Talk:2019-06-28 Livestream

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[Music] hello everyone welcome to our Ashes of Creation livestream our monthly livestream welcome thank you for joining us as always I'm with some wonderful people we have a whole slew of maybe new faces that you might not have seen before or especially if you're new to the community so first we'll introduce ourselves and then we'll talk a little bit about what you can expect today and go through some quick updates and all of that jazz so first of all talk a little bit about who you are hi I am Jeffrey bard I am the lead game designer on Ash creation I do lots of fun things every day yeah I am Steven Sharif I'm the creative director on Ashes of Creation and I do lots of things I also do fun things every day I'm Margaret Crone and I'm your community and marketing lead here at intrepid Studios and I have the pleasure of working with a whole bunch of amazing passionate people and today we have a lot of really fun things to talk about so first of all I just want to kind of go over what you're gonna expect here so these are gonna be our monthly game development updates to kind of give you an update on like what has been happening what we've been working on what each of the teams is excited to share with you all and first of all Steven will go over a studio update we'll talk about development from our engineering team we actually have we've added that onto here we have design we have character art and and environment and then we also have a Q&A so we did put out a Q&A submission this Monday and we've compiled them all on Thursday I think a little bit later so that we could grab some extra ones that came in a little bit late but toast has been amazing she's your community manager definitely give her some love she compiled them all and made them very nice and pretty and we'll be going over and answering all of those as well as if you have any questions in the chat plot them in there she'll be feeding any of them that we haven't answered previously over here and then also she'll probably just be answering them in chat so if you have questions feel free to pop them in there so quick updates we just released our dev diaries or it was covering animation with Brad Constantine and if you saw our last live stream or if you haven't you should go watch it Brad was actually on to represent our character our team and he's just lovely yeah he's a super nice guy really fun really easy to work with outside of work he also does these really cute sketches I don't have you seen that he's a great Kirk Jarvis as a matter of fact some some of our community members that we have a whiteboard upstairs and for the character our team he'll go over there and he'll just dry erase marker some characters of our community members I think best made of synchro Jack was in one of them it's fun he's awesome and of course we had Jeff on there because you guys work together really closely yeah we're always talking I mean I'm kind of the main liaison for the animation team so we do a lot of work and a lot of iteration between the two of us especially since you've been focusing on a lot of combat and abilities and things of that sort recently and of course we also have the lure of the fella peak macaw so if you did see the pelvic macaw was one of our previous cosmetic items and now it is created by the wonderful Jin C she's so amazing it's more than comes in but and the story was pretty awesome too so we hope that you enjoy that coming up we will have a creative directors letter that you'll definitely want to read that is going not going to come up this month that I'll actually come out next month earlier in the month so do stay ready for that that letter is also going to have some dates so I know you all have been waiting for some dates it's not gonna have every day that you've ever wanted but it is gonna have some dates that I think you all are gonna think are exciting and I hope and of course we'll have the divine note article coming up as well and a new rotation of cosmetics so stay tuned for all of those things and let's just get into the good stuff that y'all actually want to see so we're actually gonna say no he'll be back we're gonna bring in over mark who comes from our engineering team and I'll have him introduce himself cuz he's hello Mego seen him in a week before because we took a group picture when we went to GDC we did yeah that's right they like yes I'm a yoga instructor no mm also one of my data engineers I actually just recently got my black belt in mixed martial arts yeah that's pretty cool and as part of engineering I I do everything I do all the art and programming and everything I build all the content and everything actually I do none of that we do have some program windows very adept at making awesome stick figures yeah just one of my my 72000 because I feel like engineering is a big part of what we do in what we create but they work a lot with our design team they work with all of our other teams even our animation so it's kind of like this this little piece that kind of like interacts with everything else or a supreme piece like interacts with everything else and I think that we can't really exactly show you the programming in the coding of everything but we can talk about it so especially when it comes to systems I think it's one of the big things so let's go over what your team has been up to well first of all I just wanted to say that we have just a spectacular engineering team here it's a great group of very hardworking and talented engineering professionals that have just built some amazing things since I've been here and I look forward to coming to work every day and just tearing into things I really can't wait to see what we build every day we're here and what we're gonna build next so it's been we have a lot of enjoyment a lot of seniority which is great to have both from a foundational standpoint as we're you know building a giant MMORPGs I think we have three former technical directors on our trail there's nobody heads are like major problem well no because because you know these guys and gals have been through this process before and you know the biggest camaraderie point I think at least with you know mark you might agree is here is that you know there's an opportunity here to do things right and do things in a way that represent kind of what has wanted for a long time and not to cut corners in that regard and I think that's an exciting opportunity for anybody who likes a problem solved which engineers tend to like to problem solve we have a very ambitious project and we have very many challenges to accomplish and and it's great because the people who are on board just look forward to those challenges so let's get into a little bit of the things that you have been working on I know you guys have been working on the linux server container as it goes I don't know if gonna go into more details sure and maybe try to put it in layman's ma maybe to start off a little bit as part of the engineering team here we have kind of two primary goals one one which is supporting the creative process so bringing the Ashes of Creation universes to life requires a lot of tools and systems that we work on and then we also need to support our player base so we have a lot of systems and tools we need to support for that so think specifically we've been working on lately is as you said we we actually took a lot of our systems that we're running on Windows and have moved them into into containers on the cloud so leveraging the power of the cloud and we've been able to really improve performance capacity not only from a from a from a match based play but also from a persistent universe play we've really been able to make make changes to the backend that allow us to scale effectively to manage our player base we have a lot of challenges for the MMO specifically on the networking side being able to bring up a very large persistent universe and being able to scale that appropriately and having people do seamless travel where they're not just hitting one server we're gonna have many many servers on the backend running and being able to containerize them allows us to deploy them really quickly and scale them really quickly as the needs of our player base demands as new designs come in as new features come in we're able to expand a very dynamic and that's a that's very important for our project specifically right because we're not a heavily instanced world we're an open world and players can move freely throughout that world and engage in large events with each other and we need to make sure that our distributed services can scale to accommodate those players wherever they may move throughout the area definitely so that's a big component to a big core of our back-end technology so a lot of the systems that we've been building for content creation have been surrounding those and it's systems that we've been putting in place we've been working also on on on weapons for for for siege battles and getting those in in the game and playing around with those it's been it's been a lot of fun seeing those come to light and seeing them moving around and placing them and firing them and all that type of stuff has been has been really exciting to see the genesis of that and a lot of these systems work work in the MMO they work across our products and and building those in a way that scales across instances and also across persistence worlds has been a really fun challenge so we've really really enjoyed that process and previously and part of what engineering has been working towards with regards to alpha 1 previously with alpha 0 we only had one zone that we had alpha 0 participants in we have thousands of NPCs in that zone we have hundreds of players in that area but right now our our goal towards moving in alpha one is having multiple zones that are capable be connected to that open-world network and handshake between each other so the players can move seamlessly through the interaction between the nodes and having them grow and yes bigger scale source our team has been working really hard on all of those all of those friends so so in addition to that supporting players working on our back-end systems working on scalability working on tools that not only support our awesome designer doctor designers artists and animators but also tools to support and support our player base has been has been has been a great challenge and we've had a really great job what has been your favorite thing that you've gotten to work on so far I think in general one of the really fun things to see come to life has been some of the destructibility things that have been coming into play it's been really well Green ya know where they're making candy noises and we'll have more mana to the team but you know I really like blowing things up so seeing the systems come into play has been really exciting you know from an engineering standpoint putting in place things that scale really well and allow us to build just phenomenally large things has been really exciting for me so that that part has just really come into play in the last couple of months really seeing it really be able to have what this type of look has really really been exciting and so I mean we know that we've we've come across a lot of challenges and things of that sort what do you think was like the biggest challenge that we've had to face and overcome I think just the sheer number of possibilities of what we can build that would say we we have we have such an ambitious project here and being able to to distill down what we're building into the very essence and the very core systems that we need to build to support a huge array of features has been probably one of the biggest things that we've we've had to face and it's and it's a very exciting challenge so I really enjoyed that part of it but it you know definitely then the features and and everything that Stephen and the team comes up with but it definitely pushes us to our limit we always love it everyone comes up with these ideas they're like that's even better and so we have we just keep you know making something that's I think everyday kind of input of everybody collaborating makes just something cuz we're all so passionate and I think we've all been waiting for that next MMO that we that we want to live and open and play very exciting any other questions for if we had any in chat front or our lovely mark here that's right I will say um you know part of part of what the engineering team you know helps to facilitate is not always as visible early on because they're we're very foundational in the sense of giving design the tools to actually create these things in a visible way and engine and a game and to make sure that these things are foundationally created in a way that supports the kind of scalability we want to see take some time and it's great that we were able to back in December you know get testing that illuminated some of the redesign and Ryoga texturing that we needed to do in order to the number of players we wanted to do was it was very beneficial to have early on because as you get deeper and deeper in these testing settings and you layer these different systems on top of each other the later you find out issues the more difficult it is to solve them yeah we definitely don't want to go into the MMO learning those lessons right we definitely want to and and the the testing and everything we've done so far with with our pocalypse product has really given us the ability to test out some of these core systems and and its really allowed us to move a lot of that uncertainty that we would have when we deploy and and bring the MMO to life or much earlier in the process we want we don't want to be discovering those things at that point we want to be discovering them much earlier and it's been an invaluable tool allow us to do that so so it's been great and and yes building a lot of those core systems takes a lot of time and a lot of people don't see what we're building under the covers ISM and it's a ton of engineering effort that I am personally very excited about but doesn't always it's not always something we can put up nice designs like it's like we don't really want to show that's right that stuff for security purpose yes there's definitely some things that I should not touch but I'm very excited about but I could go on and then see no no yes it's just I would say in general it's I'm very excited about what we're building here and the bringing the actions of creation universally has been has been a dream of mine and I gotta say everybody at the studio's outside of the engineering team loves our engineering team to death because oftentimes they're the guys who are staying late after hours because they need to fix something for a test that we have or something that got broken and we didn't anticipate and they're very hard workers like the rest of the team here at intrepid but we have some pretty stellar guys on the engineering team and we drive our punches for them tim is really great so if anything last things that you want to kind of share the community before we swapped our next oh no I don't think so I think that's it for me right now it's been great talking to you guys and I look forward to the rest of the stream yes now I will get back to and then we have our design team we have a new face that you haven't seen before we're not bringing Jeff back over here we actually have Garrett so I don't know if you want to talk a little about who you are if you want to hear it my name is Garrett fern I am a senior game designer my main focus is on combat but of course we wear lots of hats so I help out when needed wherever I can one of the areas I was most excited to work on was data analysis something like we really do need I think a lot of the times when you're making these decisions as a designer you want to make sure that you have numbers to back the note and I think watching like for instance like heat maps or things of that sort really do help it it's super healthy it helped us identify the weapons that are too powerful the abilities they're too powerful or the the converse of that right I think one of the cool things Garrett about you know the purview of your tasks is that we're putting you know oftentimes in Hemet market you said I know you play on those you know it is PvP feels like an afterthought you know a balance standpoint it doesn't feel that it fits well into the world and I think sometimes they even separate them right absolutely and that's a that's a way to accommodate the fact that they didn't spend the time necessary but you know part of what you know Ashes of Creation is all about is that pvx dynamic in the sense that these things are meant to be congruent you know with each other they're meant to be coherent share each other right and a lot of your tasks setting up for alpha 1 and the MMORPG is is taking design data and logs that we have available from a POC testing and early testing and incorporating those types of balanced decisions into the alpha one preparation absolutely true and that's a really important thing right is we've learned so much about action melee action ranged combat as the result of a that will then immediately carry over into our designs for ashes I think a lot of people who play those types of combat situations so you always see the situation where like melee just feels not like not as good yeah you wind up feeling and we we certainly had this problem early on which is why we went back and sort of revisited what your character is doing while you're engaged in a melee attack right it can feel very floaty and so we we've I think done a really good job of sort of taking a step back I think early on we sort of thought about it from the MMO perspective first which is why the attacks are very stationary and through the course of a pop we realized that if we were going to accomplish this action combat style we needed to adopt a different philosophy for in particularly because we look at other MMOs and how they do things and it's not the same as you know we want this type of weird not weird I think interesting hybrid combatants different than from other yeah we set out to be different and so we have to do different things to accomplish that totally so you have some things for us which I'm really excited to show ya the first thing is well everyone likes explosions and destruction yeah so obviously watch obviously destruction is a huge part of both a POC and ashes and it should look good right so our our particle artist Jim has been working on making destructive destruction of crops in particulars look amazing right so here's what it looks like and the important thing and we can talk about yeah the important thing about you know this type of destruction and these effects that you're seeing is that you know not just an a pop where you know we want a completely destructible environment but also in the MMORPG when it comes to dungeons and traversing certain areas you know we want destruction to be a very core element of how players make their way through the wheel and that's something you know that I haven't seen as prevalent outside of like castle sieges in an MMO you know we want to kind of make the environment a little bit more lifelike a node sense yeah so this the 45-second yeah the music so he originally sent this over and it had this hilarious music going on but then we wouldn't be able to talk yeah well also copyright but yes I'm at or I'm sure someone in the community will click that it was from amazing so that's just that's just kind of like shows you guys the range of destructibility that we want to see not just in individual meshes but also this kind of collection of vases and boxes and whatnot together again this is going to be a big part of the MMO experience as well is an interactive environment that is destructible yeah so when you think about like sieges and those type of things or even you know they want them to me is like dungeons like going through dungeons and having obstructions that are in the way that need to be destroyed you know those are those who play in elements and actually traversing the dungeon that's going to be a fun like to destroy all the pots and get all the gold yeah particularly if there's like synergy with that environmental object and and specific classes right I like that so yeah I think that that's one of the the things that you wanted to show and then you also have them work out a lot of abilities a lot of abilities yeah so we're gonna have a lot of classes in ashes I don't want to say a number because I until never did talk about specifics not coming out of my mouth Garrett Gert doesn't know you know all the things we know you know I just don't want to be clear right and then we have to cut back the number I almost looked right there yeah so the design team is kind of in two modes right now right some of us are sort of like finishing up polish on a puck and then another portion of the team is working on just prototyping abilities abilities after abilities after abilities because we know that we're gonna need a huge pool to pull from so the sooner we get started the better and that's really what it boils down to like check these out and you can walk us through what we're watching here so this is this is an a puck I think this is showing kind of the is this a projectile this is a projectile change basically collision and players have different seared checks right so that when you're shooting a player that is sort of in line with this pillar for example the projectile will pass the pillar but hit the player right that's just kind of a greater finesse that we're giving projectiles collision yeah and we're just showing the environment we're just using this environment as an example but we could plop this into any is a super jump right this is super jump so super jump is its charged ability the longer you charge it the more it costs and the higher and further you'll jump in you can see there that you can actually redeploy the griffon an ability that we're playing with for the apoc modes which will allow players a gradle traversal you know the the animation there is is prototype and the UI you see on screen to designate the the chargeability is also you prototype yeah this is still very much a prototype and an experiment that we wanted to experiment yeah we wanted to experiment with different types of world traversal see how they feel see how they imply can impact gameplay I think especially when you think about an MMO and how large-scale that is you have to think about space and how far you're gonna get you know best yeah not necessarily you're gonna be able to fly everywhere oh yeah I mean just thinking off the top of my head like this could be a mechanic for a specific class and maybe that's how they somehow aid their party or their raid group like they can jump up there do something while the the rest of the team stays up you know on the ground I definitely would be surprised if every class in the MMO can do this yeah so I don't know if you want to talk about anything else that your team has been working on I know you guys have a extensive amount of things that you have been doing and working on and you oh she got a couple new people to your team yes we got a couple new people Brian and Terrance who have been kicking butt for sure yeah yeah they're all doing great work yeah and you'll get to see pictures of them and they'll be up on our team page when we put out our creative directors letter because they were hired in that quarter so yeah yeah hopefully next time one of them will be up here yeah I don't think everyone wants to but we're gonna try to get more face Hey I understand when I first started doing this it's a very nerve-racking experience but now that I've done it several times and my previous job it's a little bit easier oh yeah I remember the first time I sat in front of a camera like that I just froze I don't even know if it was froze I just like I couldn't get my heartbeat down and I'm just like sitting there trembling Oh absolutely I feel totally fine up here one thing I will say is uh I do want to confirm that we love our engineers and also mark is definitely smarter than me because he went with the hoodie I went with the one layer Steven you like all the rest of us are only thank you so much for having thank you thank you we love and appreciate our community yay we are gonna have the Baconator from our environment team you all know did you bring candy this time I heard the candy wrappers I was watching I was destroyed last night oh and I saw the picture that you posted of your previous band experience and I showed it to John and both of us were just blown away thank you by the time I said I probably shouldn't have I'm coming down I'm almost done but that's all kind of messed up so oh I was up at 4:00 this morning I had to take my puppy to the vet she had bertigo Riley had vertigo no which was actually the best thing it could have been because you know she was not doing well but problems too it's not a good day for everybody let's talk a little it's not a good day for our animals I guess I should say it's good for day for us in other ways so let's talk a little bit well I guess introduce yourself first which one I know but maybe some people we have new michael bacon the environment dude yeah we have forgot to change your thing I was going to put environment dude and yeah I guess this is lean environment so yeah so what is your team enough to before we show off all the stuff that you got no stuff actually a lot of optimizations doing that polish stuff on any pop and other stuff I can't talk about this true so just like just just like Mark was saying some of some of the things we're working on we can't necessarily talk about you know I know I know a lot of people want to see you know MMO and alpha one footage but a lot of that we have to be very and I said this before but I'd be very careful when we show those things because they are indicative of to a lot of people who don't follow the game their first time perception of what our MMORPG is they will look at that alpha one and they will assume that's an end product so as we're continuing you know work and preparing for alpha one a lot of that is kept very close to the chest until we feel it's in a place that it's presentable to everyone not just our most hardcore followers and who want to see this stuff you know as soon as possible but is something that can be presented to everyone and be indicative of where this project quality level is going to be you know at launch and I think some of you saw at the end of the recent dev Diaries you're like oh my gosh these shots are gorgeous those shots are from in-game those are in-game shots that is not you know post rendered video or anything like that that is actually our amazing case I saw I saw somebody make a comment on one of the YouTube video so I can remember where they were like this is a cinematic rendering trying to reply to everybody letting them know sorry gorgeous as possible so I think that like Steven said our goal is to make sure that you know what we put out and what you guys see and what you experience is going to be amazing and gorgeous and really take mmo's to another level so let's talk a little about your team is when working on three fronts right so yeah mm oh and then we got the castles each stuff destructibility stuff like supersize and I can't show you asking him every week I'm like cool this is not there for them yeah and then you know then of course a box you know a park is the next forward-facing thing I've this order right now part of it is the other thing is your castle sieges a pockets know-it-all kind of but what I mean is that you know it's the closest thing I'm kind of moving so a lot of polished optimization and that kind of thing so a lot of the under the hood stuff you know we're going through things that you guys don't really see but you'll notice in performance models and she was cleaning everything up and getting it to run as efficiently as we can yeah you might have seen if you watched our last livestream that they were working out some really cool beach waves and things of that sort really working on the environment cuz I was your hardest trying to make it gorgeous and I think we wanted to show you though so just to make sure - well I guess the cool thing about the cool thing about showing you know seeing this now is like you guys get to see you know be - this is like a week of iteration this is the latest and this is a yeah it's got like the sort of dual so in a way it's coming in on top of each other now and up and you know the motion and it is what a bit more accurately you know surf waves and things so in the and the cool thing about you know working on and I know we say this so many times and probably those of you who do get this are annoyed at hearing this but the cool thing about you know this type this level of polish and attention means that when this when the MMO is experienced by players you're not seeing it in the you know bare-bones stage you're going to be seeing it with this little level of polish and iteration because we were able to do so for the amok in a pop modes yeah so we're kind of a micro details stuff and actually does she she's been asking about this see if we're watching we're listening and then the next thing you have for us is this is a continuation of more of the racial environment if they put it in the right order yes all right so this is Kayla this is Imperium right oh this is the wrong video oh yeah it's totally the wrong video the wrong thing I guess for rerun it's the one I got doing reruns right now is the one from last cycle well the new one should be in the file yeah this is all from last last time yeah I don't know maybe check the folder again so Jeff can look in there but yeah so we do have some new ones and then I think the next ones coming up I saw some coming in from the back as well that are coming in now oh no no you can talk about that if you're happy there's a month there's a huge backlog of content we have show I noticed it was funny that they saw the wreck looks of amusing though it's got that like I don't know almost Egyptian style but it also takes it into that scientific killers the one starts with killer is old what do you mean by old I win I was like I said I put the right one in the folder I promise we did set everything up yesterday too so there we go now we can see it here there we go working on I notice that little village stage stuff though villain states yeah okay lar village yeah no we kind of went into I notice that in the video yesterday and some people captured that you know in the bottom right it showed the date you know some of those images were from 2017 and that's because we don't you know we don't show everything straight capture of some of the animation work I think oh so you know we have a we have a lot of a lot of assets in production that's been had over the past couple of years and I think when it comes to the dev diary stuff also we're trying to show like the work process and so sometimes we go through our old footage to kind of grab like stuff that we're like oh this kind of shows off what they're talking about at this moment so keep that in mind - dev Diaries are a little bit different because it is the development process and not everyone has recorded every single element I have since I started now trying to get people to and I can look at Chris from here make them record the things that they create he's done something but I mean it guess walk us through like what the design is for these like architectural II because they are different compared to the other yeah well I mean this time we this is a very very English the styling I guess we were I don't wanted to push it more brick-and-mortar than what we had like with the island there was a the other human race that we use for mainland yeah that way on the mast down the parent race of the humans yeah Nayla so these were kind of pushing more into a very medieval direction yeah they kind of have that very structural they look like they're sturdy right yeah it's harder harder edge or you know very much heavier component materials and and oh and then this is where we left off last time with it niku it doors I think so these are like the bigger structures for them yeah so guys you know the kind of the purpose of you know showing you guys these concepts is kind of to give you you know a staged look at you know as these these assets come into production you're going to be able to see and track them from concept to to you know finished product as you have with other structures that we've shown you know a year ago or your plus ago you know our pipeline is established and creating these assets is a really fun task for the environment team and and it's cool when you have such you know linear and readable concepts to work from yeah and I think we know we showed off a little bit of like our housing tool and how our building to on how our houses are created and things of that sort and I think a lot of the concerns that people had was like oh but what about like the more shapely buildings and that is you know that's what we're building is all these little pieces that create that and so you get these very interesting intricate buildings but they all fit the races that we have for each of the styles and especially as you're building up from a you know the wilderness to the village all the way up to a metropolis we're gonna need an extensive amount of buildings to make every single time that you build these up feel different yeah we're trying to go through a room style yeah one of the one of the greatest challenges I think that the the art team is both from a character and environment standpoint face is that we have such a such a goal in mind from from a cultural diversity standpoint with armors with buildings that we want these things to be very distinct from a cultural standpoint in the node and between the characters and races and I don't you know I don't know of any other MMORPG that has been created with such a distinct such distinctiveness between the races before it's it's a it's a monumental task and it's gonna require a lot of production on our side but you know we have a plan moving forward to accommodate that so it's gotta be really fun when you get in game and there is such a rich diversity not only with art and the look of it also the stories and the and the lore and the design behind how you experience them in the world with your quests and all of that and your interactions with the NPCs and things of that sort those are gonna really make make it feel like they're different yeah and of course moving on to the next thing that you have using a really cool stuff that you've been working on polish shots we're just kind of took an hour taken you know it was like we had like some wonky doors yeah I want a vacation the great thing about you know these examples of environments is that you're you're looking at what is close to the visual quality we want to achieve in the open MMO you know the open-world of the MMORPG you know these types of rolling landscapes with you know diverse biomes and and structures and attention to detail you know we want each place to kind of tell a story what is happening in this area what has happened here before and it gives our art team our environment team an opportunity to kind of to kind of polish to the degree you know that we expect to see in the MMORPG so like here you're seeing you know these these signs these custom sign you kind of added characters as I run out of character past and right things so you know it seemed like the lot of the structure stuff was like when I came to it like what is this thing it's just kind of adding some toast right there that's where about these types of signs is that you know these are player interfacing as well like you know you own a business and a node you know we're going to to have an ability for you to customize the sign with some pre-selected images that are your German even gilt logos that can be placed I love the art you know the attention to art that's present in these stained glassed representations are really cool who did this one that one very cool I love the stained glass I was like you've just the stained glass and there's still work in progress I know I know you're not this is the thing too is you know when we do these things every month all of the artists we want them to be happy with what we're sharing and I know that even bacon you're like it's not finished yet but it's gorgeous this finishes let's shift now that we're yeah we're having a little fun and maybe actually okay can't wait to what we can always say soon as long as there's a trademark it's really handy we have our character team yeah thank you for the candy next up we have our character team and I know yeah basically the lead character artist on the team we have a great team we actually have a new high urgency we've just gotten this last couple yeah and she's been killing it and then you know we have Keith and Carson saltiest because he's the original I'm just here anyway because this is all Mark show I'm just showing off what he's done character it's pretty easy for me but yeah our team's just been cranking along it's been all MMO focus for a very long time now anyway on our side of Fiji yeah it's been great and getting getting stuff off of you know the marketplace list and all the packages and stuff we're starting to really pump those characters and creatures through and so yeah it's been really nice Keith's been helping a ton right now he and I are mainly focused on armored pipeline updates and things since a POC we kind of had a chest anyway thanks lot and now we're just we've already had the system in place but we're just going through and revamping some stuff right now on the MMO drop site yeah yeah so you can have all the pieces separated yeah and they were set up like that before but now it's just basically flushing it out a little more in getting the armor sets to come Stephens actually been helping with the art direction and so yeah later on when I show some stuff we'll get to see kind of a new very basics and if you want to talk a little bit about like you know our our pipeline for for how we scale diversity between the different races and the same sense because as as our audience knows you know if you have one set in game and that set has a has a set bonus right and and it can be worn one piece can be worn by any race but it's going to look slightly different across all the races yes right and that's something that was that was really core to me when it when it came to you know creating diversity between the races like we talked about on the environment side from a character standpoint you know we don't want you know one set to look exactly the same across all the races right we wanted to maintain a theme we wanted to have you know the same kind of influences but we want it to be different yeah and I think a lot of your examples have been lineage to in the way that they handle that so that's sort of how we're approaching things now and yeah we've had a bunch of breakdowns about how this is gonna work but I think where we are right now we have a great understanding of what's gonna be delivered and yeah like the next sets up or again like gonna keep that I are mostly focused on all the racial stuff right now well the other artists are focused on people preachers ya know that's where we're that's all we've been cranking on and they should start coming out pretty fast now as we just finished kind of setting up the last you know a little weird sticky things that we had going on with the characters so it's starting to look really good yeah I'm really happy with the team that was very talented and dedicated and again like I said having Jen see added on has been great because yeah yeah it's always nice to have a new artist coming that rizal at production are very solid production artists the understatement but yeah that's great and just yeah the the new just seeing someone new come in though and like how passionate they are it's great for the team it brings everybody like instantly we all get back to like Oh first days yeah so it's been great yeah yeah so let's draw off some of the things out of you all have maybe seen the horse before but they've been making whole new iterations on how this functions and looks and animates and yeah no and in the Jin see again it's the one that's been handling this update Steven was great we basically I don't know only even it's only been a week and a half for a couple we had this is how one you're seeing now is our boy there's a difference I just wanted to put it in there because that horse is the kind of wood outs that horse is terrible and so this is the previous one yeah and so Jin she's basically gone in and now you can see how dramatic the difference is just in proportion yeah this is just to give you guys you know an idea like you know some of the previous horses you've seen in the game were because we needed a horse and we didn't have time to work on the horses just kind of ham-fisted a horse in there you got something going and now it's actually been nice to in here here's been the opportunity to kind of flesh out a little bit in more detail to the quality that we want to see in the game of what a horse should look like in ashes and not only necessarily this horse but this is actually going to be our kind of middle-of-the-road starting point of course variants of the horse that can both be achieved through the animal husbandry system as well as through different cosmetics reviewing that husband and and yeah you can also see how the pieces are put together so like we can have different tails or different main right Oh totally yeah this again is just our base foundation for starting and and we've gotten good targets visually again Stephens helped direct this one and I think it's coming out great you know obviously Red Dead Redemption too had great yes so we've sort of been looking at some of that stuff and I think we're getting there again like every other artist this is a work in progress it's still not done we're still tuning so but I'm happy with the direction absolutely and talk a little bit about you know like from a character case standpoint right if I step into a character creator I can kind of deform and change things I want you know the same is true for you guys as character artists when working with these types of models with the horses right you can you can adjust these things as necessary or having a more middle of the road kind of mesh to start is what we want yes this will allow us to step up to a soaring Clydesdale horse or step down to even like kind of a burro or a monk or like a thinner Arabian horse so we started with ton of a thoroughbred which I think was a smart decision again from art direction I just wanted to show you what was previously yeah I just have shown polishing so we really are stepping it up and trying to make somebody said a set is an undead horse a step up or down I think that depends on your perspective yeah everything that'll take an animation pass and again yeah I'm kind of here representing character yes yeah we're doing some fun stuff to show next thing that we have up here is the tie breaker and this is a work in progress that you're not going to but it's fun for you to see it early because later we see it finished right Margaret's gonna show it in a way that you get to see each step exactly yeah we just wanted to show some work-in-progress stuff so you guys can kind of see how it comes along and so yeah these are very early on we've just basically started getting some first samples and a quick bake down just to kind of see proportion and everything like that yeah Carson's been working on this and Jen's he's actually been helping them as well with the fur generation in x-gen so it's like second creature that you've ever worked yeah no this is second Carson yeah yeah yeah Carson oh you're gonna see Carson's which will be which is next step so as you guys know because you've seen I think Carson's dev diary right yeah traditionally he works on weapons Prague's yet he's been delving into the creature area and I thought he did a great job with his career yeah the tongues are not like sticking straight that's just cuz like you'll see the time oh yes no it's great but this creature as you guys know I think this was one of our cosmetics your monthly comes 2017 June July back in July right we're starting to work through that backlog of you know production assets then but here you can see I'm animated and this little guy on a human this little guy will be about just above the calf and he's gonna follow the player around so when you're idle he's gonna do this little idle you know kind of scratching himself and then when you when you start to move or run he's gonna start rolling if he has to catch up to you he's gonna leave so like if you do a teleport or a job or some mass movement he's gonna roll up to you yeah he's got to get out of his regular trot which you'll actually see there that's a running normally kind of with you and I think yeah we have a walk as well yeah he's a little pigeon-toed I love this little guy yeah first thing he nailed it as far as the concept many McPhee with the yeah cranked out yeah so thanks to him he's like Godzilla I feel like the reference for this little baby Godzilla yeah it's so great yeah many weak pee is doing a great job as well but yeah and you'll get to see you know the iteration like when of course when we have the tiebreaker we'll show you a little bit more yeah yes so the animations do take some time I think you know we just did a deaf diaries that goes over that we do dev Diaries earlier about character creation and character modeling so you know watch those videos they kind of give you a good example of like the process of creation it's not you know you just come up with an idea and it's made the next day it takes time and iterations yeah a lot of iterations and again going back and forth with art direction creative design you know everyone has their input on I just I just I just got two discs or messages that says can i buy the Quarrier you will probably see it in the world in other places a lot of these are going to have different variants that will be in the world as majors so don't you you'll still see them yeah you'll get to see it you know I'd be murdering them yeah you might not get to own it because they're attacking you oh that's sad well you're taking over their their homeland yeah well sadly I think the penguin that it's kind of based on a real-world creature is like the most poached creature so you're not wrong and of course our next piece we still have more yes is an armored piece I think is this one that keeps me yeah this is Keith's kind of working coinciding with me on my body and basically getting a nice basic armor set in for us just to kind of this would be a very low level but we just wanted to get a very basic set back in that isn't in the same timeline that Apoc was in wherever you know those an older timeline there are different this is one of the Kahler sets yes this is Taylor so you know the important thing to note here is you're seeing each of these individual pieces that will be present on a character sheet or character paper doll unique in the sense that you can remove and add you know as you would another MMORPGs and just understanding how the silhouette of the armor changes as you add or detach these pieces right this is the type of customization that players are going to have when they're mixing and matching or adding different pieces to the set but there's eight distinct visual pieces as part of this armor set right yeah you ever seen them do we tie the I think we do have eight we do every good yes more even when we add in little pins I mean it's pretty crazy but our basic structures we viewed aliens and stuff and yes so the next set that Keith's actually worth the elf version of that and so yeah yo guys you guys will get to see the KLR and the Imperium next to each other and then we'll keep keep yep dwarves or yes those are coming my homies yeah so I think is there any you also want to share with us I know you got you have a lot of stuff that you guys are working on yeah yeah I got some more stuff next oh definitely yeah and we'll try to get other artists on here I'll talk to some other people when you come on yeah I'll get I'll get them and we'll get you those videos I promise I'm always asking me I'm like can you guys record more stuff like sure come on the recording of the process I think it's really cool to share with our they want to see the development process I'm like how we're creating things in this you know I think this it gives them a good idea of like how things are created and what we're working on and we'll have other little bits I think and we just have mean yeah you guys know this because you're our diehard fans you're showing up to the you know to the stream and you're in discord and you want to see more and more more more more and we are showing you you know more but we're making sure that as we show things these can be digested not just by hardcore fans but also by new viewers first-time viewers who may not be accustomed to watching the development process of a game like an MMORPG that is Ashes of Creation so just take that into consideration you know it is it is a process and we have to be conscientious and cognizant of that marketing aspect as we show development of the project and I think Fellig macaw is a good example of that or if you look at some of the other previous ones we've done but I'm just using that one as an example because its newest you know it just showed Jin sees process of creating it but it also tells like a little bit of the lore it gives you more than just you know a quick thing that we throw at you it's a piece that you can digest as well when I said that everybody's just responding in chat and saying more makes a lot of gifts made like this gif of him definitely shout out to kam that was a great meme everyone enjoy but yeah thank you so much Chris and we're gonna answer a bunch of questions we have a I think 27 so we're gonna break you Cruz hey thank you guys very much new fans now it's always funny to you because like see the other people who are representing each of their departments always look at everyone else I wanted to show something that cool too like they all are like wanting to show something cooler so I think every month you're just gonna get something more more more they really want to say really want to know we're likely gonna go over time here because and that's okay we can try to speed around it okay speed around cars Stephen saying he's gonna try to speed round no jokes long-winded I'm really short right okay alright let's get through them we have these are all from either the forum's we had some actually a lot of you follow the directions and went to the forums like mad props so mostly these are from the forums and then we also have some from our Russian community as well because our other community manager saw stammering they didn't submit any but um the Russian community members team did so we did all of them are allowed to so our question here is first from his Ihram and they want to know can you share with us some of the biomes that we will find in Ashes of Creation yes all biomes are represented in some way shape or form on the Ashes of Creation map plus some that you probably thought of yes some fantastical ones this one more fantastic Azurill wants to know can we have basements in our freehold houses that's a good question I don't think ideas yes because we can't we can but we're not to an interchange the on terrain under it's very likely they're gonna be under like us middle a section under right frijoles yeah three holes are gonna be a little bit maybe well slightly not be decided yes all right SIMEX wants to know will there be an option to auto hide your UI would not in combat not by pressing up keep on but automatically interesting when not in combat we like a toggle not in combat it's not for that I mean you can just possible it's not possible that's a good answer will have the functionality of you we will have it will have a UI hotkey yeah right sure yeah but whether or not we'll have a state that detects you in game and then Flags the UI hotkey and then calles wants to know do you and I'm sorry if I butchered all of your names do you think that only having the tank archetype able to maintain will lower the percentage of possible tanks for groups us rate content I don't think so so no I don't think so I and to be clear okay to be clear it's not just the tank archetype that can that can tank it's just likely that they'll be the most effective at tanking yeah and when you think about like types of tanks right because I think that's the question right because tanks are always a little bit hard to find but when we're talking about like other games they have multiple tank classes the the multiple tank classes is built into the tank right so once you pick up your secondary then you change your tank type right so there will be plenty of painting types available it's also customized build as well like so you know do you want to be innovation tank do you want to be a damage mitigation take do you want to be an aggro take I mean there are there are multiple tank metas right that are present in different archetypes and that's why you've kind of built it this way so you know the base 8 classes are the archetypes and then you kind of hyper it out with your and I see people saying most efficient is only viable to most players that is true I believe in the more hardcore gaming which is which is that in my opinion is actually smaller percentage but I think it's most viable is is applicable to most difficult in my opinion so if you're if you're doing a run that requires the most efficient we chose the great which of these certain types of raids right then that's the case but you know your gear can bridge the divide between most efficient as well sometimes the content also challenge yes okay next question is from Karthus wondering can you share with us the number of crew required to sail each sized ship small medium and large and I don't know if I can like you know between small medium and large and you're looking at like one to three players on the small you're looking at a group size on the medium and you're looking at almost a raid size on the law so you know that's the idea that's what we want to kind of try to accommodate is that you know battles on at sea will be epic and they will have they will have some supreme you know rewards and or losses if the battle succeeds or fails so in that sense we want to make sure that the ships accommodate the numbers of players that we expect to be participating in those types of tables we want to see giant platillos mm-hmm and I think this next question we kind of maybe so a little earlier a notified geek is wondering are you considering utilizing an and videos ray tracing home technology so pass that question off into the future okay um and then burn the fern is asking which I think is adorable name but poor fern will event triggered bosses like the dragon that brings eternal winter for example the open world bosses will there have will they have only one life or many lives meaning will you loot will loot go to the first who kill it or to whoever can kill it within a certain timeframe so these are going to generally be events and so there will be a sense of participation in these events so in terms of rewards right we want to make sure that everybody who participates in a battle like that feels rewarded so there will be some orange involved in that but but yeah I mean it's it's those are generally gonna be world bosses they're gonna generally be events so they'll be quests associated with them okay and specifically I think you know they are open world and also you know while everybody will have a reason to be there from a participation standpoint you know the the the EPIK gear or legendary gear or the big rewards yes those will be finite and only you know certain groups like it'll-it'll have to do with participant yes all right and planeswalker fellow MTG fan can you share an example of a lesson that your team has learned from the mechanics of other games and game systems and how that lesson was incorporated into the development process I think a lot right yeah biggest lesson you know from me and this is from my experience as a player of MMORPGs is that rewards feel meaningless if there was not risk taken or time invested and you know I think the important part of what consequence offers to a game is realizing that risk versus reward relationship and it's important for players to feel you know that if they are achieving something they're achieving it because it was some degree of difficulty with ratio to the award the reward that's kind of a concept that I yeah yeah for me it's it's you only get to launch your MMO once yeah that's that's one thing I learned very early in my career and while it's possible to recover from a bad launch it's really really hard so we really only get one chance to really make this awesome so that's what we're trying to do yeah especially with what we're trying to accomplish also just as a service to our players I mean we want to make sure that you know we we are releasing something that lives up to the hype and speech that we're giving you at these these streams right and that is representative of us and our desires as players you know what's the experience we would want to have at the launch of our dream MMO and that's the experience we want to give you guys as players so you know it's it's a process and you guys are patient and you are kind of you is smart but you know when we hit that switch we don't want to be like I don't know exactly right please know I would like to know everything also we have a lot of questions so I know who will command troops during anode CJ slash war if anyone can will the communication tools like having a raid leave that can talk to different squads be available to all citizens so they want tools to be able to you know absolutely so there there are administrative functions that will be present in the raid we've discussed this in the past you know raid leader we able to assign certain roles to party leaders within the raid and then there will be certain voice over IP functions and they can you know allow just the party leaders to speak or they can give you know on-screen commands they can have designation of targets stuff like that a lot of different administrative functions Illya wants to know can we expect updates on apocalypses Castle siege after its release both balance updates and extra content such as new classes additions etc absolutely the purpose of the Castle sieges is to derive those things and you will see as we do derive that from the design logs that we take from these you know instance to castle sieges that'll be present in a pot you know we will implement those changes in the designs for the MMORPG and you will see them reflected both in the MMORPG as well as like not all of them necessarily but in the Apoc because open world is different yeah and then r22 wants to know will you consider adding in-game community voting for updates and changes similar to how runescape does well we already have an in-game voting feature that takes place for one of the mayoral systems in the scientific node I imagine that that type of code logic will be utilized elsewhere that we might find places for in certain systems yeah yeah I mean it's gonna well that'll be a long answer right so let's damn yeah we can have little like it depends on what it is basically Celeron wants to know in the last livestream you mentioned using the agile scrum project management method for development would you mind telling us the tentative topics for your next few sprints that's a lot we'd be here for a little bit yeah just to give you an idea each departments sprint kickoff you know can take upwards of an hour to an hour to half and we have about five departments five specific department kickoffs so that would be about you know six or seven hours worth of those Springs tasks yeah but it's basically our production team does a lot of work and you know props to our production team for helping to manage those schedules and tasks and prioritizing them into you know you know different priority levels and backlogs they do a lot of hard work Brian Peter Jonathan awesome they are great and basically to give you an idea of how that's how that works in a general form because we're not gonna really go into detail is you know we we have each person that's on a team and that each of those people have a certain amount of work hours that they can work we have tasks that each take different amounts of time and then we slot those into the different people who can you can complete those tasks and also figuring out timeline wise when we need those accomplished so some of the things may need to be accomplished at a different date than others and so like we have to prioritize those and that kind of thing and maybe somebody has to overlap or help one another out and so that's kind of basically how it works and in a very small gist our next question here is from tomorrow tomorrow tomorrow yeah and they want to know what are the change chances there will be a mechanic that allows us to choose our stance or how we hold a weapon like having a spear in one hand versus to be very high chance one minutes paper versus two minutes Spears probably not gonna be a thing but we will have one in its peers and I'm personally a lot of fan of stances but design has made a very good argument to incorporate certain stances on in the game so we'll see how that goes else which geez you got the word else nice will the Beck be able to receive prophecy when the when the start when they start AIDS what I think happened will they be able to do astrology so probably not in the way that you're thinking they will have class-based abilities that are associated with their class for being a Beck and some of those will refer to that those kinds of ideas the astral it's it's not that they are the only ones who can do astrology and there will be references to what's happening in the stars that everybody can kind of participate in so take a look for that yeah and then Sun frog we love your contents I'm for a keep making it how will we capture animals will it be a menu that pop that pops and says fight capture run or will there be traps like like trap snares nuts and Tiger pits that we put out my goodness that's kind of a cruel way to capture your animals well that's the trap is you know accommodating well if it's like a little house for the animal okay all right it's a nice it's a humane trap well I mean if you're gonna use it later right you don't want to yeah no you said like traps snares it's a massage and I on comes out and grabs the leg a little massage it's like just petting it's just a pet good boy good boy they stay for the massage if you come and pick them up yes right okay was it answer to that to be decided yes again shall we vote shotgun wants to know could we get an example or two on how bard music will work will they perform music with instruments or will they act more like a traditional spell caster so we've answered this in the past you know bars are going to have a wide range of a kind of application both you know wordsmithing acting and musical aspects and I think you know kind of how we said tanks will have different you know trajectories and how they tank of Asian damage mitigation aggro bards will also kind of have a route that they can customize and choose as well yeah Elissa Phet wants to know in the pre-alpha promo videos you showcased a rogue using parkour to end I don't know why I said Utley to enter and navigate a city can you give us an enormous state of this parkour system so we are still kind of doing a lot of exploratory prototyping on that kind of stuff trying to make parkour work in a big giant open world like this requires a solution that is universal and we're not there yet so I mean there's there's definitely you know places where along certain quests and or you know specific locations where there will be inter interact that's possible with objects that give you know some parkour kind of animation availability whether or not parkour will be prevalent across you know the open world as Jeff said has to be a universal application and and we are not at that point yet so we'll update you guys if that if that changes but right now I would say the outlook on it being universally across the open world is a little grim ok and then horrendous wants to know will we have an adjustable UI and adjustable mission window in alpha one for us older gamers that can't read tiny friends they want like scaling we should have UI text scaling option it's it's we should have it but yes will come but there will definitely be there in the last product democ list wants to know can you share a bit more about trophies will we be able to turn loop parts of bosses into trophies or furniture yes yes yes that is a very cool aspect it's a great way for you to show off you know your achievements and accomplishments on your property and in your homes and it's something that we want to have built yes and as a lot--oh wants to know the AOC wiki says banking between characters is being discussed is there any new information on this topic banking between characters so you know banking is something in the in a game like ours where economy matters and regionality is is important for from a gather Abul and process standpoint that you will not be able to bank items that are relevant in those scenarios across characters but it's likely possible that you'll be able to bank items such as like furniture or you know so much can I share a bank account with them no you're gonna have settings where you can allow access to different players permissions right force personal storage devices that can be found on three holds or in your homes but again the important thing is is between characters is is a little difficult for the gather bowls Andrew processed it's mixed Ackerson like that name can you elaborate on how combat pets will work you mentioned that they will be a horizontal choice do you equip them like a weapon piece a weapons such piece of gear or do they limit your abilities in some way this is talking about combat that's so ok so one thing we don't want to do with combat pets is make it a vertical progression we don't want combat pets to be the most effective necessary way from a damage standpoint so part of the design language for that is to if you have a combat pet present it will incorporate some of your own power in a way that keeps the level power progression horizontal yeah so it'll feel more I mean it will participate in combat it will allow you different options but it won't necessarily increase your power and it will you be sacrificing some yes yes ok and then quantum shadow wants to know you said that a guild of that total totally chooses size over skill augments will likely have a max size of about 300 members what will be the max number of members for a guild that chooses to totally go after the skill augments it's gonna be between 30 and 50 I would say if you maxed out your skill augment and chose no expansion option for that guild it would be but I would say between 30 and 50 will fine-tune that a little bit those numbers are very you know it'll kind of really depend on other things but twelfth Flair wants to know for the lore articles we've been reading about the shop items like the fella big macaw will we be able to encounter these creatures somewhere in the wilds and game if not will we see more articles about non shop creatures in the future and I already answered that one yeah they'll be in the world for sure and probably different variants in them barrows wants to know mayors are only in power for a short period in one month but you also mentioned that if the population of a city is not happy with the choices the mayor is making that there will be a way for them to remove them early can you please elaborate or / explain on how that might look I don't talked about the possibility of a recall we we're currently not it is something that's always in the back of our heads right because we don't want to haven't know necessarily have no counterplay too bad mayor but at the same time it's also kind of a consequence of electing a bad mayor yes and sort of they fall out of that is an interesting thing for us so it's it's it's something that you'll likely not see it long the only way to remove a bad mayor as we have now is by destroying the know you work with your enemy so yeah we don't we would like Jeff said we want consequences to matter and if you elected that if that person got elected then you need to work within the means of the mechanics to get them out elected okay and then Violeta wants to know how many guilds will there be in onenote it does it depend on node level so it depends are you talking about patron guilds right it's got to be a patron guild okay so any number of guilds can be exactly right but then there are the idea of patron guild and that grows with size right it's like it's three is gonna be maxed at the monopolist level you're gonna have one starting at the town two at the city and then one at three at the metropolis none at the village and they're not necessary but they are likely to be show information for me I learned something about everything I know but I didn't oh yeah Constantine or Constantine wants to know will there be combos in your company yes yes sir Natalie wants to know how diverse and more importantly how mandatory will end game content be how many hours should I play daily in order to keep my character up today is hard it's a super subjective question yeah so depends on what you want advanced on what up-to-date means it depends on what mandatory means it depends what your goals are I guess if your goal is to have like you know best in slot gear then you're probably going to want to be experiencing a lot of endgame content because that's going to be where the legendary items have become available and stuff like that if you're going to want to you know be a crafter and sit in the city and and take advantage of the economy you might not need to participate in much because you're going but you're gonna be purchased in like lovers right yeah so it really depends on what your goals as a player are there's going to be plenty of stuff for people to do for a very long time if you log in an hour a day you're gonna have plenty of stuff to do if you want to log in you know sixteen hours in a day you're gonna have plenty of stuff to do so and again endgame isn't something we really subscribe to from from a you know concept standpoint you know there's a lot of options and avenues and progression that players can have in many different areas of the game and we know that everything is going to be changing exactly time and all of them are applicable lavallee keep wanting to you're gonna continually add more - right yeah with you know it's system itself you'll never yeah cuz it's a persistent you you make it the true statement you you make the the content in that connect but we make the content as far as like being a hybrid sandbox theme park it allows us to to offer this this content engine that just will keep going as long as there are players on the server yes feed the edge well and the creatures themselves will also interact - so if even if players don't interact with certain areas those creatures well so we got through all of the questions you did yeah and so of course thank you offer programming with us for a little bit longer on the stream I think you probably don't mind having extra content but we hope that you enjoy it this is our second time using this format do let us know if you enjoy it down the comments below if you're watching this on youtube we will have this up on youtube of course right after this as soon as it's done processing so you can follow us on all of the places at Ashes of Creation SuperDuper easy we let you guys always know what thing when things are coming out on Twitter Facebook Instagram all of the things of that sort so stay tuned with us and of course if you go to our Ashes of Creation.com slash news page we always keep you updated on all of the things we have quite a few things that are coming along the lines we have a creative directors letter that's coming out that will have some dates that you'll be interested in divine note article as well as our new monthly costume rotation and quite a few other content pieces so stay tuned and we'll see you all next month for another update thank you guys everybody and weekend you [Music]