Ashes of Creation

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]

We are not years away from Alpha-2, but also Alpha-2 is not right around the corner... As a project that is visible from the outside during its development, it's important that we execute well during these testing phases; and early on in the project we made- I made some missteps in when we were anticipating coming to certain testing periods. Obviously, I have learned a considerable amount over what it takes to to build these games over the last six years; and we made a promise to the community that we would not give dates again in the future unless we were very certain that we were going to hit those dates, or at least be very close to hitting them.[5] – Steven Sharif
The Ashes of Creation release schedule is subject to change.[6]
- Prior to Alpha 2 we will test some more spot-oriented testing with some of the Alpha-1 testers and/or PI leading up to what would eventually become the Alpha-2 launch.[5] – Steven Sharif
節點

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.[44]
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.[49] – Margaret Krohn

Nodes exist all throughout the world and the location of said node will determine its type; but this type will be... seen at the first stage of development when the first stage when a node propagates real-time assets in the world; is basically these NPCs, these merchants that come into an area and they offer services and/or you know of stores or whatever the deal may be. You will see the flavor of the node from those merchants. So if it's a military node you'll see military people. If it's... an economic node you'll see merchants. If it's a scientific one you'll see scholars; and if it's a divine one you'll see priests and clerics. So players will have a very firm understanding of which node is which type in order to know how they want to progress.[54] – Steven Sharif
據點會被分配為四種據點種類的其中一種,不同種類的據點都會有其獨特的專業。[49]
- 玩家能夠在據點發展成第一階段(Expedition)時,透過辨別據點內的NPC從而識別該據點的種類。[54]
據點種類.[49] | 獨有專業[49] | NPCs.[49] |
---|---|---|
神聖據點 | 信仰和技能/裝備強化 | 牧師 |
經濟據點 | 交易和商貿 | 商人 |
軍事據點 | 戰鬥和職業訓練 | 守衛 |
科技據點 | 工匠和建築 | 學者 |
Ashes of Creation allows you, the player, to decide the fate of the world around you. With each Node Type, you can change the flow of resources and goods in the world. Will you grow the largest Economic Metropolis and help guide the riches of Verra, or will you choose another path unlocking new stories filled with allies and enemies?[55]
For example, if a level 4 Scientific Node is destroyed, it will become a Level 0 Scientific Node. It will never be any other Node Type other than a Scientific Node. The location of these Types relates to the influences of the area around the Node.[49] – Margaret Krohn
節點階段
Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[56] – Margaret Krohn
節點有七個 (7) 發展階段,每階段也有升級所需經驗值。節點集滿經驗值後,就可以發展成下一階段。[49]
節點階段[3] | 圖示 | 別名[57] | 發展所需時間[3] | 玩家房屋[58] | |
---|---|---|---|---|---|
0. | 曠野 | - | |||
1. | 遠征 | ![]() |
十字路口 (Crossroad) | 數小時 | - |
2. | 營地 | ![]() |
野營 (Camp) | 許多小時 | - |
3. | 村莊 | ![]() |
- | 數天 | 小型房屋 |
4. | 市鎮 | - | 許多天 | 中型房屋 | |
5. | 城市 | - | 數週 | 大型房屋 | |
6. | 大都會 | 都會 (Metro) | 許多週 | 宅邸 |
節點發展

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。[49] – Margaret Krohn
玩家 (公民或非公民) 於節點的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。[56][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。[56] – 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。[60]
- 第一階段發展需時短,讓玩家可以使用售賣、存放物品等 NPC 功能。[61]
- 節點等級愈高,其影響區域愈大。[43]
- 等級較低的節點 (即附庸節點) 即使位於等級較高的節點的影響區域內,仍會獲得經驗值,但其等級不會超越上級節點。[59]
- 附庸系統將在節點發展至
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) 時生效,但相鄰節點從
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 1)便會限制鄰近節點的發展。[62][63]
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.[64] – 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 kind of close together and spanning their territories in kind of opposite directions: The Tale of Two Cities kind of thing.[65] – 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。[59]
- 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。[66]
- 某節點的公民仍可以協助其他節點發展。[67]
- 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。[68]
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.[68] – Steven Sharif
節點戰
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.[56] – Margaret Krohn
節點戰 enable players to destroy nodes starting at
[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3).[56] 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.[70]
- Death penalties do not apply to objective-based events such as node sieges.[71]
- If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![72] – Steven Sharif
- The majority (~80%) of content in Ashes of Creation is open-world but there may be instanced battles within castle and node sieges where specific groups can participate in small, short-duration objective-based battles for specific waypoints.[73]
戰鬥
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.[76] – Steven Sharif
Ashes of Creation 的戰鬥着重策略和戰術。[77]
- 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。[76]
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。[78] – Steven Sharif
重製後的戰鬥系統將在 Alpha-1 測試期間內推出。[79][80]
Hybrid combat
You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press 'Q' you can lock on to that target. You can also hold tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[83] – Steven Sharif
混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定或無鎖定模式進行戰鬥。[83][84]
- 無鎖定模式設有準星,與第三人稱動作遊戲相似。[83][82][87][88]
- 玩家無須處於準星模式來施放無鎖定技能。[89]
- 施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[89] – Steven Sharif
- The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[83][82]
- Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[85][83]
- Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[85] – Steven Sharif
- Holding Tab while in action mode will alternate between targets.[83]
- Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[82]
- The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[90]
- In future the user will have the ability to choose from different reticle appearances.[91]
- The tab mode (MMO mode) facilitates tab targeted combat.[82][87] A tab-targeted ability requires a target in order to utilize that skill.[85][88]
- Pressing left-click in tab mode will attack the target (with the currently selected weapon).[82]
- There will be a "target of target" capability on the user interface.[92]
Hybrid combat is being tested in Alpha-1.[83][93]
- Targeting modes are able to be achieved through choice of skills/abilities.[85][93][94]
Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[94] – Steven Sharif
Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[96]
- Damage.[96]
- Charge up time.[96]
- CC effects.[96]
- Cooldown.[97]
- Energy consumption.[97]
- Cost to spec.[97]
- Attack range will likely remain the same; as it is driven by the weapon or skill itself.[98]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [96] – Steven Sharif
For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[97]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[97][94]
- Softer CC's would be housed in tab-targeted abilities.[97]
PvX

We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[99] – Steven Sharif
Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[100] – Steven Sharif
Ashes of Creation 是一款 PvX 遊戲。 PvP 和 PvE 的要素都會自然接觸得到,[100][101][102] 而玩家將不太可能「純玩」PvP 或 PvE。[102]
- 遊戲中 PvP 和 PvE 之間將存在平衡。[102]
- 所有數值都會影響玩家的 PvX 戰鬥能力。[103]
- 伺服器將不會以 PvE 和 PvP 區分,但有些伺服器將可能較著着重 PvP。[101][104]
- 裝備將不會以 PvE 和 PvP 區分。[105]
- 角色或將需要透過 PvE 才能成長。[102]
我們有很清晰的目標和理念,也明白不會得到所有人的歡心。然而 PvE 和 PvP 內容相輛相成,它們都是玩家投放時間成長發展的方向,也讓玩家重視隨之而來的得失,從而誘發玩家的感情,而這樣的元素正是由 PvP 帶來的。因此我們很清楚我們的目標就是:風險與回報的關係、以及追求成就的思維。不會每個人都是贏家,而這是沒問題的。[106] – Steven Sharif
開放世界

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.[108] – Steven Sharif
Ashes of Creation will be a seamless open-world experience.[109]
There will be an approximately 80/20 split between open world vs instanced encounters.[110][108][111][112]
- 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.[113][110]
- 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.[110] – Steven Sharif
- Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[73]
- 地下城 and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[114] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[110][115] Outside of these and arenas there will not be too much instancing anywhere else.[109]
- 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.[116] – 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.[109] – Jeffrey Bard
The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[118][110][119]
- 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.[118][110]
- 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.[118][110][116]
- 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.[116] – 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.[110] – Steven Sharif
PvE

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.[121]
Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[123] – 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.[124]
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.[125] – Steven Sharif
PvE content adapts to the development of the world to avoid repetition.[123]
PvP

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.[121]
PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[127] 從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。[124]
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。[72] – Jeffrey Bard
Ashes of Creation 有很多原因促使玩家參與野外 PvP。[128]
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。[128] – 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)。[71]
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.[129]
- Very little gear will be account bound or soulbound in Ashes of Creation.[130][131]
- The game economy is based around crafting and degradation of items.[130]
- 裝備 is obtained via crafting, gathering and processing along with raid and dungeon bosses.[131]
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.[131] – Steven Sharif
- 武器 and armor are not class locked, but certain classes are more efficient with certain types of weapons or armor.[132][133]
武器 and armor are not race locked, but armor will take on a racial appearance.[134][135]
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.[137]
- Axes (One and two handed).[138]
- Bows.[138]
- Clubs.[139]
- Daggers.[138]
- Hammers.[75][140]
- Lances.[141]
- Maces (One and two handed).[138]
- Orbs.[142][138]
- Polearms/Halberds.[138]
- Scepters.[143]
- Shields.[138]
- Spears (One-handed).[144][145]
- Spellbooks.[142][138]
- Staves.[138]
- Swords/Rapiers (One and two handed).[138][146]
- Wands.[142][147]
The following weapon types are not equippable by players in the MMO.
- Crossbows will not be in the MMO.[148][149]
- Previously crossbows were present in Ashes of Creation Apocalypse.[150][151]
- Potion launchers will only be able to be used as ship attachments in the MMO.[152][153]
- Previously potion launchers were present in Ashes of Creation Apocalypse.[151][154]
There is an even split between melee and ranged weapons.[138]
護甲種類

- Helmets.[157]
- Shoulders.[158]
- Cloaks/Capes.[159][160]
- Chest armor.[161]
- Wrists.[162]
- Gloves.[158]
- Belts.[158][163]
- Pants.[158]
- Boots.[162]
種族
Ashes of Creation共有9種種族可以選擇。[165][166]
Parent race | Races | |
---|---|---|
Aela 人類 | Kaelar.[167] | Vaelune.[167] |
Dünzenkell 矮人 | Dünir.[167] | Niküa.[167] |
Kaivek 獸人 | Ren'Kai.[167] | Vek.[167] |
Pyrian 精靈 | Empyrean.[167] | Py'Rai.[167] |
Tulnar.[168] |
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.[169] – 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.[170] – 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.[171] – Steven Sharif
Once selected, a character's race should be final.[172]
Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[172] – Steven Sharif
陣營
Ashes of Creation 沒有預設的陣營。[173]
- 但會有虛擬陣營 (臨時陣營)。[174]
我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[174] – 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。[175] – Steven Sharif
職業
由八個原型互相組合,職業總數為六十四。[176][177][178]
角色定位
Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[179][180][181]
- We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[182] – Steven Sharif
- Although traditional roles are present, players should not feel branded by their primary archetype.[180][181]
- Skill augments available through the class system allow characters to be personalized outside of their primary role.[180][181][182]
- Players can also double down on their archetype choice to strengthen their primary role.[180][181]
宗教
There are six primary religions as well as a Tulnar/Underrealm religion.[184][185][186]
- Religion is intended to be a motivator, not an aesthetic.[187]
- Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[188][189][183]
- Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[190]
- 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.[188] – 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.[184] – Steven Sharif
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.[192]
- The Tulnar are not a result of corruption.[193]
- 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.[192] – Steven Sharif
角色
數值 | 基礎數值 | 等級 1 牧師 | 等級 1 法師 | 等級 1 坦克 |
---|---|---|---|---|
生命力[196][197] | 生命力 | 224 | ||
法力[196] | 法力 | 293 | ||
力量[196][195][158] | 力量 | 10 | ||
敏捷[196][195][158] | 敏捷 | 10 | ||
體質[196][195][158] | 體質 | 10 | ||
意志[196] | 意志 | 12 | ||
智慧[196][195][158] | 智慧 | 14 | ||
精神[196][195][158] | 精神 | 13 | ||
追加物理傷害[196] | 力量 | 13 | ||
物理失效修正[196] | 力量 | 12 | ||
追加物理爆擊傷害[196] | 力量 | 12 | ||
物理技能冷卻.[196] | 敏捷 | 6 | ||
追加物理爆擊率.[196] | 敏捷 | 6 | ||
追加物理閃避.[196] | 敏捷 | 7 | ||
物理命中.[196] | 敏捷 | 192 | ||
生命力恢復.[196] | 體質 | 3 | ||
物理防禦.[196] | 體質 | 7 | ||
物理失效防禦 | 體質 | 7 | ||
物理格擋率.[195][158][198] | 體質 | 17 | ||
法術傷害.[195][158] | 意志 | 24 | ||
法術爆擊傷害 | 意志 | 23 | ||
法術失效率 | 意志 | 13 | ||
法術施放速度 | 智慧 | 6 | ||
法術冷卻修正 | 智慧 | 7 | ||
法術爆擊率[198] | 智慧 | 7 | ||
法術命中 | 智慧 | 8 | ||
法力恢復 | 精神 | 3 | ||
法術防禦 | 精神 | 8 | ||
法術失效防禦 | 精神 | 8 | ||
法術格檔率[195][158][198] | 精神 | 18 |
Most stats are contested, which means you're kind of testing your rating versus other people's ratings. So you kind of figure out what the end result is... but we're not going to go for like hard caps for sure.[199] – Jeffrey Bard
分身
- 成長 pathways in Ashes of Creation are per-character.[202][203]
- Storage space is shared between characters on the same account.[202][204][205]
- Characters on the same account are able to share player housing, including furniture and freehold workstations.[202]
- 時裝 can be reassigned to characters within an account, with a potential cooldown period.[206][207][208]
- Alts within a single account may have different professions.[209]
角色創建

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[211] – Steven Sharif
We're gonna use similar tech for implementing things like Animal husbandry.[212] – Zachary Mallet
This tech is 100% created in-house at Intrepid and is not metahuman.[214] – Steven Sharif
We'll be adding many, many more customization options to the character creator.[215] – Cody Peterson
The character creator (or character customization system) allows players to define the look of their in-game characters, hired NPCs; and potentially creatures raised by the animal husbandry profession.[211][216]
- 角色外表 can be adjusted through a wide range of presets and sliders.[211][216][217]
- Character blending provides easy to use customization by morphing together two or more character presets.[218]
- Character sculpting allows detailed customization of every aspect of the body.[219]
The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[214]
Additional character creator features include.
- There will be unlockable features for character customization.[220]
- You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[220] – Steven Sharif
- The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[210] – Margaret Krohn
- The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[222][223]
- Choosing base idle animations of characters will be possible in future.[224]
- Certain animations, such as blinking, will be present when they don't interfere with the customization process.[225]
- Adjusting the background scene and lighting is a planned feature.[225]
- There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[226] – Steven Sharif
- Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[227]
- Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[227] – Steven Sharif
- Body adornments, such as piercings will be possible within cultural limits.[228]
- The developers are considering whether to allow custom tattoos to be uploaded by users.[229]
The aim is for the character creator to be on par if not much better than that of BDO.[230][231]
角色外表

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[233] – Steven Sharif
角色外表 can be customized in the character creator (CC)[235] and via in-game salons/barbershops.[220][236]
- We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[237] – Steven Sharif
- 角色 models are focused on realism.[238]
- A player will see a generic character before customization.[239]
- Character designs will have influences from a wide range of cultures, such as European, African and Asian.[240]
- Lolis will not be in the game.[241][242]
- Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[243][244][241][245][246]
- There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[241] – Steven Sharif
Body appearance
So many options coming down the road. Our character team continues to refine our customization options![248] – Steven Sharif
- Body presets.[249]
Head appearance
Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[258] – Zachary Mallet
Face appearance

Heads will be relatively proportional to the body size, with some limited variability.[266]
- Facial features.[268]
Appearance details
A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[272][273][274]
時裝

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[276] – Steven Sharif
時裝 provide a wide array of customization in Ashes of Creation.[277]
- There are no pay-to-win gameplay benefits from any purchasable items.[276][278]
- All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra.[275]
- Types of cosmetics:
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[279] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[280][281][276]
- I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[279] – Steven Sharif
- In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[282] – Steven Sharif
- There will be legendary cosmetics that are only achievable in-game that will never be offered in the cosmetic shop.[280][281][276]
- The most grand looking cosmetics will be from in-game achievment only.[283] – Steven Sharif
- There will not be recolors or material swaps on the monthly cosmetics as a means to populate in-game achievements.[280]
- There will be variants of the monthly cosmetics for NPCs and Mobs.[280][284]
- Component pieces of cosmetic armor may be reused in other in-game achievable gear sets.[280]
- From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[280] – Steven Sharif
- Different variants of store purchased cosmetic creatures (Pets and 坐騎) may exist in the wild.[285][286]
- While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![285] – Sarah Flanagan
- 時裝 can be used by all races but there may be slight variations to make them work with the body builds of each race.[287][288]
- There will not be mascot looking/furry cosmetics.[289]
- It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 every time there is an expansion.[280] – Steven Sharif
- Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[280] – Steven Sharif
- Costume and pet cosmetics don't have a level restriction. Building, ship, caravan and mount cosmetics require an in-game item to be obtained first to apply the cosmetic.[290][291]
- I know there have been quite a few questions regarding cosmetics over the years. As we get further along in development, we'll be providing more specific information regarding what specific buildings, items, etc., you can place each cosmetic on. We'll update this for all past items.[292] – Margaret Krohn
- 時裝 are not tradeable with other players but can be reassigned to other characters (alts) within the same account.[206][293]
時裝獲取方式
Some cosmetics can be obtained in-game:[294]
成就 may unlock some cosmetics.[294]
Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[294]
Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[295] – Steven Sharif
時裝道具
時裝道具 allow players to customize their character in-game.[217]
- Eye color.
- Skin color.
- Hair color.
- Hairstyles.
- Tattoos.
- Scars.
Cosmetic items that produce in-game cosmetic effects will also be available.[296]
- Fireworks.
- Picnics.
- Camps.
裝備外觀

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[297] – Steven Sharif
Gear is intended to be realistic in appearance.[298][299]
- There will not be "oversized" weapons.[300]
- Armor will not be overly sexual in appearance.[299]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[298] – Steven Sharif
- Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[301]
- There might be sliders, but there are not gonna be naked sliders.[301] – Steven Sharif
装甲 will take on a racial appearance.[302] 武器 will scale in size based on race.[303]
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[304] – Steven Sharif
- 時裝 can be used by all races but there may be slight variations to make them work with the body builds of each race.[287]
Players can change gear colors using dyes.[305][306]
Helmet display can be toggled on and off.[157]
Particle effects are used to denote the importance and rarity of some weapons.[308]
Crafters are able to influence what their crafted items will look like.[309][310]
武器 are able to be sheathed.[311][312]
時裝欄位/塑型
裝備 will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[314][315]
- There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[291]
- Cosmetic slots can be toggled on or off on their character by the player.[316]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[272][273]
- Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS 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 demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[272] – Steven Sharif
裝備配件
附件 are able to be unlocked as flair pieces to armor to create a customizable look.[317]
- There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[317]
世界觀

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.[319] – Jeffrey Bard
The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[320] – Steven Sharif
There are different parts to the 世界觀 in Ashes of Creation.[321]
These story arcs drive one or more quest lines.[321]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[183]
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.[322] – Steven Sharif
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.[323] – Jeffrey Bard
故事線

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[325] – Skott B
When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[327] – Skott B
故事線 are unlocked by multiple types of player activity within each server.[328][326][325][329]
- Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[329] – Steven Sharif
- Personal or class-based activity.[332][110][333][106][330][331][334][321]
- It is possible for some storylines to relate to a darker/evil path, if a character should choose.[335]
- Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[334] – Steven Sharif
- If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[328]
- Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[336][337]
- The developers with try to ensure that story arcs in future expansions flow on from existing story arcs, regardless of the different possible outcomes.[336]
- There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[338]
- We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[338] – Skott B
Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[339]
- 市長 require certain resources.[339]
- Buildings are required within a node.[339]
- Social organization tasks need to be completed.[339]
成長
成長 occurs through a variety of pathways.[340][341]
- The objective is to provide both vertical and horizontal progression.[342]
- Repetition will not be part of progression in Ashes of Creation.[343]
- Progression pathways in Ashes of Creation are per-character.[203]
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[340] – Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[344] – Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[345] – Steven Sharif
Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[346] – Steven Sharif
One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[347] – Steven Sharif
水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[348][349]
- Experience (XP) is gained through a variety of vertical and horizontal progression paths, such as PvP, PvE, 探索, 採集/加工/製造, Events/任務, Grinding mobs.[348][342][350]
- XP will be awarded for participating in objective-based PvP on a diminishing returns basis.[351]
- A character's level is visible to other players.[352]
- Some levels may offer more rewards than others.[353]
- I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[353] – Steven Sharif
- There will not be level boosts or auto-leveling (AFK leveling).[354][355]
- As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[354] – Steven Sharif
- 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.[356] – Steven Sharif
- A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[357]
End game
Ashes of Creation 將不會有一般的 end-game 階段。[358]
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。[358] – 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。[359] – Sarah Flanagan
等級上限
開發者預料玩家需要花費約45天,每天玩4-6小時才能達到滿等 [361][362]
- Lower level characters will have usefulness in mass combat (such as 節點戰) that is not directly dependent 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.[363]
The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[361] – Steven Sharif
練等
Repetition will not be part of progression in Ashes of Creation.[364]
- There will be no "grindy" quests.[364]
- There will not be repetitive quest lines through a single dungeon to obtain gear.[131]
- The aspiration is to have more things to do in the game than a player has time to do.[364]
掛機升級
在Ashes of Creation中不会有AFK 练级.[355]
我们希望这个游戏能被玩起来。如果有一些事情你可以不玩游戏,但仍能取得进展,我们就做错了.[355] – Jeffrey Bard
等級調整
Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[365][366][358]
- Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
- A: They they will not scale based on player level, no.[365]
導師計劃
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.[358]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[367]
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.[368] – 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.[367] – Steven Sharif
職業成長
若一名鬥士選擇法師為副原型,其將變成 Spellsword. 組合原型後,玩家可以將主技能樹的技能增強。鬥士的衝鋒能讓他們衝向敵人,對其造成傷害並有機會擊倒敵人。而法師的逃脫增強可以應用於衝鋒,讓衝鋒變成將玩家傳送到目標的位置,移除了本來向敵人衝鋒所需的時間。[369]
世界事件不會直接影響職業的效能,但將可能有一些附帶影響,例如裝備、附魔和紋身的供應。[375]
武器成長

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[377] – Steven Sharif
武器 have their own progression paths.[378][379]
- Each type of weapon has its own skill tree that grants passive skills and proc effects and other status conditions.[380][381][382][383][384][385][386][387][378][359][388]
- The weapon use combo system determines special effects that proc based on weapon progression.[378][388]
- Ancillary effects proc based on enchantment types.[388]
- Gear enhancements (power stones) can be applied to add elemental or energy types of damage.[388]
- Dual wielded weapons will have its own progression based on weapon type.[389]
- Weapon proficiency (based on length of use of a weapon) is not a planned feature.[359]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[359] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We kind of want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[388] – Steven Sharif
寵物成長
戰鬥寵物 will be levelable and will have gear available to them.[390][391]
- 戰鬥寵物 will incorporate some of their owner's power in a way that keeps the power progression horizontal.[392][393][394]
- Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[395]
Summoner summons (召喚師 pets) do add to the summoner's power when they are summoned.[392]
Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[392] – Steven Sharif
匠人成長
Progression within the artisan tree occurs based on experience (repetition of tasks) as well as achievements of certain benchmarks within each branch (採集, 加工 and 製造).[396]
- Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[397]
- When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[398] – Steven Sharif
- Progression within artisan classes does not directly relate to progression in a character's adventuring class, but there are requirements that take into account dangers, locations, toolsets, and surveying options that are level dependent.[399][400][374]
- It is likely that characters will gain an amount of XP as they progress toward mastery of their profession, however it should be expected that some master artisans might be significantly lower than the level cap.[399]
- Q: In regards to character level and artisan level. We know that currently there are two separate things. That being said, what prevents a player from staying level one and partying up with a level 50 player to then gather level 50 resources in the high zones? That way, anyone who wants to take those resources will have to kill the gatherer who is level one and get a large amount of corruption for killing a level one as a level 50.
- A: Gathering higher level resources requires significant advancement within a particular profession for that gatherable resource. So, if I'm a Miner and I want to access the highest possible mineral, I need to be a master miner; and in order to achieve the master minor status I am going to be gaining adventuring level experience through that process, because many of those quest lines, many of those achievements are facilitated through quest lines. Some of those quest lines interface with adventuring difficulties that are out in the wild at certain levels. So that's going to predicate me- that's going to be a predicate for me to achieve a certain level in order to complete some of these quest lines and achieve that master status. So you will you will likely not see the ability of a level one alt character having the access to high level mineral mining, or any other type of gatherable out there.[399] – Steven Sharif
宗教發展
There are player progression paths within a religion.[401][187]
- Players may follow only one religion at a time.[401][187]
- Religious progression is based on quests that are only offered to followers of that religion.[401]
- Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[401][402]
- Changing religion will cause loss of progress in a player's previous religion.[401][187]
- It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[403] – Steven Sharif
海事發展
Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to 工匠班. As a player gains experience in these different skills they become more adept at using them.[404][405]
- Interaction with attachments, such as gunnery.[404][405]
- Piloting/driving the ship.[404][405]
- Ship navigation.[404][405]
- Utilizing ship components, such as furling the sails.[404][406]
- Ship repair, such as the speed and amount of health restored.[404][405]
- Defensive skills.[405]
- Utility based skills.[405]
- The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[404] – Steven Sharif
區域與發展
地下城, 大型副本, 世界頭目, Mobs, 任務, Events, 資源, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.[407][408][49]
- Portions of the spawn tables (for mobs and resources) are static and other portions are dynamic and adapt to node development.[409]
- We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.[410] – Steven Sharif
公會發展

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[411] – Steven Sharif
公會發展 occurs through participation in different systems.[411]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[411][413][414]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[411]
- 增強 may apply at the upper tiers of guild progression.[411]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[415]
- Guild size can be traded off for guild progression.[411][416]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[417]
- Guild alliances may be a key part in creating a larger "guild".[416]
- 公会大厅 can be unlocked at a certain stage of guild advancement.[413]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[418]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[411] – Jeffrey Bard
社會組織發展
A player progresses through a social organization by accomplishing tasks or quests.[419] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[419] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[420]
- - For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[419]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[421] – Steven Sharif
- Social organizations unlock augments.
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[422] – Jeffrey Bard
同盟發展
Ashes of Creation may have specific content that revolves around 同盟.[423]
- 成長 pathways within alliances.[423]
- 行会 sharing common services with alliance members.[423]
- Alliances can toggle relationships with nodes.[423]
Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those you know channels of bonding between the different guilds or players, the more sustainable that relationship.[423] – Steven Sharif
個人土地房發展
個人土地房發展 unlocks new bonuses, abilities and capabilities for freeholds.[424]
- 個人土地房建築 are able to be levelled up based on the length of time and productivity of the freehold.[424]
- We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[424] – Steven Sharif
酒館 provide tiered services.[425]
- 任務 that might only be gathered from the player-owned taverns.[425]
- Meals that grant buffs for a period of time after a player leaves.[425]
- 配方 that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.[426][425]
The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[426][425]
- Q: What benefits do players receive for taking on the role of a tavern owner?
- A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[426] – Steven Sharif
怪物金幣發展
There is a progression system that levels a player's monster skills based on how often they participate in monster events.[427]
In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[428] – Steven Sharif
As nodes advance, so does the scale of the monsters.[429] There are tiers of events denoting the caliber of the monsters being spawned.[430]
- The tier of the monster coin dictates how powerful the monster is.[431]
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.[432] – Steven Sharif
攻城戰平衡
There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[433] – Steven Sharif
職業平衡
Balancing in Ashes of Creation is group focused not based on 1v1 combat.[434][435]
- 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.[435]
- 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.[435] – Steven Sharif
- Alpha-1 testing was focused on core functionality rather than combat balance.[81]
- Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.[436]
- From an engagement or encounter perspective, obviously we do a finger-in-the wind kind of balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake.[436] – Steven Sharif
The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[434][437]
- There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[438][439][176][437][440]
- 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.[434] – Steven Sharif
- We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[434] – Jeffrey Bard
- Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[441]
- 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 kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[441] – Steven Sharif
角色威力膨脹
The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[377]
Meta
- The effectiveness of classes, skills and gear is going to depend on the adversary or the encounter. There will be optimal builds for different challenges and difficulty ratings. This design aims to avoid any obvious meta or "cookie-cutter" builds in Ashes of Creation.[375]
- Different challenges are presented dynamically to players based on node progression and destruction. Situations that are based on a rock-paper-scissors design will inspire a horizontal gear chase. These dynamic challenges will change from month to month, causing a shift in demand in the economy as different builds are required by the new content.[375]
- Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[375]
- Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[375] – Steven Sharif
- The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[442]
- Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
- A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[442] – Steven Sharif
設計
傳統上為人熟悉的 MMO 設計有兩種不同遊戲循環:「主題樂園」和「沙盒」。現時大多數的 MMO 都屬於「主題樂園」– 這種遊戲會引導玩家沿着特定路線遊玩,一如既往的任務樞紐之間會設有一個個景點,但甚少會出現分岔路,令玩家幾乎沒有自由成長的空間。近來新上市的 MMO 有的採取沙盒模式,儘管沙盒有極高的自由度,但是由於遊戲世界內沒有預設的內容,也沒有人為的開發,很多玩家會感到意猶未盡,簡單來說就像只有一大堆「沙」。很多玩家因此經常陷入兩難,要不選擇重復性高的主題樂園,不然就是荒無人煙的沙盒,而 Ashes of Creation 的節點系統正是將這兩者連接的橋樑。[3]
為了讓沙盒的機制變得有意義,遊戲裏必須有精心策劃的內容來伴隨玩家的決擇。意思就是,作為遊戲開發,我們必須創造「主題盒」式內容,應對玩家所選的每一條遊玩路線。[443] – Steven Sharif
設計概念
Ashes of Creation 的設計遵循五大概念支柱。[444]
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。[444]
靈感
Ashes of Creation 的靈感源自數款 MMORPG。[445]
- 星戰前夜的地區性經濟和運輸的風險與回報。[445]
- 上古世紀的建築系統、運輸和海戰。[445]
- 天堂II 的風險與回報、攻城戰、PvP 標記系統、開放世界 PvP和公會系统。[446][445]
- Star Wars Galaxies 的製造系統。[445]
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。[446] – 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。[445] – Jeffrey Bard
內容膨脹
I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[447] – Steven Sharif
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.[448]
- Player feedback is important, but the developers will not change what they consider to be the core identity and vision for the game.[332][110][333][106]
- 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.[332] – Steven Sharif
- Some game aspects will be more polished than others before they are presented.[449]
- 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.[449] – 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.[448] – Steven Sharif
- The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[450]
- 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.[450] – 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.[451] – Steven Sharif
- 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.[452] – Steven Sharif
付費模式
買斷制
There is no upfront box cost associated with Ashes of Creation.[454]
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.[450] – Steven Sharif
訂閱制
Ashes of Creation (the MMORPG) is a subscription based game.[456]
- The monthly subscription fee is USD $14.99.[457][458]
- There will be no region locking, but certain regions will have "harmonized" subscription prices that better reflect their local economies. Harmonized regions will be segregated from other regions.[459][460]
- Lifetime subscriptions were granted to crowdfunding backers at the Braver of worlds level or higher.[39][461] These will never be available again.[462]
- 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.[463]
- Game time (earned through crowdfunding and pre-order packs) will not begin counting down until the game is released.[464]
- 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.[281] – Steven Sharif
- There is no P2W in Apocalypse or the MMORPG![466]
資料片
DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[41][42]
- The frequency and size of expansions will be based on the popularity and subscription base of the game.[41]
- DLC will not cost anything more than the normal subscription.[467][468]
- New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[470]
Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[471] – Jeffrey Bard
The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[471] – Steven Sharif
We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[468] – Steven Sharif
Pay to win
Ashes of Creation will not be pay to win.[472][281][473]
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.[473]
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.[281] – 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.[472] – Steven Sharif
库存 slots, 隨機性 loot boxes and XP potions are considered pay-to-win.[474][475][476][477]
- There will not be level boosts or auto-leveling.[354]
- There will not be a loot box system in Ashes of Creation.[474]
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.[474]
- Multiple accounts and multi-boxing on separate computers is not currently considered pay-to-win.[475][478][479]
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.[476] – Steven Sharif
- Q: Will there be RNG boxes?
- A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[477] – Steven Sharif
代理商
Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[480][481]
- Intrepid Studios will be opening offices in Amsterdam to help support their publishing operations in the EU (European Union) and CIS regions.[482]
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.[482] – Steven Sharif
The Ashes of Creation MMORPG will not be published on the Steam platform.[483]
- Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020. It was previously available for download on the official website and on Steam.[18]
NFTs
Intrepid Studios does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[484][485]
- To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[484]
時裝商城 (課金)

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.[281] – Steven Sharif
The 時裝商城 enables players to purchase 時裝 for use in Ashes of Creation.[294] The cosmetic store offers limited time, limited quantity items to help sustain game development.[279]
- Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[279]
- Nothing in the cosmetic store will be pay to win.[278]
Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[278]
- Cash shop cosmetics will offer a diverse selection of unique looks.[282]
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.[279] – Steven Sharif
- All cosmetic store items will be non-tradeable.[293] There will be no gifting mechanism for cosmetic items.[487]
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.[487] – Steven Sharif
造型

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[472] – Steven Sharif
Pets, 坐騎, 装甲, Buildings and Accessories sold in the cosmetic store are skins.[489]
- Skins are cosmetic items that do not grant the user any benefit.[275]
- Skins are only be able to be applied to things that have already been earned, crafted or found within Ashes of Creation.[490]
- Mount skins require a specific type of mount to have been achieved in-game.[491]
- The flavor text next to store items relates to the lore and background of creatures and items in the world of Verra.[275]
- Caravan skins change the appearance of an in-game mount and in-game caravan that are hooked up to each other.[492][493]
- The best skins will be in-game achievable.[494]
The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[494] – Steven Sharif
美術風格
Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[495]
- We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[495] – Steven Sharif
- It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[496] – Steven Sharif
美術影響
Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[497] – Steven Sharif
- Aelean architecture has a French medieval influence.[498]
- Dünir have a Nordic cultural influence.[499]
- Empyreans have a Greco-Roman imperialistic feeling.[500]
- The Kaelar have a European racial influence.[501]
- The Niküa have a Polynesian influence.[502][500]
- The Py'Rai have a Navajo Native American influence.[500] Py'Rai architecture has a woodland inspiration.[503][504]
- Pyrian architecture has a Greco-Roman influence.[505]
- The Vaelune have a Middle Eastern racial influence.[506]
- The Vek have a Mesoamerican racial influence.[506]
You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[507] – Steven Sharif
The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[498] – Steven Sharif
文化参照
There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[508]
- These won't be out of place in terms of immersion. They will be homages.[508]
There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[509] – Steven Sharif
娛樂軟件分級
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.[511]
- There may be an option to turn off blood and gore in the game.[512]
- There probably won't be swearing in quests.[513]
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.[513] – Jeffrey Bard
遊戲難度
Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[436]
- People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[514] – Jeffrey Bard
- There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[514] – Peter Pilone
學習曲線
Ashes of Creation will be easy to understand yet hard to master.[515]
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.[516] – Steven Sharif
目標玩家
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 kind of 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.[517] – 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.[518]
A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[518] – Akil Hooper
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 kind of 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.[518] – Steven Sharif
休閒 vs. 重度玩家
The multiple progression paths in Ashes of Creation offer different "lanes" for players depending on the time they have available to play.[519]
- Some progression paths will be more immediately achievable, which are more suited to casual players.[519]
- Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[520]
- 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.[363]
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.[520] – Steven Sharif
- Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[519]
- 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.[519]
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.[519] – Steven Sharif
PvE 難度
The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[521]
- Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[521]
- Certain AI behaviors might activate based on progress within an encounter.[522][523]
- Bosses and mobs will not auto-scale based on group size, but AI behaviors may dynamically adapt to the number and types of combattants in proximity to the encounter.[522][524]
- Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[522] – Steven Sharif
- The higher the difficulty, the better the loot tables will be.[521]
- Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
- A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[525] – Steven Sharif
導師計劃
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.[358]
- Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[367]
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.[368] – 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.[367] – Steven Sharif
Solo players
Ashes of Creation provides gameplay options for solo oriented players.[527]
- For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[527] – Steven Sharif
- Certain quest lines and hunting grounds are devoted towards solo players.[527][121]
- Node citizenship and social organizations provide the ability to interact without the strong bonds that typically come with guild-oriented organizations.[527][528]
- Mechanics exist within larger conflicts for small groups and solo players to impact the battle.[529]
- This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[529]
在地化/翻譯
Ashes of Creation 起初將支持英文、法文、德文和俄文。[530][531]
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.[531] – Steven Sharif
官方將致力翻譯 Ashes of Creation 成多種語言。[533][534]
遊戲平台
Ashes of Creation will be released on the Windows PC platform.[536][537]
- Console support may be added at a later point.[536][537]
- Native Linux support may be possible in future.[536][538]
Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[536]
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.[536] – Steven Sharif
遊戲效能
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.[541] – 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.[542] – Steven Sharif
Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[544]
- Game settings allow players to fine tune performance to suit their preferences and hardware capabilities.[545][546][274]
- A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[272][273][274]
- 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.[545] – Steven Sharif
Alpha 測試系統需求

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[547] – Steven Sharif
These are fully operational NPCs. They have behavior trees, they have AI blackboards; you know they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[548] – Steven Sharif
Ashes of Creation alpha testing minimum system specification.[549] These system specs have not changed for Unreal Engine 5.[550][551]
- Operating System: Windows 10 64-Bit
- Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
- Graphics Card: Nvidia GeForce GTX 750 Ti or AMD Radeon R9 270
- Memory: 8 GB RAM
- Network: Broadband Internet connection
- Storage: 50 GB of available space
- Sound Card: DirectX Compatible Sound Card
Recommended specification.[549]
- Operating System: Windows 10 64-Bit
- Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
- Graphics Card: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
- Memory: 16 GB RAM
- Network: Broadband Internet connection
- Storage: 50 GB of available space
- Sound Card: DirectX Compatible Sound Card
Unreal Engine 5
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.[552] – Steven Sharif
Unreal Engine 5 is the graphical engine for Ashes of Creation.[552][553] The game was originally developed in Unreal Engine 4.[554] Migrating to UE5 required some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[555][556]
- Unreal Engine 5 enables improved forms of locomotion/animation (motion warping), such as crouching, tilting and mantling.[557][558]
- 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 you know 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.[557] – Steven Sharif
- Unreal Engine 5 Lumen provides enhanced global illumination and Nanite enables increased graphical fidelity in the game (without excessive overhead).[559][560][561][555]
- The recommended system specs for the game have not changed for Unreal Engine 5.[550][551]
- 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.[562] – 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.[559] – Steven Sharif
- Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[555]
- World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[555]
- Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[555]
- 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.[555] – Steven Sharif
Ashes of Creation features a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as PvP, 節點戰, 攻城戰, 地下城 and 世界頭目.[563]
- The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[564]
- Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[565] – Steven Sharif
- The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[565]
- As of January 24, 2022 all teams have moved over to Unreal Engine 5.[566]
- The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[567][568][569]
- The decision to upgrading to 5.2 will be considered based on the team's needs.[570]
- 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.[571]
- 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.[571] – 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.[572]
- 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.[573] – Ry Schueller
- Server-firsts will be able to be captured and collected on memory fragments that players can collect in-game so they may relive their experiences.[575]
There will be a multitude of servers located throughout the various regions of the world.[576]
- Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[576]
- Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[576]
We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. 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.[576] – Steven Sharif
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.[577]
- Stats are available on a per-guild basis, subject to a permissions structure.[577]
地區
Ashes of Creation will launch with the following server regions:[578][579]
- North America (NA).[580][581][582]
- Europe (EU).[580][581][582]
- Asia/Pacific (SEA).[580][582][583]
- Oceania (OCE) (Australia).[580][582][583]
- The likelihood is very high for Sydney or Melbourne based OCE servers.[584]
- OCE servers may not be provisioned until Beta for Ashes of Creation (the MMO) and live launch for Ashes of Creation Apocalypse.[299]
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.[585] – Steven Sharif
Other server regions will be considered based on interest.[580][579]
- South America is under consideration due to traffic from that region.[586]
Once we get closer to launch we'll update this information, which may include additional regions.[580]
Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[459]
- Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[460]
Folks have always been able to make characters on any server they wish. We are not region locking anyone.[460] – Margaret Krohn
伺服器人口
Population limits will be enforced on each server.[587]
- Around 8-10k concurrent users per server is projected.[588][585][589][590]
- Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[591]
- There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[593]
- The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[592][64]
- 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.[577]
伺服器歷史
The history of each server will be tracked and visible to players in a node's library.[595][596]
- 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.[596] – 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.[597]
分流
There won't be server channels (sharding) on a server.[598][599]
伺服器種類
- There won't be separate roleplaying (RP) servers.[600]
- There won't be separate PvE and PvP servers.[104]
伺服器轉移
伺服器轉移, outside of server merges, will not be possible initially.[601][359]
電競
eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[602]
If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[602] – Steven Sharif
配音
- NPCs will have voice acted audio greetings.[603][604]
- Certain bosses and creatures will have voice lines along with other audio cues.[605]
- Narrated quest lines are not currently planned for launch.[603] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[603]
- Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[603] – Steven Sharif
- Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[606] – Steven Sharif
音樂
Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Alpha-2 and Beta-1.[607][608]
- Certain bosses and encounters will feature specific original sound tracks.[609]
- Music from Alpha-1 and on livestream Dev updates is placeholder music. It is not intended music for Ashes of Creation at launch.[610]
- The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[609] – Steven Sharif
- Intrepid Studios will own the rights to the music of Ashes of Creation.[611]
- When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[611] – Margaret Krohn
酒館音樂
Music within taverns can be set by players.[612]
遊戲管理員
遊戲管理員 (GMs) will be present and active on Ashes of Creation servers.[613][614][615]
- On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[613] – Margaret Krohn
- The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[615] – Steven Sharif
- There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[615]
- Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[615] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[614][616]
- When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[613] – Steven Sharif
- Players that work outside of the game design to grief or harass other players are actionable by customer services.[617]
- I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[619]
- The volunteer moderator program will continue (post-launch).[191]
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.[620][621][622][616]
- 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.[620][616]
- 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.[620] – Steven Sharif
- Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the active GM/community team.[614][616]
- 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 kind of thing. We have got to ensure that it is feared to do those things because you know that ashes has active GMS, it has active customer service, it has an active community team.[614] – Steven Sharif
雙重認證
Token-based two-factor authentication (2FA) may be in place for Alpha-1.[623]
插件/模組
Addons, DPS meters, and threat meters will not be supported.[624][625][626]
- 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.[625] – Steven Sharif
- The developers do not want addons/mods to be necessary to experience the game.[627]
- The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[624][628][626]
- 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.[624] – Steven Sharif
- Threat meters will also not be present in the game. There will instead be visual in-game queues to indicate threat.[624]
- Meters in my opinion are a removal from the 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.[624] – Steven Sharif
- 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.[629]
- The design of the game API is still under consideration.[630]
戰鬥記錄
There are combat logs in Ashes of Creation.[631]
We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[516] – Steven Sharif
里程碑
December 2015 | First team members were hired.[632] |
---|---|
February 2016 | Ashes of Creation design documentation and prototyping.[633][632] |
December 10, 2016 | Official website was launched and project announced.[632] |
January 18, 2017 | Official discord was launched.[634] |
May 2, 2017 | Kickstarter crowdfunding campaign launched with $750,000 funding goal.[635] |
June 3, 2017 | Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[164] |
June 2017 | Game production began with a team size of 15-20.[633] |
June 21, 2017 | 夏季众筹 campaign launched.[636] |
July 22, 2017 | Summer crowdfunding campaign completed with 2,485 backers.[637] |
September 1, 2017 | PAX West 2017.[638][639] |
November 4, 2017 | Raised $16,500 for Extra Life children's hospitals.[640] |
December 15, 2017 | Alpha-0 released on schedule.[8] |
March 19-23, 2018 | Game Developers Conference (GDC) 2018.[641] |
April 5, 2018 | PAX East 2018.[642] |
August 15, 2018 | Last day for purchases of Alpha-1 through Intrepid pre-order packs.[93] |
August 20, 2018 | At Gamescom with My.com.[643] |
August 27, 2018 | 100 developers working on Ashes of Creation.[644] |
September 1, 2018 | PAX West 2018 panel.[645] |
October 19, 2018 | Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[11] |
November 4, 2018 | Raised $20,518 for Rady Children's hospital with Extra Life.[646] |
April 15, 2019 | 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[647] |
November 3, 2019 | Raised $20,901 for Rady Children's hospital with Extra Life.[648] |
August 21, 2020 | Announced a mutual parting of ways with publisher My.games.[482] |
October 17, 2020 | Almost 3,000,000 registered accounts for Ashes of Creation.[649] |
October 17, 2020 | ~87 developers working on Ashes of Creation.[650] |
November 8, 2020 | Raised $88,546 for Rady Children's hospital with Extra Life.[651] |
February 26, 2021 | Official ashesofcreation.com website redesign.[652] |
May 5, 2021 | Alpha-1 sales resumed with the announcement of the Adventurer 預購禮包.[653] |
May 17, 2021 | Verbal NDA was lifted from Alpha-1 testing.[654] |
July 9, 2021 | Alpha-1 no-保密協議 preview weekend began on schedule.[32] |
July 11, 2021 | Alpha-1 no-保密協議 preview weekend completed on schedule.[31] |
July 14, 2021 | Alpha-1 no-保密協議 month long test began on schedule.[655][656] |
August 15, 2021 | Alpha-1 no-保密協議 month long test completed on schedule.[657] |
November 7, 2021 | Raised $34,485 for Rady Children's hospital with Extra Life.[658] |
December 23, 2021 | Announced that Ashes of Creation is moving to Unreal Engine 5.[552][553] |
January 14, 2022 | Over 120 people working on Ashes of Creation.[659] |
November 5, 2022 | Raised $77,939 for Rady Children's hospital with Extra Life.[660] |
成就
- Kickstarter资助最多的MMORPG.[661]
- Kickstarter的第7位最多资金的视频游戏.[662]
- 最值得期待的MMO – MMORPG.com的2017年最佳奖项.[663]
- MMORPG.com的2017年最佳奖项 – MMOs World.[664]
- Gamescom 2018: 最佳独立游戏.[665]
- Gamescom 2018: 最佳在线游戏.[665]
- 2020年最佳独立MMO – massivelyop.com reader's poll.[666]
- 2021年及以后最值得期待的MMO – massivelyop.com读者投票.[667]
跨媒體製作
Ashes of Creation 將會是一個跨媒體製作的作品系列。[668]
Ashes of Creation Apocalypse
The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[672]
Ashes of Creation Apocalypse (also referred to as APOC)[669] was a free-to-play[465] matchmaking-based arena game with three primary modes.[674]
Ashes of Creation Apocalypse utilizes action-based combat.[674][93][96]
- Ashes of Creation Apocalypse will be implemented side-by-side with the Ashes of Creation MMORPG.[676][677]
- 6.25 km2 map size.[678]
- The Forest of Erinthia map is roughly 1/5th the size of the original map.[679]
- A 角色創建 will be available to allow creation and saving of characters for use in the MMORPG.[676]
- Establish 玩家房屋 and save Furniture arrangements for use in the full game.[676]
Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[18]
- It was previously available for download on the official website and on Steam.[18]
Ashes of Creation 棋盤遊戲
An Ashes of Creation 棋盤遊戲 is scheduled for release at around the time of the MMORPG Beta phase.[670]
Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[680] – Steven Sharif
It is a resource management and combat game with an action economy.[670]
- Each player chooses a Class and attempts to build a Guild that takes over a server on Ashes of Creation.[670]
- The more guild members, the more action tokens the guild will receive. These tokens can be spent on actions on the game board and during battles.
- Guilds gain income by constructing 商隊.
- Players have a pool of resources that they keep secret.
There are several types of combat in the game.[670]
- Attacking caravans.
- 競技場 (instanced).
- 公會戰.
- Raid bosses.
- Attacking a raid boss makes the game co-op. Other guilds can then join in to fight the boss.
- The raid boss' level is based on the level that the game board is at.
The game comes as a complete set with an adjustable map that players construct every game.[670]
- The map is comprised of six components that are placed together.
- The game board is made of zones that evolve as players complete activities and actions.
- Over forty different buildings can be built.
There game comes with six standardized characters.[670]
- Players have a character sheet with tracked abilities and skill levels.
- As a character levels they become more powerful.
Players compete for server firsts.[670]
The game is playable by two to five players.[670]
- The game will last about 30 minutes per player.
There will be expansions, but the base game can be played stand-alone.[670]
- Expansions will come with additional map tiles with new locations to gain resources from.
- Map tiles from expansions can be switched out.
- Expansions come with additional structures.
- Expansions will have characters that are race-specific to Ashes of Creation.
- Each race will have certain advantages and abilities.
The game will probably not be funded by Kickstarter.[670]
The estimated retail price is between $50 and $100 US.[670]
It is undecided if certain editions of the game will come with 時裝.[670]
典藏版
I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[681] – Steven Sharif
實機遊玩影片
- 2017-05-25 Video - Monster coin system
- 2017-05-30 Video - Pre-alpha Mage gameplay
- 2017-12-15 Livestream
- 2018-01-30 IGN Ashes of Creation hands-on
- 2018-02-09 Livestream
- 2018-04-04 Video - PAX East Pre-Alpha Gameplay
- 2018-04-06 MMORPG-PAX East 2018 Demo and Interview
- 2018-04-09 MASSIVELY OP - Hands-on with the surprisingly solid combat of Ashes of Creation
- 2018-04-20 Dragon Blogger - Gameplay and interview with Jeffrey Bard
- 2018-08-17 Video - Ashes of Creation Apocalypse - First Look at Action Combat
- 2018-09-01 Video - Ashes of Creation Apocalypse Alpha Gameplay
- 2018-09-27 Livestream
- 2018-10-20 Lazy Peon livestream interview with Steven Sharif
- 2018-10-21 Krojak livestream interview with Steven Sharif
- 2018-10-31 Livestream
- 2018-12-06 Livestream
- 2018-12-06 Video - Ashes of Creation Apocalypse
- 2018-12-13 Livestream
- 2019-03-08 Livestream
- 2019-03-08 Video - Ashes of Creation Apocalypse Castle Siege Gameplay
- 2019-08-21 Video - Ashes of Creation MMORPG Teaser
- 2019-09-24 Video - Ashes of Creation Apocalypse early access trailer
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part I)
- 2019-09-30 Apocalypse Gaming Session Late Night Edition Livestream (Part II)
- 2019-10-02 Apocalypse QnA and Gaming Session Late Night Edition Livestream
- 2019-10-12 Apocalypse gaming session with some lite QnA Livestream
- 2020-03-23 Ashes of Creation - Alpha One Early Preview
- 2020-03-27 Development Update + Alpha One Early Preview Livestream
- 2020-04-30 Livestream
- 2020-05-31 Video - Pre-Alpha Gameplay in 4K
- 2020-09-30 Video - 4K Footage of Aquatic Mounts
- 2020-10-30 Livestream
- 2020-12-22 Livestream
- 2020-12-22 Video - 4K Alpha-1 Preview - Level 10 Boss Fight Footage
- 2021-02-26 Livestream
- 2021-02-26 Video - 4K - Alpha One Gameplay Update
- 2021-03-26 Livestream
- 2021-04-30 Livestream
- 2021-04-30 Video - 4K - Alpha One Raid Boss - April Update
- 2021-05-28 Livestream
- 2021-05-28 Video - Early Siege Gameplay in 4K
- 2021-07-14 Guide to Alpha-1
- 2021-07-30 Livestream
- 2021-12-23 Video - Ashes of Creation Unreal Engine 5 Walkthrough
- 2021-12-27 Video - Ashes of Creation Unreal Engine 5 Preview
- 2022-06-30 Livestream
- 2022-06-30 Video - Ashes of Creation Alpha Two Basic Melee Weapon Attack Update
- 2022-09-30 Video - Ashes of Creation Alpha Two Basic Ranged Weapon Attack Update
- 2022-10-28 Video - Ashes of Creation Alpha Two Gathering Updates
- 2022-12-02 Video - Ashes of Creation Alpha Two Night and Day and Other Heavenly Things
- 2023-01-27 Video - Alpha Two Tank Preview
- 2023-03-31 Video - Alpha Two Story Arc Systems Preview and the Lore of Carphin
- 2023-04-28 Video - Alpha Two Mage Archetype Preview
- 2023-05-31 Video - Alpha Two Cyclops Combat Preview
外部連結
- Ashes of Creation official website.
- Ashes of Creation official Discord.
- Ashes of Creation official forums.
- Ashes of Creation official Twitter.
- Ashes of Creation official Facebook.
- Ashes of Creation official Instagram.
- Ashes of Creation official YouTube channel.
- Ashes of Creation official Twitch channel.
- Ashes of Creation official Steam community.
- Ashes of Creation official subreddit.
其他
引用
- ↑ 直播, 2021-01-29 (46:48).
- ↑ 2.0 2.1 Ashes of Creation MMO.
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- ↑ Podcast, 2021-04-11 (46:44).
- ↑ 5.0 5.1 直播, 2023-03-31 (5:57).
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- ↑ 9.0 9.1 9.2 直播, 2018-09-01 (54:06).
- ↑
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- ↑ Press release - Ashes of Creation Apocalypse Launches December 18.
- ↑
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- ↑ @AoCApocalypse on Twitter.
- ↑ 16.0 16.1 直播, 2019-12-17 (18:33).
- ↑ 17.0 17.1 17.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
- ↑ 18.0 18.1 18.2 18.3
- ↑ 19.0 19.1
- ↑ March 2020 newsletter.
- ↑ 影片, 2020-03-23 (0:01).
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- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 26.0 26.1 26.2 Blog: Creative Director's Letter, October 16 2020
- ↑ 直播, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 29.0 29.1 29.2 29.3 29.4 Alpha One Schedule Update, May 10 2021.
- ↑ 30.0 30.1 An Update on Alpha One Schedule, March 12 2021
- ↑ 31.0 31.1
- ↑ 32.0 32.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑ 33.0 33.1 33.2 33.3 33.4 33.5
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- ↑ 42.0 42.1 42.2 直播, 2017-05-08 (11:14).
- ↑ 43.0 43.1 43.2 Node series part II – the Metropolis.
- ↑ Node series part I
- ↑ Ashes of Creation - Screenshots.
- ↑ Blog: 10 facts about castle sieges in the MMORPG.
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- ↑ Podcast, 2018-04-23 (15:14).
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- ↑ 51.0 51.1 直播, 2020-11-30 (37:16).
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- ↑ Know Your Nodes: Economic Node Type.
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- ↑ 直播, 2018-12-12 (14:48).
- ↑ 訪談, 2020-07-20 (3:45).
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- ↑ 影片, 2016-12-04 (0:02).
- ↑ Twitch Bustin - Practice Sieges?
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- ↑ 直播, 2018-04-8 (PM) (41:44).
- ↑
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- ↑ 81.0 81.1 直播, 2021-05-28 (1:13:05).
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- ↑ 88.0 88.1 訪談, 2019-04-15 (38:03).
- ↑ 89.0 89.1 直播, 2021-06-25 (27:10).
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- ↑ 直播, 2020-04-30 (40:19).
- ↑ 94.0 94.1 94.2 94.3 直播, 2018-04-8 (PM) (37:57).
- ↑ 直播, 2020-08-28 (1:12:50).
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- ↑ 102.0 102.1 102.2 102.3 直播, 2017-05-05 (33:25).
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- ↑ 直播, 2017-05-15 (14:05).
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- ↑ 直播, 2020-04-30 (1:05:34).
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- ↑ 110.0 110.1 110.2 110.3 110.4 110.5 110.6 110.7 110.8 110.9 直播, 2023-03-31 (1:00:16).
- ↑
- ↑ 直播, 2020-03-28 (1:48:36).
- ↑ 直播, 2023-05-31 (45:47).
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- ↑ 直播, 2017-05-19 (24:17).
- ↑ 影片, 2021-05-28 (5:40).
- ↑ 121.0 121.1 121.2 About Ashes of Creation.
- ↑ 影片, 2021-04-30 (4:51).
- ↑ 123.0 123.1 Podcast, 2018-07-09 (22:24).
- ↑ 124.0 124.1 Ashes of Creation FAQ.
- ↑ 直播, 2018-04-8 (PM) (1:14:01).
- ↑ 影片, 2020-05-31 (1:09:50).
- ↑
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- ↑ 直播, 2017-05-15 (13:06).
- ↑ 130.0 130.1 訪談, 2020-07-18 (52:57).
- ↑ 131.0 131.1 131.2 131.3 訪談, 2018-08-24 (4:15).
- ↑
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- ↑ 直播, 2017-05-26 (44:11).
- ↑ 直播, 2017-05-26 (20:46).
- ↑ 直播, 2022-09-30 (1:05:25).
- ↑ 直播, 2022-10-14 (18:34).
- ↑ 138.00 138.01 138.02 138.03 138.04 138.05 138.06 138.07 138.08 138.09 138.10 直播, 2017-05-24 (14:15).
- ↑
- ↑ 直播, 2017-07-28 (45:21).
- ↑
- ↑ 142.0 142.1 142.2
- ↑ 直播, 2018-05-04 (33:27).
- ↑ 直播, 2019-09-27 (1:06:44).
- ↑ 直播, 2017-05-24 (18:40).
- ↑
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- ↑ 151.0 151.1 直播, 2018-05-04 (33:56).
- ↑
- ↑ Podcast, 2021-09-29 (56:50).
- ↑ 直播, 2018-05-04 (54:58).
- ↑ Steven Sharif Twitter.
- ↑ 直播, 2022-01-28 (56:12).
- ↑ 157.0 157.1
- ↑ 158.00 158.01 158.02 158.03 158.04 158.05 158.06 158.07 158.08 158.09 158.10 158.11 158.12 直播, 2018-02-09 (7:31).
- ↑
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- ↑
- ↑ 162.0 162.1 直播, 2017-07-28 (31:30).
- ↑
- ↑ 164.0 164.1 Ashes of Creation Kickstarter.
- ↑ 直播, 2020-04-30 (1:00:57).
- ↑ 直播, 2018-09-01 (1:02:18).
- ↑ 167.0 167.1 167.2 167.3 167.4 167.5 167.6 167.7 Ashes of Creation race breakdown.
- ↑ Kickstarter $2,500,000 New Player Race Achieved.
- ↑ 直播, 2018-11-03 (0:00:54).
- ↑ 直播, 2018-11-03 (0:01:57).
- ↑ 直播, 2018-11-03 (0:02:35).
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- ↑ 176.0 176.1 176.2 176.3 176.4 176.5 訪談, 2020-07-18 (1:05:04).
- ↑ 177.0 177.1 177.2 Ashes of Creation class list.
- ↑ 178.0 178.1
- ↑ Podcast, 2021-04-11 (13:30).
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- ↑ 直播, 2020-01-30 (1:40:48).
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- ↑
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- ↑ 210.0 210.1 210.2 影片, 2022-03-31 (34:16).
- ↑ 211.0 211.1 211.2 影片, 2022-03-31 (18:47).
- ↑ 影片, 2022-03-31 (19:14).
- ↑ 影片, 2022-03-31 (0:00).
- ↑ 214.0 214.1
- ↑
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- ↑ 217.00 217.01 217.02 217.03 217.04 217.05 217.06 217.07 217.08 217.09 217.10 直播, 2017-05-08 (48:49).
- ↑ 影片, 2022-03-31 (29:14).
- ↑ 影片, 2022-03-31 (16:23).
- ↑ 220.0 220.1 220.2 直播, 2022-04-29 (5:05).
- ↑ 直播, 2017-05-24 (28:22).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
- ↑ Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
- ↑ 直播, 2022-01-28 (39:30).
- ↑ 225.0 225.1 直播, 2022-03-31 (56:40).
- ↑ 直播, 2022-03-31 (4:57).
- ↑ 227.0 227.1 直播, 2022-03-31 (58:47).
- ↑ 直播, 2022-03-31 (59:36).
- ↑ 直播, 2022-03-31 (1:01:08).
- ↑ 230.0 230.1 直播, 2020-07-25 (1:11:52).
- ↑
- ↑ 影片, 2022-03-31 (13:47).
- ↑ 233.0 233.1 直播, 2020-04-30 (46:51).
- ↑ 直播, 2022-06-30 (1:01:00).
- ↑ 直播, 2017-05-08 (47:35).
- ↑ 直播, 2017-05-15 (51:19).
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- ↑ 直播, 2017-06-30 (11:21).
- ↑ 直播, 2017-06-30 (10:04).
- ↑ 直播, 2017-06-30 (12:39).
- ↑ 241.0 241.1 241.2 Podcast, 2021-09-29 (18:19).
- ↑
- ↑ 直播, 2022-03-31 (1:00:14).
- ↑ 244.0 244.1 影片, 2022-03-31 (9:23).
- ↑ 245.0 245.1 直播, 2020-04-30 (1:10:46).
- ↑ 直播, 2017-06-30 (13:13).
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- ↑
- ↑ 影片, 2022-03-31 (7:05).
- ↑ 250.0 250.1 250.2 250.3 直播, 2022-01-28 (59:48).
- ↑ 直播, 2017-06-30 (10:27).
- ↑ 影片, 2022-03-31 (7:50).
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- ↑ 影片, 2022-03-31 (8:54).
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- ↑ 直播, 2017-05-24 (48:45).
- ↑ 257.0 257.1 257.2 257.3 257.4 影片, 2022-03-31 (10:00).
- ↑ 258.0 258.1 Twitter - A little salt and pepper never hurt anyone!
- ↑ Twitter - We took our Vek to the barbershop for some fresh new cuts!
- ↑ 260.0 260.1 影片, 2022-03-31 (11:02).
- ↑ 261.0 261.1 261.2 261.3 261.4 261.5 261.6 影片, 2022-03-31 (11:04).
- ↑ 262.00 262.01 262.02 262.03 262.04 262.05 262.06 262.07 262.08 262.09 262.10 262.11 影片, 2022-03-31 (11:52).
- ↑
- ↑ Ashes of Creation Twitter.
- ↑ 影片, 2022-03-31 (39:29).
- ↑
- ↑ 267.0 267.1 267.2 影片, 2022-03-31 (13:31).
- ↑ 268.0 268.1 268.2 268.3 268.4 268.5 268.6 影片, 2022-03-31 (13:56).
- ↑ 269.0 269.1 269.2 影片, 2022-03-31 (13:59).
- ↑ 270.0 270.1 270.2 270.3 270.4 270.5 影片, 2022-03-31 (19:49).
- ↑ 影片, 2022-03-31 (21:03).
- ↑ 272.0 272.1 272.2 272.3 直播, 2020-07-25 (54:10).
- ↑ 273.0 273.1 273.2 直播, 2019-11-22 (1:08:05).
- ↑ 274.0 274.1 274.2 直播, 2018-08-17 (1:07:51).
- ↑ 275.0 275.1 275.2 275.3 Rime and Regal.
- ↑ 276.0 276.1 276.2 276.3 Ashes of Creation Reddit - Heat and Harmony.
- ↑ 直播, 2017-05-08 (48:52).
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- ↑ 280.0 280.1 280.2 280.3 280.4 280.5 280.6 280.7
- ↑ 281.0 281.1 281.2 281.3 281.4 281.5 直播, 2020-07-25 (1:53:46).
- ↑ 282.0 282.1
- ↑
- ↑
- ↑ 285.0 285.1
- ↑ 直播, 2019-06-28 (1:25:55).
- ↑ 287.0 287.1
- ↑ 直播, 2020-06-26 (1:42:55).
- ↑ Podcast, 2020-11-15 (49:02).
- ↑
- ↑ 291.0 291.1 直播, 2020-11-30 (57:50).
- ↑
- ↑ 293.0 293.1
- ↑ 294.0 294.1 294.2 294.3
- ↑ 直播, 2018-07-09 (55:20).
- ↑ 直播, 2017-05-26 (32:14).
- ↑ 297.0 297.1 直播, 2020-05-29 (50:20).
- ↑ 298.0 298.1 直播, 2017-05-26 (19:51).
- ↑ 299.0 299.1 299.2 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 301.0 301.1 直播, 2021-12-23 (1:34:07).
- ↑ Podcast, 2018-08-04 (53:43).
- ↑ 直播, 2022-10-28 (1:41:06).
- ↑ 直播, 2021-09-24 (1:25:27).
- ↑ 直播, 2017-07-18 (54:56).
- ↑ 直播, 2017-07-28 (9:47).
- ↑ 直播, 2020-10-30 (1:13:22).
- ↑
- ↑ 直播, 2020-11-30 (1:05:22).
- ↑ 直播, 2017-05-24 (24:19).
- ↑
- ↑ 直播, 2017-09-03 (48:56).
- ↑ 直播, 2023-05-31 (58:37).
- ↑ 訪談, 2018-08-24 (5:28).
- ↑ 直播, 2017-11-17 (22:33).
- ↑ 直播, 2018-02-09 (50:29).
- ↑ 317.0 317.1 訪談, 2018-10-20 (3:34:46).
- ↑ Ashes of Creation Press Kit.
- ↑ Interview, 2016-12-7.
- ↑
- ↑ 321.0 321.1 321.2 321.3 321.4 321.5 321.6 321.7 321.8 直播, 2018-01-18 (39:08).
- ↑ 影片, 2018-04-05 (37:50).
- ↑ 影片, 2018-04-05 (37:13).
- ↑ 影片, 2023-03-31 (14:14).
- ↑ 325.0 325.1 325.2 325.3 影片, 2023-03-31 (3:32).
- ↑ 326.0 326.1 影片, 2023-03-31 (1:22).
- ↑ 影片, 2023-03-31 (6:30).
- ↑ 328.0 328.1
- ↑ 329.0 329.1 329.2 影片, 2018-04-05 (35:01).
- ↑ 330.0 330.1 330.2 330.3 直播, 2022-04-29 (1:05:37).
- ↑ 331.0 331.1 331.2 直播, 2022-03-31 (1:15:29).
- ↑ 332.0 332.1 332.2 直播, 2023-04-07 (55:22).
- ↑ 333.0 333.1 直播, 2022-10-28 (32:52).
- ↑ 334.0 334.1 直播, 2019-05-30 (1:18:16).
- ↑ 直播, 2017-05-26 (15:37).
- ↑ 336.0 336.1 直播, 2023-04-07 (58:39).
- ↑ 影片, 2023-03-31 (14:20).
- ↑ 338.0 338.1
- ↑ 339.0 339.1 339.2 339.3 直播, 2017-10-31 (29:50).
- ↑ 340.0 340.1 直播, 2021-12-23 (1:32:10).
- ↑ 直播, 2017-05-19 (51:52).
- ↑ 342.0 342.1 訪談, 2018-10-20 (1:55).
- ↑ 直播, 2017-05-12 (42:17).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 直播, 2018-04-8 (PM) (28:38).
- ↑ 訪談, 2018-10-20 (2:53:53).
- ↑ 347.0 347.1 直播, 2020-07-31 (1:05:58).
- ↑ 348.0 348.1 直播, 2022-10-14 (23:15).
- ↑
- ↑ 直播, 2017-05-24 (46:27).
- ↑ 直播, 2022-05-27 (1:11:10).
- ↑ 直播, 2020-07-25 (1:33:37).
- ↑ 353.0 353.1 直播, 2022-07-29 (1:24:58).
- ↑ 354.0 354.1 354.2 訪談, 2021-06-13 (48:27).
- ↑ 355.0 355.1 355.2 直播, 2018-09-27 (52:41).
- ↑ 356.0 356.1 直播, 2020-07-25 (1:34:55).
- ↑ 直播, 2022-04-29 (1:06:34).
- ↑ 358.0 358.1 358.2 358.3 358.4 影片, 2018-04-05 (40:08).
- ↑ 359.0 359.1 359.2 359.3 359.4 359.5 359.6 February 8, 2019 - Questions and Answers.
- ↑ 直播, 2017-12-15 (58:48).
- ↑ 361.0 361.1 訪談, 2020-07-08 (1:07:59).
- ↑ 直播, 2017-05-24 (19:25).
- ↑ 363.0 363.1 訪談, 2020-07-08 (1:12:51).
- ↑ 364.0 364.1 364.2 直播, 2017-05-15 (26:13).
- ↑ 365.0 365.1 直播, 2023-05-31 (43:55).
- ↑ 訪談, 2021-06-13 (24:14).
- ↑ 367.0 367.1 367.2 367.3 367.4 367.5 367.6 367.7 367.8 367.9 直播, 2020-09-30 (1:07:22).
- ↑ 368.0 368.1 訪談, 2018-08-24 (8:52).
- ↑ 369.0 369.1 369.2 369.3
- ↑ 370.0 370.1 訪談, 2020-07-29 (54:44).
- ↑ 371.0 371.1 直播, 2017-07-28 (19:05).
- ↑ 直播, 2017-05-03 (50:50).
- ↑ 直播, 2017-07-18 (37:43).
- ↑ 374.0 374.1 直播, 2020-07-31 (1:31:11).
- ↑ 375.0 375.1 375.2 375.3 375.4 Podcast, 2021-04-11 (54:35).
- ↑ 直播, 2021-04-30 (53:08).
- ↑ 377.0 377.1 訪談, 2018-10-20 (2:53:52).
- ↑ 378.0 378.1 378.2 直播, 2020-01-30 (1:28:40).
- ↑ 直播, 2018-05-04 (45:37).
- ↑ 直播, 2022-06-30 (1:12:38).
- ↑ 直播, 2022-09-30 (53:15).
- ↑ 直播, 2022-09-30 (43:45).
- ↑ 影片, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ 訪談, 2021-02-07 (49:18).
- ↑ 訪談, 2020-07-19 (53:59).
- ↑ 訪談, 2020-07-18 (1:07:51).
- ↑ 388.0 388.1 388.2 388.3 388.4 直播, 2018-06-04 (1:11:19).
- ↑ 直播, 2021-06-25 (1:29:39).
- ↑ 390.0 390.1 直播, 2020-11-30 (1:26:00).
- ↑
- ↑ 392.0 392.1 392.2 訪談, 2022-01-14 (42:18).
- ↑ 直播, 2020-10-30 (1:21:14).
- ↑ 直播, 2019-06-28 (1:24:27).
- ↑ 直播, 2021-07-30 (1:15:29).
- ↑ 訪談, 2021-02-07 (36:38).
- ↑ 直播, 2017-05-10 (6:12).
- ↑ 直播, 2019-07-26 (1:09:46).
- ↑ 399.0 399.1 399.2 直播, 2023-04-07 (1:00:55).
- ↑ 直播, 2022-10-28 (1:32:38).
- ↑ 401.0 401.1 401.2 401.3 401.4 直播, 2020-07-25 (57:02).
- ↑
- ↑ 直播, 2017-06-01 (33:40).
- ↑ 404.0 404.1 404.2 404.3 404.4 404.5 404.6 直播, 2022-09-30 (1:24:54).
- ↑ 405.0 405.1 405.2 405.3 405.4 405.5 405.6 直播, 2018-07-09 (36:05).
- ↑ 直播, 2018-07-09 (36:05).
- ↑ 訪談, 2020-07-19 (19:35).
- ↑ 直播, 2017-05-15 (30:53).
- ↑ 直播, 2022-08-26 (1:28:50).
- ↑ Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
- ↑ 411.00 411.01 411.02 411.03 411.04 411.05 411.06 411.07 411.08 411.09 411.10 411.11 直播, 2018-09-27 (55:39).
- ↑ 412.0 412.1 412.2 直播, 2017-05-19 (22:10).
- ↑ 413.0 413.1 訪談, 2020-07-19 (36:07).
- ↑
- ↑ 直播, 2020-06-26 (1:31:53).
- ↑ 416.0 416.1 直播, 2017-05-05 (23:26).
- ↑ 訪談, 2018-08-08 (9:36).
- ↑ 直播, 2020-10-30 (1:11:13).
- ↑ 419.0 419.1 419.2 直播, 2017-05-17 (7:27).
- ↑ 訪談, 2020-07-19 (24:34).
- ↑ 421.0 421.1 421.2 421.3 Podcast, 2018-05-11 (18:52).
- ↑ 直播, 2017-06-01 (31:47).
- ↑ 423.0 423.1 423.2 423.3 423.4 Podcast, 2018-05-11 (21:07).
- ↑ 424.0 424.1 424.2 Podcast, 2018-05-11 (48:29).
- ↑ 425.0 425.1 425.2 425.3 425.4 Podcast, 2018-04-23 (29:56).
- ↑ 426.0 426.1 426.2 直播, 2022-12-02 (1:22:30).
- ↑
- ↑ 直播, 2017-05-03 (31:46).
- ↑ 直播, 2017-05-03 (36:25).
- ↑
- ↑
- ↑ 影片, 2018-04-05 (49:36).
- ↑ 直播, 2021-06-25 (1:10:52).
- ↑ 434.0 434.1 434.2 434.3 直播, 2020-10-30 (33:26).
- ↑ 435.0 435.1 435.2 Podcast, 2018-04-23 (59:28).
- ↑ 436.0 436.1 436.2 直播, 2022-12-02 (1:05:51).
- ↑ 437.0 437.1 訪談, 2018-10-20 (2:40:17).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ 直播, 2021-06-25 (1:05:01).
- ↑ 直播, 2018-02-09 (41:56).
- ↑ 441.0 441.1 Podcast, 2018-04-23 (1:01:01).
- ↑ 442.0 442.1 直播, 2023-04-07 (1:15:02).
- ↑ MMOGames interview, January 2017
- ↑ 444.0 444.1
- ↑ 445.0 445.1 445.2 445.3 445.4 445.5 訪談, 2018-08-24 (8:35).
- ↑ 446.0 446.1 訪談, 2020-07-29 (9:02).
- ↑ 直播, 2020-07-25 (1:31:44).
- ↑ 448.0 448.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
- ↑ 449.0 449.1 直播, 2022-04-29 (21:00).
- ↑ 450.0 450.1 450.2 直播, 2021-12-23 (1:23:41).
- ↑ 訪談, 2018-10-20 (3:43:52).
- ↑ 452.0 452.1
- ↑ 直播, 2018-05-04 (39:41).
- ↑
- ↑ 預購禮包
- ↑ 456.0 456.1
- ↑
- ↑ 直播, 2018-05-04 (53:34).
- ↑ 459.0 459.1 直播, 2020-07-25 (1:21:03).
- ↑ 460.0 460.1 460.2
- ↑
- ↑
- ↑ 直播, 2021-02-26 (1:08:47).
- ↑
- ↑ 465.0 465.1 直播, 2018-10-31 (38:47).
- ↑ 466.0 466.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
- ↑
- ↑ 468.0 468.1 直播, 2018-08-17 (1:02:38).
- ↑ 469.0 469.1 469.2 469.3 469.4 直播, 2020-06-26 (1:26:54).
- ↑ 訪談, 2021-06-13 (42:22).
- ↑ 471.0 471.1 直播, 2017-06-01 (19:12).
- ↑ 472.0 472.1 472.2 直播, 2020-11-30 (56:02).
- ↑ 473.0 473.1
- ↑ 474.0 474.1 474.2
- ↑ 475.0 475.1 直播, 2020-07-25 (48:28).
- ↑ 476.0 476.1 Podcast, 2018-08-04 (1:57:56).
- ↑ 477.0 477.1
- ↑
- ↑
- ↑
- ↑ 訪談, 2018-08-21 (11:20).
- ↑ 482.0 482.1 482.2 Blog: New Adventure Awaits.
- ↑
- ↑ 484.0 484.1 Reddit - Developer response regarding play-to-earn mechanics.
- ↑
- ↑ Ashes of Creation cosmetic store.
- ↑ 487.0 487.1 訪談, 2018-05-11 (32:36).
- ↑ Ashes of Creation Store: Ashes of Creation.
- ↑
- ↑ 直播, 2018-12-06 (41:43).
- ↑ 直播, 2020-11-30 (58:24).
- ↑ 492.0 492.1
- ↑ 493.0 493.1
- ↑ 494.0 494.1
- ↑ 495.0 495.1 訪談, 2018-10-20 (2:17:43).
- ↑ 496.0 496.1 直播, 2023-03-31 (1:17:42).
- ↑ 直播, 2022-02-25 (49:42).
- ↑ 498.0 498.1 訪談, 2018-10-20 (3:47:17).
- ↑
- ↑ 500.0 500.1 500.2 訪談, 2018-05-11 (1:03:21).
- ↑ Podcast, 2018-05-11 (31:35).
- ↑ 直播, 2022-09-30 (1:08:24).
- ↑ 直播, 2022-02-25 (44:28).
- ↑
- ↑ 直播, 2017-10-16 (15:58).
- ↑ 506.0 506.1 Podcast, 2018-05-11 (31:35).
- ↑ 訪談, 2018-05-11 (1:04:27).
- ↑ 508.0 508.1 Podcast, 2018-05-11 (36:28).
- ↑ Podcast, 2018-05-11 (36:28).
- ↑ 直播, 2017-11-17 (23:00).
- ↑ 訪談, 2018-08-17 (31:09).
- ↑ 直播, 2017-11-17 (33:56).
- ↑ 513.0 513.1 直播, 2018-05-04 (49:45).
- ↑ 514.0 514.1 直播, 2018-06-04 (7:25).
- ↑ Podcast, 2018-05-11 (33:09).
- ↑ 516.0 516.1 Ashes of Creation Forums - No participation trophy.
- ↑ Podcast, 2018-05-11 (33:09).
- ↑ 518.0 518.1 518.2 影片, 2018-04-05 (44:06).
- ↑ 519.0 519.1 519.2 519.3 519.4 Podcast, 2021-04-11 (18:35).
- ↑ 520.0 520.1 影片, 2018-04-05 (48:03).
- ↑ 521.0 521.1 521.2 訪談, 2020-07-19 (14:51).
- ↑ 522.0 522.1 522.2 直播, 2023-01-27 (1:34:06).
- ↑ 訪談, 2021-06-13 (22:20).
- ↑ 訪談, 2020-07-19 (17:12).
- ↑ 直播, 2022-05-27 (1:20:35).
- ↑ 影片, 2022-09-30 (23:13).
- ↑ 527.0 527.1 527.2 527.3 直播, 2022-09-30 (2:40).
- ↑ 直播, 2017-05-08 (28:48).
- ↑ 529.0 529.1
- ↑ 530.0 530.1 What languages will Ashes of Creation be in?
- ↑ 531.0 531.1 531.2 531.3 訪談, 2018-08-24 (2:35).
- ↑
- ↑ 533.0 533.1 533.2 直播, 2017-05-17 (1:09:22).
- ↑ 534.0 534.1 直播, 2017-05-24 (45:49).
- ↑ 訪談, 2018-08-24 (3:19).
- ↑ 536.0 536.1 536.2 536.3 536.4 直播, 2021-12-23 (48:45).
- ↑ 537.0 537.1 直播, 2017-05-26 (38:30).
- ↑ 直播, 2017-05-24 (23:50).
- ↑ 直播, 2021-12-23 (1:10:09).
- ↑
- ↑ 直播, 2021-12-23 (1:08:42).
- ↑ 直播, 2021-09-24 (52:48).
- ↑ 直播, 2019-12-17 (51:20).
- ↑
- ↑ 545.0 545.1 直播, 2023-04-28 (1:03:41).
- ↑ 直播, 2023-01-27 (1:07:12).
- ↑ 547.0 547.1
- ↑ 直播, 2021-03-26 (12:34).
- ↑ 549.0 549.1 What are the minimum requirements for Alpha?
- ↑ 550.0 550.1 直播, 2021-12-23 (49:39).
- ↑ 551.0 551.1 直播, 2021-12-23 (42:09).
- ↑ 552.0 552.1 552.2 552.3 影片, 2021-12-23 (0:00).
- ↑ 553.0 553.1 直播, 2021-12-23 (19:59).
- ↑
- ↑ 555.0 555.1 555.2 555.3 555.4 555.5 直播, 2021-12-23 (40:53).
- ↑ 直播, 2021-12-23 (50:50).
- ↑ 557.0 557.1 直播, 2021-12-23 (55:32).
- ↑ 影片, 2021-12-23 (23:53).
- ↑ 559.0 559.1 直播, 2021-12-23 (54:00).
- ↑ 直播, 2021-12-23 (52:52).
- ↑ 影片, 2021-12-23 (2:54).
- ↑ 直播, 2021-12-23 (52:58).
- ↑ 直播, 2017-05-03 (26:50).
- ↑
- ↑ 565.0 565.1 直播, 2021-12-23 (47:51).
- ↑ 直播, 2022-01-28 (7:26).
- ↑ 直播, 2023-03-31 (1:10:30).
- ↑ 直播, 2023-02-24 (1:14:41).
- ↑ 直播, 2023-01-27 (1:07:46).
- ↑ 直播, 2023-04-07 (1:21:29).
- ↑ 571.0 571.1 直播, 2023-03-31 (1:27:15).
- ↑ 直播, 2017-05-19 (37:03).
- ↑
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 直播, 2023-01-27 (4:18).
- ↑ 576.0 576.1 576.2 576.3 直播, 2018-09-27 (48:13).
- ↑ 577.0 577.1 577.2 直播, 2021-11-19 (52:35).
- ↑ 訪談, 2017-05-08 (22:06).
- ↑ 579.0 579.1 直播, 2017-05-24 (40:50).
- ↑ 580.0 580.1 580.2 580.3 580.4 580.5
- ↑ 581.0 581.1
- ↑ 582.0 582.1 582.2 582.3 Ashes of Creation FAQ: Where will your servers be?
- ↑ 583.0 583.1
- ↑
- ↑ 585.0 585.1 直播, 2018-04-8 (AM) (26:41).
- ↑ 直播, 2018-07-09 (47:54).
- ↑ 直播, 2017-05-17 (59:25).
- ↑ 直播, 2021-10-29 (1:14:00).
- ↑ 影片, 2018-09-06 (4:25).
- ↑
- ↑ 591.0 591.1
- ↑ 592.0 592.1
- ↑ 593.0 593.1 訪談, 2020-07-18 (12:56).
- ↑ Kickstarter packages.
- ↑ Blog: Know Your Nodes - Scientific Node Type
- ↑ 596.0 596.1 訪談, 2018-04-20 (9:20).
- ↑ 直播, 2017-05-26 (51:37).
- ↑ 直播, 2017-05-08 (36:26).
- ↑ 直播, 2017-07-28 (35:42).
- ↑ 直播, 2017-05-10 (35:27).
- ↑ 直播, 2022-10-14 (2:53).
- ↑ 602.0 602.1 直播, 2018-04-8 (PM) (39:48).
- ↑ 603.0 603.1 603.2 603.3 訪談, 2018-10-20 (2:22:09).
- ↑ 直播, 2018-04-8 (AM) (25:12).
- ↑ 直播, 2023-05-31 (45:26).
- ↑ 直播, 2018-04-8 (AM) (24:14).
- ↑
- ↑
- ↑ 609.0 609.1 訪談, 2021-06-13 (11:15).
- ↑
- ↑ 611.0 611.1 直播, 2021-06-25 (1:07:45).
- ↑ The mighty beard!
- ↑ 613.0 613.1 613.2 直播, 2022-10-28 (29:32).
- ↑ 614.0 614.1 614.2 614.3 直播, 2022-08-26 (1:32:45).
- ↑ 615.0 615.1 615.2 615.3 訪談, 2020-07-08 (48:30).
- ↑ 616.0 616.1 616.2 616.3 直播, 2018-02-09 (20:40).
- ↑ 直播, 2022-10-28 (13:53).
- ↑
- ↑
- ↑ 620.0 620.1 620.2 訪談, 2020-07-19 (1:12:37).
- ↑ 直播, 2017-11-17 (38:35).
- ↑ Massively OP, 2017-06-1
- ↑ 訪談, 2018-08-21 (40:44).
- ↑ 624.0 624.1 624.2 624.3 624.4 直播, 2023-02-24 (1:19:29).
- ↑ 625.0 625.1 Ashes of Creation Forums - No Damage Meter?
- ↑ 626.0 626.1 直播, 2017-05-10 (20:02).
- ↑ 訪談, 2018-10-20 (6:29).
- ↑ 直播, 2020-04-30 (1:28:19).
- ↑ 訪談, 2018-05-11 (49:03).
- ↑ 直播, 2017-05-10 (21:41).
- ↑ Ashes of Creation Forums - No Damage Meter?
- ↑ 632.0 632.1 632.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
- ↑ 633.0 633.1
- ↑
- ↑ Ashes of Creation Kickstarter campaign
- ↑
- ↑
- ↑ PAX West 2017 Schedule.
- ↑ PAX West 2017 Map.
- ↑ Intrepid Studios Dev Team.
- ↑
- ↑
- ↑
- ↑ Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
- ↑ Intrepid Studios Extra Life 2018 (@MediaAoC).
- ↑ 訪談, 2019-04-15 (5:09).
- ↑
- ↑ 訪談, 2020-10-17 (18:36).
- ↑ 訪談, 2020-10-17 (56:55).
- ↑
- ↑ 直播, 2021-02-26 (9:51).
- ↑ Ashes of Creation Store: May cosmetics.
- ↑
- ↑
- ↑ Guide to Alpha One.
- ↑
- ↑
- ↑ 訪談, 2022-01-14 (9:11).
- ↑
- ↑
- ↑
- ↑ MMORPG.com's Best of 2017 Awards.
- ↑ Most Anticipated MMORPGs For 2018.
- ↑ 665.0 665.1 DualShockers’ Gamescom 2018 Awards
- ↑ MassivelyOP 2020 awards reader's poll.
- ↑ MassivelyOP reader's poll.
- ↑ 668.0 668.1 直播, 2017-05-17 (41:27).
- ↑ 669.0 669.1 直播, 2018-10-31 (35:00).
- ↑ 670.00 670.01 670.02 670.03 670.04 670.05 670.06 670.07 670.08 670.09 670.10 670.11 670.12 直播, 2018-11-03 (0:00:17).
- ↑ Ashes of Creation Apocalypse official site.
- ↑ 672.0 672.1 Ashes of Creation Apocalypse Early Access.
- ↑ 影片, 2019-09-24 (0:10).
- ↑ 674.0 674.1 訪談, 2018-08-24 (13:17).
- ↑ 675.0 675.1 675.2 直播, 2018-08-17 (30:29).
- ↑ 676.0 676.1 676.2 直播, 2018-09-01 (1:05:10).
- ↑
- ↑ 直播, 2018-09-27 (9:08).
- ↑
- ↑
- ↑ Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?