Asmongold Reacts To Ashes of Creation Live AMA By Director Steven Sharif | NEW MMORPG 2020

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gentlemen it is time potentially one of the most promising new mmos that we've seen in years is about to do an ama on twitch and we're going to watch it this is wow killer number 37. i'm very excited to see what this is going to be oh you know what oh is this starting okay here we go everybody shut up shut up hello everybody that's a nice house my first and the ashes of creations first uh ask me anything stream so i want to thank you all for for tuning in and for coming and showing your support for ashes um you know there's a there's still a long road ahead of us but uh with your feedback during this process we can make sure that we have the best quality product uh available for for an mmorpg and that's really what i like the sound of that one we all want you know that that a game worthy of wasting your life kind of first feeling we had with an mmo and it's very difficult to get there um but i think that what we're doing with ashes i think sounds like one of the favorite things i've always remembered about you know new mmos that i used to play back in the day whether it was you know lineage 2 or you know archeage or many of the other mmos i've played is is getting up i was reading a comment this morning it's getting up each morning and you know i hate to say it but it was almost like just no lifeing the game and knowing that you need to get in there and go play with your friends and you know progress and and participate in this lively community um and and that's so good we're trying to get with asha so god i felt so further ado um yeah i'm going to start answering some questions now i'm going to try to be quick because i want to be able to make your questions possible games additionally for those of you in the community who have been a part of ashes now for a while you may hear some repeat questions and you may hear repeat answers um but you may also hear some design changes i think i got permission from margaret to leak a little bit today uh so all right you may good stuff hear may hear me giving some answers about that either it has changed some um designs that have previously been uh um mentioned uh and or you may hear some new things as well also i am human so and there's a lot of bit there's been a lot of iterations so there might be some you know mistakes but i'll try to i'll try to mitigate that as much makes sense okay so starting with the first category question that i have oh yeah i always forget about that on the reddit thread so this one's from cold one ftb um he asks when discussing the breakdown of rogue archetypes you said all classes are capable adventurers but only rogues will excel at delving the deepest dungeons and finding the most hidden treasures how literal is this will there be rooms or partial floors that only this archetype can get yeah how's this what else can you tell us about this archetype so to answer this question um yes so we have what are called utility skills and a lot of mmorpgs really only focus on active combat skills um but some of the favorite things that i've had as a gamer is tabletop rpgs like pathfinder or dungeons and dragons and there are skills in those games that are relevant to either your environment or the quest line and they're a little bit you know sometimes story mode the way we're implementing these utility skills specifically as as it relates to rogues is um rogues will be able to essentially discover hidden doors or whatever they'll be able to track find um the ranger will be able to track fine sorry they'll be able to discover traps that's cool they'll be able to discover additional treasures so yeah that's a real party and you have a rogue that's a volume is fine guys to discover these random doors that might exist in a dungeon now the way we make it so that it's not you know essentially the same door every time and it's just you know a first time thing and every time thereafter you know where that door is at is these locations are randomly spawned throughout different times of the day so they'll change essentially as you go into a dungeon at different times so it'll be important and relevant for for parties to make sure that they have a diversity of archetypes available to them uh and in particular for the rogues case because they can find those hidden type doors and then yes to different types of loot tables based off of that oh wow special purple next question from chaos miter okay [ __ ] yeah he says how will xp be affected by grouping for killing questing and farming oh that's really good so for killing quests that's a great if you're a part of a group and you kill a monster um or a raid boss uh that that experience is going to be divisible by the number of party members um additionally in order to kind of compensate or scale the experience granted from the death of the monster um there is a multiplier that's applied uh to the incoming experience for the party that multiplier increases as you add additional members to the party that way yeah the group effect has an ability to stay relevant to the solo experience gain that's possible as well now that's not going to be too significant i believe at its height it has 1.3 multiplier maybe that's kinds of ideas i'm not sure um on the questing side the questing experience is not divisible so even if you're part of a group and your guys are collectively kind of doing solo quests those will maintain the experience value per individual who's completed the quest same with regards to farming pretty much the only divisible nature of experience gained is applied to monsters and uh raid bosses that are killed that's exactly like wow as well next question that's great from boy this is going to be here there's a lot of questions next question uh from fdf86 and i haven't i thought that was just opened the uh the uh thread an hour ago so bear with me um considering the number of nodes that are in the world how many different dungeons and world bosses will there be uh it is is it going to be one dungeon per node or will node share dungeons that will unlock when either of the associated nodes level to the appropriate tier that's a really good question so there's a lot of questions from this individual but i'll answer that top one um yeah so considering that there's over 103 there's around 103 nodes that are present in the world um there's a significant portion of dungeons they will however share locality because the initial zone of influence at a zero-stage node is relatively small so nodes or dungeons are considered essentially these points of interest that exist between multiple nodes and as nodes advance and expand they're going to take over nearby nodes as well through our vassal system locking them out from progressing further than the parent node and that node is going to then have influence over that dungeon point of interest the number of raid bosses that are present uh in the world at start obviously we have a lot of expansions and additional content that's planned for our post launch uh but initially there's going to be between probably i would say 12 and 15 world raid bosses that are present and that does not obviously include the dungeon bosses that will be present uh and the regional boxes uh that will be present too the difference more than one bosses and regional bosses and raid bosses legendary raid bosses um is essentially the amount of players that are necessary in order to complete that content uh the difficulty level as well as the drop tables uh that come on [ __ ] yes i do so legendary equipment is only going to be droppable from legendary world bosses yes bosses those can change basically that's what we like also legendary bosses are static their original bosses can change based off the progression of certain types of nodes and the location of those oh what the wow that's great um okay question from frozen frozen asks many people believe that multi boxing is a pay-to-win feature why is it being allowed in ashes of creation and will there be any restrictions put on it okay that's a very good question so yeah i've really i've been torn you know i see both sides of the coin on the multi box it's hard to know what the right thing is feature so first and foremost let me clarify that there will be absolutely no pay to win in the game from an an advantage standpoint that can be purchased by an individual character and what that means and what i've been just absolutely livid about in the previous games i've played and just let me give you example as players are directed to form an in-game economy companies in the past that i have played mmos with doesn't want to name it introduced uh game mechanic influencing items so i'll just give you an example i'm not going to name the game but i will say very early on in one game that i played there was a particular resource that could be farmed either in illegal farms or on your player farms and this resource had an opportunity to proc into a higher rarity resource uh if it was struck by lightning um probably give you some idea what game it is uh but if it was struck by lightning and um that that particular resource was a gateway to saying that's archaic certain types of items such as tractors that allowed you to move resources in the world and collect additional gold from doing so or other resources and um it had a very high value because it was such a rarity the game creators decided that uh they would introduce in the in the in the pay shop um a a seedling that had a greater chance of procking into this specific uh tree type um what a bunch of [ __ ] completely destabilize the market for what players spent a large time uh creating infrastructure around in order to generate their their income flooded the market with that particular resource that is a huge example of a terrible terrible idea when it comes to implementing pay-to-win mechanics additionally i am also against pay to convenience i consider pay convenience um when it comes to let's say inventory items or slot spaces um i think that those are uh also uh an advantage that the character uh receives that's actually really good based on their they're paying money for it with regards to that's so good to hear multiple accounts and multi-boxing that's a little bit difficult for me because um it it is it could be conceived as pay to win because you can progress on a second character and you can then gift that progression to your primary character um in that scenario yes i can see the argument however if the character progresses with the same amount of effort and time needed by the person who's playing um and they maintain that progression on that character then i don't consider it pay to win i consider it a second account so initially what i'm going to say is having multi-boxing capability will be allowed within ashes of creation there are a few safety nets that i put in place that kind of restrict the ability for abuses that we've seen in other games happens for example the freehold system which is a primary arc in the processing artisanship tree can only have one freehold per count so it's not going to be like other games where you know your character we'll talk about this after this after the show guys properties that each character can then have which creates a very uh exacerbates that the land issues significantly and then additionally one other concern before i'll move on to the next subject one other concern on multiboxing is it's very difficult to implement um restrictions and enforcement around multi-boxing because there are i mean you can have ipv restrictions however there are families and accounts that play together there are there are roommates that play together and there's a wide net that can be cast there which can prove positives uh in uh enforcing the multi-boxing rule so it's a little bit difficult in that regard as well so that's my multi-boxing um answer um okay frozen asks again sorry again from frozen there are concerns that costumes bought from the cash shop will hide someone's real gear making it difficult to tell how powerful their character is in pvp oh will there be an option to turn off other people's cosmetics so that's a two-point question one when it comes to player threat assessment um you will be able to to target a player and uh very quickly at a glance you see a buff on the character that represents the type of gear they're predominantly wearing whether it be plate leather or cloth and then you will also see a border around that gear that gives you an idea of the tier and quality um so i don't you won't have to hover over and see uh you'll be able to at a glance tell that this person is going to be effective against physical damage mitigation so it's like item and that the level of gear they're having is you know tier whatever and it is enchanted or something based off just a very quick quick yeah so that's the first first thing with regards to turning off cosmetics um previously i had mentioned that there is going to be what we call a default player appearance and the primary reason for having default player appearance is like large scale batteries cosmetics it is to help the players client render multiple targets in siege scenarios or high group content scenarios um so with having that functionality present for what i've decided uh is that we're going to enable that option um when there is a certain number of rendered clients within range or at specific events wow should have the reason for that wow cosmetics whether purchased from the shop or earned in game um are an important component of mmorpgs you know i have i personally enjoy and there's a lot of collectors out there who spend a great deal of time either in game achieving these things or spend money purchasing them from the cosmetic only marketplace and we don't want to we don't want to demean or reduce that achievement or that expenditure so there's going to be it's going to be situational where the default appearance will be applied and can be activated um okay next question is from um so sentinel says have you decided what happens to a player caravan oh actually i'll refresh after this so i can make sure that the top votes is counted uh can you excuse me have you decided yet what happens to a player caravan if they are in the middle of a trip and have to log off or get dc'd uh can i try to make it halfway to my destination yeah if you get dc that's bad one night find a safe area and log out and then log in the next day to finish delivery no so there will be a time delay that starts ticking when the caravan logs off and that time delay is probably going to be between five and ten minutes um so essentially what's going to happen is uh first of all your um your well i'm sorry hold on that's that's a different point that's for the mule thing for the caravan specifically if you are disconnected or log off the caravan will persist in the world um so that's that's what's going to happen with the caravan that'll that way like a shared world is really important um yeah okay let me refresh real quick i'm sorry yeah uh that that's a really good idea like if it just like kind of drags you with it or just wait for you to get dc to detect the dc from like one player for like 10 minutes or something that's like an ideal [ __ ] solution okay i like this a lot we answered that one um when discussing the breakdown answered that one okay taylor wk what are the benefits to choosing a religion to follow can you only follow one at a time and how hard is it to going to be to change a religion i would love to be able to role play as a religious fanatic converting people to my deity that's actually cool i would love for you to role play that as well yeah that's that's really really that's so first of all yes you may only choose one religion at a time to follow okay religions are unique in the sense that they have progression based off of quests that are uniquely offered to followers of that religion depending on your both performance uh in those quests as well as uh your number of quests completed you will advance in rank within the relationship oh like scientology when you advance within the religion you will gain access to unique titles yes you will gain access to unique shop items and you will gain access to discounts as well as roles that will happen during either events for the node or uh cgs for the nodes uh that you are that you're a citizen of as long as it has a temple but it comes with a deity you can change your religion as well if you do change you'll lose your progression within the within the religion also the top tier achievement within religions is going to be gaining access to unique augments that can be stacked on top of your secondary archetype augments um and wait what does have to do with more of a give and take type system uh based off of the choices that's [ __ ] awesome um okay next question yo that's cool from red seven that is silence yeah that's absolutely will bass class clerics be the only players who have a direct healing spell because you hate players yeah because the difference if so will there be any way to have other classes heal such as a staff that has a healing skill tree um that's a very good question so on the base class of clerics they are they as well as bards will have direct the most dpi effects i'll probably find out bards will be much much less and uh the bards will have um uh it will be proximity based macau is going to go to a direct target or uh or otherwise uh the clerics will will um also be able to to heal base we okay we tested this a little bit uh where did we test it i think we tested it in our castle siege testing i did with phoenix initiative so in the castle siege testing that we did with phoenix initiative we had action-based uh weapon skills that you could target and i'm not sure which weapon it was i think it was a scepter that you could fire off heels in a direction and that would hit uh your allies if you were grouped with them we have not decided yet to implement that type of feature within the mmorpg it was more on the action side testing action-based healing skills but to answer your question the base archetype cleric will be the predominant healing force class uh with some supplemental healing that would be more over time healing or proc based uh based on the action of players that's not scientific not sure that would be the case um okay of course oh and one other component there is uh through the secondary class augment features um it will be possible for some arc base archetypes to augment their active skills that will grant either themselves the potential to heal or will have very mitigated healing for other party members also just to give you a little bit of hybrid glasses the purpose of secondary archetypes and the augment system is to blur the line a little bit with the class roles so while we're following a traditional trinity type system in class in class roles we are utilizing the secondary augment system to allow players to move the dial a little bit in one direction that's good yeah subclass basically makes a lot of sense um okay okay frog p asks how will food consumption work in this game as in will they act as long-term buffs or something else super excited for the project god speed and trouble thank you frog p appreciate that buddy um so food consumption foods consumption will act in certain ways so first of all the higher quality of the food based on the cooking profession that a player excels in the greater potential for the buffs duration in addition you can increase the buff that food gives through the through the furniture system that can be placed in home so for example if you have a completed dish and you process that dish inside of let's say an oven that has to be constructed and placed within a certain uh uh grade home um this is like real what's the effects as well um another buffs from food can be proximity based also so for example what a player chooses to construct a tavern or a business on their freehold they can offer food through that tavern excuse me through that tavern and players who are visiting the area doing hunting quests can visit the tavern eat food if it's available and they will receive a proxy a greater buff that is proximity based essentially uh if they hunt around that person's business they will receive the benefit of the buff additionally that business can be upgraded through the access of additional blueprints uh as well as resources that need to be then poured into the to the building um and if they do so that proximity radius expands um so it kind of like uh it makes your business you know more popular and more known and have have greater um abilities oh my god that's awesome i love i love the profession so you can be a restaurant owner in the game adversary gg holy moly there is a lot of question there god damn so let's see starting experience artisan gameplay and guild related let's go with one of these questions a lot of promises just saying uh hey it's worth it okay i'll tell you what i'll answer two because one's easy will players be required to play through the starting zone after coming out of the game or will they be allowed to branch out and proceed to other areas and content immediately uh yes there is no railroaded driven theme park experience here um you will have the opportunity to to create your own destiny in that regard i wonder if i get my mom to point this don't have to necessarily follow the quest line um participate in uh events or uh um experiences around the the starting area now it may be more beneficial to do that and in that regard i guess there could be a meta around doing that but um you could branch out proceed to other areas and do different content uh it really comes down to i had a question i remember one live stream where um players said listen day one what's my objective well because we have so many progressions that's a good question that objective is really determined by your goals level up um and uh you know it's always the best guild around and probably um well i guess that's that's too broad question if you want to go with your guild and try to establish an area as a crossroad or an encampment uh far away from the starting area you could you could do that if you want to you know get your uh adventuring class as fastly leveled as possible you can do that as well if you want to get a grab on the gatherables that are in the world and develop tools so that you get access to you know higher end gatherables first man you can do that as well it's it's really kind of your even if half the [ __ ] comes afterwards comes true with this gameplay questions oh my god um what is the team's vision on the scarcity of resources for gatherers will these be one-time use resource nodes that are only tapped by the first player there or will they be shared cooldowns on resource notes so yeah yeah that's a really good idea get behind the resources that's a great question a few different uh applications here first of all yes there will be some resources that are one-time gatherables and then we'll randomly spawn at a different location however there are also large vein gatherables and this essentially is a system where a resource will have multiple um access to gathering from it uh it will have a finite number um and these should likely attract a lot of players to kind of come and uh um access that resource node so like a a a large mine i do worry about that plus multi-bar in it um or a herd of you know some type of animal that you can collect uh fur or get off kill all the deer wool from get off get on with the depleted and they will randomly spawn elsewhere on the scarcity side obviously there are going to be different tiers of gatherable resources that are higher end and will be more scarce and will require higher end tools in order to to harvest also you can based off of your advancement within the gathering tree will provide you a greater opportunity to proc uh more rare um types of resources makes sense okay from the guild related questions and by the way i apologize i can't see chat that's good it's a little bit of a distance it's a very good thing um i i never read the chat and sarah can ping me if if they need to tell me something okay um guild really never never [ __ ] dumb so let's answer the second question here one of the because i answered the first question on the other two ones the second question one of the issues a guild of our size has experienced during various launches has been server lockouts where a server population reaches critical and any decision is made to lock the server essentially forcing a separation of the guild um another great question this happened with classic wow of the guild yeah let's see decision made lock server essentially forcing someone to do something like layering we understand the overwhelming loads that launches place on server infrastructure can't be predicted at the very least if there is a contingency plan to separate the population will this be we will have to worry about this guilty so many people in our community server transfer system in place to help address this issue so first of all you know i i was a guild leader of a very large guild very very large guild and um you know i built that community up over a period of of my food 14 years 15 years um we've i we had like i think uh i think we had like 14 000 members or something on our mailing list at one point and i did step just to be clarified so there's no conflict and interest as a result of starting intrepid and the ashes project i stepped down as leader and exited the guild uh so there would be no confidence 14k people is that right to answer your question 100 i understand the the absolute travesty that occurs sometimes on new mmo launches when those types of decisions get made from the company one of the things that i would like to introduce that is going to be rolled out probably during the beta phases is allowing server reservations and essentially this provides an opportunity for players who are parts of guilds to reserve their spots on the server i think that that makes a lot of sense to mitigate the the differences be because classic let me just back up a second with like character reservations it's almost impossible to really stop the problem that occurs when a server becomes overpopulated at launch and character registration and character creation goes too high there's really only one recourse that can be utilized and that is the the temporary closure of new of new character creation yeah however i believe we can mitigate that issue by allowing what is you know essentially character slot reservations um now this would likely be utilized more so by guilds than that would be by solo or unaffiliated players yeah and i believe that you know the solo player they may have friends that they want to play with that's fine they can also still with those friends during the reservation system um but uh the the player who is just joining the game fresh and doesn't have a community that they're a part of i don't think they really you know mind in that regard it's not going to matter as much as not utilize that system so hopefully that mitigates some of the some of the stuff but let me tell you this obviously i think the streamer dynamics will matter as we go through testing alphas and betas and whatnot you know the importance of player feedback and ideas that come from the community i can't stress enough why it is so important to spread the word for ashes and get people who have experiences in other mmos coming and talking to us coming on the forums wow getting on our discord getting on social media wow and giving feedback it is it is so important and i'm not talking about you know pre-ordering the game i don't i i do not care if people pre-order the game it doesn't affect the essentially it doesn't affect our project from a budget standpoint that's good you know like i said i'm personally funding the project to completion that's not the issue the issue is having people engaged and discussing their experiences and also giving feedback on our design principles that's what's important that's perfect i like that a lot i can't stress that enough imagine feedback okay and and to be fair by the way i get a lot of messages i get a lot of i read a lot of the uh discord and i go on discord often and talk with people i jump in voice chat sometime i watch almost every content creator who creates content around the game when i'm like getting in bed and holding my phone up and watching and i fall asleep and my phone hits my face sometimes yeah you know it's my job to make sure i have a very clear uh understanding of the community sentiment as well as the community's feedback um so please go and talk about your experiences and give us feedback it's very important that's really really good i'm glad he's saying that that's exactly what i want to hear uh from sentinel uh question have you decided yet what happens to oh sorry i already asked that uh okay here we go draco is the king is draco the king are you going to capture one of the castles draco hopefully we'll see no i would i heard that i heard that i heard that the character creation should be on the level yeah uh of bdo character creation i really did love bdo's character creator i thought i agree with that i thought it was really really cool um and i thought that they did a great job in uh providing a lot of versatility to the player to customize the super real character appearance i think the one thing i would as a as a player and as a now a developer kind of focus on is maybe providing a little bit more confines to the racial appearances um that could be done uh but um i thought that they provided really cool character greater will it have all of that or yeah that sounds like yours um i'm assuming you have a different term specifically and i would say that yes there will be a slider in that regard and uh additionally uh there will be uh the the the goal is to have a character creator on par how big much better uh than what bdo provided i really give a hats off to their developers in making that um that character created how big they did a great job with that oh one other thing about that uh i really would love to give out early our character creator and some games have done this as well get the character creator out early so that players can spend time making and customizing their character and then saving that character profile so that they're ready to go on day one uh and they don't have to spend time they do this and while you're creating their character and they can jump into the game very quickly if steven wants to give it to me i'll do it on stream i can't tell you how many i can make like four hours of content out of that would be sitting in you know teamspeak or discord or whatever i would do as far as i go back ventrilo um and uh we would be just waiting for the server to go live it's live it's live it's live and people would joke and they would you know they'd say it's live and everybody would freak out and obviously they're trolling us but yeah the goal i know there is to get into game as quickly as possible um and uh having that function i think is is an important one with the character creator that's great okay question from um efren and verde uh about the inventory system how limited will it be and will there be ways to enhance the capacity also what advantages does sending a caravan get over just coordinating a bunch of people to fill their inventories with materials and run to the goal that's a great question okay let's answer the first one um that is a great question initial capacity will be relatively limited however there will be specific um items that can be achieved within the game based off of the progression of the node system as well as certain quest lines that can be utilized to grant inventory slot expansions it's important to note that because the inventory does include sections that are relevant both to uh quest items the quest items will not fill your non-quest item capacity one thing i freaking hate about some games is where you'll have quest items um that fill your inventory capacity that's non-quest items so that's like that [ __ ] in mexico that is one thing i will say uh and then the second thing that is so good it's important to note um uh you will have so the capacity that a person that a character can have of raw gatherables or processed materials can also be expanded up to a point uh additionally you have a bigger relative type of mule that can be utilized to carry additional uh goods that you can summon if you're going to excuse the gatherables if you can uh you can summon that and take that back to the warehouse depository but essentially to answer your question with regards to caravans caravans have multiple applications it's not just about transiting your goods per se you could potentially transfer out raw resources and gatherables and try to maximize a number of friends kind of moving goods through the world but at that point you have to realize there's going to be certain risks associated with that and the capacity to do so you would need a lot of friends that's you guys to match the capacity that the caravan has you all are going to have to also carry on an ancillary benefit you know like xerxes in the 300 there are quest systems related to successfully completing trade routes um there are non-player driven caravans uh that can be that can be utilized uh by guys on this complaint about getting carried out to establish trade relations with other nodes that require escort duties um there is potential returns on transiting the goods you have to a node that has initiated a quest or a public works project for raw gatherables in order to complete certain infrastructures and you may want to do that in exchange for a different type of resources so um there's a lot of unique benefits that are housed within the caribbean system that require its usage not just the benefit of the carrying capacity which far exceeds that of a collection of friends um yes okay um next question from jakuta tv good afternoon stephen good afternoon jakuta i hope you're having a great day my friend i am as we come closer to alpha one and eventually alpha two we will start to see will we start to see more about the archetypes and the augment schools for each second archetype absolutely um you know par so so there's two components to this question one is we want to vet a lot of the design ideas right behind player feedback that's what's so important and on the flip side we want to do so in a way that's structured as a rollout as we get into alphas and betas um it's important that um you know that information gets distributed to the players but it's also important that we don't ruin the discovery feeling that happens with the new mmorpg oh yeah as i've said in the past transparency is a double-edged sword um on one side of that sword at least when it comes to vetting our designs and and being transparent with with the with the development of the game um one of the sides of that is we ruined the discovery experience uh you know i i saw a former designer from from blizzard he did a review of peon's video which big shout out to peon to lex and to um unknown for hoping for helping with that video but kevin jordan maybe the designer said you know at the end he's like i'm very excited for this and he i believe he was one of the original designers for for world of warcraft say he was excited for this but he also said i almost don't want to watch any more of the development because i don't want to ruin the launch for myself and you know we have to be cognizant of that uh it is an important point while on one side of the sword we want to vet our ideas on the other side of the sword we also don't want to ruin the experience for players now alphas and betas because we're not putting through behind them you know yes that does speak with regards to confidence in the product i do have a great amount of confidence and part of that confidence is actually given from you guys as a community um essentially you know seeing how our philosophies resonate with you uh it does give us more confidence and that is great but at the same time um you know one thing we're doing from a lore perspective is not really revealing any of that lore especially in the alpha phases now as we get into the beta you know it's going to be necessary that those quest lines are implemented to have um you know the actual stories behind it but in the alphas you know some of that stuff is going to be sort of placeholder um and we're okay with that so yeah sorry i'm very long-winded in case you couldn't tell and i apologize for that keep it up um you know that are up here uh about yeah that's great so guys get to sit there uh yeah margaret reminds me often that i need to move quickly through the questions wrap it up domey question from oh let me let me refresh maybe should i refresh yeah i should probably refresh here it was on wembley maybe it will be online maybe i should just buy another one of these cameras i don't know it's like two thousand dollars i don't know oh there's another one i don't want to kill anybody um unless they have something i need no sorry okay um wembley let's see i don't know where you are imagine hearing that on a blizzard broadcast okay here we go question from the cloud khloe the clo uh hey steve whoops i probably shouldn't put that in front of the mic hey steve how is it going it's going well 12 years ago it's a good point thank you for asking jeff what is said my question is is there a chance that the monthly subscription fee will be adjusted to other countries uh i am from brazil uh hello from brazil or actually i'm from the united states hello from the united states um wow costs usd 14.99 and that would cost the brazilian uh currency 77 dollars exchange for us but for us the price is adjusted and we pay a 28 which is a five dollar fee so yes that's wow price harmonization um that's pretty standard in the industry 77 essentially a part of the localization process and distribution process in foreign territory big money for that many dollars to harmonize the price for those territories that is something that we will be doing with ashes of creation um with regards to the subscription fee specifically however it's important to note that price harmonization will only occur when the servers are segregated from different territory servers so for example a brazilian player if they were a subscription brazilian server they would have to pay that harmony uh price for these the uh brazilian servers that works really well i like to uh yeah potential um that's much better other potential because like there's like lag and like tons of other problems like not even dude two will the defensive capabilities of settlements four sieges differ depending on the race for example the duneer look to have more fortified locations absolutely they do then the nakua you know the niku really need to get on top of that so would it be harder to assault a junior city rather than a nuclear that's a really great question the defensive capabilities of cities from a design perspective cannot really take into account the uh the race that would be an unbalanced uh feature and would create likely a meta an imbalanced population sku for the servers with regards to race uh what that means is essentially yes that is big that is a big standardized siege process and their defensive capabilities are almost wholly determined by the direction that that that those citizens take one has one the other stone or excuse me with the election process of the mayor who has the ability to direct treasury funds generated through taxation and or completed quests that are initiated by the i'm the one tax zone to direct those resources into defensive capabilities or growth capabilities um essentially that's a direction that has to be determined by the community itself yeah now if you're going to elect to spend those those treasury funds on defensive things you're going to lose out on the growth things but you'll be a stronger city to with withstand assault if necessary that works really well you elect to grow your city more you will likely lose out on the ability to direct funds towards the defensive structure such as strengthening the walls or the gates or having defensive traps available uh uh having defensive siege equipment the barricades i'm about that the ramparts having um essentially oh another one other big thing is uh the reliquary the reliquary is essentially a status symbol of achievements that the citizens have some of those can be utilized as area of effect buffs that are granted when deployed during sieges as well um so that's an another important aspect of defensive posture okay that's cool yeah um corrupt cactus that's awesome how does a cactus get corrupt that's a good question if it's a different color so hey guys super excited to see this project develop and i wish you the best of luck if it's a different color thank you i do have a few questions but i would also like to give my opinion on some topics okay well let's do the question okay who gets the drop from great ideas um so essentially uh when a raid is formed a great [ __ ] idea leader of the raid that is in charge or formed the raid has the opportunity to set uh loot distribution settings um and that can be a wide variety of available options including um a specific loot master um and essentially they're going to determine how that works now if you have two competing raids yeah that's going to be done essentially off of a tag and dps system so tagging the target will grant a slight benefit to dps done and then a dps against the target is going to determine the looting rights uh so to speak um so for example if you tag the target you may only need to do 40 of the damage done or you know some plurality thereof uh to achieve looting rights if you don't tag the target you may need to do 60 of the damage done um i think bdo kind of has a system like that i'm not sure though loot system that is that's cool you know it's fair that that makes sense it's a smart way to do it uh addresses all kinds of situations yeah so so it's weighted one way or a topic that i love to get feedback from from other mmo players no um get your guys's ideas on those things as well yeah that's a great topic to get um to get ideas from okay i'm just going to stop it at that question because i see it's a very long post um yeah next question yeah [ __ ] them the pie face uh hey i have four questions all right oh great the first one anytime i look up the combat in this game i end up with footage of the battle royale apocalypse mode is the combat in apocalypse the same as the action combat in the mmo okay so to give some clarity that's a good question battle royale mode uh for those of you who are new and uh want to kind of understand what was the reason for the direction of the battle royale essentially what we're trying to create in ashes of creation is a hybrid system of action and uh tab targeting now objective design very different tempos and speed and it is difficult to mirror what feels like a comfortable pace for those two different very different types of combat yeah early early on and i'm talking like 2017 we got a lot of feedback from the community when it comes to combat and rightfully so i mean combat is the most tactile component of an mmorpg the only thing that really matters you know aside from the systems and mechanics only but combat is what you must get right it must feel good it must be fluid it must be mobile that that is a very important component of a successful mmorpg experience and there it's a very iterative process one of the most iterative processes when it comes to developing a game um and the feedback we got very early on in the project um was that hey this combat is not fluid hey this combat you know doesn't feel good yeah and we want you know we needed to really test how to implement action combat and get metrics on essentially projectile data you know hit scan data uh hitboxes um you know area of effects templates those are all you know components that we wanted to collect data on in addition to vetting the backend systems that we had developed from the matchmaker to the uh to the concurrencies uh to the net relevancy and number of players that the server can manage um to the you know culling and rendering algorithms um you know the optimization of our environment and terrain the optimization of our character appearances all of those are pretty fundamental that uh really we wanted to vet early on so a battle royale uh is a very easy mode uh to create it doesn't really take a lot of design sure is uh in order to implement just kill all but it does provide a testing ground to kind of uh uh feel out those things makes sense and you know we went down that road to test those things and luckily we did because we found a lot of systems and and excuse me a lot of back-end stuff that we needed to rework um and uh you know it would have been far more difficult had we waited until the alpha phase of the mmo uh to rebuild some of those fundamental uh um uh uh back and tech and that makes sense so the reason why you're seeing uh the combat in apocalypse and how that will differ significantly from the combat within ashes of creation is because it is an a purely action oriented those that was the system we wanted to test in its purity so there was no it is there is no test it's going to be representative of a pure action type system which is not going to be wholly representative of the hybrid type combat that we want to have in the mmorpg now okay alpha one will make sense that hybrid type system a very bare bones and early iteration of it and through the data we collect by our players participating and giving feedback and watching the design metrics and the backlogs we will utilize that to to change now one thing i'm going to say and i'll actually reiterate this at the end of the at the end as well um game game development is very difficult very difficult um it's especially difficult for an mmorpg and it's especially difficult for an mmorpg that is trying to be as ambitious as ashes of creationists now the more difficult the development is the more patience necessary on the side of the fans and the community um you know we're doing this in an open so things might be a bit parent development process um but part of that is yeah we're using expectation on behalf of the players not only to give feedback but also to have patience in that regard what i will say is as a commitment from the development side we're not going to go down the path of scope creep we i have a very very very clear vision of all of the systems designs mechanics that are present within the game um and we're sticking to that vision uh and we're not adding additional features and prolonging the development due to that scope creep you know as we have made smarter you know other developments no they've got a lot of [ __ ] they've got to do so you know that is something let's be really aware of that's a lot of [ __ ] uh and that is a commitment we make so in exchange for that patience we promise not to incorporate that scope creep yeah okay mike e g says hey steven thanks for doing this ama thank you for participating friend you're welcome um as well as doing the interviews with summit and asmond gold recently i really enjoyed those interviews they were very they were impromptu i actually had no idea that uh they were going to review the awesome video done by peon and uh i'm a very kind of action-oriented individual i believe in in seizing the day the carpe diem idea um and you know i am unabashed in uh reaching out to people and letting them know hey if you're interested i i would love to discuss things you know it's ashes of creation is my life at the moment uh so you know who doesn't love talking about their passion in life um so uh with that being said um i did enjoy those interviews and uh i appreciated very much the time that those streams likewise and other streamers who have a very large audience that have the capability of giving feedback uh have to say um they really have increased my excitement for the game and i've been following for a long time cool regarding open world pvp will a player's health and level be a mystery to me before i engage in a fight follow-up um so first of all the level will not be a mystery will be uh uh um known by targeting the player yeah um the health pool unless you are in a party or a raid or a guild um you will not be able to see the health pool of the target instead that will be somewhat obfuscated when you target the character their name plate will have a quality and based on the loss of health percentage-wise that name plate will start to degrade and you will get an idea of the damage and or status condition of the target but you will not get granular data that tells you exactly what their health pool is so this is like classic very important component they have the exact same thing um obscuring somewhat the threat assessment and or status condition of players i think that makes things more interesting i'm happy to have on and i think that it is going to be a very fun component uh when it comes to uh uh pvp um yeah i'm half and half on that yeah second part of that question i heard leveling will say it's good in some ways i like this a lot i do too i like knowing but i also have systems in place that um i don't really like i i don't know it's important to have systems in place that have varying degrees of progression difficulty and uh with the adventuring class i feel comfortable that a time investment should reap an equitable reward which makes that time investment should be relatively significant true um the question asked what power difference can we expect to see with a small level gap say two to four levels oh particularly for really people power difference be more reliant on gear or levels holy [ __ ] that's a good question i would say that the power difference is going to be somewhat equal between gear and levels one thing i cannot stand about mmos is that they apply a dampener to damage done or abilities if a target is outside of a certain level range and that includes both pve and pvp um i don't i if i have a skill that does a thousand damage to a target of equal level i don't want my skill to do zero damage to a target that's five levels above me um i like the idea of batting outside of my weight class i think that's a holy [ __ ] there it is dude it gives me motivation to try more difficult things when i play you know single-player rpgs i love iron mode um i think iron mode is is awesome uh and i think it's awesome because uh there's real consequence to trying something and real reward if you succeed uh the same i guess to essentially your experience as an mmo player within a world that is you know fraught with danger and mysterious in what is behind this corner yeah um and if you're gonna take that risk you should be able to perform at the right capacity and reap a reward yeah um that is cool okay next question smart answer um rpm you want to try you want to make travel matter big true um sorry i was making sure that i wasn't being told something on slack let me just make sure that everything's fine with the stream okay looks good okay you want travel to matter but you also mentioned that you'll have a family fast travel system doesn't traveling matter go out the window when players set up family links with their guild um so again families yeah i'm sorry let me read the last part of that what system will be in place to prevent this yes because you can tell it's important to know that there's a cooldown period between a person leaving a family and joining another family and that period is in a matter of days that's the first thing second of all um the summon system is contained wholly within the family unit um so for example if i have a family size that's possible of of eight members the same as a party size and i want to summon one of them and they summon the others right my party can uh you know make it to dungeons and pve content relatively quickly but i won't be able to then summon someone else in the guild who's a part of another family right so they'll have to they'll have to either have a representative that's present there as well the idea behind fast travel not being prevalent in ashes is it's a mitigating factor to the zerg mentality so essentially in games i've played where you can open a portal and everybody can jump through the papers the boys pop up it becomes very difficult for players through the use of of subterfuge um to avoid zergs and that's because if they get wind of something or they somebody sees it or they have an alt logged out or whatever you can very quickly open a portal and get everybody you know together and then pour it out and you know stomp on your fun now that's not to say that political intrigue will not play an important role if i have a spy and i know that that guild is running essentially a trade run through the caravan system and i know the time place and numbers then i could set up a a trap i could set up my people to move to that location it'll take some time we want it to take some time we don't want the ability of a zerg to quickly port places the family summon feature addresses the concern of players being able to log on and go with their party to complete pve content but also provides a mitigating factor to the uh uh mobility of large groups of people um so that's that's my reasoning uh it's a balance but that's my reasoning on that this seems fine and again feedback is very important tear my systems apart um please uh give me your course and post on our forums or reddit it's uh it's i enjoy reading that stuff all right how about that okay question from adversary gg because of the cooldown after a successful siege defense false flagging could become a viable strategy um okay so real quick uh with regards to the sieges of nodes anyone may participate in that siege um which means as long as you're not a citizen of the node or an alliance member citizen of an allied node anybody can come and participate the idea behind a false flag is let's say i want to undertake the government which is substantial right so from a resource standpoint you will have to invest significantly in attaining the seed scroll and then if you lay down that that declaration yeah with the intent of not having an organized group of people i'm not sure you're really mitigating the false flag there because let's say there were a group of people who wanted to siege and you beat them to laying the declaration down you can't exclude them they can still come and participate in the siege so it's not really going to be capable and if there wasn't a group of people who wanted to siege then you're not really false flagging anything uh and you're actually opening the door for people who may not have been interested prior after having done most of the leg work yeah yeah so uh i don't think that that is going to be a false flag type situation okay okay uh that's like that's really complex like we'll see what's gonna happen geist 1337. you know i used to live in i i lived i grew up a little bit in indiana uh and i lived in a place called geist it was very interesting outside of indianapolis um and then i moved back to california born in san diego came back to california after that uh little side note uh so to give context to the question and what i pray the answer will be i want to preface it by saying i'm a huge fan of necromancy i think necromancy is cool as well oh [ __ ] you know not in like a undead way but like a well i guess mostly in an undead way uh specifically the raising of fallen enemies because of that i've played the class in every mmo okay you really weren't kidding um and the raising of followings of the book it has been available with the pinnacles of the style of macromancy being those from diablo 2 in path of exile this given that minions in these games are relatively strong albeit balanced when comparing to the classes uh numerous within reasons imagine thinking necromancer's balance until the player's defeat or that recently um and so the question is does the philosophy behind necromancy class match this going into ashes of creation more importantly than anything else are the zombies skeletons etc going to be permanent um that's a good question that's a great question actually first of all the way that summoning works is yeah uh players have active abilities as a summoner to summon a particular type of types of summons that you can summon uh will be adherent to the trinity class system so you'll have a more tank oriented type summon available to you as well as a more support oriented cl type summon and a dps type summon um so you kind of want to choose which one you're going to use at any given you know encounter based on the necessity of the encounter i mean that makes sense as you apply the cleric secondary class and have available to your summon class active skills the augment of life or death you're going to radically change the type of summon that you can have for each of those roles okay that's going to take on obviously the uh um subtype undead um so skeletons zombies uh and a more uh different horror type undead are the summons permanent so when you make the summon it is not timed it will exist until it dies or you log off or you summon a different creature that's [ __ ] awesome so they're just your abilities as a summoner are really going to go either you can kind of choose this based off of your skill point allocation yes either to augment through buffing and healing your summons specifically and granting it certain types of abilities that are temporary uh based off the skill cast or you will have more complementary type active skills that you can cast on the target and will synergize with the summons abilities as well i like this a lot and this is good decision as a good i want to allocate skill points will be you know obviously your choice but that's to give more information on the necromancer's side okay let us do oh wow it's 110. okay i think we'll do another um wow this went by quickly i think we'll do i hope you guys are enjoying this um we are thank you we normally do solo uh solo streams i think this is my first one i apologize if i'm boring you to death it's okay i do much more enjoy the uh banter and interaction with having either a co-host or an interviewer um that's why you have the chat okay radianspark asks the augment system is a key component of character progression and the driving force behind the selection of one secondary archetype yes that is true though some examples have been given notably the fighter's charge ability many in the community are still confused as to the significance of this choice interpretations range from each of the 64 classes entirely unique to augments and therefore secondary architect as a whole impacting only the flavor well i wouldn't say that that's true let's take for example let me finish i guess the question could you clarify the impact of the secondary archetype um underplay experience and the distraction it offers between the players and shares okay so um let's take the fighter example uh uh as an example so the final example for example if you were to apply i guess i was talking what did i say about the fighter was it rush oh yeah the russian the teleport or elemental whatever let's say you take the teleportation augment and you apply it to the rush skill yeah um normally the fighter skill would take x time to travel x distance all right so you would be dependent on your speed and during that time with the speed of reaching your target and just to clarify i'm sorry so sorry let me let me rephrase i'm gonna i'm gonna recount what the uh what the example was uh you the fighter has a rush active skill uh that allows them to charge x distance over time reaching the opponent deal x damage and some condition modifier yeah okay like a slow or something clear by the way active skills have different stages of skill allocation so that initial rush skill may only require you know 10 skill points to act to have that available and then you can continue to feed it skill points to unlock a second and third stage oh wow that either can increase damage done can increase the speed traveled uh whatever i'll put all my points into like one big so with that example if you apply it to kill everybody augmented to the fighters rush instead of charging x distance over time you immediately teleport to the target and you deal with the next damage and condition modifier okay so to clarify this question it says it changes the flavor that's not entirely accurate so the design behind augments is to not just change the flavor so that it reflects the secondary archetype but it also fundamentally changes the core components of a skill so when you're charging towards a target there's a lot of things that can happen during that time you can be interrupted through a cc effect uh there can be a battlefield wall that's deployed the target can go invisible the target could teleport away you could be charging him for a period of time leading you into an angel story you know i know it all it's a very susceptible state to be in in a rush situation of course now if you apply the teleport that's just not flavor you have completely removed all of those potential uh uh effects from occurring during the charge i think that makes sense to instantly teleport to the target that's a significant vertical power increase uh on the on the um on the skill true um so you know the idea behind the secondary augment system is to provide that ability to move the dial between what your classic archetype's role is in the trinity system and it does so by radically changing the core components of an ability okay next question that that yeah that's a good question oh okay we answered that one okay next question um 60k andy 58 candy okay so question from t2 x66 good afternoon stephen good afternoon t2xs hello first off i would like to say that it is refreshing to see how much excitement and dedication you have had for ashes since i have started following it thank you i appreciate that um i'm very excited for the project and i'm incredibly dedicated uh not to mention that i am pouring a small fortune into the development of the game and that definitely has the ability to make someone dedicated uh but in addition i'm just i like the honesty i'm just an enthusiastic i like the [ __ ] honesty and i'm i'm really driven to see something yeah that i think reflects the sentiment of the community when it comes to creating a game yes i can't help but look forward to the alpha in the next few months thank you we cannot help ida for my question i'd like to know a little more about the questing okay will there be a cross node quest will there be cross note quests yes there will be cross node quests all right how does this work those cross node quests will become will come online more so when relationships get uh developed between different nodes so one of the benefits to establishing uh alliances or relationships between nodes is that it activates quest lines that only the citizens of those two nodes can participate in so that's and it has it has benefits um in that regard okay um will they depend on the levels and types of both multiple nodes yes so quest lines are gated by the not only advancement of the node from a stage standpoint but also by the types of buildings that get constructed by the citizens through the allocation of resources and treasury funds are all quests available to those that meet the requirements uh all quests available to those of you requirements um the requirements for the node requirements yeah i believe those quests would be available if the requirements are met um or in something like a hidden quest line will only the first person be able to reach a certain stage be able to complete the rest of the quest line i see what you mean now okay um so on the society and organization side so essentially if nodes determine that they want to build a scholars academy or or something else that will provide certain quest lines and within those organizations there will be there will be unique quest lines that the first to achieve a rank okay so let me just give an example so let's say for a certain temple of this is like scalable let's say for a certain wait a second in a node um the highest title that can be achieved is you know bishop or cardinal some other term based on the type of huge flex the first person to climb the ladder in that system will be able to attain that title and there can only be one who holds that title at a given time so in that regard yes there are quests that exist i love that only one person and the first to get there can achieve it yeah and i will make that [ __ ] there will be opportunities for others to potentially take it now the benefit of that type of title is during node sieges or node events certain titles will have special abilities they'll be able to do special things during a siege or an event um so as a bishop you maybe have access um when these events or sieges come online a secondary hot bar and that provides you with those abilities you may get additional hit points you may have additional damage mitigation you're sort you know a leader amongst your citizens in that regard um that's [ __ ] badass would be true for the mayor as well and uh other positions okay can you grant indulgences like somebody's botting they get caught you have to give the bishop a bunch of gold and then they don't get banned that sounds like a really good system i didn't drink anything steven should definitely think about that yeah it sounds awesome finding it difficult to talk okay so yeah i'll be the bishop it's okay next question what is the philosophy behind the cash shop and how will it not destroy a pillar of mmo's visual progression okay it's a great question yeah so good question let me talk about this for a little bit when it comes to monetization and business model yeah i believe that the quality of a product should speak for itself and in that regard that is why i'm confident in the subscription system it's also why i'm confident in not providing a box cost for the game there's two reasons for that one from a and i'll talk about the cosmetic shop in just a second i need to lay the foundation for the reasoning so a box cost is a high barrier of entry sometimes hey that's why kids play fortnite and i believe in some cases too greedy as well that's why i don't want to have a box cost one because population of mmorpgs is an important thing to have high okay a high population is a lot of fun especially when there's interconnected systems that [ __ ] dependencies between different demographics of players whether they be pvp or it's all about oriented pve oriented uh crafting oriented right there's many different sub communities within hell yeah so you want to have a large influx of players i think a sub cost provides both the barrier of entry to prevent some not all but mitigate some gold selling bots what not um because there's a cost associated with playing the game but it's also not too high that it gets on the greedy side prevents a lot of players from participating in trying the game and then if the game is good then people will continue to subscribe and that's subscription provides yes funding and revenue for the developers to continue a significant content creation and expansion rollout for the game because content is king okay content needs to be developed and and that requires money yeah okay so that's the first thing about subscription okay yeah there is a differential okay so first of all let me say this we are not i god i hate calling out games but i will call out bdo bdo does great things i love bdo but they have a [ __ ] cash shop one thing you can say stephen fortunately to say this um is that you look like trash unless you spend money in the cosmetic shop there it is [ __ ] there it [ __ ] is and take that dog [ __ ] game um uh however what i would say is in ashes of creation there is going to be legendary cosmetics that can be earned and achieved in the game in the game through the game systems okay that's going to take a significant amount of effort and work that's what we like to hear poe's the same thing yeah that is those cosmetics the cosmetics offered in the marketplace okay now with that being said there are different types of players that exist within mmos there are casuals and there are hardcores not as unfortunate as this is to say we as a demographic as an mmorpg community we are an aging group of people and um i can't go as long as the cosmetic doesn't present an in-game advantage some people love collecting cool looking cosmetics and they may not have not even one day that the in-game provides as a gate to that to that uh uh progression um so the key is to provide both the in-game means to look you know what's the word fabulous badass a badass as well as a cosmetic shop in place as well now what that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay to win mechanics whatsoever and i will say this a lot of developers and companies have come along in the past and i've been hit by this too and they've said we're not going to have pay to win and then boom they roll out some paid away surprise we have consistently said we won't be pay to win and in the pre-orders that we provide and even in the kickstarter absolutely zero pay-to-win components whatsoever so not only will we talk the talk but we will walk the walk as well um and that will maintain its case so to sum that up best subscription subscription good cosmetic cat cash shop without pay to win components that has a complementary achievement system in game for different types of cosmetics good uh and all of that goes to pro to provide content expansions good um that yes constant expansions are good that is correct okay uh next one that is a big real one will ship building be available for coastal freeholds um no not for freeholds so shipbuilding is a part of the this is the important part craft branch of the artisan ship which means that the ability to ship build as a profession is talk about correct housed within the development of nodes right so those crafting stations come online the higher you go now nodes that are coastal will have a hook to harbor systems that exist on the coast so the node may not be on the coast but it's going to be near the coast and when it advances it's going to spawn assets along the coast that's the harbor crafting areas and also have you know hooks for quests and whatnot that harbor station will have the craftable stations for shipbuilders to go and utilize uh blueprints to construct different classes of ships now the higher the node becomes the access they have to construct specific types of shipbuilding stations the bigger boats and uh players will then grant be given access to the shipbuilding crafters will then be given access make noah's ark to construct higher type class of ships i'll make noah's ark i don't let any and to be clear you will not need to be a shipbuilder profession to construct ships the shipbuilder profession particularly they have the ability to craft components of the ships which increases the ship's capabilities defenses speeds turn rate um offense and defense and all those types of things and then they can sell those to other players just as you would any professional again really appreciative of you guys tuning in i'm so so happy to see the the feedback and the um just the sheer excitement from the mmo rpg community at large um yeah i know we've had our fair share of criticism and it's not unwarranted i gave the analogy of mmo players being like a beat dog uh and i like my dogs that was on our show mmo players um so i understand the um the uh you know in the the the skepticism that comes with new games but yeah we are dedicated to creating a quality experience in the form of player driven feedback and sentiment in our community and you being a part of this journey means every ounce of motivation to us as developers to creating this game to to making sure that it answers the call that the mmorpg community has demanded over the past decade and it's it's high time that that this happens um so if there's one thing i would give to you as a call to action it's don't tell you don't tell people how don't tell people to buy the game they don't have to pre-order the game sit back watch but tell them to get involved spread the word for ashes of creation go out there and tell your friends that you're excited and we like the ideas if you do and tell them to come join the discord join follow our social media come and be a part of the forums get out there and help make ashes a reality and a good reality that takes into account that feedback that i'm talking about it's it's so incredibly important that consumers use their voice and the way you do that is by engaging and that is what matters um i know that people love my passion i i am a very passionate mmo player i've been playing for a long time but honestly it it comes very very good i want us to succeed and i want the community to have a game that is going to make you proud and is going to make us proud so again i appreciate you guys jumping in um i hope that this was fun for you and gave you guys some more information tune into our livestream sounds great we have it next week on the 31st as well we show constant updates and constant development progress we've done it every month for the past three years and you can see this game grow and become a reality guys i thank you for tuning in and we love you from the studios and we appreciate your support have an awesome weekend bye steven bye bye [Music] bye wow i don't think that's what phoenix's sound like in real life is it i don't know okay oh yeah that's yeah that's right that's what they should do mcconnell they should give you like your own in-game thing they can sound sample urea and just make that the theme for their whole company that'd be perfect yeah that sounds great so obviously this uh obviously this went really well i i think almost everybody here was hoping for pretty much everything that he said bro did you hear what he said about scaling yes did you hear it dude yeah that was a huge [ __ ] relief to see obviously um this does not necessarily mean the game is going to be good and the reason why i'm saying that is because a lot of people are probably going to you know think to themselves okay well you know this is this sounds like a lot of people are saying oh it sounds like no man's sky or oh it sounds like x y or z game and and because of that you know because they've been burned by other games they're like super skeptical and everything like that about the game and i think that makes sense really i mean like there's plenty of these dog [ __ ] games that exist and they're completely [ __ ] terrible and i don't blame anybody for being extremely skeptical about them i think i would i think any reasonable person would so um i i like what stephen said the beginning is like to spread the word and like basically the idea of earning people's trust and i think that's really what it is do you think this game's a little too ambitious i mean there's a lot this is a lot of [ __ ] here's the way i look at it is uh i think any reasonable person would say yes any reasonable person would look at this and they would see how massive and expansive the game is and they would say there's no [ __ ] way they're going to be able to get this out and i think that's that's a reasonable thing to expect that's a reasonable thing to be concerned about and i i think that's why steven is saying well just wait and see because that's the only way they're ever going to be able to uh to gain people's trust is because unless you do that it's going to be impossible to uh to like prove this to people because like we've seen like mmo players have been [ __ ] over like honestly like there are no mmo players that are virgins because they've been [ __ ] over by multiple companies alright so just keep that in mind [Music] you
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Channel: Asmongold TV
Views: 411,073
Rating: undefined out of 5
Keywords: asmongold, asmongold reacts, asmongold wow, asmongold youtube, asmongold tv, asmongold mmorpg, asmongold mmorpg game, ashes of creation, asmongold ashes of creation, thelazypeon ashes of creation, new mmorpg, ashes of creation mmorpg, new mmorpg 2020, asmongold classic, classic wow, asmongold mcconnell, best mmorpg, mmorpg, ashes of creation steven, ashes of creation ama, lazypeon ashes, asmongold thelazypeon, asmongold lazypeon, ashes of creation interview, mmorpg 2020
Id: Yla_ZZShMoU
Channel Id: undefined
Length: 86min 59sec (5219 seconds)
Published: Sat Jul 25 2020
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