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Ashes of Creation - The List - Ashes of Creation – Top 5 Mechanics - MMORPG.com

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited February 2017 in News & Features Discussion

imageAshes of Creation - The List - Ashes of Creation – Top 5 Mechanics - MMORPG.com

Today we break down our top five mechanics for the upcoming MMO Ashes of Creation. The game is looking more and more solid every day. With videos and features now hitting the fans, it seems there is a lot to look forward too. Here are our Top 5 mechanics to keep an eye on as Intrepid Studios continues development.

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Comments

  • WellspringWellspring Member EpicPosts: 1,464
    What does a node mean? Is it basically just a spot where something can be built?
    --------------------------------------------
  • FaLLenShineFaLLenShine Member UncommonPosts: 1
    Node means it will be a place where players can build, and in time that node will progress to a city, there will be wars for that node, so a building dmg is also a possibility.

    The game will be amazing, and it is developed by very promising Company, so if they recieve our support, the game will become record breaker for sure.

    P.S. The Project Manager communicate directly with the community, so u can say that the ppl that will play the game actually participate in making it, how amazing that can be?

    The Hype is Real BoiZ n Grlz! :)
  • kitaradkitarad Member LegendaryPosts: 8,177
    The node thing is like BDO.

  • MandaloreMandalore Member UncommonPosts: 131

    kitarad said:

    The node thing is like BDO.



    No - its is way more complex than that. Each node can level up (or leveled down by destroying) and will change visually and in content.

    To be honest - the game sounds to good to be true. They have great concepts and ideas - but that was something Dark and Light (back in 2004) had too ^^

    I wish that they will succeed and can accomplish everything to 110% ... but I have doubts.

    -------------------------------------
     Playing: Overwatch, Genshin Impact, Black Desert Mobile, Hundred Soul, Cyberpunk 2077
     Inactive: WAR, DAoC, RIFT, GW1/2, TSW, Age of Wulin, Black Desert, Blade & Soul, Skyforge

  • MMOExposedMMOExposed Member RarePosts: 7,400
    is this another action combat game?

    Philosophy of MMO Game Design

  • ElderknightElderknight Member UncommonPosts: 322
    Sounds awesome hopefully they can deliver on it.
  • LeiloniLeiloni Member RarePosts: 1,266
    edited February 2017

    kitarad said:

    The node thing is like BDO.



    Not at all really. The name is the same but the system here is much different.

    Here's what their FAQ says which sums it up pretty clearly:


    Our map is sectioned off into zones, playable areas with an environmental theme. These zones are then subsectioned off into smaller, invisibly defined areas we call “Nodes.”


    These Nodes are listening all the time. Every player action within a Node, and every action associated with that Node (like quests that might require players to leave the Node) is tracked and scored. This includes any player action, like crafting, harvesting, killing a monster, or finding a point of interest. This ‘score’ abstracts and represents player participation within that Node. The more that players participate within a Node, the higher that score gets, and the closer that Node inches toward civilization. Upon reaching a certain participation score, the Node will develop into its first of six stages.


    All of the Nodes within our world fit into one of four distinct types (Military, Divine, Economic and Scientific), each of which will define how players interact with them. Regardless of the Node type, these newly developed settlements can be player governed, fought over, and customized. Some Nodes can even unlock hidden aspects of the world. Again, this is a large topic and we look forward to explaining it in more detail with our developer blogs!
    So basically it's empty until players come along and build there, and what's there doesn't develop until players do things in that node to build the score. It will also differ between servers. One thing they said on a Q&A video they did is due to how the players can affect the world, they fully expect each server to develop differently, discover different things - you might even have a dungeon unlocked on one server but not another, etc.
  • LeiloniLeiloni Member RarePosts: 1,266


    is this another action combat game?



    That's my big beef with the game right now. So they're saying it's a mix - mostly tab target, although not an excess of abilities, but everyone has movement abilities and things like that. Although there are a lot of players on the forums and on the Discord asking for action combat, so hopefully they change their minds. The game is only in Pre-Alpha so it's early enough they can change course. For me I'm not sure I can enjoy another tab target game. :\
  • LemureLemure Member UncommonPosts: 24
    I liked archeage's combat which was a mobile tab target. I'm reserving judgement on the combat system till I see more of it.
  • LeiloniLeiloni Member RarePosts: 1,266
    Lemure said:
    I liked archeage's combat which was a mobile tab target. I'm reserving judgement on the combat system till I see more of it.
    For me it's more about targeting mechanics and skill design that works well with targeting mechanics. I'm not as concerned about mobility.
  • OzmodanOzmodan Member EpicPosts: 9,726
    You really have to love people who verify features in a game that is not available yet.  Either you really have a working crystal ball or have great hopes that it will work that way.  

    This game is on my radar, but not for this year at least.  I will keep an eye on it though, it seems to have a better backing than many of the other indies.
  • WizardryWizardry Member LegendaryPosts: 19,332
    edited February 2017
    I wish someone would ask them about their choice to go scaling and immersion.I really despise scaling and that is about the only thing i don't like,the rest of the game is solid even the pvp which i don't like either but seems they have that part done well enough.

    There are several reasons but just one easy one is that scaling in essence makes all content level 1,so now that little bunny is just as powerful as that Giant Dragon.Obviously it won't be dumbed down to level 1 but still the problem of ruining immersion exists.

    Actually if you fight that bunny at level 20 it would be far more powerful than the Dragon at level 5.This analogy really shows why the idea is so bad.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • LemureLemure Member UncommonPosts: 24
    What did they mention about scaling? @Wizadry

    Also the Founder/Creative Director is on their official discord now and answers a bunch of questions. Might wanna hop on there.
  • LemureLemure Member UncommonPosts: 24
    Discord.gg/ashesofcreation
  • WizardryWizardry Member LegendaryPosts: 19,332
    What does a node mean? Is it basically just a spot where something can be built?
    I don't think node was a proper term to use.
    Maybe zone cluster or zone area.I believe it is a simple trigger related to population of said region/area,it a certain parameter is met then change happens.

    It is a very risky idea to incorporate,i applaud them for trying to do something but man it could fail badly and need constant tweaking.
    I look at one example .."unlocked "quests.Well what happens if all those npc's are killed?Would it make any sense if it is permanently unlocked if using this mechanic?Then if you can destroy your surroundings,what do the npc's do,if they die then what,does everything disappear,do they start out as nomads?

    I am again thinking of a problem Blizzard never fixed even to this day.A high level player comes back and kills npc's so people can't do their quests.Basically it creates a big opening for exploitation.Is this why they have scaling,well then that again would ruin immersion completely.A town gets wiped out,then rebirth and all are auto scaled?

    I just get the feeling they are contradicting their own design,going for realism and world changing but then scaling everything back to as it was just ruined the whole idea.As i said this is a very risky idea that imo could have been scaled back and made simpler to keep from possibly ruining the game.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Lol is this writer for real?

    I guess he has never heard or looked into some of the gaming mechanics of Age Of Wulin especially the 'crafting unique gear' comment.




  • PlasticLemonsPlasticLemons Member UncommonPosts: 2


    is this another action combat game?



    They said it's going to be tab-targeting and a little bit of action combat. I'm thinking it'll be something like tab-target the mob you want to kill, spells you cast go towards it, then if you want to drop an AoE or a area buff, then it can be dropped using action combat mechanics. We may know more this Friday, their releasing another video discussing the combat video they released recently!
  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    Seeing is believing.
  • MikehaMikeha Member EpicPosts: 9,196
    GOAT
  • Ashes_StevenAshes_Steven Member UncommonPosts: 28

    Recore said:

    GOAT



    I love goats. :D




    Albatroes said:

    Seeing is believing.



    I agree. If we build it, they will come.


    Wizardry said:



    What does a node mean? Is it basically just a spot where something can be built?


    It is a very risky idea to incorporate,i applaud them for trying to do something but man it could fail badly and need constant tweaking.
    I look at one example .."unlocked "quests.Well what happens if all those npc's are killed?Would it make any sense if it is permanently unlocked if using this mechanic?Then if you can destroy your surroundings,what do the npc's do,if they die then what,does everything disappear,do they start out as nomads?

    I am again thinking of a problem Blizzard never fixed even to this day.A high level player comes back and kills npc's so people can't do their quests.Basically it creates a big opening for exploitation.Is this why they have scaling,well then that again would ruin immersion completely.A town gets wiped out,then rebirth and all are auto scaled?

    I just get the feeling they are contradicting their own design,going for realism and world changing but then scaling everything back to as it was just ruined the whole idea.As i said this is a very risky idea that imo could have been scaled back and made simpler to keep from possibly ruining the game.



    Not sure what scaling you are referring to, but I can offer further clarity on the nodes and their influence on the environment.

    Currently our nodes develop in a manner that unlocks story paths, dungeons, drop tables, boss content, influences seasons, allows crop development, affects housing options... etc Truly every facet of the game is tied to the development of these nodes. The term node for us denotes an epicenter to a Zone of Influence ( zoi ). The wilderness of the world is littered with nodes, each with their own zoi. As a node develops, it will absorb the neighboring nodes and their zoi. The first node to develop will halt the neighboring node's development. Developing nodes further influences the world around it and increasing it's applicable zoi.

    You mention what happens if an NPC dies. Well our NPCs that spawn with the development of nodes cannot be killed. There is however a mechanic that allows the players to undertake a siege process against nodes that have developed to the Village (stage 3) or above (nodes have 6 stages, the highest of which is a Metropolis). This process is long and difficult. Requiring considerable resources and time. And the defenders (citizens) of a node will have the advantage going into this fight. Furthermore, there is a declaration period that will exist for 1-4 days prior to the siege itself (depending on the stage of the node), allowing the citizens of the node to prepare for battle. Once the siege has finished, if the node still stands it will not be possible to siege the node until a time has passed equal to 10x the declaration period.

    Our goal is to create a world filled with story lines and content that is directed by the community. To watch players come together to defeat an epic world boss, or find a rare artifact at the bottom of a dungeon, only found because the community founded a city nearby.

    A rich PvE world to discover, with PvP mechanics that allow change.





    is this another action combat game?




    We are aiming for a blend of targeting and action. Making positioning important, allowing for mobility to influence skill usage. It is coming together nicely, and we will be showing more in the weeks ahead :)



    Sounds awesome hopefully they can deliver on it.



    Thanks! We plan on delivering!
    Happy to be with you fine ladies and gentlemen on MMORPG.com, hope to participate in healthy discussions about our favorite genre.

    Founder/Creative Director @ Intrepid Studios
    Building upcoming MMORPG  Ashes of Creation
    Discord

  • KyleranKyleran Member LegendaryPosts: 44,059
    edited February 2017
    Lol is this writer for real?

    I guess he has never heard or looked into some of the gaming mechanics of Age Of Wulin especially the 'crafting unique gear' comment.

    Well yeah, writer doesn't appear to know most of these mechanics either have previously been introduced or promised in earlier titles.

    5. Improved AI -often promised, seldom if ever delivered, and I'm not sure players will really enjoy playing the gaming equivalent of "Skynet."

    4. Lineage 1 was my first intro to castle sieging, DAOC provided for experience bonuses for leveling within range of a keep your realm controlled, L2 allowed Castle owners to charge taxes on activities within it's influence zone.

    3 Economy - see also SWG for unique crafted items, heck they had unique resources that existed only once ever until consumed forever.  In my book nothing will top EVE as an economic stimulation. (built in spreadsheets don't ya know)

    2. Caravans - Archeage, Albion Online, EVE and others have this concept and the opportunity to seed markets.

    1. Nodes - this seems somewhat new, and a feature I'll be watching how it actually evolves.

    Overall, good features I'd lke to see in any MMORPG and looking forward to their take on the new incarnation of some of them.


    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • RedsaltRedsalt Member UncommonPosts: 83
    If they can combine these elements together, it should be an interesting game.  A lot of mmo's in developement, hopefullly some of them will be fun to play at release, or make it to release. :)

    Redsalt... the other salt.

  • holdenhamletholdenhamlet Member EpicPosts: 3,772
    It all looks pretty good. I'll be keeping an eye on this game.
  • TillerTiller Member LegendaryPosts: 11,485
    So pretty much GW2-Black Desert-EQnext mix.
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • LoudWisperLoudWisper Member UncommonPosts: 76




    Recore said:


    GOAT






    I love goats. :D









    Albatroes said:


    Seeing is believing.






    I agree. If we build it, they will come.





    Wizardry said:






    What does a node mean? Is it basically just a spot where something can be built?




    It is a very risky idea to incorporate,i applaud them for trying to do something but man it could fail badly and need constant tweaking.
    I look at one example .."unlocked "quests.Well what happens if all those npc's are killed?Would it make any sense if it is permanently unlocked if using this mechanic?Then if you can destroy your surroundings,what do the npc's do,if they die then what,does everything disappear,do they start out as nomads?

    I am again thinking of a problem Blizzard never fixed even to this day.A high level player comes back and kills npc's so people can't do their quests.Basically it creates a big opening for exploitation.Is this why they have scaling,well then that again would ruin immersion completely.A town gets wiped out,then rebirth and all are auto scaled?

    I just get the feeling they are contradicting their own design,going for realism and world changing but then scaling everything back to as it was just ruined the whole idea.As i said this is a very risky idea that imo could have been scaled back and made simpler to keep from possibly ruining the game.






    Not sure what scaling you are referring to, but I can offer further clarity on the nodes and their influence on the environment.



    Currently our nodes develop in a manner that unlocks story paths, dungeons, drop tables, boss content, influences seasons, allows crop development, affects housing options... etc Truly every facet of the game is tied to the development of these nodes. The term node for us denotes an epicenter to a Zone of Influence ( zoi ). The wilderness of the world is littered with nodes, each with their own zoi. As a node develops, it will absorb the neighboring nodes and their zoi. The first node to develop will halt the neighboring node's development. Developing nodes further influences the world around it and increasing it's applicable zoi.



    You mention what happens if an NPC dies. Well our NPCs that spawn with the development of nodes cannot be killed. There is however a mechanic that allows the players to undertake a siege process against nodes that have developed to the Village (stage 3) or above (nodes have 6 stages, the highest of which is a Metropolis). This process is long and difficult. Requiring considerable resources and time. And the defenders (citizens) of a node will have the advantage going into this fight. Furthermore, there is a declaration period that will exist for 1-4 days prior to the siege itself (depending on the stage of the node), allowing the citizens of the node to prepare for battle. Once the siege has finished, if the node still stands it will not be possible to siege the node until a time has passed equal to 10x the declaration period.



    Our goal is to create a world filled with story lines and content that is directed by the community. To watch players come together to defeat an epic world boss, or find a rare artifact at the bottom of a dungeon, only found because the community founded a city nearby.



    A rich PvE world to discover, with PvP mechanics that allow change.











    is this another action combat game?








    We are aiming for a blend of targeting and action. Making positioning important, allowing for mobility to influence skill usage. It is coming together nicely, and we will be showing more in the weeks ahead :)







    Sounds awesome hopefully they can deliver on it.






    Thanks! We plan on delivering!



    please do not make BDO combat. From what I am reading some people want that. >.> some where between old school and BDO i am ok with maybe.

    can wait to see what you come up with =)
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