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Ashes of Creation

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

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

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

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

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

榮耀的 Ashes of Creation 玩家!為期一個月的 Alpha 1 測試終於開始!我們非常興奮可以邀請大家一同參與這個榮耀的開發里程碑。為了每個人都可以毫不保留地分享意見,此次測試沒有保密協議。Alpha 1 測試中,我們將特別檢討對於以下內容的意見:下載和安裝程序、客戶端及伺服器的運作。[5][6]Steven Sharif

Ashes of Creation發布時間表會因應情況而改變。[7]

階段 內容 預定/實際日期
Pre‑alpha Alpha-0 測試[8] 2017年12月15日[9]
APOC Ashes of Creation Apocalypse 大逃殺壓力測試 (保密)[10] 2018年9月7日[11]
Ashes of Creation Apocalypse 大逃殺壓力測試 (保密解除)[12] 2018年10月19日[12]
Ashes of Creation Apocalypse 大逃殺公開 beta 測試[13] 2018年12月18日[14]
Ashes of Creation Apocalypse 大逃殺優先測試[15] 2019年9月24日[16]
Ashes of Creation Apocalypse 攻城戰 PI封閉測試[17] 2019年12月19日[17]
Ashes of Creation Apocalypse 大逃殺測試完畢[18] 2020年3月10日[19]
Ashes of Creation Apocalypse 攻城戰[10] Alpha-1 測試後[20][18]
Ashes of Creation Apocalypse 生存模式[10] Alpha-1 測試後[20][18]
Alpha Alpha-1 測試早期預覽直播[21] 2020年3月27日[22]
Alpha-1 小型 QA 測試 (保密)[23][24] 2020年5月28日[25][26]
Alpha-1 預覽初次測試 (保密)[27] 2020年12月18-21日[27]
Alpha-1 預覽二次測試 (保密)[27] 2021年2月19-22日[28][29]
Alpha-1 預覽不定期抽樣測試 (保密)[30][31] 2021年3月19-7月9日[30][31]
Alpha-1 預覽週末 (非保密)[30] 2021年7月9-11日[32][33][30]
Alpha-1 測試 (非保密)[30] 2021年7月14-8月15日[34]
Alpha-1 不定期抽樣測試[35][36] 2021年8月15日後[35][34]
Alpha-2 (不關機 alpha 測試)[37][38] 尚未公布[34]
Beta Beta-1 測試 尚未公布[34]
Beta-2 測試 尚未公布[34]
優先開放 搶先體驗眾籌 Founder 或以上的贊助者[39] 正式上市前一至兩日[39][40]
上市 正式上市 尚未公布[34][41]
上市後 大型更新 (DLC 資料片) 每三至六個月[42][43]
小型更新 每月[42][43]

目录

節點

Pre-alpha 大都會 node.[45]

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.[46]

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.[51]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.[56]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。[51]

  • 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。[56]
據點種類.[51] 獨有專業[51] NPCs.[51]
神聖據點 信仰和技能/裝備強化 牧師
經濟據點 交易商貿 商人
軍事據點 戰鬥職業訓練 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?[57]

所有伺服據點種類都是預先預設的。[51]

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.[51]Margaret Krohn

節點種類會影響每個發展階段中的各種服務和系統。[51]

節點階段

曠野 (階段 0) 到 大都會 (階段 6)的節點發展展示影片。

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.[58]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[51]

節點階段[3] 圖示 別名[59] 發展所需時間[3] 玩家房屋[60]
0. 曠野 -
1. 遠征 Expedition symbol.png 十字路口 (Crossroad) 數小時 -
2. 營地 Encampment symbol.png 野營 (Camp) 許多小時 -
3. 村莊 Village symbol.png - 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

概念圖 — 位於較高等級的節點的影響區域內時,節點的可發展等級會設有上限。[61] 影響區域的形狀將會是不規則,圖中的圓形只用於方便解說。

從第三階段起,節點升級時,鄰近的節點會被納入成附庸節點。附庸節點是由上級節點擁有,且等級必須低於上級節點一級。這代表上級節點升級後,附庸節點才能升級。附庸節點會提供大量經驗給其上級節點,且同時可以有自己的附庸節點,但條件是這些節點也位於其上級節點的影響區域內。附庸節點受上級節點的政府、同盟、戰爭、稅務和貿易影響,且可以獲取聯邦援助。附庸節點不能對上級節點或自己的附庸節點宣戰。附庸節點的公民亦受上級節點的外交狀態約束。[51]Margaret Krohn

玩家 (公民或非公民) 於節點影響區域內進行活動 (任務採集團隊戰鬥等) 時,將有助該節點發展提升節點至更高階段[58][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。[58]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[62]

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.[66]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.[67]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。[61]
  • 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。[68]
  • 某節點的公民仍可以協助其他節點發展。[69]
  • 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[70]

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.[70]Steven Sharif

節點戰

節點戰 (Pre-alpha footage).[71]

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.[58]Margaret Krohn

節點戰 enable players to destroy nodes.[58] 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]

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

Nodes can delevel based on node atrophy.[58]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[73]

Read more...

戰鬥

Alpha-1 PvE 戰鬥早期預覽。[75]

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]

  • Alpha-1 初期重點是測試核心系統的運作,而不是戰鬥相關的平衡[81]

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陣營

Ashes of Creation 沒有預設的陣營[82]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[83]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。[84]Steven Sharif

開放世界

Alpha-1 open world dungeon entrance.[85]

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.[86]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[87]

  • No loading time or loading screens between regions.[87]

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[88]

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.[89]Steven Sharif
  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[90] Outside of these and arenas there will not be too much instancing anywhere else.[87]
  • There will be an 80/20 split between open world vs instanced encounters.[86][91][92]
  • There is no instancing in Alpha-1.[93]

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.[87]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[94]

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.[89]Steven Sharif

PvE

Pre-alpha PAX East 2018 PvE Developer playthrough, 4 April 2018.[95]

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.[96]

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.[97]

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.[98]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[99]

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.[99]Steven Sharif

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PvP

Alpha-1開放世界商隊 PvP[100]

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.[96]

PvP (玩家對戰) 是 Ashes of Creation 產生改變的關鍵要素。[101]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。[97]

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[102]

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。[102]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)。[73]

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裝備

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[103]

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.[105]Steven Sharif

武器 and armor are not race locked, but armor will take on a racial appearance.[108][109]

武器種類

坦克 Sword concept (by Michael Bacon) and Shield concept (by Javier Perez).

There is an even split between melee and ranged weapons.[110]

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護甲種類

護甲種類 in Ashes of Creation.

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種族

Eight of the nine races in Ashes of Creation.[127]

Ashes of Creation共有9種種族可以選擇。[128][129]

Parent race Races
Aela 人類 Kaelar.[130] Vaelune.[130]
Dünzenkell 矮人 Dünir.[130] Niküa.[130]
Kaivek 獸人 Ren'Kai.[130] Vek.[130]
Pyrian 精靈 Empyrean.[130] Py'Rai.[130]
Tulnar.[131]

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.[132]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.[133]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.[134]Steven Sharif

Once selected, a character's race should be final.[135]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[135]Steven Sharif

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職業

由八個原型互相組合,職業總數為六十四。[136][137][138]

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

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角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[139][140][141]

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.[142]Steven Sharif

宗教

Religious temple in a 大都會 node.[45]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[143]Jeffrey Bard

There are six primary religions as well as a Tulnar/Underrealm religion.[144][145][146]

  • Religion is intended to be a motivator, not an aesthetic.[147]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[148][149][143]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[150]

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.[148]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.[144]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.[151]

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.[151]Steven Sharif

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角色

Alpha-1 早期概念角色介面[153]

角色數值和屬性[154][121]

數值 基礎數值 等級 1 牧師 等級 1 法師 等級 1 坦克
生命力[155][156] 生命力 224
法力[155] 法力 293
力量[155][154][121] 力量 10
敏捷[155][154][121] 敏捷 10
體質[155][154][121] 體質 10
意志[155] 意志 12
智慧[155][154][121] 智慧 14
精神[155][154][121] 精神 13
追加物理傷害[155] 力量 13
物理失效修正[155] 力量 12
追加物理爆擊傷害[155] 力量 12
物理技能冷卻.[155] 敏捷 6
追加物理爆擊率.[155] 敏捷 6
追加物理閃避.[155] 敏捷 7
物理命中.[155] 敏捷 192
生命力恢復.[155] 體質 3
物理防禦.[155] 體質 7
物理失效防禦 體質 7
物理格擋率.[154][121][157] 體質 17
法術傷害.[154][121] 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[157] 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[154][121][157] 精神 18

特定數值的效益將受遞減影響,但不設有上限。[158]

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.[158]Jeffrey Bard

角色名條

角色名條 會顯示在角色頭上。[159]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[159]
  • 公會名稱會顯示在角色名稱旁。[160]
  • 角色名條會逐漸消褪,顯示已受傷害量。[161][156][162]
  • 名條上會有標記,顯示角色職業[163]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[163]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[163][164][165]

召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[166]

分身

There will be a "comfortable" number of character slots available for alts.[167][168]

There will be a comfortable level of character slots available to players because we are a subscription model game.[168]Steven Sharif

角色創建

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
Alpha-1 launcher/character selection.[176]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[179]

We're gonna have a wide array of character customization.[180]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[181]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[182]Steven Sharif

A character's voice may be able to be selected from preset options.[183]

There is a chance that the character creator will be released early.[181][184]

角色外表

Vaelune character appearance options.[185]

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.[185]Steven Sharif

So many options coming down the road. Our character team continues to refine our customization options![186]Steven Sharif

Vaelune beard appearance options.[188]

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.[189]Steven Sharif

角色外表 can be customized in the character creator (CC)[190] and via in-game salons/barbershops.[191]

  • 角色 models are focused on realism.[192]
  • A player will see a generic character before customization.[193]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[194]
  • Lolis will not be in the game.[195][196]
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.[195]Steven Sharif

Sliders will offer flexibility in customization.[197] There will be limits to the amount of deformation possible for a character based on their race.[195][198]

Adjustments will allow a character to appear more feminine or masculine.[199]

  • These are relative to the character's race.[199]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[189]

角色外表 is able to be saved to hard disc.[203]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[204][205][206]

Read more...

時裝

Rime and Regal‎ pre-order pack cosmetics.[207]

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.[208]Steven Sharif

時裝 provide a wide array of customization in Ashes of Creation.[209]

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.[207]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[211] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[212][213][208]
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.[211]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.[214]Steven Sharif
The most grand looking cosmetics will be from in-game achievment only.[215]Steven Sharif
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.[212]Steven Sharif
  • Different variants of store purchased cosmetic creatures (Pets and 坐騎) may exist in the wild.[217][218]
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![217]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.[219][220]
  • There will not be mascot looking/furry cosmetics.[221]
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 everytime there is an expansion.[212]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.[212]Steven Sharif

時裝獲取方式

Some cosmetics can be obtained in-game:[224]

成就 may unlock some cosmetics.[224]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[224]

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.[225]Steven Sharif

時裝道具

時裝道具 allow players to customize their character in-game.[180]

  • Eye color.
  • Skin color.
  • Hair color.
  • Hairstyles.
  • Tattoos.
  • Scars.

Cosmetic items that produce in-game cosmetic effects will also be available.[226]

裝備外觀

Alpha-1 female plate armor 3D render.[227]

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.[227]Steven Sharif

Gear is intended to be realistic in appearance.[228][229]

  • There will not be "oversized" weapons.[230]
  • Armor will not be overly sexual in appearance.[229]

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[228]Jeffrey Bard

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.[228]Steven Sharif

装甲 will take on a racial appearance.[231]

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.[232]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.[219]

Players can change gear colors using dyes.[233][234]

Helmet display can be toggled on and off.[120]

  • Hair will likely be masked if helmet display is toggled on.[235]

Particle effects are used to denote the importance and rarity of some weapons.[236]

武器 are able to be sheathed.[237]

Crafters are able to influence what their crafted items will look like.[238][239]

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).[240][241]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[222]
  • Cosmetic slots can be toggled on or off by the player.[242]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[204][205]

裝備配件

附件 are able to be unlocked as flair pieces to armor to create a customizable look.[243]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[243]

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世界觀

Ashes of Creation logo.[244]

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.[245]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[246]Steven Sharif

There are different parts to the 世界觀 in Ashes of Creation.[247]

These story arcs drive one or more quest lines.[247]

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.[248]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.[249]Jeffrey Bard

故事線

故事線 drive one or more quest lines in Ashes of Creation.[247]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[250]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[251]

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.[250]Steven Sharif

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.[252]Steven Sharif

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.[253]

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成長

成長 occurs through a variety of pathways.[254]

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.[257]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.[258]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[259]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[259]Steven Sharif

水准 won't follow a traditional linear path, although classic mechanics for leveling exist.[260] Experience (XP) is gained through a variety of activities:[261]

A character's level will be visible to other players.[161]

There will not be level boosts or auto-leveling.[262]

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.[262]Steven Sharif

There won't be any damage dampening due to differences in levels in either PvP or PvE.[263]

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.[263]Steven Sharif

Read more...

End game

Ashes of Creation 將不會有一般的 end-game 階段。[264]

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。[264]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。[265]Sarah Flanagan

等級上限

遊戲上線等級上限預料會設定為50等 [266]

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 [267][268]

  • 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.[269]

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.[267]Steven Sharif

練等

Repetition will not be part of progression in Ashes of Creation.[270]

  • There will be no "grindy" quests.[270]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[105]
  • The aspiration is to have more things to do in the game than a player has time to do.[270]

掛機升級

Ashes of Creation中不会有AFK 练级.[271]

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.[271]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.[272][264]

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.[264]

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.[274]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.[273]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。[275]

職業成長與玩家的匠人成長無關。[280]

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,例如裝備附魔紋身的供應。[281]

武器成長

武器 will have their own progression paths and their own applicable types of skills.[283][284]

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.[265]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.[285]Steven Sharif

寵物成長

戰鬥寵物 will be levelable and will have gear available to them.[287][288]

匠人成長

Players must choose a path in the artisan skill tree for each character.[290] Within each of the three parent artisan paths (採集, 加工 and 製造) there are different professions. A character may only ever master one of these parent paths.[291][175][292][293]

  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[291][293][294]
    • A player may only master a profession if they have achieved the artisan path mastery.[295]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[295][296]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[293]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[297]Steven Sharif

匠人成長 within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[298]

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[299]
  • 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.[300]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [301]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[299]Steven Sharif

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.[292]Steven Sharif

宗教發展

There are player progression paths within a religion.[302][147]

  • Players may follow only one religion at a time.[302][147]
  • Religious progression is based on quests that are only offered to followers of that religion.[302]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[302][303]
  • Changing religion will cause loss of progress in a player's previous religion.[302][147]

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.[304]Steven Sharif

海事發展

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

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.[306]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[306]Jeffrey Bard

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.[307][308][51]

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.[309]Steven Sharif

公會發展

公會發展 occurs through participation in different systems.[310]

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.[310][312][313]

  • 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.[310]
  • 增強 may apply at the upper tiers of guild progression.[310]
    • This applies to guilds that have opted for the non-expansive member route.[310]
    • It benefits guild members with a classification of officer or knight.[310]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[314]
  • Guild size can be traded off for guild progression.[310][315]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[316]
    • Guild alliances may be a key part in creating a larger "guild".[315]
  • 公会大厅 can be unlocked at a certain stage of guild advancement.[312]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[317]

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.[310]Steven Sharif

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.[310]Jeffrey Bard

社會組織發展

A player progresses through a social organization by accomplishing tasks or quests.[318] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[318] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[319]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[318]

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.[320]Steven Sharif

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.[321]Jeffrey Bard

同盟發展

Ashes of Creation may have specific content that revolves around 同盟.[322]

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.[322]Steven Sharif

個人土地房發展

個人土地房建築 are able to be levelled up based on the length of time and productivity of the freehold.[323]

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.[323]Steven Sharif

酒館 provide tiered services.[324]

  • 任務 that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • 配方 that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[324]

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.[325]

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.[326]Steven Sharif

As nodes advance, so does the scale of the monsters.[327] There are tiers of events denoting the caliber of the monsters being spawned.[328]

  • The tier of the monster coin dictates how powerful the monster is.[329]

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.[330]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.[331]Steven Sharif

職業平衡

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[332][333]

  • 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.[333]

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.[332]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.[332]Jeffrey Bard

Balancing in Ashes of Creation is group focused not based on 1v1 combat.[332][334]

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.[334]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[335]

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.[335]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[81]

角色威力膨脹

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.[336]Steven Sharif

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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.​[281]

  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[281]

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.[281]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。[337]Steven Sharif

設計概念

Ashes of Creation 的設計遵循五大概念支柱[338]

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

Ashes of Creation 每項設計都遵循五大支柱:引人入勝及親歷其境的故事、動態的世界、玩家互動、玩家主導及風險與回報。玩家在遊戲裏的所有活動都與這些概念有關聯,公會所有的活動、伺服器整體的活動都能讓世界變得有新鮮感、常變、以及最重要的是...刺激。[338]

靈感

Ashes of Creation 的靈感源自數款 MMORPG。[339]

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。[340]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。[339]Jeffrey Bard

End-game

Ashes of Creation 將不會有一般的 end-game 階段。[264]

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。[264]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。[265]Sarah Flanagan

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.[341]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.[342]

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.[343]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.[342]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.[344][345]Steven Sharif

付費模式

買斷制

There is no upfront box cost associated with Ashes of Creation.[346]

訂閱制

Game time is currently purchasable in 預購禮包.[347]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[348]

Ashes of Creation (the MMORPG) is a subscription based game.[348]

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.[213]Steven Sharif

  • 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.[353]

Ashes of Creation Apocalypse was free-to-play.[355][356]

There is no P2W in Apocalypse or the MMORPG![356]

資料片

DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[42][43]

  • The frequency and size of expansions will be based on the popularity and subscription base of the game.[42]
  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[362]

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.[363]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.[363]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.[360]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[364][213][365]

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.[365]

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.[213]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.[364]Steven Sharif

库存 slots, RNG loot boxes and XP potions are considered pay-to-win.[366][367][368][369]

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.[366]

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.[368]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[369]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.[372][373]

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.[374]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[375]

時裝商城 (課金)

Ashes of Creation cosmetic store.[376]

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.[213]Steven Sharif

The 時裝商城 enables players to purchase 時裝 for use in Ashes of Creation.[224] The cosmetic store offers limited time, limited quantity items to help sustain game development.[211]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[210]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[214]

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.[211]Steven Sharif

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[377]Steven Sharif

造型

Cinderhorn Steer pre-order pack cosmetic mount skin.[378]

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.[364]Steven Sharif

Pets, 坐騎, Costumes, 装甲, Buildings and Accessories sold in the cosmetic store are skins.[379]

The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[385]Steven Sharif

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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".[386]

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.[386]Steven Sharif

美術影響

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.[393]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.[387]Steven Sharif

文化参照

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[394]

  • These won't be out of place in terms of immersion. They will be homages.[394]

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.[394]Steven Sharif

娛樂軟件分級

Dead bodies in a Pre-alpha raid encounter.[395]

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.[396]

  • There may be an option to turn off blood and gore in the game.[397]
  • There probably won't be swearing in quests.[398]

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.[398]Jeffrey Bard

遊戲難度

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.[399]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[399]Peter Pilone

學習曲線

Ashes of Creation will be easy to understand yet hard to master.[400]

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.[401]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.[400]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.[402]

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.[402]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.[402]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.[403]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[403]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[404]
    • 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.[269]

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.[404]Steven Sharif

  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[403]
    • 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.[403]

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.[403]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.[405]

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.[264]

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.[274]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.[273]Steven Sharif

在地化/翻譯

Ashes of Creation 起初將支持英文、法文、德文和俄文。[408][409]

  • 意大利文、波蘭文和西班牙文將於稍後時間追加。[409]
    • 西班牙文將於近期追加。[410]
  • 官方正考慮追加其他語言。[408]

選擇伺服器將不受語言限制。[411]

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.[409]Steven Sharif

官方將致力翻譯 Ashes of Creation 成多種語言[411][412]

遊戲平台

Ashes of Creation will be released on the Windows PC platform.[414]

遊戲效能

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.[416]Steven Sharif

Ashes of Creation was running at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[418]

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[206]

  • Highly scalable options to adjust rendering and particle effects will be offered.[419]
  • Motion blur will be togglable on and off.[420]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[204][205][206]

Alpha 測試系統需求

Alpha-1 stress testing, March 17, 2021.[421]

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?[421]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.[422]Steven Sharif

Ashes of Creation alpha testing minimum system specification.[423]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphics Card: Nvidia GeForce GTX 460 or AMD Radeon 6870 HD with 1GB and DirectX 12
  • Memory: 6 GB RAM
  • Network: Broadband Internet connection
  • Storage: 35 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Recommended specification.[423]

  • 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: 35 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Unreal Engine 4

unreal-engine-logo.png

Unreal Engine 4 is the graphical engine for Ashes of Creation.[424]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[429]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[430]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[430]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.[431]

There will be a multitude of servers located throughout the various regions of the world.[433]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[433]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[433]

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.[433]Steven Sharif

地區

Ashes of Creation will launch with the following server regions:[434][435]

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.[441]Steven Sharif

Other server regions will be considered based on interest.[436][435]

  • South America is under consideration due to traffic from that region.[442]

Once we get closer to launch we'll update this information, which may include additional regions.[436]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[351]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[443]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[443]Margaret Krohn

伺服器人口

Population limits will be enforced on each server.[444]

  • Around 8-10k concurrent users per server is projected.[441][445][446]
    • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[447]
    • This limit will increase over time to around 50,000 registered accounts per server.[447][448][449]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[448][66] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[449]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[449]Steven Sharif

伺服器歷史

The history of each server will be tracked and visible to players.[450]

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.[450]Jeffrey Bard

分流

There won't be server channels (sharding) on a server.[451][452]

伺服器種類

伺服器轉移

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[265]

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.[455]

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.[455]Steven Sharif

配音

NPCs will have voice acted audio greetings.[456][457]

  • Narrated quest lines are not currently planned.[456]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[456]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[456]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.[458]Steven Sharif

音樂

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Beta-1.[459]

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.[460]Steven Sharif

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.[461]Margaret Krohn

The Bard archetype is intended to have musical abilities.[462]

  • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[463][464]
  • Custom music creation (using the likes of the Music Macro Language) will not be present in the game on release.[465]

酒館音樂

Music within taverns can be set by players.[466]

遊戲管理員

遊戲管理員 (GMs) will be present and active on Ashes of Creation servers.[467]

  • 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.[467]

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.[467]Steven Sharif

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.[467]Steven Sharif

保安系統

保安系統 will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[468][469][470]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[470]
  • Players caught cheating will be banned.[470]

雙重認證

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[471]

插件/模組

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.[472]Steven Sharif

Addons and DPS meters will not be allowed.[472][473]

  • The developers don't want addons/mods to be necessary to experience the game.[474]
  • The design of the game API is still under consideration.[475]
  • 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.[476]
  • The developers believe that parsers (DPS meters) can have negative effects.[477][473]

The idea is to make a one-stop-shop from the company when it comes to in-game systems... We don't really want to have addons in my opinion.[474]Steven Sharif

There will be leader boards.[478]

戰鬥記錄

There are combat logs in Ashes of Creation.[479]

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.[401]Steven Sharif

里程碑

December 2015 First team members were hired.[480]
February 2016 Ashes of Creation design documentation and prototyping.[481][480]
December 10, 2016 Official website was launched and project announced.[480]
January 18, 2017 Official discord was launched.[482]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[483]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[127]
June 2017 Game production began with a team size of 15-20.[481]
June 21, 2017 夏季众筹 campaign launched.[484]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[485]
September 1, 2017 PAX West 2017.[486][487]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[488]
December 15, 2017 Alpha-0 released on schedule.[9]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[489]
April 5, 2018 PAX East 2018.[490]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[491]
August 20, 2018 At Gamescom with My.com.[492]
August 27, 2018 100 developers working on Ashes of Creation.[493]
September 1, 2018 PAX West 2018 panel.[494]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[12]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[495]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[496]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[497]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[374]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[498]
October 17, 2020 ~87 developers working on Ashes of Creation.[499]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[500]
February 26, 2021 Official ashesofcreation.com website redesign.[501]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer 預購禮包.[502]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[503]
July 9, 2021 Alpha-1 no-保密協議 preview weekend began on schedule.[33]
July 11, 2021 Alpha-1 no-保密協議 preview weekend completed on schedule.[32]
July 14, 2021 Alpha-1 no-保密協議 month long test began on schedule.[5][6]
August 15, 2021 Alpha-1 no-保密協議 month long test completed on schedule.[504]

成就

  • Kickstarter资助最多的MMORPG.[505]
  • Kickstarter的第7位最多资金的视频游戏.[506]
  • 最值得期待的MMO – MMORPG.com的2017年最佳奖项.[507]
  • MMORPG.com的2017年最佳奖项 – MMOs World.[508]
  • Gamescom 2018: 最佳独立游戏.[509]
  • Gamescom 2018: 最佳在线游戏.[509]
  • 2020年最佳独立MMO – massivelyop.com reader's poll.[510]
  • 2021年及以后最值得期待的MMO – massivelyop.com读者投票.[511]

跨媒體製作

Ashes of Creation 將會是一個跨媒體製作的作品系列。[512]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[516][517]

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.[516]

Ashes of Creation Apocalypse (also referred to as APOC)[513] was a free-to-play[355] matchmaking-based arena game with three primary modes.[518]

Ashes of Creation Apocalypse utilizes action-based combat.[518][491][520]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[19]

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.[514]

Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[523]Steven Sharif

It is a resource management and combat game with an action economy.[514]

  • Each player chooses a Class and attempts to build a Guild that takes over a server on Ashes of Creation.[514]
  • 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.
    • Followers.
    • Gold.
    • Combat resource (gained from guilds participating in PvP).

There are several types of combat in the game.[514]

  • 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.[514]

  • 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.[514]

  • Players have a character sheet with tracked abilities and skill levels.
  • As a character levels they become more powerful.

Players compete for server firsts.[514]

The game is playable by two to five players.[514]

  • The game will last about 30 minutes per player.

There will be expansions, but the base game can be played stand-alone.[514]

  • 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.[514]

The estimated retail price is between $50 and $100 US.[514]

It is undecided if certain editions of the game will come with 時裝.[514]

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.[524]Steven Sharif

實機遊玩影片

外部連結

其他

引用

  1. 直播, 2021-01-29 (46:48).
  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 A reactive world - Nodes.
  4. Podcast, 2021-04-11 (46:44).
  5. 5.0 5.1 toast-a1-launch.png
  6. 6.0 6.1 Guide to Alpha One.
  7. kickstarter release schedule.png
  8. alpha-0 pre-alpha.png
  9. 9.0 9.1 直播, 2018-01-18 (2:48).
  10. 10.0 10.1 10.2 直播, 2018-09-01 (54:06).
  11. alpha-1-stress-test-3.png
  12. 12.0 12.1 12.2 alpha1-phase-1-update.png
  13. Press release - Ashes of Creation Apocalypse Launches December 18.
  14. apoc-beta.png
  15. Blog: Ashes of Creation Apocalypse heads into early access.
  16. @AoCApocalypse on Twitter.
  17. 17.0 17.1 直播, 2019-12-17 (18:33).
  18. 18.0 18.1 18.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  19. 19.0 19.1 19.2 19.3 apoc-offline.png
  20. 20.0 20.1 alpha-1-nda-3.png
  21. March 2020 newsletter.
  22. 影片, 2020-03-23 (0:01).
  23. alpha-1-nda-2.png
  24. alpha-1-nda-1.png
  25. steven-a1-testing-start.png
  26. Creative Director's Letter, 1 April 2020.
  27. 27.0 27.1 27.2 Blog: Creative Director's Letter, October 16 2020
  28. 直播, 2021-02-26 (14:58).
  29. Blog: Creative Director's Letter, January 2021.
  30. 30.0 30.1 30.2 30.3 30.4 Alpha One Schedule Update, May 10 2021.
  31. 31.0 31.1 An Update on Alpha One Schedule, March 12 2021
  32. 32.0 32.1 steven-a1preview-end.png
  33. 33.0 33.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  34. 34.0 34.1 34.2 34.3 34.4 34.5 release-dates.png
  35. 35.0 35.1 直播, 2021-07-30 (20:30).
  36. alpha-1-tests.png
  37. 直播, 2018-01-18 (25:22).
  38. alpha and beta phases.png
  39. 39.0 39.1 Founder.png
  40. 40.0 40.1 Braver of Worlds.png
  41. 直播, 2019-03-08 (57:26).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 訪談, 2021-02-07 (21:57).
  43. 43.0 43.1 43.2 直播, 2017-05-08 (11:14).
  44. 影片, 2017-04-30 (0:00).
  45. 45.0 45.1 45.2 Node series part II – the Metropolis.
  46. Node series part I
  47. Ashes of Creation - Screenshots.
  48. Blog: 10 facts about castle sieges in the MMORPG.
  49. castle nodes.png
  50. Podcast, 2018-04-23 (15:14).
  51. 51.00 51.01 51.02 51.03 51.04 51.05 51.06 51.07 51.08 51.09 51.10 51.11 51.12 Blog - Know Your Nodes - The Basics.
  52. 訪談, 2018-08-24 (3:44).
  53. 53.0 53.1 直播, 2020-11-30 (37:16).
  54. 54.0 54.1 alpha-1-nodes.png
  55. alpha-1-zoi.png
  56. 56.0 56.1 直播, 2017-05-04 (15:15).
  57. Know Your Nodes: Economic Node Type.
  58. 58.0 58.1 58.2 58.3 58.4 58.5 Blog - Know Your Nodes - Advance and Destroy.
  59. 直播, 2018-12-12 (14:48).
  60. 訪談, 2020-07-20 (3:45).
  61. 61.0 61.1 61.2 直播, 2017-10-16 (50:20).
  62. 影片, 2017-04-20 (0:02).
  63. Npc vending.jpg
  64. steven-quote-neighboring-nodes.png
  65. jahlon-steven-vassal-nodes-quote.png
  66. 66.0 66.1 66.2 訪談, 2020-07-18 (10:04).
  67. 67.0 67.1 訪談, 2020-07-08 (1:00:15).
  68. 直播, 2017-11-17 (55:27).
  69. node xp.png
  70. 70.0 70.1 直播, 2017-05-26 (28:16).
  71. 影片, 2016-12-04 (0:02).
  72. 72.0 72.1 影片, 2017-04-30 (5:31).
  73. 73.0 73.1 直播, 2020-12-22 (1:13:51).
  74. 74.0 74.1 影片, 2021-05-28 (25:44).
  75. 75.0 75.1 影片, 2020-03-23 (0:41).
  76. 76.0 76.1 直播, 2020-08-28 (1:19:24).
  77. 直播, 2017-05-03 (17:59).
  78. 直播, 8 April 2018 (PM) (41:44).
  79. steven-combat-revamp-update.png
  80. 影片, 2021-02-26 (6:17).
  81. 81.0 81.1 直播, 2021-05-28 (1:13:05).
  82. 直播, 2017-05-26 (39:36).
  83. 83.0 83.1 83.2 83.3 83.4 訪談, 2020-07-18 (22:26).
  84. 直播, 8 April 2018 (PM) (11:27).
  85. 直播, 2020-04-30 (1:05:34).
  86. 86.0 86.1 訪談, 2020-07-19 (11:04).
  87. 87.0 87.1 87.2 87.3 直播, 2017-05-22 (20:59).
  88. dungeon open.png
  89. 89.0 89.1 Podcast, 2021-09-29 (35:17).
  90. Podcast, 2021-09-29 (34:11).
  91. openworldinstancedsplit.png
  92. 直播, 2020-03-28 (1:48:36).
  93. steven-siege-zone.png
  94. 直播, 2017-05-19 (24:17).
  95. 影片, 2018-04-04 (0:01).
  96. 96.0 96.1 About Ashes of Creation.
  97. 97.0 97.1 Ashes of Creation FAQ.
  98. 直播, 8 April 2018 (PM) (1:14:01).
  99. 99.0 99.1 Podcast, 2018-07-09 (22:24).
  100. 影片, 2020-05-31 (1:09:50).
  101. pvp catalyst.png
  102. 102.0 102.1 102.2 102.3 102.4 102.5 102.6 pvp meaningful.png
  103. 直播, 2017-05-15 (13:06).
  104. 104.0 104.1 訪談, 2020-07-18 (52:57).
  105. 105.0 105.1 105.2 105.3 訪談, 2018-08-24 (4:15).
  106. weapon augments.png
  107. class weapons.png
  108. 直播, 2017-05-26 (44:11).
  109. 直播, 2017-05-26 (20:46).
  110. 110.00 110.01 110.02 110.03 110.04 110.05 110.06 110.07 110.08 110.09 110.10 直播, 2017-05-24 (14:15).
  111. clubs.png
  112. 112.0 112.1 直播, 2018-05-04 (33:56).
  113. 直播, 2017-07-28 (45:21).
  114. Lances.jpg
  115. 直播, 2018-05-04 (33:27).
  116. 直播, 2017-05-24 (18:40).
  117. Rapiers.png
  118. 直播, 2017-12-15 (59:49).
  119. 直播, 2020-06-26 (1:08:11).
  120. 120.0 120.1 helmet.jpg
  121. 121.00 121.01 121.02 121.03 121.04 121.05 121.06 121.07 121.08 121.09 121.10 121.11 121.12 直播, 2018-02-09 (7:31).
  122. no capes!.jpg
  123. 直播, 2018-02-09 (15:01).
  124. Polymorphic Breastplate.png
  125. 125.0 125.1 直播, 2017-07-28 (31:30).
  126. belt items.jpg
  127. 127.0 127.1 Ashes of Creation Kickstarter.
  128. 直播, 2020-04-30 (1:00:57).
  129. 直播, 2018-09-01 (1:02:18).
  130. 130.0 130.1 130.2 130.3 130.4 130.5 130.6 130.7 Ashes of Creation race breakdown.
  131. Kickstarter $2,500,000 New Player Race Achieved.
  132. 直播, 2018-11-03 (0:00:54).
  133. 直播, 2018-11-03 (0:01:57).
  134. 直播, 2018-11-03 (0:02:35).
  135. 135.0 135.1 直播, 2021-01-29 (1:15:44).
  136. 136.0 136.1 136.2 136.3 136.4 訪談, 2020-07-18 (1:05:04).
  137. 137.0 137.1 137.2 Ashes of Creation class list.
  138. 138.0 138.1 archetypeclass.png
  139. Podcast, 2021-04-11 (13:30).
  140. 140.0 140.1 140.2 140.3 Group dynamics blog.
  141. 141.0 141.1 141.2 141.3 直播, 2017-05-22 (46:04).
  142. 142.0 142.1 訪談, 2018-10-20 (2:40:16).
  143. 143.0 143.1 143.2 直播, 2017-05-26 (15:37).
  144. 144.0 144.1 Podcast, 2020-11-15 (29:23).
  145. 訪談, 2020-07-19 (23:15).
  146. religions2.jpg
  147. 147.0 147.1 147.2 147.3 直播, 2017-05-08 (44:51).
  148. 148.0 148.1 Podcast, 2020-11-15 (20:04).
  149. 直播, 8 April 2018 (AM) (16:50).
  150. 直播, 2021-07-30 (1:13:11).
  151. 151.0 151.1 Podcast, 2020-11-15 (31:13).
  152. 直播, 2019-11-22 (24:33).
  153. 直播, 2020-08-28 (1:15:02).
  154. 154.0 154.1 154.2 154.3 154.4 154.5 154.6 154.7 154.8 直播, 2020-01-30 (25:39).
  155. 155.00 155.01 155.02 155.03 155.04 155.05 155.06 155.07 155.08 155.09 155.10 155.11 155.12 155.13 155.14 155.15 155.16 直播, 2020-08-28 (15:21).
  156. 156.0 156.1 直播, 2020-01-30 (1:40:48).
  157. 157.0 157.1 157.2 直播, 2017-05-30 (16:25).
  158. 158.0 158.1 直播, 2021-03-26 (1:02:08).
  159. 159.0 159.1 訪談, 2018-05-11 (2:45).
  160. 直播, 2017-05-22 (51:00).
  161. 161.0 161.1 直播, 2020-07-25 (1:33:37).
  162. steven-health-nameplate.png
  163. 163.0 163.1 163.2 直播, 2020-08-28 (2:07:26).
  164. 直播, 2020-07-25 (53:08).
  165. 直播, 2020-06-26 (1:28:10).
  166. 直播, 2021-01-29 (1:21:01).
  167. 直播, 2017-05-15 (18:25).
  168. 168.0 168.1 Podcast, 2017-05-04 (51:52).
  169. 169.0 169.1 直播, 2021-04-30 (1:17:40).
  170. 170.0 170.1 直播, 2021-07-30 (1:14:33).
  171. 直播, 2017-05-15 (19:15).
  172. 172.0 172.1 steven-cosmetic-reassignment.png
  173. Kickstarter item application.jpg
  174. kickstarter mounts.png
  175. 175.0 175.1 直播, 2017-05-24 (32:07).
  176. steven-launcher-leak.png
  177. dunircc.png
  178. steven-ren'kai-leak.png
  179. 直播, 2017-06-30 (09:43).
  180. 180.0 180.1 180.2 180.3 180.4 180.5 180.6 180.7 180.8 180.9 直播, 2017-05-08 (48:49).
  181. 181.0 181.1 181.2 直播, 2020-07-25 (1:11:52).
  182. character creator BDO.png
  183. 直播, 2017-05-26 (53:40).
  184. 直播, 2019-07-26 (1:10:44).
  185. 185.0 185.1 185.2 直播, 2020-04-30 (46:51).
  186. steven-friday-sneak-peek.png
  187. 直播, 2020-10-30 (46:22).
  188. 188.0 188.1 Ashes of Creation Twitter.
  189. 189.00 189.01 189.02 189.03 189.04 189.05 189.06 189.07 189.08 189.09 189.10 189.11 189.12 直播, 8 April 2018 (PM) (13:39).
  190. 直播, 2017-05-08 (47:35).
  191. 直播, 2017-05-15 (51:19).
  192. 直播, 2017-06-30 (11:21).
  193. 直播, 2017-06-30 (10:04).
  194. 直播, 2017-06-30 (12:39).
  195. 195.0 195.1 195.2 Podcast, 2021-09-29 (18:19).
  196. Lollis.jpg
  197. 直播, 2017-06-30 (13:13).
  198. 198.0 198.1 直播, 2020-04-30 (1:10:46).
  199. 199.0 199.1 199.2 199.3 199.4 199.5 199.6 直播, 2017-05-22 (54:32).
  200. 直播, 2017-06-30 (10:27).
  201. 201.0 201.1 直播, 2017-05-24 (48:45).
  202. beards.jpg
  203. 直播, 2017-05-24 (28:22).
  204. 204.0 204.1 204.2 直播, 2020-07-25 (54:10).
  205. 205.0 205.1 205.2 直播, 2019-11-22 (1:08:05).
  206. 206.0 206.1 206.2 直播, 2018-08-17 (1:07:51).
  207. 207.0 207.1 207.2 207.3 Rime and Regal
  208. 208.0 208.1 208.2 208.3 Ashes of Creation Reddit - Heat and Harmony.
  209. 直播, 2017-05-08 (48:52).
  210. 210.0 210.1 210.2 kickstarter microtransactions.png
  211. 211.0 211.1 211.2 211.3 211.4 直播, 8 April 2018 (PM) (58:29).
  212. 212.0 212.1 212.2 212.3 212.4 212.5 212.6 212.7 steven-cosmetic-variants.png
  213. 213.0 213.1 213.2 213.3 213.4 213.5 直播, 2020-07-25 (1:53:46).
  214. 214.0 214.1 equitable-cosmetics-quote.png
  215. steven-grand-cosmetics.png
  216. steven-cosmetics.png
  217. 217.0 217.1 toast-creature-variants.png
  218. 直播, 2019-06-28 (1:25:55).
  219. 219.0 219.1 margaret-gear-appearance.png
  220. 直播, 2020-06-26 (1:42:55).
  221. Podcast, 2020-11-15 (49:02).
  222. 222.0 222.1 直播, 2020-11-30 (57:50).
  223. 223.0 223.1 cash shop non tradable.jpg
  224. 224.0 224.1 224.2 224.3 cosmetics obtaining.png
  225. 直播, 2018-07-09 (55:20).
  226. 直播, 2017-05-26 (32:14).
  227. 227.0 227.1 直播, 2020-05-29 (50:20).
  228. 228.0 228.1 228.2 直播, 2017-05-26 (19:51).
  229. 229.0 229.1 229.2 Reddit Q&A, 8 January 2019.
  230. oversized.jpg
  231. Podcast, 2018-08-04 (53:43).
  232. 直播, 2021-09-24 (1:25:27).
  233. 直播, 2017-07-18 (54:56).
  234. 直播, 2017-07-28 (9:47).
  235. 直播, 2020-10-30 (1:13:22).
  236. Sparkly.jpg
  237. 直播, 2017-09-03 (48:56).
  238. 直播, 2020-11-30 (1:05:22).
  239. 直播, 2017-05-24 (24:19).
  240. 訪談, 2018-08-24 (5:28).
  241. 直播, 2017-11-17 (22:33).
  242. 直播, 2018-02-09 (50:29).
  243. 243.0 243.1 訪談, 2018-10-20 (3:34:46).
  244. Ashes of Creation Press Kit.
  245. Interview, 7 December 2016.
  246. steven-phoenix.png
  247. 247.0 247.1 247.2 247.3 247.4 247.5 直播, 2018-01-18 (39:08).
  248. 影片, 2018-04-05 (37:50).
  249. 影片, 2018-04-05 (37:13).
  250. 250.0 250.1 直播, 2019-05-30 (1:18:16).
  251. 直播, 2019-12-17 (1:10:30).
  252. 影片, 2018-04-05 (35:01).
  253. 直播, 2017-10-31 (29:50).
  254. 直播, 2017-05-19 (51:52).
  255. 訪談, 2018-10-20 (1:55).
  256. 直播, 2017-05-12 (42:17).
  257. 直播, 8 April 2018 (PM) (28:38).
  258. 訪談, 2018-10-20 (2:53:53).
  259. 259.0 259.1 直播, 2020-07-31 (1:05:58).
  260. leveling.png
  261. 直播, 2017-05-24 (46:27).
  262. 262.0 262.1 262.2 訪談, 2021-06-13 (48:27).
  263. 263.0 263.1 直播, 2020-07-25 (1:34:55).
  264. 264.0 264.1 264.2 264.3 264.4 264.5 264.6 影片, 2018-04-05 (40:08).
  265. 265.0 265.1 265.2 265.3 265.4 265.5 265.6 February 8, 2019 - Questions and Answers.
  266. 直播, 2017-12-15 (58:48).
  267. 267.0 267.1 訪談, 2020-07-08 (1:07:59).
  268. 直播, 2017-05-24 (19:25).
  269. 269.0 269.1 訪談, 2020-07-08 (1:12:51).
  270. 270.0 270.1 270.2 直播, 2017-05-15 (26:13).
  271. 271.0 271.1 直播, 2018-09-27 (52:41).
  272. 訪談, 2021-06-13 (24:14).
  273. 273.0 273.1 273.2 273.3 273.4 273.5 273.6 273.7 273.8 273.9 直播, 2020-09-30 (1:07:22).
  274. 274.0 274.1 訪談, 2018-08-24 (8:52).
  275. 275.0 275.1 275.2 275.3 progression.png
  276. 276.0 276.1 訪談, 2020-07-29 (54:44).
  277. 277.0 277.1 直播, 2017-07-28 (19:05).
  278. 直播, 2017-05-03 (50:50).
  279. 直播, 2017-07-18 (37:43).
  280. 直播, 2020-07-31 (1:31:11).
  281. 281.0 281.1 281.2 281.3 281.4 Podcast, 2021-04-11 (54:35).
  282. 直播, 2019-05-30 (58:28).
  283. 283.0 283.1 283.2 283.3 直播, 2020-01-30 (1:28:40).
  284. 直播, 2018-05-04 (45:37).
  285. 285.0 285.1 285.2 285.3 285.4 直播, 2018-06-04 (1:11:19).
  286. 直播, 2021-06-25 (1:29:39).
  287. 287.0 287.1 直播, 2020-11-30 (1:26:00).
  288. Pets.jpg
  289. 直播, 2019-06-28 (1:24:27).
  290. artisan skill tree.png
  291. 291.0 291.1 steven-profession-mastery.png
  292. 292.0 292.1 直播, 2019-07-26 (1:09:46).
  293. 293.0 293.1 293.2 artisan mastery1.png
  294. steven-profession-mastery-all.png
  295. 295.0 295.1 artisan mastery5.png
  296. artisan mastery3.png
  297. 訪談, 2020-07-20 (18:47).
  298. 訪談, 2021-02-07 (36:38).
  299. 299.0 299.1 訪談, 2020-03-27 (5:25).
  300. 直播, 2017-05-05 (6:12).
  301. artisan mastery4.png
  302. 302.0 302.1 302.2 302.3 302.4 直播, 2020-07-25 (57:02).
  303. religions.jpg
  304. 直播, 2017-06-01 (33:40).
  305. 直播, 2020-09-30 (41:13).
  306. 306.0 306.1 306.2 306.3 306.4 306.5 306.6 306.7 306.8 直播, 2018-07-09 (36:05).
  307. 訪談, 2020-07-19 (19:35).
  308. 直播, 2017-05-15 (30:53).
  309. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  310. 310.00 310.01 310.02 310.03 310.04 310.05 310.06 310.07 310.08 310.09 310.10 310.11 直播, 2018-09-27 (55:39).
  311. 311.0 311.1 311.2 直播, 2017-05-19 (22:10).
  312. 312.0 312.1 訪談, 2020-07-19 (36:07).
  313. guild size.jpg
  314. 直播, 2020-06-26 (1:31:53).
  315. 315.0 315.1 直播, 2017-05-05 (23:26).
  316. 訪談, 2018-08-08 (9:36).
  317. 直播, 2020-10-30 (1:11:13).
  318. 318.0 318.1 318.2 直播, 2017-05-17 (7:27).
  319. 訪談, 2020-07-19 (24:34).
  320. 320.0 320.1 320.2 320.3 Podcast, 2018-05-11 (18:52).
  321. 直播, 2017-06-01 (31:47).
  322. 322.0 322.1 322.2 322.3 322.4 Podcast, 2018-05-11 (21:07).
  323. 323.0 323.1 323.2 Podcast, 2018-05-11 (48:29).
  324. 324.0 324.1 Podcast, 2018-04-23 (29:56).
  325. monster coin leveling.png
  326. 直播, 2017-05-03 (31:46).
  327. 直播, 2017-05-03 (36:25).
  328. kickstarter monster coins.png
  329. Monster coins2.jpg
  330. 影片, 2018-04-05 (49:36).
  331. 直播, 2021-06-25 (1:10:52).
  332. 332.0 332.1 332.2 332.3 直播, 2020-10-30 (33:26).
  333. 333.0 333.1 訪談, 2018-10-20 (2:40:17).
  334. 334.0 334.1 334.2 Podcast, 2018-04-23 (59:28).
  335. 335.0 335.1 Podcast, 2018-04-23 (1:01:01).
  336. 訪談, 2018-10-20 (2:53:52).
  337. MMOGames interview, January 2017
  338. 338.0 338.1 design pillars.png
  339. 339.0 339.1 339.2 339.3 339.4 339.5 訪談, 2018-08-24 (8:35).
  340. 340.0 340.1 訪談, 2020-07-29 (9:02).
  341. 直播, 2020-07-25 (1:31:44).
  342. 342.0 342.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  343. 訪談, 2018-10-20 (3:43:52).
  344. transparency.png
  345. 直播, 2018-05-04 (39:41).
  346. kickstarter box cost.png
  347. 預購禮包
  348. 348.0 348.1 kickstarter subscription.png
  349. toast-subscription.png
  350. 直播, 2018-05-04 (53:34).
  351. 351.0 351.1 直播, 2020-07-25 (1:21:03).
  352. Summer Braver of Worlds.png
  353. 直播, 2021-02-26 (1:08:47).
  354. alpha-1-and-game-time.png
  355. 355.0 355.1 355.2 直播, 2018-10-31 (38:47).
  356. 356.0 356.1 356.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  357. 357.0 357.1 357.2 357.3 直播, 2018-09-01 (1:05:10).
  358. 358.0 358.1 alpha-1-news.png
  359. screenshot 328.png
  360. 360.0 360.1 直播, 2018-08-17 (1:02:38).
  361. 361.0 361.1 361.2 361.3 361.4 直播, 2020-06-26 (1:26:54).
  362. 訪談, 2021-06-13 (42:22).
  363. 363.0 363.1 直播, 2017-06-01 (19:12).
  364. 364.0 364.1 364.2 直播, 2020-11-30 (56:02).
  365. 365.0 365.1 kickstarter p2w.png
  366. 366.0 366.1 366.2 loot-boxes.png
  367. 367.0 367.1 直播, 2020-07-25 (48:28).
  368. 368.0 368.1 Podcast, 2018-08-04 (1:57:56).
  369. 369.0 369.1 RNG boxes.png
  370. steven-multi-boxing-3.png
  371. steven-multiple-accounts.png
  372. steven-publishing-oce-sea.png
  373. 訪談, 2018-08-21 (11:20).
  374. 374.0 374.1 374.2 Blog: New Adventure Awaits.
  375. ashes-steam.png
  376. Ashes of Creation cosmetic store.
  377. 377.0 377.1 訪談, 2018-05-11 (32:36).
  378. Ashes of Creation Store: Ashes of Creation.
  379. cosmetic skins.png
  380. 直播, 2018-12-06 (41:43).
  381. 直播, 2020-11-30 (58:24).
  382. costumes-weapons-quote.png
  383. 383.0 383.1 toast-caravan-skins.png
  384. 384.0 384.1 margaret-caravan-skins.png
  385. 385.0 385.1 steven-best-skins.png
  386. 386.0 386.1 訪談, 2018-10-20 (2:17:43).
  387. 387.0 387.1 訪談, 2018-10-20 (3:47:17).
  388. dunirinfluence.png
  389. 389.0 389.1 389.2 訪談, 2018-05-11 (1:03:21).
  390. 390.0 390.1 390.2 Podcast, 2018-05-11 (31:35).
  391. py'rai archetecture.jpg
  392. 直播, 2017-10-16 (15:58).
  393. 訪談, 2018-05-11 (1:04:27).
  394. 394.0 394.1 394.2 Podcast, 2018-05-11 (36:28).
  395. 直播, 2017-11-17 (23:00).
  396. 訪談, 2018-08-17 (31:09).
  397. 直播, 2017-11-17 (33:56).
  398. 398.0 398.1 直播, 2018-05-04 (49:45).
  399. 399.0 399.1 直播, 2018-06-04 (7:25).
  400. 400.0 400.1 Podcast, 2018-05-11 (33:09).
  401. 401.0 401.1 Ashes of Creation Forums - No participation trophy.
  402. 402.0 402.1 402.2 影片, 2018-04-05 (44:06).
  403. 403.0 403.1 403.2 403.3 403.4 Podcast, 2021-04-11 (18:35).
  404. 404.0 404.1 影片, 2018-04-05 (48:03).
  405. 405.0 405.1 405.2 訪談, 2020-07-19 (14:51).
  406. 訪談, 2021-06-13 (22:20).
  407. 訪談, 2020-07-19 (17:12).
  408. 408.0 408.1 What languages will Ashes of Creation be in?
  409. 409.0 409.1 409.2 409.3 訪談, 2018-08-24 (2:35).
  410. spanish.png
  411. 411.0 411.1 411.2 直播, 2017-05-17 (1:09:22).
  412. 412.0 412.1 直播, 2017-05-24 (45:49).
  413. 訪談, 2018-08-24 (3:19).
  414. 直播, 2017-05-26 (38:30).
  415. 直播, 2017-05-24 (23:50).
  416. 直播, 2021-09-24 (52:48).
  417. 直播, 2019-12-17 (51:20).
  418. alpha-1-fps.png
  419. game system.jpg
  420. 直播, 2018-05-04 (43:35).
  421. 421.0 421.1 steven-a1-stress-test.png
  422. 直播, 2021-03-26 (12:34).
  423. 423.0 423.1 What are the minimum requirements for Alpha?
  424. unreal.jpg
  425. 直播, 2017-05-03 (26:50).
  426. steven-networking.png
  427. 直播, 2021-03-26 (10:11).
  428. 直播, 2020-05-29 (1:07:14).
  429. 直播, 2017-12-15 (39:23).
  430. 430.0 430.1 直播, 2017-05-24 (54:54).
  431. 直播, 2017-05-19 (37:03).
  432. Official Livestream - May 4th @ 3 PM PST - Q&A
  433. 433.0 433.1 433.2 433.3 直播, 2018-09-27 (48:13).
  434. 訪談, 2017-05-08 (22:06).
  435. 435.0 435.1 直播, 2017-05-24 (40:50).
  436. 436.0 436.1 436.2 436.3 436.4 436.5 server-locations.png
  437. 437.0 437.1 na and eu servers.jpg
  438. 438.0 438.1 438.2 438.3 Ashes of Creation FAQ: Where will your servers be?
  439. 439.0 439.1 servers SEA OCE.png
  440. steven-oce-servers.png
  441. 441.0 441.1 直播, 8 April 2018 (AM) (26:41).
  442. 直播, 2018-07-09 (47:54).
  443. 443.0 443.1 margaret-region-locking.png
  444. 直播, 2017-05-17 (59:25).
  445. 影片, 2018-09-06 (4:25).
  446. server population.png
  447. 447.0 447.1 steven-jahlon-accounts-per-server.jpg
  448. 448.0 448.1 steven-server-accounts.png
  449. 449.0 449.1 449.2 訪談, 2020-07-18 (12:56).
  450. 450.0 450.1 訪談, 2018-04-20 (9:20).
  451. 直播, 2017-05-08 (36:26).
  452. 直播, 2017-07-28 (35:42).
  453. 直播, 2017-05-05 (35:27).
  454. MMORPG Interview, 12 December 2016.
  455. 455.0 455.1 直播, 8 April 2018 (PM) (39:48).
  456. 456.0 456.1 456.2 456.3 訪談, 2018-10-20 (2:22:09).
  457. 直播, 8 April 2018 (AM) (25:12).
  458. 直播, 8 April 2018 (AM) (24:14).
  459. steven-bear-beta-1.png
  460. 460.0 460.1 訪談, 2021-06-13 (11:15).
  461. 461.0 461.1 直播, 2021-06-25 (1:07:45).
  462. 直播, 2019-06-28 (1:21:02).
  463. 直播, 2017-07-28 (40:15).
  464. 直播, 8 April 2018 (PM) (1:18:37).
  465. 直播, 2020-11-30 (1:15:35).
  466. The mighty beard!
  467. 467.0 467.1 467.2 467.3 訪談, 2020-07-08 (48:30).
  468. 直播, 2017-11-17 (38:35).
  469. Massively OP, 1 June 2017
  470. 470.0 470.1 470.2 直播, 2018-02-09 (20:40).
  471. 訪談, 2018-08-21 (40:44).
  472. 472.0 472.1 Ashes of Creation Forums - No Damage Meter?
  473. 473.0 473.1 直播, 2017-05-05 (20:02).
  474. 474.0 474.1 訪談, 2018-10-20 (6:29).
  475. 直播, 2017-05-05 (21:41).
  476. 訪談, 2018-05-11 (49:03).
  477. 直播, 2020-04-30 (1:28:19).
  478. 直播, 2017-05-05 (43:27).
  479. Ashes of Creation Forums - No Damage Meter?
  480. 480.0 480.1 480.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  481. 481.0 481.1 steven-milestones.png
  482. Ashes Discord.png
  483. Ashes of Creation Kickstarter campaign
  484. Summer Crowdfunding.png
  485. summerended.png
  486. PAX West 2017 Schedule.
  487. PAX West 2017 Map.
  488. Intrepid Studios Dev Team.
  489. GDC.png
  490. PAX East.png
  491. 491.0 491.1 491.2 491.3 491.4 Newsletter, 7 August 2018
  492. gamescom.png
  493. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  494. Newsletter, 7 August 2018
  495. Intrepid Studios Extra Life 2018 (@MediaAoC).
  496. 訪談, 2019-04-15 (5:09).
  497. extralife2019.png
  498. 訪談, 2020-10-17 (18:36).
  499. 訪談, 2020-10-17 (56:55).
  500. extralife2020.png
  501. 直播, 2021-02-26 (9:51).
  502. Ashes of Creation Store: May cosmetics.
  503. steven-a1-verbal-nda.png
  504. alpha-1-end.png
  505. kickstarter most funded MMORPG.png
  506. kickstarter most funded video game.png
  507. MMORPG.com's Best of 2017 Awards.
  508. Most Anticipated MMORPGs For 2018.
  509. 509.0 509.1 DualShockers’ Gamescom 2018 Awards
  510. MassivelyOP 2020 awards reader's poll.
  511. MassivelyOP reader's poll.
  512. 512.0 512.1 直播, 2017-05-17 (41:27).
  513. 513.0 513.1 直播, 2018-10-31 (35:00).
  514. 514.00 514.01 514.02 514.03 514.04 514.05 514.06 514.07 514.08 514.09 514.10 514.11 514.12 直播, 2018-11-03 (0:00:17).
  515. Ashes of Creation Apocalypse official site.
  516. 516.0 516.1 Ashes of Creation Apocalypse Early Access.
  517. 影片, 2019-09-24 (0:10).
  518. 518.0 518.1 訪談, 2018-08-24 (13:17).
  519. 519.0 519.1 519.2 直播, 2018-08-17 (30:29).
  520. Podcast, 2018-08-04 (1:07:59).
  521. 直播, 2018-09-27 (9:08).
  522. Forest of Erinthia.png
  523. stevenboardgame.png
  524. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?