“Ashes of Creation”的版本间差异

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2018年8月29日 (三) 12:51的版本

Ashes of Creation website redesign preview (WIP).[1]

Ashes of Creation 設定在中世紀奇幻世界,將想像結合尖端的遊戲畫面。我們希望透過獨特、新穎的機制,賦予玩家行為意義,將大型多人的元素體現出來。Ashes of Creation 將傳統 MMORPG 最出色的特點與創新的沙盒概念結合。玩家可以自由決定自己的命運,而玩家作出的選擇都伴隨着後果,讓任務線會根據玩家與世界的互動而改變。文明會打擾大自然的規律,令怪物到處肆虐。決定市鎮的位置以至城市的大小都將改變世界的面貌。每個世界都有獨特的文化、生態和經濟。[2]

Ashes of Creation 是一款開發中、設定在古典奇幻世界的 MMORPG,玩家的行為將影響世界的形成。[3]

Ashes of Creation 打造的 MMO 體驗是個獨特新嘗試。有着動態的世界,並會隨着玩家的行為而改變,繼而出現的是經歷興衰存亡的城市、隨歷史變遷的人口、以及因人口聚集和需求增長而解鎖的任務和秘密。藉着實時的NPC架構,玩家可以摧毀自己創造的一切,開闢全新的發展和人口,帶來真正的改變。政治紛爭和陰謀也對世界的形成影響深遠。靜止世界不復存在,改變將成常態。[2]

Ashes of Creation 的暫定名稱原是 The World of Origins[4]

節點

Pre-alpha 大都會 node.[5]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[6]

每個伺服器都佈置了不同種類且可發展的地點,這些地點稱為節點[3]

Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node. There will be 103 Node locations at launch, each with its own impact on the narrative and development of the world.[11]Margaret Krohn

節點發展

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[16] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[11]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[17][3]

隨着節點發展,其發展區域將會是出現文明的地方。節點發展至不同階段時,其發展區域內將會出現不同的建築物、NPC 和服務。節點等級愈高,發展區域便會變得愈繁盛,人口亦會變多。發展區域也會根據節點種類 (經濟、軍事、科技、神聖) 而變化。未來我們將會更詳細介紹每種節點種類。[17]Margaret Krohn

隨着節點發展,將會有獨特遊戲內容解鎖,但其影響區域會同時擴大,限制相鄰節點的可發展等級[18]

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[20][21]

  • 遊戲的領土擴張算法會考量最鄰近的海岸、相鄰節點、以及過去數週或一個月周邊地區玩家的熱圖。[22]
    • 此算法計算領土 (影響區域) 擴張的方法,最終會導致兩個相同等級的節點位置鄰近,但機會很小。[23]

The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[22]Steven Sharif

Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[23]Steven Sharif

  • 影響區域內的其他節點達到等級上限後,才會從這些節點獲得經驗值。[16]
  • 玩家在節點升級時,與新出現的建築物處於同一位置的話,會被傳送至安全場所。[24]
  • 某節點的公民仍可以協助其他節點發展。[25]
  • 為了避免出現「為做而做」的情況,玩家不會明確知道節點升級實際需要多少物品或擊死多少隻怪物[26]

Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[26]Steven Sharif

節點戰

節點戰 (Pre-alpha footage).[27]

As some areas in the world grow, others will fall. This is the foundation of the living, breathing world that is Ashes of Creation, where players will have the ability to make important decisions that matter in the longevity of an area becoming a city, or whether to siege a rival town. Rise above the ashes, create the world around you, and be a part of the story that unfolds because of your actions and decisions.[17]Margaret Krohn

節點戰 enable players to destroy nodes starting at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[17] This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[3]

  • Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[3]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[28]
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![30]Steven Sharif

Read more...

戰鬥

Alpha-1 PvE 戰鬥早期預覽。[33]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[34]Steven Sharif

Ashes of Creation戰鬥着重策略和戰術。[35]

  • 戰鬥是遊戲與玩家最有聯繫的系統。戰鬥必須是即時、靈活、以及流暢,還有帶給玩家滿足感。[34]

我們希望戰鬥富有代入感、而且有趣...現在我們已加快步伐,進行 Alpha -1 初階段開發,因此現時的焦點是放在無鎖定目標戰鬥模式,同時建立相關系統。我們這樣做是因為多年來MMORPG都採用Tap鍵目標鎖定模式,儘管現時動作MMORPG興起,亦有一些成功的無鎖定動作遊戲,例如TERA和黑色沙漠。因為Tap鍵鎖定和無鎖定戰鬥是兩種完全不同的遊戲模式,我們希望能透過深入這方面的開發,讓我們更了解如何把兩者融合在同一遊戲裏。[36]Steven Sharif

重製後的戰鬥系統將在 Alpha-1 測試期間內推出。[37][38]

  • Alpha-1 初期重點是測試核心系統的運作,而不是戰鬥相關的平衡[39]

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陣營

Ashes of Creation 沒有預設的陣營[40]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[41]Steven Sharif

因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[42]Steven Sharif

開放世界

Alpha-1 open world dungeon entrance.[43]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[44]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[45]

  • No loading time or loading screens between regions.[45]

There will be an approximately 80/20 split between open world vs instanced encounters.[46][47][44][48][49]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[46][50][47]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[47]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[31]
  • 地下城 and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[51] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[47][52] Outside of these and arenas there will not be too much instancing anywhere else.[45]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[53]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[45]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[55][47][56]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[55][47]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[55][47][53]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[53]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[47]Steven Sharif

PvE

Alpha-1 Elder Dragon of the Tundra raid boss.[57]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[58]

Elder Dragon of the Wood raid boss gameplay.[59]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[60]Steven Sharif

The Node system facilitates the generation of new PvE content such as 任務, 地下城, 大型副本 and 怪物金幣.[61]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[62]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[60]

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PvP

Alpha-1開放世界商隊 PvP[63]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[58]

PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[64]商隊戰鬥以至在廣闊的世界以國王和王后之名而戰,皆旨在促成有意義的玩家對戰。[61]

正因為玩家有不同的誘因,正因為玩家有不同的追求,衝突必不可避。不同玩家將會渴求不同的體驗,因而產生的衝突將締造更龐大、更好玩的體驗。紛爭過後,萬物重生 — 是貫徹整個遊戲的核心主題。[30]Jeffrey Bard

Ashes of Creation 有很多原因促使玩家參與野外 PvP[65]

我們的標記系統雖然會讓 PvP 玩家進入腐化狀態,但 PvP 仍會存在。遊戲有大量原因促使玩家在開放世界參與 PvP:稀缺的資源、位於開玩世界的狩獵場、商隊運輸、攻城戰、公會戰等等。[65]Steven Sharif

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰攻城戰)。[29]

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裝備

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[66]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[68]Steven Sharif

武器 and armor are not race locked, but armor will take on a racial appearance.[71][72]

武器種類

Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[74]

The following weapon types are not equippable by players in the MMO.

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

There is an even split between melee and ranged weapons.[75]

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護甲種類

Dünir tier 5 plate armor 3D render.[92] This render does not include any special effects as a result of enchanting.[93]

護甲種類 in Ashes of Creation.

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種族

Eight of the nine races in Ashes of Creation.[101]

Ashes of Creation共有9種種族可以選擇。[102][103]

Parent race Races
Aela 人類 Kaelar.[104] Vaelune.[104]
Dünzenkell 矮人 Dünir.[104] Niküa.[104]
Kaivek 獸人 Ren'Kai.[104] Vek.[104]
Pyrian 精靈 Empyrean.[104] Py'Rai.[104]
Tulnar.[105]

Verra is a world with rich and diverse cultures. Much of its important history has been dominated by the major races. Humans of the coast and plains, Orcs within the hills and the marshes, Elves in the forest and the riverlands, and the esteemed Dwarves of the mountains. The major races have held dominance through countless wars and skirmishes between the lesser races of Verra. Decades may pass between these flareups of violence. There are many minor races on Verra. Some of the minor races exist in makeshift villages or tribes if you will. Some of the major villages among the minor races are comprised primarily of the Giants, less reputable sects of Human, Gnomes, and Halflings. The Halflings are not Halflings in a traditional sense but actually half-bloods of different races.[106]Steven Sharif

Wandering the darker places in the world lie truly sinister abominations of creation. The great churches of civilization often dispatch heroes of the state to eliminate these threats to mortals. There currently exist four great nations on Verra. This is 25 years roughly before the fall: The Aelan Empire, Pyrian Kingdom, the Kaivek Protectorate, and the nation of the Dünzenkell. There was not always only four great nations. Long ago the races were more divided into many nations and city states.[107]Steven Sharif

In the 7,000 years of recorded history, wars upon wars were fought. Some for land, others for resources, many for beliefs. Royal houses stood and fell over the years. Some now long bereft of lordship. Many city states exist in Verra. Some self-governed bastions of democracy and republics alike. Others are vassal states at the behest of their benefactors.[108]Steven Sharif

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宗教

Religious temple in a 大都會 node.[5]

We're talking about a pantheon here, not necessarily separate religions. They're all offshoots of who is the better god, or who is the god who identifies best with you.[109]Jeffrey Bard

There are six primary religions as well as a Tulnar/Underrealm religion.[110][111][112]

  • Religion is intended to be a motivator, not an aesthetic.[113]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[114][115][109]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[116]
There will be questlines. There will be certain actions that players are capable of taking to perhaps pursue the darker side of this metaverse so to speak.[114]Steven Sharif

Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don't really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil; so that is really at the crux of what the overarching narrative will be in the game; and I'm not trying to pigeonhole players into "everyone has to be good", like I said earlier there will be opportunities for players to deviate from that, should they so choose to roleplay in that regard.[110]Steven Sharif

  • PvP wars between religions are not a planned feature for the game.[117]

The Tulnar religion is a combination of religious beliefs of the major races as well as pagan beliefs of the minor races over time as they coexisted together in the Underrealm.[118]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[118]Steven Sharif

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職業

由八個原型互相組合,職業總數為六十四。[120][121][122]

副原型
吟遊詩人 牧師 鬥士 法師 遊俠 盜賊 召喚師 坦克
吟遊詩人 Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
牧師 Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
鬥士 Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
法師 Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
遊俠 Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
盜賊 Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
召喚師 Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
坦克 Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

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世界觀

Ashes of Creation logo.[123]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[124]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[125]Steven Sharif

There are different parts to the 世界觀 in Ashes of Creation.[126]

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[127]Jeffrey Bard

故事線 drive one or more storyline quests within the game.[128][129][130][131][126] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[128][129][131]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[132]Steven Sharif

Read more...

設計概念

Ashes of Creation 的設計遵循五大概念支柱[133]

  1. 引人入勝、親歷其境的故事
  2. 動態世界
  3. 玩家互動
  4. 玩家主導
  5. 風險與回報

Ashes of Creation 每項設計都遵循五大支柱:引人入勝及親歷其境的故事、動態的世界、玩家互動、玩家主導及風險與回報。玩家在遊戲裏的所有活動都與這些概念有關聯,公會所有的活動、伺服器整體的活動都能讓世界變得有新鮮感、常變、以及最重要的是...刺激。[133]

靈感

Ashes of Creation 的靈感源自數款 MMORPG。[134]

天堂II 很多系統的設計都圍繞着現時 MMORPG 失去了的概念:風險與回報。「風險愈大,潛在回報愈大」這種想法完全是一個「典範轉移」,是從每個人都是贏家、參與就有獎、恭喜你是遊戲的一員這些無聊的想法轉移。這些想法對營造玩家達成目標的渴望感,或失敗時的挫折感都毫無用處,但渴望感和挫折感正是玩家玩遊戲的動力。新遊戲壽命短不是沒有原因,它們總想與魔獸世界競爭。你不須成為「WoW 殺手」,你可以專注在設計哲學上的突破,而我認為這正是現今很多開發公司不願意冒險做的事情。[135]Steven Sharif

對於前人的經驗,我們正在探索哪個遊戲有甚麼做得最好,然後當作靈感。力求推動這個領域,推陳出新,然後帶進二十一世紀。[134]Jeffrey Bard

開放式遊戲開發

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[136]

Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[138]Steven Sharif
  • Some game aspects will be more polished than others before they are presented.[141]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[141]Steven Sharif
I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[136]Steven Sharif
  • The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[142]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[142]Steven Sharif
I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[143]Steven Sharif
  • Certain aspects of the game will not be revealed early to avoid spoilers.[144][145]
There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[144]Steven Sharif

付費模式

買斷制

There is no upfront box cost associated with Ashes of Creation.[146]

Nobody should feel that they have to back the project to see it come to life. It's coming to life regardless of that. You do it because you want to support us and that's fine; and if you don't want to, that's also fine as well. We want to hear your voice and we want you to be part of the community, so that's a very important aspect. Nothing we offer in the pre-order packages are power driven. They don't give any competitive advantage to an individual who backs the game.[142]Steven Sharif

訂閱制

Game time was previously purchasable in 預購禮包.[147][148]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[149]

Ashes of Creation (the MMORPG) is a subscription-only game with no box cost.[149]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. Harmonized regions will be segregated from other regions.[152]Ry Schueller
  • Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[158]
I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[160]Steven Sharif
There is no P2W in Apocalypse or the MMORPG![162]

資料片

DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[163][164]

  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[168]
  • Expansions provide an opportunity for the developers to evaluate ways to unlock content that was not readily experienced by players in the previous release.[169]
Each inflection point, which is those updates as expansions... you get to go back reevaluate. Hey, it seems like 89% of the servers out there never opened this door. Well, maybe the predicates were too granular. Maybe they were too focused. Maybe there's a reason why that didn't happen? Let's expand on that for the next expansion so that this content has an opportunity to come out and see the light of day.[169]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[170][160][171]

Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[171]
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 pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[160]Steven Sharif
Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[170]Steven Sharif

库存 slots, 隨機性 loot boxes and XP potions are considered pay-to-win.[172][173][174][175]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[172]
My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[174]Steven Sharif
  • Items sold in the store that are also obtainable through gameplay are still considered pay-to-win.[179]
It undermines an achievement when you remove the need to achieve it.[179]Steven Sharif
Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[175]Steven Sharif

時裝商城 (課金)

Ashes of Creation cosmetic store.[180]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... 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.[160]Steven Sharif

The 時裝商城 enables players to purchase 時裝 for use in Ashes of Creation.[181] The cosmetic store offers limited time, limited quantity items to help sustain game development.[182]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[183]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[184]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[182]Steven Sharif

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[186]Steven Sharif

分身

End-game

Ashes of Creation 將不會有一般的 end-game 階段。[197]

整個節點體驗的一部分是,由於世界每天都不斷改變,遊戲不是有真正的 eng-game 階段。遊戲開始第二個月將比第一個月非常不同,這是老玩家和新玩家同時經歷的體驗。[197]Jeffrey Bard

我們希望這是個充滿活力的遊戲,即是所有內容永遠都不會過時。我們盡可能讓升級過程的體驗和 end game 體驗相同。我們認為為了讓玩家在遊戲不同階段都可以得到最大的樂趣,升級過程的體驗至關重要。[198]Sarah Flanagan

娛樂軟件分級

Dead bodies in a Pre-alpha raid encounter.[199]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[200]

  • There may be an option to turn off blood and gore in the game.[201]
  • There probably won't be swearing in quests.[202]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[202]Jeffrey Bard

遊戲難度

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[203][204][205]

Adventuring is not easy in Ashes... The intent is that encounters are difficult. The world is dangerous. It is not a cakewalk to progress within Ashes.[203]Steven Sharif

學習曲線

Ashes of Creation will be easy to understand yet hard to master.[206]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[207]Steven Sharif

目標玩家

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[208]

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[208]Steven Sharif

玩家種類

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[209]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[209]Steven Sharif

休閒 vs. 重度玩家

The multiple progression paths in Ashes of Creation are designed to suit different playstyles and offer different "lanes" for players depending on the time they have available to play.[210][211][212][213]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[211]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[214]
    • Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[215]
There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[214]Steven Sharif
  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[211]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[211]
Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[211]Steven Sharif

導師計劃

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[197]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[217]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[216]Steven Sharif

遊戲平衡

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[218]Steven Sharif

職業平衡

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[221]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[222]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[219]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[220]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[227]Steven Sharif

在地化/翻譯

Ashes of Creation 起初將支持英文、法文、德文和俄文。[228][229]

  • 意大利文、波蘭文和西班牙文將於稍後時間追加。[229]
    • 西班牙文將於近期追加。[230]
  • 官方正考慮追加其他語言。[228]

選擇伺服器將不受語言限制。[231]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[229]Steven Sharif

官方將致力翻譯 Ashes of Creation 成多種語言[231][232]

遊戲平台

Ashes of Creation will be released on the Windows PC platform.[234][235]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[234]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[234]Steven Sharif

遊戲效能

遊戲效能 optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[237] This test was confirmed post-stream to be running on a RTX 3070.[238]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[239]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[240]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[241]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[245][246][244]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[242]Steven Sharif

Unreal Engine 4

Unreal Engine 5 walkthrough.[247]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[247]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[247][248] The game was originally developed in Unreal Engine 4.[249] Migrating to UE5 early is expected to save time the long run compared to upgrading closer to release, or post-release.[250][251]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[254]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[256]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[259]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[250]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[250]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[250]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[250]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[263]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[264][265][266]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[267][268]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[269]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[269]Steven Sharif

伺服器

The world will be the same on each server, but 節點 will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[270][271][272]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[270]Ry Schueller
  • There will be a multitude of servers located throughout the various regions of the world.[274]
    • Server selection will show the region where the server is located and/or the ping to that server.[274]
With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[274]Steven Sharif

地區

Ashes of Creation will launch with the following server regions:[277][278]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[285]Steven Sharif

Other server regions will be considered based on interest.[279][278]

  • South America is under consideration due to traffic from that region.[286]

Once we get closer to launch we'll update this information, which may include additional regions.[279]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[153]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[154]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[154]Margaret Krohn

伺服器人口

Population limits will be enforced on each server.[287]

  • Around 8-10k concurrent users per server is projected.[288][285][289][290]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[291]
    • This limit will increase over time to around 50,000 registered accounts per server.[291][292][293]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[293]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[292][22]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[275]

伺服器歷史

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

The history of each server will be tracked and visible to players in a node's library.[295][296]

  • This design may have changed.[297]
We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[296]Jeffrey Bard
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[298]

分流

There won't be server channels (sharding) on a server.[299][300]

伺服器種類

  • There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[301][302][303]

伺服器轉移

伺服器轉移, outside of server merges, will not be possible initially.[305][198]

  • The developers intend to assess the impact on housing and other systems closer to launch.[198]

代理商

Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[306][307]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[308]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[309]

Payments

Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[308]
Q: What happens to my purchases on my MY.GAMES account moving forward?
A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[308]
Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[308]
Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[308]
Q: What will I need to do to play on European or Russian servers in the future?
A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[308]
Q: What does this mean for your regional and language support moving forward?
A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[308]
Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[308]
Q: What happens to my personal information associated with my MY.GAMES account?
A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[308]

Read more...

電競

電競 is not the main focus of Ashes of Creation, but the game may move in that direction if the gameplay is compelling, competitive, and fun.[312][313]

What I would say as an MMO player is Esports tends to miss out on a core element that's unique to MMORPGs, which is progression; and it's difficult to represent that progression in the traditional Esports format that we see with other games and genres today. However, what I will say is that I have participated in some MMOs that have stood up cross-server competitions and I've really personally enjoyed those types of cross-server competitions where you bring the best that those individual servers have to offer with regards to groups, or teams, or constant parties as we like to call them; and you allow them to compete in an arena format, or in a castle siege format. Like that is super cool. I love that server versus server type of competition and I think that's where there is a potential to do something interesting with regards to Esports and the MMORPG genre.[312]Steven Sharif

配音

  • Narrated quest lines are not currently planned for launch.[314] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[314]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[314]Steven Sharif
  • The use of AI voice acting is under consideration.[317][318]
I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[317]Steven Sharif

保安系統

保安系統 will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[319][320][321][322][323][324][325]

  • A broad spectrum of approaches are going to be utilized in order to try to protect the integrity of the game once it launches. Testing of these systems will begin leading up towards Alpha-2.[320]
Security is always at the top of any concern when you have a closed system like an MMO is... We've seen a lot of MMO is launch without security in place and the economy gets ruined as a result thereafter. And every band-aid that's slapped on top of that wound is just making things worse. And so part of why you take the time in order to ensure that things are done correctly is also the security component of things; and that's where testing with a live audience is a bit different also than testing with a Q&A audience as well, because you're going to get those bad actors- and we call them bad actors because ultimately they're attempting to destroy the fun for others... So what we've done is we've hired some security experts who've worked on massive other MMOs like World of Warcraft and other games, and they bring with them lot of experience; and we're going to be testing that in leading up towards Alpha-2. It's a very important part of Alpha-2. It's not something that we really addressed with Alpha-1 because again, that was a much more barebones functional testing experience. We did see some issues during Alpha-1 and we made it important for Alpha-2 to test those systems. We have a broad spectrum of approaches that we're going to be utilizing in order to try to protect the integrity of the game once it launches.[320]Steven Sharif
  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[319][321][322][325]
We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[322]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[319][326][327][325]
It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[327]Steven Sharif

雙重認證

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

Token-based two-factor authentication (2FA) was expected to be in place for Alpha-1.[328]

插件/模組

Addons, DPS meters, and threat meters will not be supported.[329][330][331][332]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[331]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[333]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[330][334][332]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[330]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[330]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[335]
  • The design of the game API is still under consideration.[336]

里程碑

December 2015 First team members were hired.[337]
February 2016 Ashes of Creation design documentation and prototyping.[338][337]
December 10, 2016 Official website was launched and project announced.[337]
January 18, 2017 Official discord was launched.[339]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[340]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[101]
June 2017 Game production began with a team size of 15-20.[338]
June 21, 2017 夏季众筹 campaign launched.[341]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[342]
September 1, 2017 PAX West 2017.[343][344]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[345]
December 15, 2017 Alpha-0 released on schedule.[346]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[347]
April 5, 2018 PAX East 2018.[348]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[349]
August 20, 2018 At Gamescom with My.com.[350]
August 27, 2018 100 developers working on Ashes of Creation.[351]
September 1, 2018 PAX West 2018 panel.[352]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[353]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[354]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[355]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[356]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[308]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[357]
October 17, 2020 ~87 developers working on Ashes of Creation.[358]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[359]
February 26, 2021 Official ashesofcreation.com website redesign.[360]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer 預購禮包.[361]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[362]
July 9, 2021 Alpha-1 no-保密協議 preview weekend began on schedule.[363]
July 11, 2021 Alpha-1 no-保密協議 preview weekend completed on schedule.[364]
July 14, 2021 Alpha-1 no-保密協議 month long test began on schedule.[365][366]
August 15, 2021 Alpha-1 no-保密協議 month long test completed on schedule.[367]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[368]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[247][248]
January 14, 2022 Over 120 people working on Ashes of Creation.[369]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[370]
August 31, 2023 Over 150 people working on Ashes of Creation.[371]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[372]
December 19, 2023 Over 170 people working full-time on Ashes of Creation.[373][374]
March 1, 2024 188 employees working on Ashes of Creation.[375]

發布時間表

Alpha Two is coming in Q3 2024! We have not announced specific dates or testing schedules for Alpha Two, Beta One, or Beta Two yet.[376]

The Ashes of Creation release schedule is subject to change.[377]

Spot testing has begun, some limited NDA'd testers are participating in spot tests and December will see more, including some major headless client testing. Also those of you that still have the A1 launcher may see an update in the next couple weeks.[378]Steven Sharif
The NDA spot testing that will be before Alpha-2: We will have first one with our PI members, then we'll have some with our Alpha-1 users, and then our Alpha-2 users; and of course Alpha-2 will not be NDA, but that spot testing will be NDA.[379]Margaret Krohn
Phase Release Estimated/Actual date
Pre‑alpha Alpha-0 測試[380] 2017年12月15日[346]
APOC Ashes of Creation Apocalypse 大逃殺壓力測試 (保密)[381] 2018年9月7日[382]
Ashes of Creation Apocalypse 大逃殺壓力測試 (保密解除)[353] 2018年10月19日[353]
Ashes of Creation Apocalypse 大逃殺公開 beta 測試[383] 2018年12月18日[384]
Ashes of Creation Apocalypse 大逃殺優先測試[385] 2019年9月24日[386]
Ashes of Creation Apocalypse 攻城戰 PI封閉測試[387] 2019年12月19日[387]
Ashes of Creation Apocalypse 大逃殺測試完畢[388] 2020年3月10日[310]
Ashes of Creation Apocalypse 攻城戰[381] Alpha-1 測試後[389][388]
Ashes of Creation Apocalypse 生存模式[381] Alpha-1 測試後[389][388]
Alpha Alpha-1 測試早期預覽直播[390] 2020年3月27日[391]
Alpha-1 小型 QA 測試 (保密)[392][393] 2020年5月28日[394][395]
Alpha-1 預覽初次測試 (保密)[396] 2020年12月18-21日[396]
Alpha-1 預覽二次測試 (保密)[396] 2021年2月19-22日[397][398]
Alpha-1 預覽不定期抽樣測試 (保密)[399][400] 2021年3月19-7月9日[399][400]
Alpha-1 預覽週末 (非保密)[399] 2021年7月9-11日[364][363][399]
Alpha-1 測試 (非保密)[399] 2021年7月14-8月15日[401]
Alpha-1 不定期抽樣測試[402][403] 2021年8月15日後[402][401]
Alpha-2 (不關機 alpha 測試)[404][405] 尚未公布[401]
Beta Beta-1 測試 尚未公布[401]
Beta-2 測試 尚未公布[401]
Pre‑release 搶先體驗 for crowdfunding backers at the Founder level and above.[406] 1-2 days before launch.[406][155]
Release Launch (live) release. To be announced.[401][407]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[163][164]
Minor releases. Monthly.[163][164]

成就

  • Kickstarter资助最多的MMORPG.[408]
  • Kickstarter的第7位最多资金的视频游戏.[409]
  • 最值得期待的MMO – MMORPG.com的2017年最佳奖项.[410]
  • MMORPG.com的2017年最佳奖项 – MMOs World.[411]
  • Gamescom 2018: 最佳独立游戏.[412]
  • Gamescom 2018: 最佳在线游戏.[412]
  • 2020年最佳独立MMO – massivelyop.com reader's poll.[413]
  • 2021年及以后最值得期待的MMO – massivelyop.com读者投票.[414]

跨媒體製作

Ashes of Creation 將會是一個跨媒體製作的作品系列。[415]

實機遊玩影片

外部連結

其他

引用

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  108. 直播, 2018-11-03 (0:02:35).
  109. 109.0 109.1 109.2 直播, 2017-05-26 (15:37).
  110. 110.0 110.1 Podcast, 2020-11-15 (29:23).
  111. 訪談, 2020-07-19 (23:15).
  112. religions2.jpg
  113. 直播, 2017-05-08 (44:51).
  114. 114.0 114.1 Podcast, 2020-11-15 (20:04).
  115. 直播, 2018-04-8 (AM) (16:50).
  116. 直播, 2021-07-30 (1:13:11).
  117. Forums - Livestream Q&A 2022-08-26.
  118. 118.0 118.1 Podcast, 2020-11-15 (31:13).
  119. 直播, 2019-11-22 (24:33).
  120. 120.0 120.1 訪談, 2020-07-18 (1:05:04).
  121. Ashes of Creation class list.
  122. archetypeclass.png
  123. Ashes of Creation Press Kit.
  124. Interview, 2016-12-7.
  125. steven-phoenix.png
  126. 126.0 126.1 126.2 126.3 126.4 直播, 2018-01-18 (39:08).
  127. 影片, 2018-04-05 (37:13).
  128. 128.0 128.1 直播, 2023-04-07 (58:39).
  129. 129.0 129.1 影片, 2023-03-31 (14:20).
  130. 影片, 2023-03-31 (12:47).
  131. 131.0 131.1 訪談, 2018-10-20 (2:36:25).
  132. 影片, 2018-04-05 (37:50).
  133. 133.0 133.1 design pillars.png
  134. 134.0 134.1 134.2 134.3 134.4 134.5 訪談, 2018-08-24 (8:35).
  135. 135.0 135.1 訪談, 2020-07-29 (9:02).
  136. 136.0 136.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  137. 直播, 2023-07-28 (1:30:11).
  138. 138.0 138.1 直播, 2023-04-07 (55:22).
  139. 直播, 2022-10-28 (32:52).
  140. 直播, 2017-06-01 (37:39).
  141. 141.0 141.1 直播, 2022-04-29 (21:00).
  142. 142.0 142.1 142.2 直播, 2021-12-23 (1:23:41).
  143. 訪談, 2018-10-20 (3:43:52).
  144. 144.0 144.1 transparency.png
  145. 直播, 2018-05-04 (39:41).
  146. kickstarter box cost.png
  147. Newsletter - Pre-order packages are ending reminder.
  148. 預購禮包
  149. 149.0 149.1 kickstarter subscription.png
  150. toast-subscription.png
  151. 直播, 2018-05-04 (53:34).
  152. 152.0 152.1 roshen-harmonized.png
  153. 153.0 153.1 直播, 2020-07-25 (1:21:03).
  154. 154.0 154.1 154.2 margaret-region-locking.png
  155. 155.0 155.1 braver of worlds.png
  156. Summer Braver of Worlds.png
  157. steven-lifetime.png
  158. 直播, 2021-02-26 (1:08:47).
  159. alpha-1-and-game-time.png
  160. 160.0 160.1 160.2 160.3 直播, 2020-07-25 (1:53:46).
  161. 直播, 2018-10-31 (38:47).
  162. 162.0 162.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  163. 163.0 163.1 163.2 163.3 163.4 163.5 163.6 163.7 163.8 訪談, 2021-02-07 (21:57).
  164. 164.0 164.1 164.2 直播, 2017-05-08 (11:14).
  165. screenshot 328.png
  166. 直播, 2018-08-17 (1:02:38).
  167. 167.0 167.1 167.2 167.3 167.4 直播, 2020-06-26 (1:26:54).
  168. 訪談, 2021-06-13 (42:22).
  169. 169.0 169.1 訪談, 2023-07-09 (1:02:27).
  170. 170.0 170.1 直播, 2020-11-30 (56:02).
  171. 171.0 171.1 kickstarter p2w.png
  172. 172.0 172.1 172.2 loot-boxes.png
  173. 173.0 173.1 直播, 2020-07-25 (48:28).
  174. 174.0 174.1 Podcast, 2018-08-04 (1:57:56).
  175. 175.0 175.1 RNG boxes.png
  176. 訪談, 2021-06-13 (48:27).
  177. steven-multi-boxing-3.png
  178. steven-multiple-accounts.png
  179. 179.0 179.1 steven-pay-to-win-items.png
  180. Ashes of Creation cosmetic store.
  181. cosmetics obtaining.png
  182. 182.0 182.1 182.2 直播, 2018-04-8 (PM) (58:29).
  183. 183.0 183.1 kickstarter microtransactions.png
  184. equitable-cosmetics-quote.png
  185. cash shop non tradable.jpg
  186. 186.0 186.1 訪談, 2018-05-11 (32:36).
  187. 直播, 2017-05-15 (18:25).
  188. Podcast, 2017-05-04 (51:52).
  189. 189.0 189.1 189.2 189.3 直播, 2023-04-07 (1:04:16).
  190. 直播, 2021-04-30 (1:17:40).
  191. 191.0 191.1 191.2 直播, 2021-07-30 (1:14:33).
  192. 192.0 192.1 直播, 2017-05-15 (19:15).
  193. steven-cosmetic-reassignment.png
  194. Kickstarter item application.jpg
  195. kickstarter mounts.png
  196. 直播, 2017-05-24 (32:07).
  197. 197.0 197.1 197.2 影片, 2018-04-05 (40:08).
  198. 198.0 198.1 198.2 February 8, 2019 - Questions and Answers.
  199. 直播, 2017-11-17 (23:00).
  200. 訪談, 2018-08-17 (31:09).
  201. 直播, 2017-11-17 (33:56).
  202. 202.0 202.1 直播, 2018-05-04 (49:45).
  203. 203.0 203.1 直播, 2024-02-29 (1:24:31).
  204. 204.0 204.1 直播, 2022-12-02 (1:05:51).
  205. 直播, 2018-06-04 (7:25).
  206. Podcast, 2018-05-11 (33:09).
  207. Ashes of Creation Forums - No participation trophy.
  208. 208.0 208.1 Podcast, 2018-05-11 (33:09).
  209. 209.0 209.1 影片, 2018-04-05 (44:06).
  210. 直播, 2021-12-23 (1:32:10).
  211. 211.0 211.1 211.2 211.3 211.4 Podcast, 2021-04-11 (18:35).
  212. 直播, 2018-04-8 (PM) (28:38).
  213. 直播, 2017-05-19 (51:52).
  214. 214.0 214.1 影片, 2018-04-05 (48:03).
  215. 訪談, 2020-07-08 (1:12:51).
  216. 216.0 216.1 216.2 216.3 216.4 直播, 2020-09-30 (1:07:22).
  217. 訪談, 2018-08-24 (8:52).
  218. 影片, 2018-04-05 (49:36).
  219. 219.0 219.1 219.2 219.3 直播, 2023-12-19 (1:25:16).
  220. 220.0 220.1 220.2 直播, 2020-10-30 (33:26).
  221. 221.0 221.1 221.2 Podcast, 2018-04-23 (59:28).
  222. 222.0 222.1 直播, 2023-12-19 (1:23:00).
  223. 223.0 223.1 訪談, 2018-10-20 (2:40:17).
  224. Podcast, 2021-09-29 (30:04).
  225. 直播, 2021-06-25 (1:05:01).
  226. 直播, 2018-02-09 (41:56).
  227. 227.0 227.1 Podcast, 2018-04-23 (1:01:01).
  228. 228.0 228.1 What languages will Ashes of Creation be in?
  229. 229.0 229.1 229.2 229.3 訪談, 2018-08-24 (2:35).
  230. spanish.png
  231. 231.0 231.1 231.2 直播, 2017-05-17 (1:09:22).
  232. 232.0 232.1 直播, 2017-05-24 (45:49).
  233. 訪談, 2018-08-24 (3:19).
  234. 234.0 234.1 234.2 234.3 234.4 直播, 2021-12-23 (48:45).
  235. 235.0 235.1 直播, 2017-05-26 (38:30).
  236. 直播, 2017-05-24 (23:50).
  237. 直播, 2021-12-23 (1:10:09).
  238. RTX3070clarification.png
  239. 直播, 2021-12-23 (1:08:42).
  240. 直播, 2021-09-24 (52:48).
  241. alpha-1-fps.png
  242. 242.0 242.1 直播, 2023-04-28 (1:03:41).
  243. 直播, 2023-01-27 (1:07:12).
  244. 244.0 244.1 直播, 2018-08-17 (1:07:51).
  245. 直播, 2020-07-25 (54:10).
  246. 直播, 2019-11-22 (1:08:05).
  247. 247.0 247.1 247.2 247.3 影片, 2021-12-23 (0:00).
  248. 248.0 248.1 直播, 2021-12-23 (19:59).
  249. unreal.jpg
  250. 250.0 250.1 250.2 250.3 250.4 250.5 250.6 直播, 2021-12-23 (40:53).
  251. 直播, 2021-12-23 (50:50).
  252. 直播, 2021-12-23 (49:39).
  253. 直播, 2021-12-23 (42:09).
  254. 254.0 254.1 直播, 2021-12-23 (55:32).
  255. 影片, 2021-12-23 (23:53).
  256. 256.0 256.1 256.2 直播, 2021-12-23 (54:00).
  257. 257.0 257.1 直播, 2021-12-23 (52:52).
  258. 258.0 258.1 影片, 2021-12-23 (2:54).
  259. 直播, 2021-12-23 (52:58).
  260. 直播, 2023-10-31 (1:37:17).
  261. 直播, 2017-05-03 (26:50).
  262. 直播, 2021-12-23 (47:51).
  263. 直播, 2022-01-28 (7:26).
  264. 直播, 2023-03-31 (1:10:30).
  265. 直播, 2023-02-24 (1:14:41).
  266. 直播, 2023-01-27 (1:07:46).
  267. steven-ue5.jpg
  268. 直播, 2023-04-07 (1:21:29).
  269. 269.0 269.1 直播, 2023-03-31 (1:27:15).
  270. 270.0 270.1 roshen servers.png
  271. 直播, 2017-05-19 (37:03).
  272. MMOGames interview, January 2017
  273. Official Livestream - May 4th @ 3 PM PST - Q&A
  274. 274.0 274.1 274.2 直播, 2018-09-27 (48:13).
  275. 275.0 275.1 275.2 直播, 2021-11-19 (52:35).
  276. 直播, 2023-01-27 (4:18).
  277. 訪談, 2017-05-08 (22:06).
  278. 278.0 278.1 直播, 2017-05-24 (40:50).
  279. 279.0 279.1 279.2 279.3 279.4 279.5 server-locations.png
  280. 280.0 280.1 na and eu servers.jpg
  281. 281.0 281.1 281.2 281.3 Ashes of Creation FAQ: Where will your servers be?
  282. 282.0 282.1 servers SEA OCE.png
  283. steven-oce-servers.png
  284. Reddit Q&A, 2019-01-8.
  285. 285.0 285.1 直播, 2018-04-8 (AM) (26:41).
  286. 直播, 2018-07-09 (47:54).
  287. 直播, 2017-05-17 (59:25).
  288. 直播, 2021-10-29 (1:14:00).
  289. 影片, 2018-09-06 (4:25).
  290. server population.png
  291. 291.0 291.1 steven-jahlon-accounts-per-server.jpg
  292. 292.0 292.1 steven-server-accounts.png
  293. 293.0 293.1 訪談, 2020-07-18 (12:56).
  294. Kickstarter packages.
  295. Blog: Know Your Nodes - Scientific Node Type
  296. 296.0 296.1 訪談, 2018-04-20 (9:20).
  297. 直播, 2023-09-29 (1:14:29).
  298. 直播, 2017-05-26 (51:37).
  299. 直播, 2017-05-08 (36:26).
  300. 直播, 2017-07-28 (35:42).
  301. 直播, 2024-03-29 (2:27:46).
  302. 直播, 2017-05-12 (24:52).
  303. MMORPG Interview, 2016-12-12.
  304. 直播, 2017-05-10 (35:27).
  305. 直播, 2022-10-14 (2:53).
  306. steven-publishing-oce-sea.png
  307. 訪談, 2018-08-21 (11:20).
  308. 308.00 308.01 308.02 308.03 308.04 308.05 308.06 308.07 308.08 308.09 308.10 Blog: New Adventure Awaits.
  309. ashes-steam.png
  310. 310.0 310.1 apoc-offline.png
  311. Forums - Dev Discussion #60 - Esports.
  312. 312.0 312.1 直播, 2024-02-29 (7:28).
  313. 直播, 2018-04-8 (PM) (39:48).
  314. 314.0 314.1 314.2 314.3 訪談, 2018-10-20 (2:22:09).
  315. 直播, 2018-04-8 (AM) (25:12).
  316. 直播, 2023-05-31 (45:26).
  317. 317.0 317.1 直播, 2023-12-19 (3:59).
  318. Forums - Livestream Q&A - May 31, 2023.
  319. 319.0 319.1 319.2 steven-anti-cheat.png
  320. 320.0 320.1 320.2 訪談, 2023-07-09 (1:47:04).
  321. 321.0 321.1 steven-rmt.png
  322. 322.0 322.1 322.2 訪談, 2020-07-19 (1:12:37).
  323. 直播, 2017-11-17 (38:35).
  324. Massively OP, 2017-06-1
  325. 325.0 325.1 325.2 直播, 2018-02-09 (20:40).
  326. steven-penalties.png
  327. 327.0 327.1 直播, 2022-08-26 (1:32:45).
  328. 訪談, 2018-08-21 (40:44).
  329. 訪談, 2023-09-10 (34:51).
  330. 330.0 330.1 330.2 330.3 330.4 直播, 2023-02-24 (1:19:29).
  331. 331.0 331.1 Ashes of Creation Forums - No Damage Meter?
  332. 332.0 332.1 直播, 2017-05-10 (20:02).
  333. 訪談, 2018-10-20 (6:29).
  334. 直播, 2020-04-30 (1:28:19).
  335. 訪談, 2018-05-11 (49:03).
  336. 直播, 2017-05-10 (21:41).
  337. 337.0 337.1 337.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  338. 338.0 338.1 steven-milestones.png
  339. Ashes Discord.png
  340. Ashes of Creation Kickstarter campaign
  341. Summer Crowdfunding.png
  342. summerended.png
  343. PAX West 2017 Schedule.
  344. PAX West 2017 Map.
  345. Intrepid Studios Dev Team.
  346. 346.0 346.1 直播, 2018-01-18 (2:48).
  347. GDC.png
  348. PAX East.png
  349. Newsletter, 2018-08-7
  350. gamescom.png
  351. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  352. Newsletter, 2018-08-7
  353. 353.0 353.1 353.2 alpha1-phase-1-update.png
  354. Intrepid Studios Extra Life 2018 (@MediaAoC).
  355. 訪談, 2019-04-15 (5:09).
  356. extralife2019.png
  357. 訪談, 2020-10-17 (18:36).
  358. 訪談, 2020-10-17 (56:55).
  359. extralife2020.png
  360. 直播, 2021-02-26 (9:51).
  361. Ashes of Creation Store: May cosmetics.
  362. steven-a1-verbal-nda.png
  363. 363.0 363.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  364. 364.0 364.1 steven-a1preview-end.png
  365. toast-a1-launch.png
  366. Guide to Alpha One.
  367. alpha-1-end.png
  368. extralife2021.png
  369. 訪談, 2022-01-14 (9:11).
  370. extralife2022.png
  371. 直播, 2023-08-31 (2:16:45).
  372. extralife2023.png
  373. Steven Sharif Christmas message, 2023.
  374. 直播, 2023-12-19 (1:32:23).
  375. steven-employees.png
  376. Intrepid Studios Support - What are the Alpha/Beta Release dates?
  377. kickstarter release schedule.png
  378. steven-a2-spot-testing-started.png
  379. 直播, 2023-09-29 (55:34).
  380. alpha-0 pre-alpha.png
  381. 381.0 381.1 381.2 直播, 2018-09-01 (54:06).
  382. alpha-1-stress-test-3.png
  383. Press release - Ashes of Creation Apocalypse Launches December 18.
  384. apoc-beta.png
  385. Blog: Ashes of Creation Apocalypse heads into early access.
  386. @AoCApocalypse on Twitter.
  387. 387.0 387.1 直播, 2019-12-17 (18:33).
  388. 388.0 388.1 388.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  389. 389.0 389.1 alpha-1-nda-3.png
  390. March 2020 newsletter.
  391. 影片, 2020-03-23 (0:01).
  392. alpha-1-nda-2.png
  393. alpha-1-nda-1.png
  394. steven-a1-testing-start.png
  395. Creative Director's Letter, 2020-04-1.
  396. 396.0 396.1 396.2 Blog: Creative Director's Letter, October 16 2020
  397. 直播, 2021-02-26 (14:58).
  398. Blog: Creative Director's Letter, January 2021.
  399. 399.0 399.1 399.2 399.3 399.4 Alpha One Schedule Update, May 10 2021.
  400. 400.0 400.1 An Update on Alpha One Schedule, March 12 2021
  401. 401.0 401.1 401.2 401.3 401.4 401.5 release-dates.png
  402. 402.0 402.1 直播, 2021-07-30 (20:30).
  403. alpha-1-tests.png
  404. 直播, 2018-01-18 (25:22).
  405. alpha and beta phases.png
  406. 406.0 406.1 founder.png
  407. 直播, 2019-03-08 (57:26).
  408. kickstarter most funded MMORPG.png
  409. kickstarter most funded video game.png
  410. MMORPG.com's Best of 2017 Awards.
  411. Most Anticipated MMORPGs For 2018.
  412. 412.0 412.1 DualShockers’ Gamescom 2018 Awards
  413. MassivelyOP 2020 awards reader's poll.
  414. MassivelyOP reader's poll.
  415. 415.0 415.1 直播, 2017-05-17 (41:27).
  416. 直播, 2018-10-31 (35:00).
  417. 直播, 2018-11-03 (0:00:17).