DjTechlive Q&A 2017-05-05

From Ashes of Creation Wiki
Jump to: navigation, search
This video is missing time indexes. You can help AoCWiki by watching the video and adding the missing time indexes (e.g. [01:05]).

Notes: [1]



  • Steven: Special Guest today DjTechlive. We are so excited how great the kickstart is going, and we are really grateful for you all coming out and showing your support for a change in the industry.

DjTechlive Questions

What would be the benefit of going the same secondary archetype as your primary archetype?


  • DjTechlive takes a couple of minutes of explaining in general how the class/subclass system actually works.
  • Steven: Our class system is unique. We allow people to stick to the traditional core role then we add a customization aspect not only through progression of the class, but also with the selection of a secondary archetype that might not necessarily grant new skills but will give a flavor of what that archetype can do to a class's existing skills.
  • If you take the fighter class as a primary which has a rush capability and a mage class as secondary which has a teleport capability. You could then apply a teleport augment to the rush. So instead of rushing towards a target you would teleport to the target.
  • Tank/Tank is archetypical, huge plate wearing, giant shield, unmovable object. if it’s the same, but will give you further options.
    • Primary Taunt skill, Tank/Tank could augment it that modifies Taunt and add reflection shield during taunt duration.
    • Double down on thematic niche of archetype.
  • Tank/Rogue would be more of an evasion tank

Will there be any implementation of a game payment system for role players?


  • Hiring mercenary guilds to defend castles and towns and Nodes, Both Players/NPC
    • Want to facilitate player interaction it with some form of UI, and a hiring mechanic could be part of it.
    • NPC areas include the ability to hire guards, add additional security to walls for a siege. The castles are going to have the ability purchase NPC for specific siege locations. Caravans will have certain NPCs that can be assigned to add protection. All that will depend on development in the zone and Castle/Tier of node.

Efficacy of NPC AI, how intelligent will NPC AI be? Learning system?


  • Similar to how monsters work, working on an AI system with give some intelligence.
    • Not IBM Watson, but NPCs should have character, not faceless mobs.
    • Will be a very robust AI system

Will town's be able to ally/mutually benefit each other and work together?


  • Yes. Node to node diplomacy is intended.
    • Trade mechanics, alliances for events, sieges, even the development of creating pseudo factions.
    • Developers want to promote comparative advantage within each node.
    • Trade agreements
    • Nodes should have trade strengths and weaknesses, to promote cross trade.
  • Developers want to heavily promote conflict driven gameplay.

Housing question


  • Freeholds’ will have certain player interactions that allow players to come and eat at a tavern or rest at an inn, etc. Which will bring benefits, will want to make sure freehold is in a good spot to take advantage of traffic.
    • Different terrain will offer added bonuses, there will be reasons for land disputes
  • Building next to a river gives advantages for farm rather than building in forest
  • Land will not be equal, some land will outright be better for some functions.
    • Mountains better for mines
    • Rivers and seas are better for fishing
  • Not wanting to develop a landgrab game, there will be reasons to build strategically.
    • Development of Node system is intended to counter this.
  • Apartments
    • Apartments are still instanced housing for the masses
      • Player run government can build apartments, grant people the ability to rent or buy an instanced room, grants them citizenship to the node.

PvP Question Time! Eastern market has watered down PvP to a gear check, how will you make PvP a thing that doesn’t just become a gear check, dependent on who can grind hardest, and get PvE people involved as well.


  • “Find that blend”
    • We will balance the game so there isn’t a huge power curve? Allow for progression, Skills, class balancing to all play a role. This will require planning and time for the player
      • Flat power curve design.
      • This is a Numbers game and will take us time to balance and get right.
  • “PvE’rs very important to the game”. Without PVE, PVP has no meaning.
    • Responsible for creating the world that PvPers fight over
    • Node System still lets you affect the world, even if you aren’t interacting person to person.
    • Steven found that people weren’t always playing the game they wanted to play, but rather the game they were needed to by their group. He wanted to build the game where this wasn’t the case, and that everyone was equally useful to the competitive integrity of the game.
    • Crafting will be core to equipment and economic progression.
      • "Identity is a huge concept for us".
      • Will there be Name stamps on crafted items? Confirmed.
      • Some way for crafters to build notoriety.

How deep is the character customization?


  • Aesthetics are huge part of the world, don’t want to break immersion

. “Flexibility, range” when creating character. Not Just what you character looks like and customize armor, etc. The ability to see the character you image there on the screen.

Live In-Game video


  • Rogue walking through a freehold. Discussion about freehold. This footage is pre Alpha.
  • UE4
  • Cloth physics on the capes
  • Freehold Footage starts at [30:00]
  • Freehold explanation
    • Player freeholding can be placed in the open world of a Node that develops to stage three or above. Nodes have a zone of influence within the world.
    • Build up houses, farms, windmills, industry, professions, etc. Not just a house but allows for identity of your space.
    • Intended to fit multiple buildings quite sizable. Freeholds can be
      • Farming Based
      • Iron Working based with a Forge
    • Have an Inn with kitchen and stables. People can visit and you could feed them giving a benefit to the area around the freehold.

Did you use motion capture or animated?


  • A little of both. There is an animator who is very talented. He does a lot of stuff/blends himself

Guilds?! How will you make guilds more than just a collection of people? Games ruin that by adding teleportation to dungeons, flying mounts, how are you going to make the social aspect come to life


  • Trying to put in mechanics that encourage people to work together, conflict/together. "Focus on Community"
  • Guild houses, skills, sieges, alliances, exert influence over the rest of the world.
  • Benefits for different sized guilds, large/small
  • Zergfests, we are not going down the road to support zergfests. There will be mechanics that encourage both large and small guild. they will have to work together to accomplish certain goals. These are central to the guild philosophy.
  • Even the guild less are considered they will have an identity related to their freehold, and the people around that area.
    • There will be things for different sized guilds to do

How is the world, is it very linear? Will it take time to walk from point A to point B, teleportation, etc.?


  • There will not be roads/etc. You’ll have to develop them and builds roads.
  • Not a whole lot of fast travel, have to make your way over there.
  • Travel is meaningful, Don’t want you to skip past the world to zip around places.
  • There are applications for “faster” travel, but not a lot of “fast travel”
  • The focus is on discovery for the player
  • You will eventually know what world looks like, but you won’t know what is there.

Reddit Question

In the kickstarter there is mention of expanding naval ship classes, what is the general idea/feel for what naval interactions? Are they going to be primarily used to transport goods? Are there combat ships?


  • Meaningful conflict on the open seas, will include expanding trade routes to sea based caravans, will include additional underwater combat, fauna, flora, mounts, monsters, treasure. When the world fell, everything looked different. The story is important.