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- There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty. – Steven Sharif
- Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.
- There will be an 80/20 split between open world vs instanced encounters.
- There is no instancing in Alpha-1.
- Q: When you reach the bosses in [open world] dungeons can you be jumped?
- A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped. – Steven Sharif
- Node sieges.
- Castle sieges (potentially).
- Objective based guild wars.
Our castle system, our sieges against nodes, the caravan system, battlegrounds that exist, guild wars: We want there to be a meaning to this conflict. We want players to actually have some skin in the game when it comes to participating in PvP. – Steven Sharif
- Hunting grounds refer to killing monsters or NPCs in the open-world.
- This also refers to contesting resources.
One of the interesting components of Ashes of Creation and our flagging system is that it presents the potential for two conflicting parties to have open conflict in the open world over pretty much anything that they may want or disagree with; and if that pertains to a hunting ground, not just the caravan or the castles or the nodes or whatever, it can exist in that area. – Steven Sharif
Outside of PvP for certain things like caravans, sieges of nodes and/or castles is that you're going to have those open-world hunting ground fights that may occur. You're going to have resources fights that may occur. You're going to have political fights that may occur between members of guilds; and we're taking the guild politics to a whole new direction in regards to playing those conflicts out. – Steven Sharif
Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.
We just wanted to represent just about every biome type under the sun really and just have enough diversity over the world that like when you went from area to area you know, you really just got a contrast of different biome types. – Michael Bacon
List of biomes
Points of interest
- Additional buildings will spawn.
- Additional mobs will spawn.
- Content difficulty will change.
- Dungeons will be unlocked when certain nodes advance to certain stages.
- Drop tables in areas and dungeons will be tied into the progression of certain areas.
Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.
- These are sources of NPC events that players need to address before they grow out of hand.
- There are events that lead to the spreading of corruption that players will have to fight back against. When these events that occur players will need to participate to keep the intrusion on the material plane back.
- Harbingers that exist on Verra as dungeons are where The Ancients are capable of pushing into the material plane. They can continue to do so under the guise of the effects of corruption as it spreads.
- Corrupted areas do not confer corruption onto a player.
There are certain things that can happen, such as the spawning of dragons or hordes of zombies that are going to come out and attack those installations, those nodes, those points of interest; and... communities that don't respond to those in an effective way might see the disabling of certain services, the reduction of certain quest lines for particular organizations. The idea is to keep this as part of a believable living response from world, so those can get pretty significant the bad effects that can happen for the community. – Steven Sharif
- Livestream, 30 April 2020 (1:05:34).
- Interview, 19 July 2020 (11:04).
- Livestream, 22 May 2017 (20:59).
- Podcast, 29 September 2021 (35:17).
- Podcast, 29 September 2021 (34:11).
- Livestream, 28 March 2020 (1:48:36).
- Livestream, 19 May 2017 (24:17).
- Livestream, 5 May 2017 (14:26).
- Livestream, 19 May 2017 (45:14).
- Podcast, 11 April 2021 (49:40).
- Livestream, 30 April 2021 (41:18).
- Blog: Creative Director's Letter, April 14 2021
- Livestream, 17 November 2017 (45:19).
- MMOGames interview, January 2017
- Livestream, 22 December 2020 (1:13:51).
- Video, 30 April 2017 (5:31).
- Livestream, 9 July 2018 (44:56).
- Livestream, 17 November 2017 (45:17).
- Livestream, 1 June 2017 (35:42).
- Livestream, 24 September 2021 (1:08:43).
- Livestream, 1 June 2017 (29:33).
- Livestream, 25 June 2021 (55:39).
- Livestream, 29 January 2021 (21:55).
- Livestream, 25 June 2021 (53:15).
- Livestream, 28 May 2021 (1:40:47).
- Livestream, 26 March 2021 (50:33).
- Livestream, 26 March 2021 (22:53).
- Livestream, 17 November 2017 (36:22).
- Livestream, 17 November 2017 (18:29).
- Livestream, 26 March 2021 (50:03).
- Livestream, 25 June 2021 (1:13:30).
- Livestream, 8 November 2020 (12:47).
- Livestream, 25 June 2021 (1:32:24).