Talk:2018-08-17 Livestream

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0:02

Steven: So we do have a lot of announcements actually that we're going to make today. We are going to be showing some of the action combat out of the alpha one battlegrounds that we have available, which testing does start next month.

Jeff: Yeah it's coming right around the corner wait didn't we say we were gonna do this?

Steven: What did we say we're gonna do what?

Jeff: I don't know

Steven: What did we do?

Jeff: Open it up for testing?

Steven: I thought we did. No no no, wait what we're talking about the testing of uh-

Jeff: I know

Steven: Yeah

Jeff: I'm excited about it

Steven: We announced it in our newsletter

Jeff: I know. I'm just-

Steven: Guys if you didn't see our newsletter, I'm so sorry. We announced that we're actually early on the alpha one testers joining in on the alpha one test. We're an entire quarter early on that actually.

Jeff: Which we're really stoked and really proud about. I mean it's something we've been yeah [cross-talk] but yes it's there it exists.

Steven: Yeah no we're really excited about it. I mean the team has done an unbelievably amazing job and we've actually had a really good onboarding process for the expansion of the team right?

Jeff: Yeah no, we continue to add people to it. We integrate them into the team pretty seamlessly. They pick up what we're doing and they start running with the ball; so it's been great.

1:20

Steven: Absolutely. If you guys didn't see our newsletter, alpha one is split into two separate phases. Now I know we announced that at PAX East that there would be two phases, but we gave a little bit of a breakdown in our newsletter that we sent out with regards to what those phases actually entail. All right, so alpha one, phase one, which starts next month, will run in just about seven months.

Jeff: At least.

Steven: About seven months; and over that period of seven months we have three major testing modes that we're going to implement into that feature set, right; and the first which is going to be available immediately starting next month is the Open world battlegrounds. That's going to involve different types of modes of combat. It's going to involve up to, I believe we have a hundred players total? [cross-talk]

Jeff: For the very first one yeah yeah.

Steven: Right so this is a match we've created a matchmaking process. There's no ranking or anything for our testers and whatnot. This is just a capable Lobby that joins into a match up with a hundred players. You're going to be killing other opponents in action only combat; and the purpose for, if some of you haven't heard, the reason why we're doing just action combat in alpha one is because with alpha zero we dialed in the tab targeting; the tab target stuff. That's pretty traditional. That's fairly-

Jeff: We got it on lockdown

Steven: Right it is fairly, oh we're gonna have our first guests. By the way we have two guests planned for this stream. The first of which is our lead character artist Nr. Mat Broome himself. Hello!

Jeff: In the flesh

Steven: Welcome!

Mat: Hello.

Steven: How are you doing buddy?

Jeff: He's gonna get micd up real quick.

Steven: Are you doing good? We have your mic there; and I think it might be time to off though I don't know. We'll get that turned on. But we're gonna look at some, before we show footage and stuff, we're going to look at some of the art of the game that our incredibly talented artists at Intrepid Studios are working on bringing up to the most aesthetic looking fantasy game around, right?

Mat: I agree?

Steven: You've done a lot of games. You've been the art director on some pretty big projects.

Mat: Yeah

Steven: And I mean tell us a little bit about the process with regards to character creation and getting those armor sets all decked out and the customization that's going to be capable: all of those things. Tell us about that

3:59

Mat: It's a lot of work. I mean we have a - we put together an incredible team of about seven or eight character artists. We have four animators. Two of those are technical animators, you know; so I'll just give it their first names. You have Nathan, then we have David, Chris and Brad; and they've done an amazing job with the weighting and the rigging on all these which is incredible. The average character has about thirty pieces to customize them; so these images that you guys are going to see they look like one character piece, but they're actually about 29 different pieces; and then you have the modelers on the team: So you have Chris Atkins and you have Keith and then you have Javier doing all of our material work and setting that up. So you have a really experienced team. I think the average person on the team has done three or four games. So we're doing the most complex characters I've ever done on an MMO. This is number five for me; and I've never been on a team that has this level of complexity with this many moving pieces on fully customized characters: From their theme to their gauntlet, all already working.

Steven: And there's something to be said about the process when it comes to actually creating these large customizable sets of armor for players to wear, that's different for an MMO than it is for let's say a single-player game or RPG or yeah those types of games, right?

Mat: Yeah for sure. I mean when you have a standalone or single-player game, you don't have to have all the assets share; so with our characters they're actually sharing helmets, they're sharing shoulder pads. You know nobody really has their own piece of anything, so the challenge is first of all, making sure that there's no no bad collision or clipping on these highly complex characters; but then the second phase of that is the animators have an incredibly difficult task of making everyone move and feel unique; make all the armor work together and complement each other, but never look the same. You don't really have to do that in a single-player game. Normally a single-player game you can just throw all the resolution at one character; all the animation could be spent on one guy, you know; and Ashes of Creation we're dealing with 64 unique impressions of a player race and character. Then you need to times that by two because you have female characters which move uniquely and have their own unique armor pieces as well. It scales up really fast.

Steven: We want those to be distinct right; and that's what the such a bulk load of that work is making them shareable from a pipeline perspective, but in-game visually having that distinction so the person feels unique in the in this suit of armor.

Jeff: Yeah it makes it feel like they're there

Mat: Especially for like the customization stuff, you want to make people feel like they can control anything about their character at any given time and when they pick up a weapon it should look like it's married to the believability of that armor set, you know. So depending on where you are in the world, the characters need to look like places you haven't discovered yet, you know.

Steven: And then part of that pipeline is being implemented into alpha 1 this first phase of alpha 1 you will. Players, our alpha 1 testers will begin to see this pipeline come to fruition, where they have autonomy over their appearance and attachments on the armors. They're going to start seeing progression of those sets as well.

Mat: Yeah everything they'll be seeing about character customization: The armor that they're picking; things that they're wearing; is literally the same technology pipeline that we're gonna be doing for Ashes of Creation. They're one-to-one, so it's pretty exciting, but they're real characters.

Steven: Can we show a little bit' I know that you you brought down perhaps

Jeff: You want to bring those over?

Mat: I brought props.

Jeff: Oh we have a laptop now

Steven: We have a laptop [cross-talk]

Jeff: Ahh yeah, perfect.

Steven: Squeeze in.

Jeff: Yeah!

Steven: Alright so what do we got?

Jeff: We're upgrading our technology.

7:49

Steven: Oh oh. Hey okay cool. So this is, what is this [unrecognizable]

Mat: Yeah so these are some of the- Some of the stuff you're showing now for instance are like some of the props in the environment. You know so right now we're making all of this stuff, you know then to not only go into the initial part of the testing but also go into the rest of the game. This here is a potion launcher and Jeff you want to you want to talk a little about what you do with that guy?

Jeff: So this is kind of a heavier sort of ranged weapon. Again we're trying to bring the magic into combat, so we're trying to stay away from things like you know straightforward guns and black powder and explosions-

Steven: And for alpha 1 what we've done is we have taken skills and abilities and we've married them to weapons, right. So for example one of the first modes that's available in alpha 1: the battlegrounds mode, you will actually be able to to pick up these weapons and they will have skills associated with them such as like a meteor blast, or you know a knock-back force effect or a blink effect, yeah exactly; and that's true not just for weapons but also for the armors that are available that you can find. Yeah ok cool, so potion launcher, what kind of effect does that have?

Jeff: So you get to swap out the ammo type that's in it. So the the base ammo type is like sort of like an explosion we call the fire potion. I'm sure you can imagine what that looks like; and then its alternate potion that you can load into it is a frost potion. So that will freeze the ground. It'll snare any enemies in it and hopefully keep them off you.

Steven: Nice. What we got here? So this looks like an alchemy table [cross-talk].

Mat: With potions and stuff like that on top of it.

Steven: Oh yeah, I love the potions. Now this is a concept work, but this is currently in the process of [cross-talk]

Mat: All of this is almost done, even the potions and stuff like and the small objects on the table we're actually doing all the full model of each one of those assets, so it's a POI I but it's fully interactive. It's pretty awesome.

10:01

Steven: That's pretty cool. I like that. These are some of the large statues that are in the alpha-1 world and this is a, you know from a lore perspective these statues have been around for a long time; and they are representative of the civilizations that existed once on this world before the great [cross-talk]

Mat: You got to talk about the scale of those too you know how big those things are. [cross-talk]

Steven: Right these are 200 feet right?

Jeff: At least, yeah I believe they are 200 feet.

Steven: 200 feet tall. So these are iconic points of interest that will be riddled throughout the world allowing players to kind of gather their position based on the location of the POIs. [cross-talk]

Jeff: And hopefully a little bit of a story too.

Mat: Major visual landmarks. You can look all the way across the horizon have an idea where you're going or where to meet friends or where to meet just based on these huge landmarks in the world.

Steven: And these are Pyrian right?

Mat: Yeah these are all Pyrian.

10:54

Steven: This is some of the furniture that we have concepted out that you guys may have seen in the newsletter; and these are examples of customizably crafted furniture that you can place in homes and freeholds, right yeah. So this is an example of, for those of you who love home making in an MMORPG like I love homemaking in a MMORPG: Decorators out there. You'll be able not to just you know purchase base furniture, but you'll be able to as you level your furnishing craft skills, you'll be able to craft higher quality more luxurious furniture

Jeff: And furniture that's typed to various different races. These are Empyrean style.

Mat: Yeah same thing with the character armor. For the 64 different looks you have to the race; it's the same with the furniture you can pick up.

Steven: And to be clear, this furniture here that you see - and you know they're the quality that's present - your ability to craft more luxurious furniture comes with how much of a master craftsman you've become in the furnishing profession, right. So this isn't like you know, I want my house to look good, I got to fork over 50 bucks in cosmetics. This is players can craft in-game based on their dedication and focus in that aspect of are the artisan tree. I love this. I love the furniture.

Mat: Yeah furniture is beautiful. That's a Ryan and Jeff doing all the concepts. They're doing great work.

Steven: Yeah it is very nice. I like the-

Mat: Desks and dressers, lamp post

12:27

Steven: Lamp post. That's pretty cool. Now here we go so this is some effects

Jeff: The effects concepts for abilities that we currently have in the game. I think you'll probably see some of these in the upcoming video in terms of their actual assets. They're moving along really well. You can see here there's-

Mat: Stuff looks great

Jeff: Hopefully you guys have a lot of fun with it, but we've got a flame blast, we've got a dark cloud, we've got a meteor; we've got something [cross-talk]

Mat: And Jeff has done an awesome job with these by the way. This stuff just looks amazing in the game. I was looking at the blink effect [cross=talk] it's great stuff.

Steven: Some more statues. This is a human the Aelan statues that are present that give you a little bit of scale. There's a player there. I love the ... kind of brass looking aspect of that statue.

Jeff: Yeah once it's in game. These are representing the old old style Aelan humans, so yeah you'll probably- they won't be quite so clean when you see them, but yeah they're gonna be pretty pretty amazing.

Steven: Very cool oh here we go. I know this was a popular one in the newsletter. I saw some discussions on discord and the forums about this one.

Mat: Oh this is a big one.

Steven: So to give you guys a little bit of insight these are some concept iterations of exactly how the animal husbandry profession's going to work as you create the offspring of different combinations of animals and you find and discover types of mounts, for example this Gryphon, you will have the ability to open up an in-game character customization screen for the animals; and you'll be able to use certain dials to touch different aesthetic aspects of the actual animal's features: On its wings, on its head, its beak, its armor that's going to be present; the claws and talons. You will be able to actually make a unique representation of this mount, so you're just not a cookie cutter like everybody else, right?

Mat: Customizable.

Steven. Yes it's pretty cool

Mat: And this one is also far along in production. We're already scrubbing out like all the early blockouts. Looks amazing.

Steven: I believe we actually have the base model mesh done and then we're going to be doing animation it's pretty quick-

Mat: It's gonna be coming up on animations and doing like material work.

Jeff: It's possible you might see this in alpha-1.

Mat: Yeah everything that we're showing now is stuff that's like really far along.

15:10

Steven: Yes, absolutely. Love it. Oh this is cool. What is it, like a blacksmith kind of forge?

Jeff: Again another part of the Freehold system. You'd socket this into to a spot in your freehold and then you'd have a forge available.

Steven: I love it.

Jeff: Maybe get some synergy bonuses from other buildings.

Steven: That's pretty cool. Got some pews. These pews?

Jeff: Pews or benches [cross-talk]. You shall read the word of creation!

Steven: Praise the word of creation! [Laughter] This must be some religious seating in one of the temples.

Jeff: I would bet on that.

Steven: Yes. I'd bet on that too. Very cool. I like it. Little desk area. very cool.

Jeff: For a shop keep.

Steven: Very nice. Oh look at that.

Mat: All the cool little details in the world. Stuff that makes the world just really come alive.

16:04

Steven: Is this like a little merchant's bench that you summon when you sell something in a town or something?

Jeff: Might be. Sure seems like it could be.

Steven: Yeah it could be. Cool. I like it. Very nice. This is a weapon rack.

Jeff: Again a lot of this stuff is furniture that you're gonna be able to buy and put - or not buy but make and put into your homestead.

Steven: It's very cool.

Mat: The new lamppost.

Steven: Oh lamppost. So this is for the city and metropolis stage right?

Jeff: Yep.

Mat: More beautiful concepts.

Jeff: [cross-talk] Become really civilized. We can mix and match different pieces to create different looks.

16:39

Steven: I like it. Here we go. We got some armor.

Mat: Armor on a horse!

Steven: We have barding!

Jeff: Barding. I don't think that's where that word comes from?

Steven: Rally?

Jeff: Yeah

Steven: Oh. I thought this was a horse's barding? [cross-talk] Yeah this looks great. I love the armor concept here.

Jeff: I love just how big and like-

Mat: Yeah the base horse itself is way down a line and so is the armor.

Jeff: It's a true war horse.

Mat: And all the armor is modular, so you can still-

Jeff: It's built just like the characters, right?

Mat: That is correct, yep. All fully customizable pieces.

Steven: That's a great shield.

Mat: Yeah that shield is wicked.

Steven: That's pretty cool. I know you have, we have a skill currently an alpha-1 with sword and shield, where for action combat you can kind of use that shield to block-

Jeff: Throw up a- yeah, keep people from hitting you. You can actually use it like a shield.

Steven: Very cool. The battle ram.

Mat: A battle ram. Another customizable mount.

Steven: Look at his face. It has such a little like little face. [Laughter]

Mat: Are you saying make it smaller? [cross-talk] Maybe the face is normal. Maybe the body is really big.

Steven: Oh yeah [laughter]. Now we also have the mesh for this model in too right?

Mat: Yep that's another that- this asset is far done. We've already got the block out done. It's already being rendered and gonna be in texturing soon.

Steven: I'm concerned about his hips though. It might looks like he would suffer from maybe like some type of hip dysplasia later on in life.

Mat: I don't want to body shame- [cross-talk].

Jeff: That's why you take animal husbandry, so you can, you know-

Steven: Ohh, you can breed that out [cross-talk].

Mat: No, I think that's animal shame, wait give me a moment.

18:19

Steven: Unbelievable. All right, we have here a spell book weapon. This is currently in alpha one this has a meteor skill associated with it.

Jeff: Yep you can summon down the wrath of the heavens with it.

Steven: Very nice. We have here-

Mat: The rusty axe!

Steven: Axe. Rusty axe, oh.

Jeff: It's going to be like one of the starting pieces of equipment the character comes in the game with.

Steven: Nice. Oh there's a two-handed sword.

Mat: Two-handed sword. One of the two-handed swords yeah. A lot of weapons [cross-talk]. The detail and stuff is insane.

Steven: We have a scepter. This is a very nice scepter. I like the magical elements on the interior of it.

Mat: That one is done.

Jeff: It's ready to go?

Mat: Mm-hmm.

Jeff: Yeah? Where is it?

Mat: We're dropping it all in. Six of them. There's six of them coming like Monday.

Steven: That's cool. That's very cool.

19:19

Mat: That one's done.

Steven: Ooh look at that snake.

Jeff: I know feels good right.

Mat: Oh man I put a grayscale up for that one. Yeah that's in there later. Yeah put a couple of the grayscales of the actual models in there, so we can show what's done is really done. [cross-talk] just like we planned it!

Steven: This is concept; and just so you guys can see the process: You go from concept to model. So this is the in-game model. That's pretty nice.

Mat: Oh yeah

Jeff: Yeah I think our artists are freaking amazing.

Mat: I mean, big thing we're trying to focus on from environments to characters is we're really trying to keep everything is true to the concept as possible and just kind of keep Stephens vision exactly where he sees it early in the model. So it's a lot of work to put this kind of detail in all of the artwork, but the artists here are just incredibly hard working.

Steven: Oh there we go, we got that two-handed battle-axe.

Mat: Two-handed battle-axe. That one's done as well.

Steven: This is the model in-game.

Mat: That is correct.

Steven: Very cool. Oh that looks good.

Mat: That's the final concept [cross-talk].

Steven: Oh here we go. We got some armor model.

Mat: That's the human basic robe look.

Steven: This is the base level entry robe appearance for the robe set currently that's going to be in Alpha-1.

Mat: Yep. That's some of Keith's amazing work, yeah stuff is incredible.

Jeff: So you can kind of start to see like some of the components that we put together that we can mix and match and kind of make new armors from. This is kind of like the base chassis for all of that.

Steven: Now this as, so explain a little bit Mat about how we go from base to like highest tier, like what does that process look like? We're adding crazy attachments and this thing's getting bigger silhouette wise-

Mat: Yeah I mean it's pretty awesome because you know in a lot of games you're - we call it tee shirt and pants: Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing. So you go from this really, to us this is simple for Ashes of Creation. This is your zero character if you will, the most lowest level. Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end, so what we do is we scale that up from zero, ten and twenty; and what that means is is if this what you look like at ten at zero, when you go to ten you have that many more armor pieces, you have that much more impressive shoulder pads, you that much more impressive collar line, belt; and even more armor pieces for protecting yourself; and then when you go up to the highest look, say of your plate armor then you just full of plate. You're covered head to toe with plate. I believe in data you have more resistance; so everything that we do we scale it up and we customize it and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.

22:13

Steven: This is the model for the shield. There's just more concept. This is a concept art... Here we go, got the model for the axe.

Jeff: Really doesn't look that rusty, yeah it looks just awesome.

Mat: And then that one's a close-up of the handle on that two-handed sword.

Steven: Very nice.

Mat: And then this is the Empyrean 20 armor; and this is a good example of a character that has a lot of plate on him at you know one of the higher tiers, which I believe is in alpha tier 3 is that correct?

Steven: Yes, tier 3.

Mat: So these are all in-game models too. It'll just give you an idea of how much detail's in the actual game.

Steven: Yeah I like it. It's beautiful.

Jeff: That's just the mesh detail.

Steven: This is the plate?

22:59

Mat: This is the plate. This is the Kaelar 20 plate. So this is the tier 3 you know look 20 of the Kaelar plate; and one other thing I want to point out too is you don't just have plate for the Alpha, you can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from. So it's a pretty huge launch; and this is what we call our t-shirt and pants so this gives you a perfect example of just how the most basic you'll ever look in alpha. So even our most basic look we're really trying to bring it and put a lot of detail in it.

Jeff: Yeah those people who're going through the portal are the best of the best, so.

Steven: Awesome thank you Mat.

Mat: Absolutely. [cross-talk] By the way you guys look amazing on camera, just want you know. Dazzling.

Steven: That's very funny. Later Mat. Alright guys so that is what's going on from a production standpoint with alpha. Our pipeline showing [audio dropout] combat. I do want to preface this showing by letting you know that this is our first pass on action combat. We are starting alpha one next month. If you own an alpha one package from Kickstarter or from Summer or from purchasing the Intrepid packs, which are no longer available. Alpha one sales have closed for the Ashes of Creation store. We do have just slightly under 10,000 participants in Alpha one. We are very excited to get you guys to hit the servers to really stress things out.

Jeff: Hopefully break a lot of stuff.

Steven: Yes we want you to break as many things as possible. We are going to be-

Jeff: Alpha one, do you want to talk about the two different phases?

Steven: Yeah oh yeah let's get back. I know we kind of jumped off to Mat and Art there for a second; but yeah let's go back to the two different phases real quick just before we show a quick short preview of action combat. Now we decided in alpha 1, again picking up where we left off: Alpha zero that we did in December and up until now has been about testing a lot of the backend systems for the server persistence, getting people into the launcher mode, testing out node progression. A lot of gameplay systems around the construction of the world and what our core-

Jeff: And to vet those systems [cross-talk]... bugs there and all that kind of stuff.

Steven: And we learned a lot of stuff from having over, I think was 2,500 participants in that in those testing period. We could not have have made as much progress as we did without having our community be a part of that process. So it was really important for us; and we hundred percent appreciate you guys stepping up to the plate those alpha zero testers and spending you know sometimes long nights actually looking at a loading screen. You know and that's part of a part of development. But, alpha one, our focus in alpha one for the for the first phase has been one hundred percent action combat and PvP, right. With action combat. So for an example like you know with tab targeting, as a designer you're utilizing different systems then let's say raycast projectile based mechanics.

Jeff: A lot of just math and excel she's kind of how we gauge things right a hit is a hit percentage. We just figure out what that math is going to be and then boom we let it run right. When it comes to action combat, that's quite a bit different right because you're relying on sort of player skill to drive the action and not math; not the math of your character. So it's been a challenge. It's been you know something that we really have to focus on it and make sure we get right in order that it feels good with you guys. So yeah that's been why we've been focusing on that.

Steven: You guys, know the design department and engineering you guys have been you know not necessarily even learning as much, but the implementation process of that action combat has given a lot of insight to how will eventually be able to merge the two.

Jeff: Yeah and how we make those work together and kind of harmonize together rather than be like two separate games, right. That was kind of the hard part of the hybrid system is how do we bring those things together and make them feel like they're one system?

Steven: And that's because you know as you guys know being MMORPG players, traditionally in MMORPGs you've either seen action combat or tab targeting and yeah you know tab targeting has what some might consider elements of action, whether you have templated skills you have to move out of the way a little bit and stuff like that; but full-on you know action projectile-based kind of combat- those hit scans that are present - that's not often seen exactly, I mean even some of the games I've played in the past with like you know I played Terra in the past you kind of have a lock on with with the reticle.

Jeff: It's like a pseudo tab pseudo action.

Steven: Exactly what we're really wanting to do is perfect and explore that action aspect and find unique ways to iterate on the tab hybrid process to include more traditional and understood action elements right.

Jeff: Right exactly and really make it really lean into that action sense of like you know I feel like I am a part of my character rather than you know that character just come-

Steven: And what we've explained about the end-result combat that will be in Ashes of Creation is that the hybrid status of it we want players to be able to customize their skill tree for their archetype, for their class towards predominantly one or the other, right. You can have a mixture whatever you're going to do, but we want you to be able to customize what direction you want to take your class in, right. If you want to be more action-oriented or you want to be more tab oriented; if you want to be a comfortable blend of the two that's the player's choice to kind of make and our responsibility is to make sure that those choices are balanced and fun [cross-talk]

Jeff: All of those choices are balanced and fun and and all of those choices work well together.

Steven: Absolutely, yes. Now that's gonna be that is going to be a feat. It is going to be. It is. There is no misunderstanding in the studio that that is going to be a difficult task. That is why we have dedicated seven straight months to this alpha one testing period for action combat. It's because we understand that in order for action to feel good- like tab targeting to feel good it's really about like numbers and data and that kind of choice right - facts and all that kind of stuff. For action there's a whole different element of interaction between you in the combat system.

Jeff: It all has happen right now.

Steven: Exactly. So that's that is why we have focused on 100% action combat for this alpha one, so that we can nail it down.

Jeff: And also why we're calling it kind of phase one, because it makes more sense when it's kind of kind of separated off from the rest of the game and its own thing that we can really focus on it.

30:29

Steven: Absolutely. Now alpha 1 phase 1 consists again: Battlegrounds is going to be first introduction that starts next month; and then some short time after that we will be introducing the castle siege mode. Now castle, so the battlegrounds consist of 100 players. The castle siege mode we are targeting, I think we're targeting over 200 but might land at 200 players. So 200 players in a match; and that's going to involve our Castle siege mechanics. You're going to have objectives within the castle. You're going to have targeted guard captains and what not to kill. You're going to be able to adjust respawn timer of players that are defending or attacking.

Jeff: It's gonna be sort of an abstraction of our castle system. So that's kind of the reason for that; and then after that.

Steven: And after that we are going to be doing our horde mode.

Jeff: Right which is sort of an NPC version of this whole thing.

Steven: Right yeah to give you guys a little idea about the mechanics there, our horde mode is intended to be a cooperative 50 players that are defending inside of a city against waves of NPCs; and every wave gets stronger gets different types some types of NPCs available from snipers to melee to magical to raid bosses.

Jeff: And it's again like it's a way for us to test our NPC system with this action based system.

Steven: Absolutely so you're going to be fighting against those dudes. You're going to then have a period of time between waves you can go out and collect experience/money and weapons and whatnot and go back to your hold and defend against the next wave, right.

Jeff: And then we'll go into alpha one phase two.

32:08

Steven: Yes alpha one phase two. Now this is more of a traditional MMORPG alpha. This is now out of the 100% action mode and we have moved into integration, brought them together; and we will have a hundred and twenty five square kilometer world that will be available for play. We will have, I should actually look at the, I know. We had a lot of discussions about what phase two will include; and some, I don't want to I want to make sure I get the phase two specifically correct. Intrepid Studios, I can find it this way, okay here we go. So we have a progressive phase two, which will begin after phase 1, will have progression to level 20. So in in alpha 0 we had progression to level 10; and that was a very sparse progression though.

Jeff: It was also like a kind of a hodgepodge like you had abilities from level 50.

Steven: So those of you that participated in alpha zero, yeah was not representative of actual level progression.

Jeff: It was just can we give you levels and can you get things from levels.

Steven: Right exactly. This will be traditional level progression that you've experienced in other MMORPGs. It will be very in-depth. You will be able to customize skills. You'll be able to to get stat gains. You'll be able to do a lot of different things. For playable races; and we'll do that announcement at a later date and what the additional races are, you probably guess they're going to have Empyrean [cross-talk]. Character customization suite. So this is where we want to do our first pass on the character customization suite. You'll be able to customize your character. Yes and we want that to be in depth as well. We want you to have a lot of options there. We know that from an RPG standpoint, it's very important to us I mean as players you as players that you can make your own.

Jeff: Yeah and be able to save it and then when we actually launch you can bring that appearance up.

Steven: Yes absolutely, we intend to have eight base Archetypes playable.

Jeff: All eight. It's a tall ask Steven. It's a tall ask, but we're gonna do it.

Steven: For full transparency's sake, I will say that the request I believe was six.

Jeff: The request was six.

Steven: But you know we like to shoot for the moon here. Why do we shoot for the moon Jeffrey?

Jeff: Because we often hit it.

Steven: With that and even if you miss?

Jeff: You get to the stars!

34:44

Steven: Yay! That's my philosophy for the most part. Yeah it's worked out so far. Okay so we're aiming for eight base archetypes. Portions of our housing system, so we're gonna want to- We already have-

Jeff: We have placeables. It's gonna be more in terms of like how the freehold system's actually working, right. So we can put down houses right now but they don't like work together.

Steven: So like getting the certificate. Being able to deploy out on phase three, stage three node and stuff. Node progress. Speaking of nodes, oh sorry portions of our crafting and artisan systems.

Jeff: Yes we should start seeing all that stuff but at least the little stuff maybe up to level you know 10 or 20.

Steven: So the gathering processing, crafting.

Jeff: Actually turning raw goods and items.

Steven: Portions, excuse me. Node progression up to stage 4.

Jeff: Yeah.

Steven: This is another one.

Jeff: Steven pushed, he's a negotiator.

Steven: Yeah, a little bit of a negotiator. I think we can do it just great, you know. So again full transparency the request from design was that we fully flesh out stage 3.

Jeff: Stage 3 we'll get it done. All the way complete [cross-talk].

Steven: So that's absolute minimum, we'll have that one done. But the hope is we shoot for the moon and get-

Jeff: An actual stage four going.

35:54

Steven: An actual stage four going. Very good I like it. I said 125 square kilometers, sorry it's 120. 120 square kilometers world map. That's roughly 25% roughly of the starting world at launch.

Jeff: Yeah. we want to give you a wide variety of places to explore and stuff to do in that.

Steven: Questing and society guild systems. I love that. So we'll have a further fleshed out questing system that'll include different facets of what we want.

Jeff: It'll actually you know kind of work the way that we expect it to the live game.

Steven: Okay and then society systems, those are like the Thieves Guild and whatnot; and then the guild organizations.

Jeff: Right so people can actually group together and-

Steven: Love it. I love it. So we're going to be announcing, I believe that PAX Prime on September first two world servers. Two world servers. Name reservations for alpha one participants will begin during phase two. So if you are an alpha one participant you're- if you are playing Phase two, you will be able to reserve your names at that point. Very cool. I like it. Oh my gosh. Okay so that is a little bit of the-

Jeff: Hopefully that explains our plans.

Steven: Yes that gives you an idea. Now I will tell you that for alpha 1 this battlegrounds phase, you may see some familiar game mode that is out allows for players to participate in this matchmaking kind of instance. We want you to be able to go from match to match to match and really kind of hit the servers hard and often; and I believe the first test periods that will be again seeing next month will be a number of hours per day; and then eventually as we get the systems of further set up and based around those stress tests will eventually turn it around to 24/7. So that is fun. Cool, okay. So we do have a video to show. Now, last couple of things: The UI is not present in this video I don't believe.

Jeff: It's still being worked on.

Steven: It's still being worked on, yeah. You guys not pros in this video and you will see some placeholder assets on weapons that are not skinned or materialed.

Jeff: They look gray.

Steven: This is an alpha guys. This is not alphas that you see traditionally in MMORPGs or games that come from you know the import over from other territories; and they're actually a finished product being introduced to our market. Instead this is truly an in-development stage, so please take that into consideration. Be aware of that.

Jeff: We're not nervous.

Steven: [Laughter] We're not nervous. Okay so with that being said, additionally effects: Effects are still being worked on-

Jeff: Yeah them are in and some of them are not, so.

Steven: Yeah so those are still being worked on. The general gameplay and feeling: Yes this again action combat. It is reticle mode. You won't see a reticle there because again the UI is still being worked on but you will see still some more iteration needs to be done on environment, on effects and that kind of stuff. So, without further ado, we will present to you our first pass on action gameplay. This is the first pass, so.

Jeff: This is the first pass.

Steven: Is it the first? Guys enjoy it. We'll be with you in a second.

40:15

[Music]

43:10

Steven: [Audio dropout] work to do but that is what testers will be- what we have no mic. Audio's down. Oh fixed now. We're good now? Guys it wouldn't be an Ashes of Creation stream without audio issues. By the way.

Jeff: Look who joined us.

Steven: Holy moly, where did you come from?

Kevin: Teleported.

Steven: Teleported? Nice. That's a good skill. This is Kevin McPherson our lead programmer here to talk a little bit about what went into this alpha 1 phase. Getting this system ready to get tested. All the engineering problems that you and the engineering team have solved. We have what about 20 engineers now in the project?

Kevin: Yes we're just about at 20 and we're looking for more.

Steven: So guys I hope you enjoyed the look- first look at that alpha one footage for the battlegrounds. You know part of why it was so important for us to really focus on getting this first testing period out to our community and get them in and and hitting our servers and whatnot is because for a massively multiplayer game, there's a lot of optimization that goes into actually creating a playing field where you could have hundreds of players on screen, right?

Kevin: That's very true, yes. More players means many performance issues. There's asset load issues, you know. So your memory gets impacted. So all of these had to be taken into account but-

Steven: Now you actually were on planetside 2, Vanguard, EverQuest; and planetside 2 didn't weren't you're part of the team that accomplished actually the most players-

Kevin: Yeah I think planetside 2 has a record for most players in a single zone doing combat, so that was a very impressive piece of technology. We faced some similar scale issues as well in an MMO where we're bringing players together to have castle sieges in large-scale combat. So it's gonna be very important that we hit those sort of marks as well.

Steven: You know what I think actually that at the end of that video, it might have accidentally revealed an announcement today.

Jeff: What? why do you say this now?

Steven: Guys you know what we'll just jump to the quick to the announcement, since we accidentally might have revealed it. But let me preface this with, I think we were supposed to take that last scene out of the video, where it says we'll see you at-

Jeff: Ohh!

45:47

Steven: Okay guys listen up. I guess we were trying our best to make it to Europe, to Germany for Gamescom; and to visit with our fans and players there; and we are happy to announce that we will indeed be actually at Gamescom.

Jeff: Yeah and we have some announcements to make there.

Steven: We have some pretty important and big announcements that will be made at Gamescom actually with regards to the project and everything [cross-talk].

Jeff: Sort of the studio as a whole and we're going.

Steven: There's pretty big news and we're happy to announce it to you guys.

Jeff: Pretty good news.

Steven: Very good news.

Kevin: It's gonna be incredible. That makes 28 times we've said incredible I think.

Steven: Incredible. So okay I'm sorry we're that was supposed to be a little bit more monumentous of an announcement and it kind of got you know-

Jeff: It's alright I didn't even notice it.

Steven: Okay well we'll be in we'll be in Germany in four days, three days.

Jeff: Two days.

46:51

Steven: Two days. Oh my gosh we'll be there in two days. Okay so back to engineering. So there's a lot of like you said a lot of problems that go into that. Now Ashes of Creation we intend on having hundreds of people in castle sieges and in city node battles and whatnot. So you know, how does how does going to this alpha one and testing certain things there help with getting us to that level of those-

Kevin: It's all the scale testing we need for that. So sure we have Unreal Engine, which is amazing for performance in the rendering-

Steven: And their support has been really good.

Kevin: Their support's phenomenal. So we have an entire stadium essentially of coders behind us at Epic Games. The challenge is on the server backside trying to make sure that we handle all of that without latency and hitching and to the other issues that come about when you have many many players in a combat situation. So we have to do a lot of packet optimization, a lot of work on our backplane and our services to make sure that everything is smooth from login to authentication to getting in and exploring the world and fighting in these larger engagements.

Jeff: Like bots can help but they don't they don't solve a lot of those problems.

Kevin: Players yeah players are very expensive compared to a bot. So this particular phase of production is has been critical for us because we've developed all of our infrastructure that supports all of this in the in the game proper. So in many projects that I've been on this is done either in parallel or at a much later stage; and that usually bites you in the back side. So we want to avoid those issues and get this done and front-loaded.

Steven: Well I can say that you know watching the engineering team, watching design, watching art come together in preparation for this alpha one launch has been very impressive from my standpoint you know not being in the industry prior to Intrepid Studios; and being able to come into a project with such veteran developers at the helm, it has been impressive to see how neatly this has come together; and very exciting.

Jeff: It is. It's absolutely incredible. I can't believe we've got at this point already, right. Like, we pictured this happening much farther in the future and you know to have it all happen now just I think it tells us what a good team we've got. We've definitely chosen the right people.

Steven: Absolutely.

Kevin: Wasn't kickstart last June?

Jeff: It was. It was last June, yeah.

Kevin: [cross-talk] a year no and change and the progress that we've made is pretty insane. Faster than any other project I think I've ever worked on.

Steven: It's pretty crazy. Now in addition to a lot of the back-end systems and server architecture that we're going to be implementing for alpha-1, additionally we have account integration, account systems that we'll be unveiling where Kickstarter backers and summer backers and intrepid pack holders: They'll be able to actually sometime down the road a few months from now be able to implement some cosmetics that they have earned in alpha one testing as well.

Jeff: Yeah we didn't say anything about that did we?

Steven: No I don't think we did. Okay little leak reveal, but that's fine. Yeah. We do intend on having some of the cosmetics present there; and that's going to be unveiled in our new account process right?

Kevin: I mean we have to have all that working anyway, so it's just important to get it to get it done and online as soon as possible, work out the kinks. So why not have it benefit the players while we're at it.

Steven: Absolutely. Totally agree. It's pretty cool. What else do we have from engineering?

Kevin: So there's our deployable system, destructable systems. So we have a system in place now where various structures in the world, either pre-placed or dynamically placed, can be destroyed in part or in total. We have - and this is very as you know very important for siege combat and caravan combat and anything else we put in.

Jeff: It can also be very expensive on the server.

Kevin: Yeah it can also be very expensive, but we've worked out ways to really minimize the impact on the server side and push that more toward just the clients handling it. The other thing that we've put in is deployables so that you can deploy structures. These could be fortresses. They could be small bunker type objects. They could be crafting stations, siege weapons, whatever it is that the player needs to put down. So putting in all the rules for that, where it's legal to place them etc. Challenging but but working.

51:41

Jeff: That's really impressive. How long did that take. You said it was going to take like 30 days and it ended up taking you like, what?

Kevin: Like one. It was less. But it that's the thing I had done I had done bunch of work leading up to that right, so.

Steven: That is true. It was an iceberg; and beneath it was all the work that had been done previously.

Kevin: Yeah so it turned out not to be that bad. There was follow-up work that needed to be done for the deployables and setting that system on but that flowed pretty quickly.

Steven: Very cool yeah that's pretty awesome.

Kevin: Really really exciting to talk about code.

Steven: Yes! I love always when we have our team reviews and we see the art that's present and then code just has a few lines.

Kevin: Yeah I'll paste some lines in there and everyone's like why?

Steven: Hey it looks great. Well thank you very much Kevin for joining us!

Jeff: Thanks Kevin.

52:31

Steven: We appreciate it. We do have additionally an updated environment video showing a little bit more of the alpha-1 area. Do we have that video maybe? We might not. I don't know. Okay maybe we don't have that. Maybe we can check with Tristan if he can forward that video over to me, maybe we can throw it up while we're talking some more. Okay, so what else do we have here?

Jeff: I think that was our schedule.

Steven: Was that? No that wasn't our schedule. We have more stuff.

Jeff: Oh this thing.

Steven: Which one?

Jeff: The top one.

Steven: We did that. I did mean I think we did that one. What is this here?

Jeff: This is what happens when we get organized.

Steven: I know.

Jeff: I think we talked about everything.

Steven: I think we did. We had guest star Kevin, technical babble. We got that.

Jeff: What we didn't do is that.

Steven: Oh we should have some Q&A. Oh that's true. Tristan should have an updated environment video, yeah. We'll try to get that guys. So in the meanwhile though if you are not currently on our Discord, please join our discord. We have a Q&A channel there that we will now access.

Jeff: No. No we won't.

Steven: No we won't? I have discord here. Here we go. Yes we will. Here we go. We're leaving in two days. Oh my gosh, that is scary. Yes we'll be arriving in Germany on Monday and we will be at Gamescom oh and my iPad died.

Jeff: Ha ha! So I don't think we're gonna get it any Q&A today.

Steven: Grab me my phone.

Jeff: Alright, be right back.

Steven: I got my phone has discord. I'm sorry guys.

Jeff: Coming back.

54:30

Steven: Gonna get that. Okay we will be accessing from the phone, Discord; and we- yeah it has a 43%. We're good. Here we go livestream Q&A. Okay we got let's go down to this area. Okay, questions, so- oh guys we are at PAX West September 1st in the Wyvern theater at 10:30 a.m. on Saturday. We will be doing a livestream from the theater we'll actually will also probably be doing a live stream from Gamescom as well; but we'll get that notification when we determined the date and whatnot. PAX West, we will be giving someone a big announce-

Jeff: [Cross-talk] we have a lot of stuff planned, and that's all coming to fruition right now.

Steven: Yes. So at Gamescom we'll be having a big announcement and at PAX West we'll be having a big announcement. So stay tuned guys because there's a lot of fun information coming up. Okay here we go live stream Q&A. We have questions.

Alright question from Auron. Excuse me. Okay it's moving too fast it we not put a time delay on this.

Jeffrey: I don't think we did.

55:46

Steven: There should be a time delay on this. Okay question from Auron if I can find you I'm sorry buddy I might have said question from you and now I won't be able to find you again because this thing went crazy. Okay we'll just grab a question from Namco: If we've players and testers of alpha-1 actually do a good job and test hard and work hard, do you think it is possible for us to help get Intrepid even further ahead of schedule. I mean alpha one has already a month ahead. What does Intrepid think about being ahead later on as well by even more months?

Jeff: It's always hard to say right because in terms of our content pipeline that's going to be coming online really soon here, that's going to be what takes us the most work. Vetting these systems is very important so that we can build on top of that, but the content is just going to take as long as the content takes to create. There's kind of like a cap on how much efficiency we can get but what you guys will be helping us is making sure that when we get to that launch phase that everything goes smoothly; that we have a good launch day that people can log in without queues of 24 hours and that the servers don't meltdown when when we start. So that's kind of more the kind of testing that you guys will be helping us with. Usually a game doesn't have a problem with- I mean they do have problems with bugs, but bugs don't usually stop a game from shipping. It's more just the physical amount of time it takes to create all this stuff. So as much as we appreciate your help and as much as we hope you guys do great testing, I don't know that that will necessarily push us faster.

Steven: That's the safe answer.

Jeff: That's design's answer.

Steven: I'm just kidding. Guys our motto at Intrepid is honestly to shoot for the moon; and you know we give you schedules that we feel comfortable with; and if we end up you know whatever [cross-talk] if we under promise and over deliver that's smart.

Jeff: That's so much better than the reverse.

Steven: A hundred percent; and that's what we want to do. So that way you know a lot of - I'm not gonna name any names - but a lot of other projects out there; and me being a player; and it's easy to do - we're not I'm not faulting them - but they will say something and it doesn't happen; and we want you to know when we tell you something that it does happen. So that's part of our commitment you know-

Jeff: To build trust between us.

Steven: Absolutely.

Jeff: I think that's really important.

Steven: It is huge important because that was what motivated me so much to actually start the studios; was constantly being let down and you know our motto here is to build a game you can be proud of; and that's what we're doing. So part of that process is trust. So we're going to give it to you straight. Where did this thing go. Yeah you can play the trailer. Guys we're just going to play this little updated environment video in like the corner or something; and we can get us while we're talking-

Jeff: Can we do a corner stuff?

Steven: Yeah we should be able to.

Jeff: Oh my gosh we're so fancy.

Steven: I know. Is it in the corner right now or is it full screen? It's full screen? Can we get it cornered.? Maybe we're not gonna do in the corner. We're not fancy.

Jeff: We're on our way to fancy.

Steven: We're so fancy. Isn't that a song?

Jeff: Might be.

Steven: I don't know.

Steven: Guys this is updated environment. No. No.

Jeff: Yes.

Steven: Ah!

Jeff: There we go, fancy.

Steven: We have done it congratulations. Okay so Wildboy says: action combat looks great. How will that mix and be competitive with tab targeting? I enjoy tab targeting. That is a very good question; and over these next seven months as we're testing we will find that out; and when we do find it out you'll be able to see it in alpha 2. Just to be completely honest.

1:00:05

Steven: Okay question from, let's see. Here we go. When will character creation be available? We are aiming for phase two.

Jeff: Phase two.

1:00:20

Steven: Okay Aperson asks, man this thing is still, I cannot even. I wish I could freeze. This thing is going so fast. Okay when are you going to where we're- sorry. Okay how strongly will player level affect what monsters you can fight? I think that's all the question had I can't find it again. So okay so it will be obviously important in the sense that player level gains you access to skill points which are assigned to your skill tree in order to access skills. Higher level skills will make easier fighting different monsters. But at the same time we don't want to have it we're like if you're not a certain level, you cannot fight this monster, right. We want- we would just want to be more difficult.

Jeff: Right, yes. Maybe considerably more difficult but yeah we want all things to be possible you you know talk to the right people have the right numbers, that kind of stuff. Yeah sorry guys I honestly I cannot see the questions in Discord because it just moves so fast; so in the meanwhile I'm going to get some questions in our forums. Official livestream August 17 question thread, yeah okay. Here we go.

1:01:37

Steven: Hello Intrepid. I love the amazing work you do. My question from Malgus, will there be a future roadmap for future patches so we have a rough idea when certain content comes in certain phases. Oh my goodness how did he know? He has a spy cam in here. The answer is yes. At PAX West we intend to unveil a bit of a roadmap.

Jeff: That was gonna be one of our you know-

Steven: Oh a surprise?

Jeff: Yeah.

Steven: Well we can say we're gonna unveil it-

Jeff: Yeah yeah yeah, that's still a surprise.

Steven: Yeah, that's surprising. Gosh I'm just like a walking leaking bucket.

Jeff: Who said that? You did Steven! You did!

Steven: I'm sorry. All I do is leak. Okay question from Narius: Will we ever see anything resembling the majestic Yata from Archeage in game? Well resembling in the sense that there are animals that exist in the world and mounts and some of those mounts might be two legged like a kangarooish thing potentially. Majestic, maybe.

1:02:37

Steven: A question from UnknownSystemError: Other subscription model games have promised things like no future charge for DLC. Ashes has also done so. Will you commit to no dodgy word smithing in the future to try and milk the player base for more money. I know I'm just reading this, like wow this is charged. By going around the intent of such statements in the future. To answer your question: No 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.

1:03:28

Steven: Next question from Cobra King: How would you describe Ashes to someone who doesn't play MMOs that would make them want to play it? And if they do join with their buying alpha packs etcetera count them towards a 15% referral system? Yes so yes to the referral system.

Jeff: For someone who doesn't play MMOS.

Steven: I mean personally actually, you know having been [cross-talk] well MMOs are such a unique genre. Well I don't even know if it's really the size that's appealing necessarily to a new comer. What's really appealing is that games in general, MMOs specifically, are all about connecting people together: Connecting people in a in either a common goal; or even through conflict. You know we watch movies really because we want to suspend our disbelief and we want that movie to elicit some emotional response in us; whether it be sadness, laughter, intrigue, you know. Movies do that for us. MMOs are like a movie except you're character. You are in it; and it is a live-action story that's playing out that you get to decide the decisions. So if I were to tell a new player that has never played an MMO, what's so attractive about an MMO? It's that you are driving a part of the story for thousands of people across the world, potentially. Hundreds of thousands of people; and that's such a unique aspect to our genre specifically that makes it so enticing.

Jeff: There's nothing else like that.

Steven: There's nothing like it; and in my opinion like why I love MMO so much is because in no other realm in life or do you have the ability to so easily interact with other human beings; and do stuff.

Jeff: Right. It's like hey I can go and hang out with a bunch of my friends and we can go you know eat out together and we can spend a couple hours together; but you know eventually we all have to go home right. But like in the MMO everything is always there. It's always on. There's always something really interesting to do and really interesting people to do it with, right. You can expand your social circle beyond anything you could ever do sort of in real life.

Steven: And what makes Ashes so unique that plays on to that MMO aspect, is that you literally build this world, the story, from the ground up with these other people. In other games, in other MMOs that have come before us-

Jeff: You are like the author.

Steven: Yes. In the other games though you are just the wanderer: The character that listens to a narrator. He's like hey you go walk this way. Okay. In ours it is you're narrating the growth of this world.

Jeff: That's a good question.

Steven: That's a great question.

Jeff: I would love to write a blog on that.

Steven: Yes. Where will you find the time though?

Jeff: I don't know.

1:06:30

Steven: Okay let's go here to this area. Question from Spectral Spire... I know we're going a little bit over but this was a large stream with a lot of announcements.

Jeff: And fancy. Fancy stream.

Steven: Okay so will nodes parts three and four come before release? Yes they will come before release!

Jeff: Is there gonna be a part four?

Steven: Yeah there's four parts.

Jeff: I thought there were five parts?

Steven: No there's four parts. There's four parts. Yes they will come before release. You will get nodes three.

Jeff: They better come before release.

Steven: I'm gonna have to- yes. Okay next question.

Jeff: One of the reasons why we're hiring so many people.

1:07:29

Steven: Yes, we're marketing. No. Okay here's what the class combinations. I know adding the secondary archetype will change the flavor of the skills from the main class archetype but will there be at least one skill slot where we can choose an ability in our secondary archetype? The answer is no. You will not be able to choose active skills from the secondary archetype.

Jeff: You have to modify an existing skill.

1:07:51

Steven: Correct. Okay I'm gonna ask one last question because we are over for time and we do have to get ready for Germany. So I will say this last question we will pick. Eenie meenie miney mo, catch a tiger by the toe. Give me a letter and I'll find the first person with that letter.

Jeff: S

Steven: S. First person with the letter S. Oh my gosh where's S. There we go. Oh no. Okay where did it go? Here we go. Okay. When can we expect to see how crafting- we already answered that one. It's phase two. Here we go Tsubasa: Hello Stevan, I have a question: What will be the minimum requirement or recommended requirement to play the game, like minimum requirements, graphics card, processor, memory. I do not expect you to answer but it'll be quite the nice thing. Nice stream by the way. So our target is five years?

Jeff: It's something like that yeah. The target is a five-year-old system when we launch should be able to run the game.

Steven: So 2014-2015 and above?

Jeff: Yeah. You're looking at kind of like mid to high range graphic card from that era and you should be good to go.

Steven: Yeah and another great thing about Unreal Engine and our partners over at Epic is that the game itself will be highly customizable from a settings standpoint. So if you don't quite have the rig necessary to run it, you can dial those settings down and you should be-

Jeff: There's all sorts of options. They all exist right now.

Steven: We'll also have a culling algorithms to cull out characters in large battle scenarios, if you want to emphasize those settings, that'll be good.

Jeff: Those are not in yet. But they will be worked on.

Steven: They will be worked.

Jeff: I know what we were gonna talk about.

Steven: What?

Jeff: We were gonna talk about anti cheat stuff.

Steven: Oh!

Jeff: But that's alright, we can talk about that next time.

Steven: We'll talk about it next time; but anti cheat is implemented for this alpha 1 to phase, so that's pretty cool too. That is not an invitation to cheat during alpha 1. It's a testing measure. However-

Jeff: No bully.

Steven: No bully. Okay guys, hey we had a fun time showing this stuff off to you. We hope that you enjoyed seeing it. We cannot tell you enough how much your support and following of the project means to us. It is vital to have your communication, your feedback during this development process. It is a core aspect of our process to develop this project is to see what the community is saying about our progress.

Jeff: Our game does exist without you, so.

Steven: Absolutely.

Jeff: In a very literal sense.

Steven: Yes. We appreciate a hundred percent your participation coming to these streams; spreading the word for hAshes of Creation; coming to visit us at Gamescom and PAX West. It means the world to us and it motivates us to no end.

Jeff: Thanks Fooshy.

Steven: Thanks [laughter] unbelievable. Okay, thank you. So guys we hope you enjoyed and we look forward to chatting with you from Gamescom and PAX West if you're going to be at either of those events, come and check us out we will be there to say hello. We might have little panel at Gamescom we'll see; but we do have a panel at PAX West. So we're excited to get out there and chat with you guys; and we cannot thank you enough from the bottom everybody's hard here at Intrepid, thanks for tuning in and we'll chat with you again soon

Jeff: See you guys later