of us have experienced
  • 09:19
launches of games or testing platforms that we felt needed more time from a consumer,
  • 09:27
from a player's perspective. And, you know, our approach, our philosophy is that essentially
  • 09:35
the game will be ready when it's ready. We're not striving for perfection. We're striving
  • 09:41
to achieve what the core loop is anticipated to be, what we've promised, what we're building
  • 09:47
right now. That is the goal. And we understand just how important it is to succeed during
  • 09:55
these testing periods and obviously for launch because MMOs traditionally really only get
  • 10:01
one stab at that launch. And they can, you know, work to improve the game after launch
  • 10:06
if there's hiccups and whatnot that we've experienced obviously. But really we want
  • 10:10
to execute well on that initial launch. And what that means for us is we have to spend
  • 10:15
that time to ensure that what we are building is sustainable, is extensible, is performant,
  • 10:24
and represents what the core philosophy of gameplay loops are intending to be. And we're
  • 10:29
building a massive project. I mean, this is probably the most ambitious fantasy MMORPG
  • 10:36
to date at a launch frame, right? Obviously other products, other franchises have had
  • 10:42
a decade plus to introduce and trickle out content. And one of the difficulties of launching
  • 10:48
an MMO, a new MMO, is that you have to compete or try to compete and contend with all of
  • 10:55
that content that's available because it creates a really strong social elasticity for the
  • 10:59
players of those MMOs. And we want to be ensuring that our core gameplay loops are enjoyable,
  • 11:11
are fulfilling, and have content that keeps players invested for a long time to come.
  • 11:17
And because that's our goal and we have a lot of those systems to build, the team is
  • 11:22
hard at work creating them in preparation for Alpha 2, which is probably going to be,
  • 11:27
I mean, it is going to be one of our biggest test environments up until launch is Alpha
  • 11:34
2. I mean, that is a major slice of the game.
  • 11:37
I mean, like Stephen said, we only get one chance for first impressions. So it's very
  • 11:43
important for us. If Alpha 1 hadn't had gone as well as it did, people might not be as
  • 11:49
excited for Alpha 2. So thinking about the future of that and the longevity of our project
  • 11:54
and making sure that people are going to love what we're creating as much as possible. And
  • 11:59
as we've said many times, we're constantly going to take feedback. And there are decisions
  • 12:04
that we've made on the design front that we want to come to fruition. And we know that
  • 12:08
sometimes it's not what you guys are always interested in, but we were like, give us a
  • 12:12
chance, play it, give us feedback, and we will alter things as we go forward. But I
  • 12:16
think we're really excited, just as excited for you guys to join us and see what we're
  • 12:22
creating. I mean, from a developer's perspective, there's nothing greater than seeing someone
  • 12:27
enjoy the product that you've created. And I mean, obviously, we all want to enjoy it
  • 12:32
too. I think that we've had some a lot of fun internally, which we might be sharing
  • 12:37
some of that internal fun with you guys next month. But we've definitely, you know, trying
  • 12:47
to make sure that we're creating something. And I think one of the things that people
  • 12:52
might not realize is that MMOs take a really long time to make. That's why we're like,
  • 12:57
this is a journey that you're going on with us. You're getting to see what development
  • 13:01
is like. And I think that was the get go. Yeah, from the get go. And what's gonna be
  • 13:05
fun is you're gonna get to see that journey. And then when we look back on this at launch,
  • 13:09
we're gonna be like, wow, it's crazy seeing how, you know, even now looking at what was
  • 13:15
the beginning of Ashes of Creation and what is now is crazy. The cool thing is that journey
  • 13:22
is likely going to be expressed as even part of a documentary when we're done with this
  • 13:26
thing, right? We record all of our meetings, all of our sessions, everything is kept on
  • 13:31
a record. So when we're done launching this product, we have an opportunity to really
  • 13:37
give an under the hood look at what the Herculean effort it's taken to get to where we are today
  • 13:44
and where we will eventually be soon enough. So I want to bring up on that front is, you
  • 13:48
know, the feedback that you guys give us. Roshan and Vaknar are amazing. They put together
  • 13:53
these phenomenal reports. We record those meetings that we have with the designers and
  • 13:58
developers when we go over that feedback. And it's really, I can't wait for you guys
  • 14:03
to see like that side of it where you get to see like, hey, we really were taking in
  • 14:07
your feedback. And most of the time in those meetings, it's like, yeah, we're already planning
  • 14:10
on doing that and that and that. And some of the extra ideas we're like, oh, that's
  • 14:14
cool. It's validation. Yeah, it's validating like what we're saying. And the issues that
  • 14:18
you had and concerns that you guys have are also the issues and concerns we have. So it's
  • 14:22
making sure that we're all on the same page. But I think it'll be cool for you to experience
  • 14:25
that and see the other side of it. But obviously, we have to, you know, be careful what we share
  • 14:32
prior to launch just because, like we said, we only have one chance to opportunity to
  • 14:38
make an impression. Absolutely. Yeah. And just a last point on that topic. And then
  • 14:43
I think we can move on. Yeah, we got to move on. Yeah, we got a whole show for you guys.
  • 14:48
Exactly. Is that this journey is not for everyone. The patience it requires, the understanding,
  • 14:56
the vision in looking and seeing where something is at now and where it will be in the future.
  • 15:04
That is a very specific type of individual and requires unique patience, I think. You
  • 15:13
know, our development, like every development, is never going to be perfect. And we're going
  • 15:17
to have, you know, areas that slip and areas where we can improve. And hopefully, you know,
  • 15:24
those of you who have watched for a very long time now, our development progress, you will
  • 15:30
have seen those improvements from, you know, day one to today and to tomorrow. And it's
  • 15:37
okay if following development is not for you. At some point. Turn it off. Go play other
  • 15:44
games and come back when you're ready to play. And at some point, there is going to be an
  • 15:49
opportunity now to just download the game and play. And that is going to be the experience
  • 15:55
in and of itself. So. 100%. And with that, we're going to do a little announcement. Next
  • 16:04
month, you're going to get two live streams. So on April 7th at 11am Pacific, our normal
  • 16:11
time but just a little earlier, so literally next Friday, we will be doing a Creative Director
  • 16:16
Community Q&A that will be with a few content creators. Chibi Bree from the Golden Feather
  • 16:21
will be joining us. RichieSH, if you've watched any of their YouTube videos. And of course,
  • 16:26
the Merg from Ashes Pathfinders. And we're really excited. They've accumulated some amazing
  • 16:33
questions from their communities and from the community as a whole. We really wanted
  • 16:37
to kind of give some love to the people who have been really supporting us and being part
  • 16:42
of the community for so long. And we hope that you guys enjoy it. They got some good
  • 16:46
questions. Stephen hasn't read them yet. No. Maybe we'll add some spicy ones in there.
  • 16:52
I don't typically read questions prior. He doesn't like to. And my team's like, why won't
  • 16:57
he read them? I was like, he doesn't want to. I don't want to overthink the response.
  • 17:02
So I typically just, I want to answer off the cuff as much as I can. But I'm excited
  • 17:09
about that. That's going to be a fun, I think, conversation to have.
  • 17:12
Yeah. And I'm sure we'll do more of those in the future with other content creators.
  • 17:16
Don't worry. Hold your pants. Some people are spamming their favorite creators. But
  • 17:21
obviously, as we get closer to Alpha 2, there will be more opportunities for hyping things
  • 17:28
up and getting more excited. This is just more so to answer some questions from the
  • 17:31
community and make sure that we give some love to some folks. And then with that, we
  • 17:36
also have just a reminder that the cosmetics will be swapping over for flavors of ephelerin.
  • 17:43
And that will be April 12, 2023 at 11am Pacific. Reminder of that. And of course, for those
  • 17:49
of you who are content creators, we do have a content creator program that you can check
  • 17:53
out. You can go to our FAQ database and type in content creator and it'll show for you.
  • 18:01
But we are currently just taking applications for that. I know a lot of content creators
  • 18:05
have been asking when we're going to do invites. Those invites will probably be closer to when
  • 18:09
we're getting to Alpha 2. So as we start ramping that up, you'll probably be like, what's happening?
  • 18:14
But we will start sending invites closer to that timeframe. Right now, we're focused on
  • 18:18
just application phase, which is a lot of folks. And we're very excited that so many
  • 18:22
people are interested in joining us on this crazy adventure. And with that, I'm going
  • 18:29
to hand it over to Stephen to give us a little preface before we show you a little walkthrough
  • 18:34
of Carfin. So some of you might have seen maybe some leaks that I did in Margaret's
  • 18:43
absence while she was at PAX. Oh, I saw. I know, I'm sorry. But this month we wanted
  • 18:51
to showcase the Tower of Carfin from a lore perspective. And then in addition, we wanted
  • 19:00
to showcase some systems, new systems that have been brought online from a narrative
  • 19:05
perspective as well as it relates to our story arcs. So this is a deep dive in both the lore
  • 19:12
of Carfin as well as the system of our story arcs and how they change the world around
  • 19:20
you to reflect different chapters and or paths that story arcs can take based off of player
  • 19:27
activity. You'll see the world change a little bit. I want to preface that, of course, this
  • 19:33
is all a work in progress. You are taking a look at something that is still very much
  • 19:38
in the alpha phase, both visually and in particular, you'll notice before the transition of the
  • 19:48
zone, which happens about six minutes into this video, you'll see it in the non-active
  • 19:54
state. And there's some lighting there that we're still fixing and some of the materials
  • 19:59
and whatnot, but you're going to see it in the corrupt state after about the six minute
  • 20:05
mark and it is pretty gnarly. It's pretty cool. Yeah, it is absolutely. It's just, yeah,
  • 20:11
it's neat. It's different and more dynamic and I think that people are going to like
  • 20:17
it. So, yes. So you guys will enjoy. We'll see you on the flip side.
  • 20:32
Hello everyone and welcome to another stream from Vera. We have been building up, I think,
  • 20:43
to this moment a little bit in the showcase for the Tower at Carvan. And I think there's
  • 20:52
been some lore that we've released during last November's Extra Life livestream. We
  • 21:00
played through a portion, I believe, of this tower. And now we have an opportunity to take
  • 21:06
a look together, a little sneak peek, a small portion of this area and the lore behind it.
  • 21:14
And we're also going to take a focus with some of the developers that'll be joining
  • 21:19
us here in a second. I'll introduce them into the system of our story arcs and how that
  • 21:25
system works in reflecting the changes that players elicit from the world of Vera. So
  • 21:35
I want to introduce one of our senior designers, Scott. How are you doing, buddy?
  • 21:44
Doing very good. Thank you for asking.
  • 21:47
Welcome. Welcome to your design become reality.
  • 21:52
Thank you.
  • 21:55
This is Scott has been working on the narrative for this particular story arc that we're all
  • 22:00
going to see in a second with his with his team, with whom we are joined by one of our
  • 22:07
designers, Aimee. Aimee, how are you doing?
  • 22:10
Hi, I'm doing good, Stephen.
  • 22:13
Welcome. This is I think is this your first time on the stream?
  • 22:17
It is. Yeah.
  • 22:18
That is awesome. Aimee is one of our incredibly talented designers who is helping create the
  • 22:25
narrative around Vera. And you guys may have played some of her quests in Alpha One, actually.
  • 22:35
One in particular is the I believe it was the lost pages and the that spider quest.
  • 22:41
Is that right? I mean, was it were those yours?
  • 22:45
Those were my quests. Yeah. Thanks for remembering that.
  • 22:48
I know they're great.
  • 22:50
Yeah. Super excited to join today.
  • 22:54
We're very excited to have you. And then in addition, we have what is soon becoming a
  • 23:01
regular on the streams. Mr. Jeremy, one of our senior designers, how you doing, buddy?
  • 23:08
I'm doing good. Happy to show off Scott's masterpiece creation here.
  • 23:12
Yeah.
  • 23:13
Laying it on thick.
  • 23:16
I know. Wow.
  • 23:18
Love it.
  • 23:19
Pretty exciting.
  • 23:20
It is exciting. It is exciting.
  • 23:21
I mean, I've always said that nodes is the new hotness that we've been showing and story
  • 23:26
arcs are the new hotness we've been hiding.
  • 23:28
Yes. Agreed. Totally agree. So one of the first things that you guys are going to notice
  • 23:35
in this environment is that we have this perspective of the of the tower. And I think, Scott, do
  • 23:45
you want to talk a little bit about story arcs as a system?
  • 23:49
Yeah, sure. So it's helpful, I think, to think about story arcs as kind of like a like a
  • 23:56
prepackaged tabletop campaign. They contain like all of the NPCs and quests and monsters,
  • 24:02
like all the things you need to make like a cool fantasy story. They're not procedurally
  • 24:06
generated. We author them. We write all the dialog and we construct all the narrative
  • 24:10
beats and everything like that. But they will enter the world dynamically depending on the
  • 24:17
state that the world is currently in, how players have built up specific nodes, like
  • 24:22
what races control various nodes. We have plans to include lots of different things
  • 24:28
on top of that. But yeah, it's we don't have any quest hubs or anything like that in this
  • 24:34
game because players build up all the cities. So we had to get a system that kind of looks
  • 24:39
at what players are doing and can inject content into the world that makes sense for what they're
  • 24:44
doing.
  • 24:45
So we see it as like the the world decides in the state that it's in that we're going
  • 24:49
to now play this module. We're going to because of the state of the nodes being in this way
  • 24:55
and certain races have this one, we're going to play her substrata. We're going to do Blood
  • 25:00
Still Do. We're going to do those modules and things.
  • 25:04
So one of the things that I find most unique about our story arc system is that they're
  • 25:09
intended to represent change, change within the story of what Vera is telling. And we
  • 25:19
don't just do that through these new quest logs and and and dialogue, but also by literally
  • 25:27
changing the environments and showing these active states that represent what is happening
  • 25:34
and what choices the players have made previously in the different chapters, perhaps, of other
  • 25:39
story arcs. Scott, I know that we have been working hard on this. Your team has been working
  • 25:44
particularly hard and with engineering to kind of stand the system up over the last
  • 25:49
several months. But you have the ability to push us into the next chapter manually, correct?
  • 25:57
Yeah. Normally, this is a story that require us to have built up some of the nodes in the
  • 26:05
area. Either you could just build up mirrorless directly to get access to where we're going,
  • 26:10
or any of the nodes in the riverlands could have leveled up to a certain amount to have
  • 26:16
basically enabled the story to spawn. But I'll just I'll just turn this on for us now
  • 26:21
manually. Let's see. That's good. Get ready, ladies and gentlemen. All right. Welcome.
  • 26:26
I push it takes a second, but it will kick on to the Tower of Cartham. And Houston. There
  • 26:41
goes. Oh, things are getting red. The complete. What is that? The blood. Oh, the blood still
  • 27:07
do. There it is. It's paying right now. Oh, my gosh. So yeah, when StorX come online,
  • 27:16
they change a lot of the environment, they update what monsters are in the world. They
  • 27:22
create quests NPCs, you can see Orin, he's not normally here. We've moved him for the
  • 27:28
sake of this. And then yeah, new pathways can open up through the environment. Is the
  • 27:36
bridge moving? Yeah. Oh, my gosh. Oh, that's nasty. What are the vines? It's you know,
  • 27:49
it's corruption. There's so a very, a very terrible curse is sort of remaining here after
  • 27:59
a sort of desperate spell was cast during the Harbinger apocalypse. You saw a bit of
  • 28:07
that spell being replayed at the top of the tower there. But when the ancients were advancing
  • 28:13
toward the Aelin capital, where Carfin is strategically positioned between where the
  • 28:18
Harbinger Comet landed and the Aelin capital, the mages here and Carfin was known throughout
  • 28:24
the Aelin Empire for its magical prowess. The head mage here did a very desperate and
  • 28:31
dangerous spell to slow the ancients advance. And that was to buy the time for the for the
  • 28:39
capital of Aela where they were building one of the divine gateways. Yeah, exactly. Yes.
  • 28:44
I'm sort of opening people to get out. Right. They needed more time. They needed to make
  • 28:49
space for them. They did something pretty terrible to do that. It bought them the time.
  • 28:54
But as you can see, this once great city has suffered a great cost. This is I like the
  • 29:01
little jump puzzle. This is awesome. This what is that here all the time? The story
  • 29:10
are help this bridge form. This bridge might also appear if you've leveled up mirrorless
  • 29:17
enough to create kind of this pathway. Otherwise, there's other ways to get there, but more
  • 29:21
dangerous ways. Is that a what is that down there? That's a fiend golem. A fiend golem.
  • 29:29
Fiend version. Oh, I like how the light just lit up to showcase the the body. That's crazy.
  • 29:39
That's super cool. And they so now the the spawn tables around the city of Carfin have
  • 29:50
changed as a result of the story arc progression. Right. So normally when the city is not in
  • 29:58
its cursed state, you've got a whole subset of like like constructs and various other
  • 30:04
like arcane things like you saw the animated numbers and stuff like that. While the fences.
  • 30:09
Yeah. Yeah. Well, the curse is in effect. We've got these watchfuls, these seekers here
  • 30:16
who they have their own sort of story and reason for being here while the curse is active.
  • 30:21
Yeah. Yeah. Wow. And they've got their summon watchfuls watching their backs as they're
  • 30:34
doing what they're doing. Wow. The environment team did an unbelievable job here. They did
  • 30:41
a killer job on this. Yeah, this looks so good. It's a blood curse. They really took
  • 30:51
that personally. They said, oh, you want to see what corruption looks like? I know. Well,
  • 30:57
what is talk to us a little bit about blood magic versus just normal corruption. So, yeah,
  • 31:05
blood magic is a sort of illegal kind of magic and using it in any amounts creates a certain
  • 31:12
amount of corruption in the caster. And that corruption can bleed over into environments
  • 31:17
and things that they draw essence from in order to cast those spells. This was this
  • 31:23
was a blood magic that obviously consumed a whole heck of a lot of it. She wasn't intending
  • 31:30
for this kind of after effect. No, no. Yeah, the major cast this did not was not able to
  • 31:39
understand the scope of the destruction that that would cause. But also in the final, you
  • 31:45
know, the final days of, you know, ancient vera during the harbinger apocalypse, like
  • 31:50
you didn't have a lot of time to research. There was not a whole lot of deliberation.
  • 31:52
There wasn't a lot of a whole lot of like magical research and safety precautions that
  • 31:58
they could take. So, yeah, it did its job, but, you know. Yeah, it seemed to like even
  • 32:11
if it delayed a lot of the a lot of the progress they made towards the portal, it seemed like
  • 32:17
they really created a lot of destruction along the way. Carpenter itself has a lot of history
  • 32:24
built into the environment here, too. You'll see lots of statues and stuff around that
  • 32:29
go into it. One of the five of the five main city states by primary city states of the
  • 32:36
island people. And they would form into the island empire following the Great War of the
  • 32:43
Undying with King Aetrax. Right now, so many people are just like, oh, my God, we're finally
  • 32:51
getting lore. We could go all day on it if you want. We could, yeah. We don't want to
  • 32:57
give it all away. Well, the story is kind of told over the course of four phases, four
  • 33:05
chapters. Each chapter will update spawns, change the quest givers, change what quests
  • 33:12
are available. And that's across the server. It's not like your individual progress phases
  • 33:20
that is the actual quest themselves. You can progress kind of at your own pace. But as
  • 33:24
long as it's within the window of that quest phase being active. I mean, who honestly has
  • 33:29
this much blood to spare? This is crazy. This is. We're actually trying to figure out the
  • 33:36
science of like if you took an entire city's worth of people, how many cups of blood would
  • 33:40
you have? Probably not very many. Less than you think, but it wouldn't be as dramatic
  • 33:47
if we were super realistic with it. It's magic. Yeah, it's magic. Blood is persistent and
  • 33:54
eternal. Yeah. Unless we can do something about this curse. I don't know, Stephen, if
  • 34:12
you stopped and talked to Ornn and pick up that quest or not. Oh, no, I did not. Oh,
  • 34:17
that's okay. I think you still have all the quests that were in there before. Yeah, let
  • 34:21
me grab it. What do I open my journal again? What is that? It's L. L. That's right. Yeah,
  • 34:26
L to open your journal. Oh, yeah, yeah, yeah. There we go. Yeah, you can see there's other
  • 34:29
story arcs going on as well. The phase timers in there indicate how much real world time
  • 34:35
is available to like do the quests in that phase. I see. And what quests you do or the
  • 34:42
quests that you do, like it's not just a matter of completing the laundry list of things that
  • 34:46
the NPC has you do, but you pick from a whole bunch of objectives, many of them optional.
  • 34:51
Some of them, if not most of them hidden when you first undertake the quest. So, you know,
  • 34:56
go dig up a guide or blaze your own trail or whatever. But depending on which objectives
  • 35:00
you complete, those are the things that help the server aggregate what is going to happen
  • 35:05
in later phases of the story arc. And that's like across all of the players participating
  • 35:10
during that time frame, what objectives they decide to complete. That's what drives what
  • 35:15
happens in later. Awesome. What quests are available, what NPCs are pulling ahead of
  • 35:20
other NPCs in terms of their progress toward their goals. And how you complete your quest
  • 35:26
matters. Yes. Yeah. With some objectives, you know, being exclusive of one another.
  • 35:32
So helping one NPC will lock you out of helping a different NPC. So, yeah, it's we don't.
  • 35:40
Oh, no. Wow. I'm just I'm just taking in the sheer beauty, but also like a kind of gross
  • 35:48
beauty of this environment. It is so eerie. I think even the corrupted trees, you can
  • 35:59
harvest them. Find some of them that you can harvest and chop them down. Oh, really? Yeah,
  • 36:10
they're a little bit hard to spot, though. Well, also the I believe that as part of these
  • 36:21
environments changing, you're also activating rare resource spawners that might only occur
  • 36:28
during certain events. Yeah, that's correct. So, yeah, yeah. Like corrupted soul bloom.
  • 36:35
And there was one that Kory had just put in. All those things are only available during
  • 36:41
certain story arcs and every story arc has its kind of special things that you want to
  • 36:45
try and take advantage of. And that one in your backyard, swing by and pick them up for
  • 36:50
herbalism, for making certain potions. Sometimes you want to take advantage of the limited
  • 36:56
time you have during the story arcs to get some of these rare resources for crafting
  • 37:01
things, certain poisons and potions from these limited corrupted spirit blooms, right? Yep.
  • 37:10
Sorry, I just disabled my HUD right now. I want to like this area is just too crazy.
  • 37:18
Huge tower. It looks so good. Jeremy and Hal and Adam, I think. Who's all working on this?
  • 37:31
Jeremy. Zach and Brandon. Everybody. Scott. Other Scott. Yeah. Not me. Tristan. Tristan's
  • 37:39
entire team. Yeah, this is absolutely beautiful. And talk to me a little bit about the dungeon.
  • 37:48
So the dungeon we're heading to right here, that's the Tower of Carthen. That is the mage
  • 37:53
university that following the War of the Undying, the elves, that oh, these humans, there's
  • 38:00
something to them. Let's gift them the gift of magic and how. Let's show them the advanced
  • 38:08
stuff. You can see some of that story reflected here on these murals. Build them a university.
  • 38:14
Hold on to stuff and we can teach them the way we want to have them. And the human said,
  • 38:21
yeah, show us. I think we ran by the deans, the first deans of the statues back here.
  • 38:29
Oh, yeah, we should look at this. I really love how some of the ornate detail in the
  • 38:37
buildings have so much symbolism attached to them. It really makes it feel like there's
  • 38:42
a kind of steep like if you go back to the. Yeah, that's right over here. Back to the
  • 38:48
statues we ran past. Yeah. All the former headmaster. These are the former deans. Right.
  • 38:56
So this one up front here, that's Tanfileris Wren. He's the elf that came over from the
  • 39:03
elves and from the Pyrion elves at the time. And you can see he's kind of built the tower
  • 39:14
for them. Started training the first students. Then one of the other towers is his best student,
  • 39:23
Aristod. I should point out his statue in a bit here. So he was the first human dean
  • 39:30
he's this one here. You can see him kind of with the book open. That was Aristod. Wow.
  • 39:37
The first one after Tanfileris went back to the elves after a few decades. We've got
  • 39:47
Dean over here is the woman that's that's Jenica. And the good and interesting thing
  • 39:54
about her is that she never died. She was into teleportation and that was her her big
  • 40:01
area of expertise. And she just never came back. Hint, hint, hook. Oh, I see what you
  • 40:10
did. Yeah. Then we have one of Lamont's, Auron over here. That's a Daren, Daren Lamont. He
  • 40:22
was a dean of the college. He looks like a wise guy. Auron's family is quite they're
  • 40:32
quite central to the to the story here. There'll be lots of opportunities to learn lots of
  • 40:37
them in this story arc, actually. That is awesome. The final one there's a Klon Zander.
  • 40:43
He was all into alchemy. So that was his area of expertise that he really. Oh, yeah. So
  • 40:49
if you see a lot of maybe some potions in the game with a Klon or or no Zander so and
  • 40:56
so that that's the guy. What do we have here? Just a very normal looking door, probably
  • 41:04
nothing terrible. I mean, this mural. Oh, the humans asking the pyre for help with magic.
  • 41:13
The periods. Yeah. Yeah. The period. I got a teaching period teaching the ten killer
  • 41:21
or the alien at that point. Yeah. And over here. Oh, the five moons, the towers, construction
  • 41:31
and the five months phases of the moon, three months. The three phases or five phases. Yeah.
  • 41:41
Perfect. Very cool. And we also have there's yeah, the symbology for the period. You notice
  • 41:48
the doors. You have a lion head on one side representing humans and the griffin head on
  • 41:53
the other representing the elves. We're the guys pulling the doors open. Just a couple
  • 42:01
of guards. What is this sandal? Oh, my God. I'm sorry. That made me cough a storm. That
  • 42:18
is hilarious. That is hilarious. I love it. All right. So what is our objective here?
  • 42:25
What are we looking for inside right now? Now, this is just the entrance, the foyer
  • 42:31
of the tower of the university. Yeah. So we're not going to obviously take you through everything.
  • 42:39
A lot of it's still a work in progress. Always remember that this is a work in progress right
  • 42:43
now. This is part of the Alpha two experience. You'll be able to explore, delve into this
  • 42:49
dungeon. So what are we going to see in here? Even more corruption and more more blood for
  • 43:00
sure. I like the bell. The gong is cool. Yeah, I guess it is a bell. Oh, my God. Wow. This
  • 43:26
looks great. I love this interior. The lighting is so moody. Oh, my God. This is like the
  • 43:36
supreme edge lord environment. Take a look around at this. Just over there to get our
  • 43:42
loot. Even the gothic-esque lamp with the nasty like flesh environment. Oh, God. Oh,
  • 43:55
we have some loot. Is this like a treasure chest? That's a treasure chest. Whoa. Or not.
  • 44:04
Oh, no, no, no. Not like that. Nuke it from orbit. Nuke it from orbit. Oh, thank you.
  • 44:11
Perfect. Where'd it go? Where did it go? Behind us now. Oh, come here. Oh, my God. This thing
  • 44:22
is crazy. Look at it. These are just the entrance mobs? It's just the entrance, yeah. Oh, no.
  • 44:34
Oh, no. This guy is nasty. Now, these tend to do some nasty things when they die, right?
  • 44:45
I mean, this is basically like a... What is this? A hoarder? AKA mimic? No, I'm just kidding.
  • 44:51
This looks... Baron hoarder. Get away from it. Get away. Run. Get back. Get back. Get
  • 45:01
away. No. You're pulling it into the party. Oh, that is nasty. This is absolutely phenomenal.
  • 45:17
Yeah, they did an incredible job on this. It just looks so good. Well, is there anything
  • 45:25
else that you guys want to touch on from the story arc perspective? Oh, I guess there's
  • 45:34
one thing people might be curious about. I mentioned how you could do what you needed
  • 45:37
to do as long as the phase... You can do any quests available in that phase while that
  • 45:42
phase is available. So what happens if you miss something, you go on vacation or whatever,
  • 45:48
and you can't log in during the week to participate in the quests that are going on in the phase
  • 45:52
of that story arc. For most story arcs, they do repeat. After they complete, they'll go
  • 45:57
on a cool down and they will repeat again. You'll have another opportunity to get involved
  • 46:00
with them the next time they come through. For our big major world spanning story arcs
  • 46:08
that will tell your server's own story, those ones don't repeat. Those are one and done.
  • 46:15
You can replay them. There's a different system for replaying previous phases for the big
  • 46:21
main story arcs. However, decisions and objectives you make in those won't count toward your
  • 46:27
server's... What's canonized for your server, which is our way of saying what decisions
  • 46:33
they make for the objectives and stuff that you completed.
  • 46:36
And all this goes to really kind of creating that experience of player agency being seen
  • 46:47
through world building and actually changing the locations, the environment, the story,
  • 46:53
and how it influences future arcs down that path for the world to kind of reflect. It
  • 46:59
creates such a unique, I feel, environment between different servers and the histories
  • 47:06
that they create. Exactly. I think Jeremy said it really well
  • 47:11
earlier when we were trying to help figure out the right words to describe these very
  • 47:15
complicated systems. In MMO, you have different philosophies on kind of storytelling. We're
  • 47:24
going to more old school, like the world has a story and you're playing within the world
  • 47:28
story. And in our case, you're helping to guide that by the decisions that you make
  • 47:33
while doing your quests and the different players. If one goes one, if a bunch go one
  • 47:38
way and a few go the other way, that kind of canonizes down that way. More recent MMOs
  • 47:44
have just focused the story on the player and used instance and phasing to tell individual
  • 47:50
stories at different times and at different durations. We're more old school saying the
  • 47:59
world is evolving, you participate in how the world story is going. More on how you
  • 48:06
owe and EverQuest and those games. Lineage. Yeah, lineage. Everybody is playing in the
  • 48:15
same world and the state of that world is something that everybody is building together.
  • 48:19
All great games. Absolutely. Well, go ahead, Amy. Sorry. I was going to say that one of
  • 48:26
the major goals I feel like we have is to allow player decisions to have consequences
  • 48:34
and to have meaningful results from the decisions that they make. So it seems like people can
  • 48:42
really create their own stories. Absolutely. Phenomenal work, guys. Well, I want to thank
  • 48:49
you three for joining me to help kind of give players a peek, a little peek under the hood
  • 48:54
for the Tower of Carthen as I train your party. I apologize. And I cannot tell you how beautiful
  • 49:01
and unbelievable this this area is. I mean, the artists are just are phenomenal. So killer,
  • 49:08
killer job. So so fun. With that being said, we're going to go run back to the stream.
  • 49:15
Super exciting stuff. And we will be back with you in just a moment. Thank you, guys.
  • 49:35
Love seeing the reactions in chat whenever stuff started changing on the screen. I was
  • 49:40
like, yes, we hope that you are as excited as we are for the dynamic questing system
  • 49:47
and content and how it interacts with the nodes. Yeah. You know, this this particular
  • 49:53
dungeon is a big one. It is a massive one. It is the largest in the Riverlands and it
  • 50:01
is a major quest hub for Alpha 2. So this is you guys will probably be spending a lot
  • 50:10
of time in this dungeon. You know, one of the key takeaways from the system, from the
  • 50:16
system side of this with regards to story arcs, story arcs for something very early
  • 50:22
on that we decided was necessary to facilitate how players interacted and changed the world.
  • 50:31
Right. We have this context of a very world building kind of oriented game with the node
  • 50:37
system. And then we needed something complimentary on the narrative side that can actually facilitate
  • 50:43
the feeling from a player's perspective of my actions have consequences. My actions direct
  • 50:49
the way that the server goes. And it had to be adaptive. But I noticed there were some
  • 50:55
questions the questions and I apologize. Yeah, I've got some questions as well. Yeah, I apologize
  • 51:00
again for being sick for this stream. But we had some I saw we had some questions about
  • 51:06
like, you know, can I redo different chapters of the story arcs? And yeah, as that as that
  • 51:12
chapter is present, you know, these these story arc chapters, they exist for potentially
  • 51:18
days at a time so that people have an opportunity to kind of move from story arc to story arc,
  • 51:23
do things across the world. We don't want a narrative system that is like highly dependent
  • 51:29
on dailies or weeklies where you kind of feel this this need to log in to stay competitive
  • 51:37
and and you know, it becomes a chore and not really indicative of the type of gameplay
  • 51:44
I feel as MMO players we want to have. And so the story arc system is really meant to
  • 51:49
provide these many cycles of interactive and compelling stories that are occurring simultaneously
  • 51:57
around the world and direct the future story arcs that come next based off of what branch
  • 52:05
is taken as an outcome of the particular story. So for example, in the Tower of Carfin, there
  • 52:11
are two ways that this particular story arc can end that can end with a boss encounter
  • 52:16
at the top of the tower, or it can end with a boss encounter that's at the at the ground
  • 52:21
level in the supporting city around the tower. And when one of those branches gets gets decided
  • 52:30
on or gets interacted with on the on the narrative side, that dictates future branches of the
  • 52:40
story arcs that come thereafter. So players can can go back and if you know you do the
  • 52:47
boss fight and your friends log in later and they want to go to the boss fight you can
  • 52:51
participate in those in those in those chapters multiple times right you're not locked out
  • 52:56
from doing it again. The with the major story arcs when the first when the first branches
  • 53:02
decided that is a bit of a canonization for the server. And it creates a really interesting
  • 53:07
linear storyline and history that each server experiences differently from another. And
  • 53:16
that I feel is something that really has never been represented in MMOs before. One other
  • 53:21
thing I want to say is that for those of you who've been following the Ashes development
  • 53:26
since like you know 2017 and 2018, we've talked a lot about how corruption this red influence
  • 53:34
and the use of you know this evil-esque type of magic influences the world around you.
  • 53:42
And this is a great example in the city of Carthen where you can see how a variant of
  • 53:49
that corruption blood magic variant has its own style guide, its own its own you know
  • 53:57
indication of what is what is going on in this area. And we've you know we've we've
  • 54:02
always been an alpha one you kind of saw a few of that a couple places for the corruption
  • 54:06
influences back in 21. But really it's a large part of how these zones adapt and can change
  • 54:14
around you know corruption is always trying to encroach on civilization. That's a larger
  • 54:19
civilization builds. We did have some people asking questions regarding corruption and
  • 54:25
I think it kind of ties in with what you're saying. Seven Six was asking will PVP be the
  • 54:30
defining reason for corruption and you're kind of like saying that no it's not. No no
  • 54:34
no no no no. So so so PVP is tied into corruption right to a degree your mortal coil as we call
  • 54:43
it or what some might consider a soul from your character's perspective within the story
  • 54:48
can be influenced and can be changed into a shape that's that's more in tune with corruption
  • 54:55
and that's through doing PVP things you can accomplish that. But really when you think
  • 54:59
about what corruption is corruption is a representation of the ancients magic the ancients hatred
  • 55:07
the ancients desire to strike back at the creation of what their the gods who banished
  • 55:12
them to the void have tried to accomplish on Vera. And so corruption is this influence
  • 55:19
of the essence that permeates around locations in the world and tries to pervert what that
  • 55:26
creation is. That really is what corruption is. You know what that disgusting foot this
  • 55:34
is that's the one situation where I'd be okay with socks and sandals though. Just gonna
  • 55:40
say just gonna put it out there. Sandals great the environment team by the way you know I
  • 55:45
think they always sneak them in. Yes they do but I think everyone who's watching really
  • 55:50
can give some hearts and chat. Our environment team is absolutely phenomenal and you're just
  • 55:56
seeing kind of first passes on these environments with the alpha you know zones really this
  • 56:03
is still not near where we intend and you guys watch improvement month after month and
  • 56:10
in test environment after test environment. But the idea is to create a rich world that
  • 56:17
is visually stunning and compelling and I think that the mood of this particular zone
  • 56:25
is well communicated through what the environment artist team has been able to accomplish. And
  • 56:31
how it changes with the dynamic quest stuff is pretty amazing. So yeah and not just our
  • 56:37
environment team but also our tech art team as well. It did a phenomenal job in assisting
  • 56:42
creating this area. All right I have a few more questions. I did want to mention because
  • 56:49
some people were asking about the icon in the corner next to Steven's nameplate. That
  • 56:55
little icon is actually his like secondary archetype that he hasn't unlocked and that
  • 56:59
will change. Yes yeah so the idea there is to indicate through the party UI so that you
  • 57:04
can see kind of secondary class choices that are made and that can be changed of course
  • 57:10
players can can reselect different secondary archetypes through respecing but your primary
  • 57:16
archetype remains the same and that gets unlocked when you do unlock that. Yeah and so people
  • 57:22
were noticing that we had one of our folks with a sword over their shoulder and they
  • 57:27
were wondering if that's a new idle animation and when that happens or if there's going
  • 57:32
to be more stuff like that or if they can select which ones they have. So our animation
  • 57:37
team Chris Myers and a few others part of the feedback that we got from the tank demonstration
  • 57:46
when we were holding that two-handed sword was that people would like to see variants
  • 57:51
of the types of non-combat idle stances that can be had with certain weapons and so we
  • 57:57
decided to introduce you know a variant of that with having the shoulder rest on the
  • 58:01
shoulder and that is something that we'll be exploring further to see kind of just how
  • 58:08
much runway we can get out of custom and or selective idle stances. I know we want to
  • 58:16
add a lot of you know flavor to the character and the persona that you that you have and
  • 58:23
obviously idle stances can be a part of that display. All right and then Galadeon wants
  • 58:29
to know will this environment change based on season as well? Yes so the vast majority
  • 58:37
of environments in the game have some seasonal interaction. Some environments have four seasons
  • 58:44
some environments have two and you know you can see that demonstrated you know mainly
  • 58:52
through like snow and or but when it enters the corruption state outside of weather in
  • 58:58
that corrupt state you will probably see a little bit less of the influence of the season
  • 59:04
because really it's adopting that corruption which is in and of itself is kind of a season.
  • 59:11
Something in the same in this area and then Lightfoo is wondering because Aimee had mentioned
  • 59:17
oh yeah you can harvest the trees and things like that if there will be like special types
  • 59:21
of trees and things of that sort for special crafted items. You know corruption isn't all
  • 59:27
bad from a gameplay perspective from a mechanics perspective meaning that certain types of
  • 59:34
resources will have a corrupt state and it will be necessary for you to acquire you know
  • 59:40
like we have a spirit bloom which is a harvestable herbalism plant but in when a zone becomes
  • 59:49
corrupt you can potentially yield corrupted spirit blooms and those are necessary components
  • 59:56
of certain crafting recipes and so corruption also services the idea that as these zones
  • 1:00:05
change and adapt to reflect you know the different statuses of corruption or seasons so do the
  • 1:00:10
harvestables and that's that's an important part of the overall economy.
  • 1:00:15
All right and then Fireoofly wants to know this is an open world dungeon right what prevents
  • 1:00:24
others from just waiting until you're at the boss and then killing you and taking your
  • 1:00:29
boss's loot and then related to that what prevents mega guilds from just owning an area
  • 1:00:34
and preventing you from accessing or enjoying it. I did see a couple other people asking
  • 1:00:37
this in different terminology but yeah.
  • 1:00:40
So a couple things there first of all first thing is is we don't want in the majority
  • 1:00:45
of cases we do not want to prevent another group from engaging potentially in PvP we
  • 1:00:51
disincentivize it by creating safeguards within the flagging system that make that decision
  • 1:00:58
very concerning for the people that might go corrupt right and if you're in the large enough
  • 1:01:04
group of numbers I doubt you're going to experience that unless there's some rivalry between guilds
  • 1:01:10
in which case like you know there's apparatuses like Guild Wars that are more opt-in you can
  • 1:01:14
drop guild tag if you want but anyways competitive the competitive nature of this environment
  • 1:01:19
is is a PvX element however in situations where we want to contain a particular type
  • 1:01:29
of raid we will utilize instancing and that can protect certain engagements with certain
  • 1:01:34
bosses but that's really more on the 20% of 20% of the scenarios will have instancing
  • 1:01:45
protection like that around 80% of the content is open world where competition is healthy
  • 1:01:51
competition is an instigator for soft player friction for potential cooperation for the
  • 1:01:58
ability to yield alliances and the political you know theater that comes with it so that's
  • 1:02:03
an intended part of the PvX design of Ashes that's a it's a core philosophical point.
  • 1:02:08
All right and just to be clear that is not for everyone we are not trying to make a product
  • 1:02:18
that appeals to every MMO gamer that's impossible and so we've been very upfront and forthright
  • 1:02:26
with what we are trying to accomplish and what our core pillars of philosophical design
  • 1:02:31
are and that's an okay thing and if if the thought of player competition of potential
  • 1:02:38
threat and soft friction is not one that resonates with you there are plenty of games out there
  • 1:02:46
that are not focused around those philosophies and that's entirely acceptable.
  • 1:02:51
All right with that I'm going to move on to our art we have a lot of cool art to share
  • 1:02:57
with you all the character and concept teams have been kicking some booty and the first
  • 1:03:04
one here actually you saw these but I think being able to see them kind of in like a 3d
  • 1:03:09
element here on their own these are the statues from Carfen that were being worked on and
  • 1:03:15
you can just see I mean you saw how massive these things are but the detail and as Jeremy
  • 1:03:20
I know was talking about the lore behind these different folks except I don't think they
  • 1:03:25
had the the ones that were holding the chain but they didn't have the lore for that but
  • 1:03:30
I'm sure they'll they'll write something up if they haven't already but yeah they've gone
  • 1:03:36
into a lot of detail for these people and like what they're wearing and what they're
  • 1:03:40
holding and the symbolization of that.
  • 1:03:42
Yeah these are great.
  • 1:03:45
Oh go ahead.
  • 1:03:47
I was just gonna say I love the massiveness that it really adds to the environment to
  • 1:03:53
have these large character statues and they are as you guys heard from a lore perspective
  • 1:03:58
they have great relevancy to the story of what came before your people so it's cool
  • 1:04:05
to kind of dig into that and it'll be weaved throughout different narratives as well.
  • 1:04:10
And then you did see in a previous live stream a few of the Carfen weapons and these are
  • 1:04:14
just some more that are being worked on very exciting so I'm sure folks will enjoy getting
  • 1:04:21
that loot I know there was questions about why the hoarder didn't have loot there will
  • 1:04:24
be loot my friends.
  • 1:04:28
Remember that remember everything you guys see you know is not going to be fully comprehensive
  • 1:04:35
of what we would expect in a finished MMO product you're getting snippets of very specific
  • 1:04:42
demonstrations and this one was about the area of Carfen and about the story arc system
  • 1:04:49
so you know we're very still in development very much so in development and because of
  • 1:04:55
that you know we're aware of what's outstanding of what we want to show that doesn't mean
  • 1:05:01
that we're not cognizant of that fact you guys are seeing it we know it exists and we
  • 1:05:06
have things that we're still working on and you know that's acceptable.
  • 1:05:10
Of course and I like Alex Xavier's they're like they're a baby hoarder they haven't found
  • 1:05:16
stuff to eat yet.
  • 1:05:17
Yeah a little baby hoarder.
  • 1:05:20
It is a small one I'm sure there's gonna be bigger ones and then of course we have like
  • 1:05:27
you saw the little pustulas in the world creepy gross stuff you can kind of see the concept
  • 1:05:33
of those we have some costumes this is the autumn collar you know they're trying to get
  • 1:05:41
this in for some NPCs that they're working on.
  • 1:05:44
Looks great.
  • 1:05:46
And then also the giant slayer.
  • 1:05:50
I love it that looks like a very painful armor to fight against.
  • 1:05:58
Well I mean there might be a reason why we need the giant slayer armor it's called giant
  • 1:06:03
slayer for a reason and then we've also got the alpine baghorn which is awesome so cool
  • 1:06:14
like oh he's cool it's so fluffy.
  • 1:06:21
Next up we have shown some of our race additions as we've gone forward and adjusted things
  • 1:06:29
and now we have another update of a couple of them so we know we got a lot of feedback
  • 1:06:34
on our dwarf friends and now you're getting to see a little bit more of the female dwarf
  • 1:06:40
here her mutton chops I love them a little bit more stout.
  • 1:06:54
Looks great.
  • 1:06:57
And if you watched our character creator or if you haven't watched our character creator
  • 1:07:01
stream I would recommend going to our YouTube channel and checking it out you can you know
  • 1:07:07
change the level of wrinkles on them as well so you could be more older looking if you'd
  • 1:07:12
like to be or younger and more useful.
  • 1:07:15
She's got some intense crow feet going on there.
  • 1:07:19
All right and next up is the veloun here to judge us she's a very judgy look on her face.
  • 1:07:33
I mean she could just be very discerning.
  • 1:07:37
In that one shot she's like.
  • 1:07:44
Love these guys they look great.
  • 1:07:46
Yeah and you're I mean we've talked about their kind of the relation to the gin and
  • 1:07:53
you're gonna get to see a little bit of that today so stick around and it's pretty sick
  • 1:07:59
looking so.
  • 1:08:03
That's the female and then we also have the male.
  • 1:08:12
Looks good and I know we showed in the past I mean these are the models but we showed
  • 1:08:16
in the past the.
  • 1:08:18
Concepts.
  • 1:08:19
Concepts so like you can see how one-to-one these concepts are to the model it's great
  • 1:08:24
artists do such a great job.
  • 1:08:26
Our artists I mean we were getting some hearts in the chat not only our environment artists
  • 1:08:31
but like our character artists it's just bonkers.
  • 1:08:35
And just so you guys know Intrepid isn't entirely independent meaning nothing that you're seeing
  • 1:08:43
here is outsourced comes from another studio this is all our internal art teams so it was
  • 1:08:51
very important to us that when defining the look and the visuals of the world that we
  • 1:08:57
create that internally and our our teams are just are phenomenal.
  • 1:09:03
Yeah thank you guys for being awesome.
  • 1:09:06
Now the gin version.
  • 1:09:10
A little little teaser.
  • 1:09:13
Oh that's cool it's got some of the some of the the darkness around the eyes got the
  • 1:09:23
emissives on the forehead and on the skin too like the tattoos very cool.
  • 1:09:33
Yeah.
  • 1:09:35
Very nice.
  • 1:09:39
Good stuff.
  • 1:09:40
I think that gets us all of all of those so hopefully you guys like a little like a little
  • 1:09:48
update and then we're gonna go to our studio update and we're I didn't forget this time
  • 1:09:54
you guys so I'll pass it on to you Stephen if you want to talk a little bit about maybe
  • 1:09:59
what was accomplished in M4 what we're moving towards in M5 and maybe any other studio information
  • 1:10:05
you think we should share with our folks.
  • 1:10:08
Yeah you know for us.
  • 1:10:13
Excuse me I'm sorry.
  • 1:10:19
You're okay he's a little sick guys.
  • 1:10:22
I apologize guys I didn't you know I haven't missed in a stream in ever since we started
  • 1:10:28
doing them and even though I'm I'm literally dying right now.
  • 1:10:37
So yeah M4 for us was a was a big milestone we hit some some some core some core objectives
  • 1:10:48
both around design and engineering our 5.11 update which was you know a little bit a little
  • 1:10:54
bit larger than we had anticipated but you know we took those punches you know the the
  • 1:11:03
art teams the tech art teams have been doing a lot of optimization passes and has found
  • 1:11:10
a lot of gains on that front we were dealing with a little bit of a DX issue which we got
  • 1:11:15
some clarity on.
  • 1:11:17
Also we've been fine-tuning a little bit of our architecture a bit more around some
  • 1:11:21
of the gameplay systems and where things can share there's a lot of work done there you
  • 1:11:28
know a lot of the definitions further further definitions around expanded scope of our of
  • 1:11:34
our building types and architectures within the node some of the tools have been some
  • 1:11:41
getting revamped there's been a lot of content progress that's made from the narrative teams
  • 1:11:46
win with lore side that's been doing a lot of work and then you know of course on on
  • 1:11:52
the asset creation side our character teams our animation teams the combat teams have
  • 1:11:59
been doing a lot of work and in getting some of the expanded archetype development progressed
  • 1:12:06
you guys are going to be seeing the mage next month and hopefully the Cyclops the month
  • 1:12:10
thereafter talking a little bit about raids and whatnot so a lot of a lot of stuff a lot
  • 1:12:17
of progress we you know just to give you guys an idea as we continue in production sometimes
  • 1:12:24
we try different things from a production process perspective we introduced some different
  • 1:12:32
approaches with the regards to strike teams and how we facilitate and do cross-departmental
  • 1:12:37
collaboration with our strike team formats saw a lot of success in m4 out of those a
  • 1:12:43
lot of good stuff there we have some great pickups and hires that have been facilitated
  • 1:12:49
over the course of the last few months and then in addition which is kind of where I
  • 1:12:54
think I got sick from GDC went to GDC those who don't know the game development conference
  • 1:13:00
and San Francisco had a lot of great meetings there listened to a lot of great panels got
  • 1:13:06
a little mobbed by some I spent a little bit of time on the expo floor the moment I walked
  • 1:13:12
into that expo floor there's about 40 people that surrounded me in a circle of signing
  • 1:13:17
some GDC badges and talking a little bit about acid crazier that was kind of cool that was
  • 1:13:23
fun but you know we had we've had a really good m4 so it was very very cool and yeah
  • 1:13:31
you know we're continuing to hire we have some goals this year that we want to achieve
  • 1:13:34
and and you know it's a turbulent time in the industry I view Intrepid as kind of a
  • 1:13:44
beacon project amidst the turmoil that we're seeing so you know those of you out there
  • 1:13:50
who are who are impacted and or you know someone who's impacted send them our way we do get
  • 1:13:56
a lot of applications each month you know I think we get I think our last report for
  • 1:14:01
q1 of or the q1 report for this year we had probably about 2500 or 3000 applicants and
  • 1:14:10
we hired of those I think like seven or eight I'm not sure so you know we're really selective
  • 1:14:16
in the people we bring on board but you know our focus is to grow the studio considerably
  • 1:14:22
this year so yeah and the way that I mean we are a little picky but it just goes to
  • 1:14:28
show like yesterday when we were hanging out with everybody in a group you love everyone
  • 1:14:34
you work with whenever you build that culture and ensure that the people that you're pulling
  • 1:14:38
on board are all you know hard-working people who care and love love games and are passionate
  • 1:14:45
about it and you can just see that in the work see that in the relationships that we
  • 1:14:49
have built and it really is you know it's cliche I think a lot of times when people
  • 1:14:53
say oh you're building a family but like I really think we are and there's a lot more
  • 1:14:57
love and care because it's you know we're people first and then we are you know making
  • 1:15:02
games secondary you know absolutely yeah all right anything else you want to mention on
  • 1:15:08
the studio update side I don't think so unless I'm missing something all right let's move
  • 1:15:12
to the Q&A and then we will wrap this bad boy up on the QA Q&A front if you don't know
  • 1:15:20
we always grab questions from the forums and Vaknar is amazing he goes through and answers
  • 1:15:27
every one of your questions so if you asked a repeated question because we get a lot of
  • 1:15:32
those we usually just give you guys those answers in the thread versus obviously putting
  • 1:15:36
them on the stream here because we don't want to keep repeating ourselves too much and real
  • 1:15:42
quick just for those of you who were watching the stream and you know under understandably
  • 1:15:47
the quality of this video via the stream is not going to be as high as our 4k video which
  • 1:15:52
we'll be uploading later today of this so you guys can see it in all its awe and glory
  • 1:16:00
yeah we'll have that video up today and then we'll also have we already have a forum thread
  • 1:16:06
up so if you'd like to give us feedback on that video or feedback on just what you saw
  • 1:16:11
today yes feel free to head over to that that thread over on our forums forums.ashersofcreation.com
  • 1:16:17
and let me help kind of contextualize the type of feedback that we're looking for from
  • 1:16:21
this particular demonstration. Feedback one on the environments and what you're seeing
  • 1:16:28
the mood setting the lighting the the size you know the idea of change adaptive dynamic
  • 1:16:37
change that's an important one what do you like about that what are some of concerns
  • 1:16:41
that you might have about that what are things that you feel we should look out for there
  • 1:16:45
the second is going to be around the system of the story arcs and how they interface with
  • 1:16:51
the world and sorry and and how do you feel that that story arc is going to interface
  • 1:17:00
on the narrative side and on the world building side as well what are some concerns you have
  • 1:17:06
there what are things that you saw that other games did well that you want to see as available
  • 1:17:10
there that's it those are important points for feedback obviously the whole purpose of
  • 1:17:14
our open development is to garner that feedback so that we don't end up on day one of launch
  • 1:17:18
with with a game that you know people didn't ask for and don't you know want so this is
  • 1:17:23
our opportunity to pulse check hey is our direction correct is this resonating with
  • 1:17:28
people are these the types of ideas that you want to see in an MMORPG and that's how that's
  • 1:17:34
how we value your guys's contribution during this journey yeah and I'm sure Vackner is
  • 1:17:41
frantically updating that that thread now with those questions for context but we'll
  • 1:17:46
get into the questions and this first one is from cast I and they would like to know
  • 1:17:50
about mounts will mounts always be animals or will we have anime or inanimate objects
  • 1:17:56
like magic carpets and magic brooms too I'm sorry can you repeat that one more time yeah
  • 1:18:04
no problem will mounts always be animals or will we have inanimate objects like magic
  • 1:18:10
carpets and magic brooms mounts are generally animals in ashes I'm not going to rule out
  • 1:18:17
there's not an opportunity in the future to have and we might have in the past I'm not
  • 1:18:21
sure I would have to double check but for the most part they're animals and if there
  • 1:18:26
are non-animal type mounts then those would be very bespoke and unique yeah we have more
  • 1:18:33
caravan oriented things one thing like that yeah and one thing that we would do that we
  • 1:18:38
wouldn't do is is move into the steampunk type territory I you know it's one of the
  • 1:18:46
designers when we were going through the cosmetics and we were designing like sets and they had
  • 1:18:49
like this idea for kind of because we do have like arcane like engineering magic but they
  • 1:18:54
wanted it was getting down the steam I was like I already know Steven's gonna tell me
  • 1:18:57
no so you know yeah I mean for me I'm a very high it's not to say that people can't do
  • 1:19:04
steampunk well I've enjoyed some steampunk stuff but I'm a very high fantasy oriented
  • 1:19:11
type of storyteller and the inspiration for ashes obviously comes from my Pathfinder campaigns
  • 1:19:17
that I ran long ago and those were always set in high fantasy world so I just it just
  • 1:19:21
it just compromises what I believe is the perspective of the storytelling and the environment
  • 1:19:25
yeah I mean we have we have built a brand and we're sticking to it and of course our
  • 1:19:31
next question here is from digital daydream which is about gatherables well items in your
  • 1:19:36
inventory expire or degrade such as meats fish berries or even crafted food and if so
  • 1:19:42
will there be a way to mitigate this generally the answer is no they will not degrade we
  • 1:19:51
do have the idea of essentially buffed items so the idea that like you can create a food
  • 1:19:59
consumable and then you can potentially cook that food consumable in a piece of your home's
  • 1:20:06
furniture like a stove or something and doing so will give it a timed period in which you
  • 1:20:13
need to eat it to to get the benefits of that particular expanded buff but we don't want
  • 1:20:19
to create an environment I feel where you're having to micromanage each of the resources
  • 1:20:26
that are very vast in our game you know we have a hundred plus material system where
  • 1:20:31
you're having to play whack-a-mole with managing those things it just doesn't it's not compelling
  • 1:20:36
to me it's not meaningful I don't see the value in it it just becomes a yeah tedious
  • 1:20:44
tour our next question is about world bosses and this is from cloning and they want to
  • 1:20:49
know when it comes to world boss respawns especially legendary ones how will respond
  • 1:20:55
response work for example will it be primetime respawning or random respawn times so generally
  • 1:21:05
in my experiences when you have a fixed respond time you run into the potential situations
  • 1:21:12
where the powerhouses of the server can keep a particular boss on lockdown and you don't
  • 1:21:17
want to create that type of a situation and so one of the ways that we can help to alleviate
  • 1:21:23
that is by having windows of respond times and we've all experienced this in the MMOs
  • 1:21:28
that we've played where it's not necessarily known when exactly to to coordinate with your
  • 1:21:35
large guild who needs to be online when right and this can give a little bit of a leg up
  • 1:21:41
on the competitive advantage front for other guilds that might be more smaller knit or
  • 1:21:46
more niche to organize quickly in response to the time window of a respawn that's one
  • 1:21:52
aspect of it but in addition some of our bosses spawn off of a predicate and those predicates
  • 1:22:01
can be met at any time so it might not be necessarily a respond timer or window for
  • 1:22:06
some bosses it might be when the story arc kicks off or when another predicate in the
  • 1:22:12
world occurs the spawn happens like an event those those might not adhere to standard respond
  • 1:22:19
times all right and then this one is from frost01 about summoner the summoner archetype
  • 1:22:27
it has been said that summoners summons will be an extension of our play will this look
  • 1:22:32
like our point of view becoming the summon while an AI takes over playing our character
  • 1:22:37
basically they don't want to kind of understand what the how the system will work I'm so sorry
  • 1:22:44
I'm getting bombarded by the production team about meetings today and if I'm gonna make
  • 1:22:49
them so I was just checking that as you were reading that question you're gonna give me
  • 1:22:53
that one more time yeah it's been said that summoners summons will be an extension of
  • 1:22:58
our play will this look like our point of view becoming the summon while an AI takes
  • 1:23:03
over playing the character or how will this system work yeah no no um so two points there
  • 1:23:09
when we say that summons are a reflection of our of our play we're talking about that
  • 1:23:16
our class composition and design revolves around a holy trinity ideal the summons will
  • 1:23:25
also adhere to that aspect so summoners as they grow in level and expertise will have
  • 1:23:32
the ability to select which summon is appropriate for the particular situation that they're
  • 1:23:38
trying to address those could be a tank oriented a support oriented or dps oriented summon
  • 1:23:44
they'll have access to a multitude of them in addition the secondary question there that
  • 1:23:50
I've heard is will we be able to become our summon we do have the concept of siege summons
  • 1:23:57
being a thing with multiple summoners being required in order to to create that siege
  • 1:24:03
summon in those situations your character becomes the summon so you don't have an AI
  • 1:24:10
that takes over your previous character but instead the recipient of those additional
  • 1:24:15
spell effects become the actual summon itself all right and then bliz bub wants to know
  • 1:24:24
about alpha 2 scope I assume some features that are listed on the wiki as being in place
  • 1:24:30
for alpha 2 may be added after alpha 2 begins what features off the top of your head are
  • 1:24:35
being planned for the start of alpha 2 and what features are probably going to give are
  • 1:24:40
going to go live after the start of alpha 2 that's a long I know it's all big question
  • 1:24:50
so first I would say that when we talk about alpha 2's perspective it's really focused
  • 1:24:57
around core systems and their ancillary counterparts when we talk about what those core systems
  • 1:25:04
are it's the siege systems it's the guild war systems it's the node advancements it's
  • 1:25:11
the story arcs it's the character class progression it's the augments it's our artisanship loops
  • 1:25:18
and the gathering processing and crafting cycles it's home ownership it's vehicles and
  • 1:25:26
mounts and you know any number of professions that exist there and then also a big chunk
  • 1:25:33
of alpha 2 is obviously content the ability to ensure that the the hooks for these quest
  • 1:25:40
hubs within the nodes the points of interest are stood up and reflective of the content
  • 1:25:46
necessary to facilitate that those story arcs and commissions and buy orders that's really
  • 1:25:53
kind of the MVP of what we're what we need to achieve in order to demonstrate the loops
  • 1:26:00
collect feedback from those loops and the players who are play testing them and then
  • 1:26:04
make iteration as necessary based off of the feedback we received that's alpha 2's perspective
  • 1:26:10
now of course there are a number of ancillary systems that we also are developing as part
  • 1:26:17
of alpha 2's purview that we want to have available to test as well however those aren't
  • 1:26:22
necessary in order for us to begin testing and so alpha 2 is intended to be a very large
  • 1:26:30
section of the game as well as a long testing period and our opportunity to trickle in additional
  • 1:26:38
ancillary systems is something that we're going to be leveraging because we want to
  • 1:26:44
get in and test as quickly as possible but also cognizant of the fact that it's a public
  • 1:26:49
test period and that players are going to see what we're showcasing and it needs to
  • 1:26:54
be on par with that public display so I hope that answers the question yeah it's a lot
  • 1:27:02
I think you you gave it just of like what the core game play loops are going to be and
  • 1:27:06
that is what's going to be at the start versus like some of the ancillary things yeah that
  • 1:27:11
will patch in and of course patching even in changes to the core core loops as well
  • 1:27:17
the next question is from liniker about the minimum viable product which a lot of people
  • 1:27:22
call the MVP what is your stance in regards to focusing on delivering an MVP versus continuously
  • 1:27:29
upgrading your tools and engine to deliver a better product with new tech even if that
  • 1:27:34
results in delays or additional years of development like UE 5.2, UE 5.3 etc I'm like we actually
  • 1:27:40
just went through this a couple years ago so we are willing to take whatever it makes
  • 1:27:45
you know yeah just just so you guys are aware internally how we evaluate either new technology
  • 1:27:54
integrations or updates on the engine you know our process for doing that going forward
  • 1:28:02
is essentially that our technical teams especially our network team our ICS teams our gameplay
  • 1:28:09
engineering teams they convene and weigh when our next update should be on the engine side
  • 1:28:18
what new technologies might bring benefit overall my perspective on how we balance the
  • 1:28:27
need for integration of new technology versus the versus the responsibility we have in a
  • 1:28:38
timely manner to provide testing sessions that get us closer to the launch date that's
  • 1:28:44
a delicate balance I would say generally our disposition is not to incorporate new technologies
  • 1:28:52
that that yield some significant amount of delay on the development side we very much
  • 1:29:00
take the perspective that we're capable of adjusting and or integrating those new technologies
  • 1:29:06
post milestone post launch if necessary at some point we'll stop updating the Unreal
  • 1:29:16
engine you know in development until launch that point hasn't come yet but of course the
  • 1:29:23
larger the project grows and the more customized we have on the more custom we make the engine
  • 1:29:29
for our back end needs and for you know whatever else merge conflicts can occur those merges
  • 1:29:34
can become you know can become big and painful and the update process gets more painful so
  • 1:29:41
so to answer your question shortly we have a team that kind of evaluates what direction
  • 1:29:48
we need to take there and at the top of my mind is always let's not incorporate delays
  • 1:29:53
as a result of leveraging new technologies yeah we do a risk assessment and we decide
  • 1:29:59
what you do want to do what we don't what we're willing to move forward with there's
  • 1:30:04
a lot more that goes into those decisions and so Chancellor wants to know about passive
  • 1:30:09
skills does your choice of secondary archetype affect what passive skills you'll be able
  • 1:30:13
to have available to you or are those locked in by your primary archetype that's a good
  • 1:30:19
question it's something we've discussed actually in the past and we still haven't landed on
  • 1:30:23
a conclusion yet for the passive abilities and whether or not there are new ones that
  • 1:30:27
are introduced with the secondaries my inclination is that we will lean towards that direction
  • 1:30:33
but it's really something that we're going to be testing as probably part of Alpha 2
  • 1:30:38
and getting feedback on that all right and then flagging as a combatant is coming a question
  • 1:30:48
from nice gaming wanting to know aside from contesting open world resources or dungeons
  • 1:30:55
are incentives being considered when you flag for PvP such as you get more XP or you increase
  • 1:31:02
your resource gathering yield etc the only incentive so first of all we want to provide
  • 1:31:09
zero incentive for for murdering so there is no incentive to go corrupt there's no gameplay
  • 1:31:16
system that touches that there's there's zero incentive for a player to go red it actually
  • 1:31:21
makes you gives you negatives for doing that yes significant negatives very significant
  • 1:31:26
downsides if we're talking about flagging becoming a combatant which is not pking but
  • 1:31:32
just responding to an attack or starting to participate in an attack the incentive there
  • 1:31:37
is that you lose less if you die so if you die while flagged not corrupt but while flagged
  • 1:31:45
you will lose less experience on death excuse me you will accrue less experience dead on
  • 1:31:50
death and the death debuffs will be less so to a degree we do incentivize players to fight
  • 1:32:00
back or to participate in PvP through the flag system but not to PK not to go corrupt
  • 1:32:06
but there are other systems for PvP that will give you benefits and rewards and things of
  • 1:32:11
that sort but not just for flagging no no no so those we call our events right those
  • 1:32:19
are essentially our PvP events those are opt-in right players can participate that if you
  • 1:32:23
acquire a castle there's a lot of strength and power that comes from that if you win
  • 1:32:27
a guild war if you win a node war if you succeed in attacking a caravan those are systems that
  • 1:32:33
you can opt in there are no you know there are no death there are no death consequences
  • 1:32:40
essentially for participating in opt-in systems like experience debt stuff like that but flagging
  • 1:32:47
is its own bespoke system flagging is separate of the event-based PvP systems those are meant
  • 1:32:53
to really facilitate kind of crimes of passion you know or or the situationally strategic
  • 1:33:02
relevant things all right and then our next question is from tactical or is about tactical
  • 1:33:09
gameplay from ace1234 and they want to know how relevant will cover and terrain layouts
  • 1:33:14
be on gameplay and will environmental destruction interactions with these cover and will environmental
  • 1:33:23
destruction interact with these cover mechanics example being using cover for protection or
  • 1:33:29
hiding pushing enemies off cliffs and blowing up objects to use as makeshift cover so there's
  • 1:33:38
not really the concept of destructible terrain or meshes for cover other than in specific
  • 1:33:52
systems like castle sieges where I might be on a rampart or behind a wall and that could
  • 1:33:57
be destroyed removing my cover but not like a you know Gears of War I or something where
  • 1:34:03
I you know slide up to a piece of rock or the corner of a wall or something yeah hopefully
  • 1:34:14
that makes the next one is from armored cell this is our final question about becoming
  • 1:34:19
an avatar is it possible for a player character who has achieved the top spot in a particular
  • 1:34:24
religion to become an avatar of a deity no not an avatar you become you become a very
  • 1:34:32
prestigious member of the community in your node you have certain powers that are granted
  • 1:34:38
to you during node events if you're the highest ranking member you get unique access to certain
  • 1:34:44
vendor tables and you have some directionality over the organization or religions kind of
  • 1:34:53
path for content of the other followers you know there's some benefits there but not you
  • 1:35:00
don't become an avatar you don't you don't become a herald of the god and with that we
  • 1:35:09
have come to the end of our our March update it was a lot we hope that you enjoyed that
  • 1:35:16
and of course we want to remind you that next Friday which is April 7th I believe yes at
  • 1:35:23
11 a.m. Pacific we will be doing a creative director community Q&A with Steven who will
  • 1:35:29
be chatting with Chibi from the Golden Feather Richie sh and some Merg from Ashes Pathfinders
  • 1:35:35
and we are very excited to answer some of the community's questions beyond that we would
  • 1:35:41
like you to remind you to head on over to our forums and leave us feedback there is
  • 1:35:45
a thread already up there for forums ashes of creation comm in regards to our carfen
  • 1:35:50
preview that we showcased here so please give us your feedback your thoughts it is very
  • 1:35:55
helpful for us to make sure that we're all on the same page and of course reminding that
  • 1:36:00
flavors of fellerin our cosmetics that will be swapping over on April 12th so if you'd
  • 1:36:06
like those head on over and snack them and of course we want to extend a massive thank
  • 1:36:10
you to you all for joining us today we appreciate you taking time out of your day or some of
  • 1:36:15
you are watching while you're at work we won't tell and of course to I'm II Scott and Jeremy
  • 1:36:22
for joining us for our preview section of carfen and Steven for your time and making
  • 1:36:28
it through this even though you're sick so sorry guys I promise I will not be sick hopefully
  • 1:36:33
in the week when we do that that Q&A stuff with the yeah hopefully you're feeling better
  • 1:36:37
before then and with that we will be wrapping it up we hope that you have you stay healthy
  • 1:36:44
and safe and you have a wonderful month and we will catch you next month for another development
  • 1:36:49
update remember that the vod for this will be up on Twitch we'll also have the the high
  • 1:36:55
res vod of like the carfen preview over up on YouTube and then this full vod will be
  • 1:37:00
over on YouTube and if you leave us a comment and you are a subscriber on the development
  • 1:37:05
update video you could be spotlighted in next month's live stream where we'll answer your
  • 1:37:11
question and of course follow us in all the places Twitter Facebook Instagram everywhere
  • 1:37:15
we are constantly posting things almost daily so if you want to interact with us head on
  • 1:37:20
over there and of course on the forums and discord we're always available as well so
  • 1:37:25
please pop on over there and join our community and partake in all the fun and we will see
  • 1:37:29
you next month.
  • 1:37:30
Bye everyone.