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Alexander DeLarge
Dec 20, 2013

You have probably seen this being shilled on MassivelyOP for the past year. It's looking pretty fun so I guess it's time to start shilling this myself.

quote:

Overview

Ashes of Creation is an upcoming Unreal Engine 4-based MMORPG by Intrepid Studios set in a high fantasy open world. We believe in choice, organic events, player narratives and massive communities. All of these come together in what we call our “Reactive World.” Players will shape the world we create through dynamic quests, castle sieges, our Node system, an economy that goes well beyond the auction house, and player housing (among many other systems). We’ll set up the initial state, you decide where it goes from there.


Player driven world | Ashes of Creation’s node system will offer players the unique experience of building the world up around them, but not everyone shares a common view. Every node in Ashes of Creation can be built up or destroyed by player actions. Will you take up arms to defend your home or exact your vengeance on those who dared challenge you?

A reactive experience | Discover unique story arcs as the world unfolds around you - the world grows with the players. The narrative in Ashes of Creation will be an entirely different experience, as storylines will either blossom or wither based on player activity.

Castle Sieges | Heavy lies the crown. Muster your guild and recruit allies to partake in Ashes of Creation’s massive open world castle siege warfare. Does your guild have what it takes to seize control, can your dynasty stand the test of time?

quote:

Videos

Gameplay video "Ashes of Creation - It's Dangerous To Go Alone (Dungeon Gameplay Test - Pre Alpha Footage)"
https://www.youtube.com/watch?v=6iNpeHv7l1Y

10 minutes of gameplay compilation (lots of outdated UI elements and stuff)
https://www.youtube.com/watch?v=0X3WKcb18PA

Seasonal weather first look
https://www.youtube.com/watch?v=1RK4z8tQwHU

Christmas 2016 teaser
https://www.youtube.com/watch?v=jfuTzaEiEWo

quote:

Screenshots






quote:

Player vs Environment

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY!
Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.

Player vs Player

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess.
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.

quote:

Nodes

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked.
As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world.
Gone are the days of static worlds, change is always happening.

Node system demonstration part 1
https://www.youtube.com/watch?v=mMvubbX-SHg

Node system demonstration part 2
https://www.youtube.com/watch?v=44HChA1Kkfk

Trade

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions.
Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.

Crafting and gathering

Crafting and gathering is a very important component of the economy that players will have direct control over. Whether you wish to build a sprawling plantation around your house, or wish to travel the vast wilderness in search of treasure and resources. There are many tools available to the crafters of our world.
Regardless of how you gather your resources, we believe that every item that exists in the world should in some way reflect its creator. As such, there will be extreme versatility in our crafting system – giving crafters the ability to create unique items that represent their strengths and weaknesses.


Caravans

Our caravan system in Ashes of Creation revolves around opportunity and risk. Caravans facilitate the transfer of goods for players wishing to turn a profit. Initiating a caravan from one city to another will create a caravan that players will need to defend while it moves along its route to the selected destination.
These caravans create a static PvP zone around them, allowing players to engage in PvP with the defenders and attempt to destroy the caravans in order to loot the content. These caravans will be integral in city development.

Housing

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city.
Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.

Sieges

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.

quote:

Frequently asked questions

Are there factions?
No. This is a non-faction based game. Players are open to interact with anyone and everyone.

How does the class system work?
We have a unique and detailed class system, which we will discuss further in a developer’s blog. For now, I can say that we have 8 archetypes. You will choose an archetype as your primary class that you will level from starting level to max level. Along the way, you will choose a secondary class from the 8 archetypes. That secondary class will augment your primary class’ abilities and skills. In total, our class system will have 64 distinct classes, of which there will be a wide variety of customization in skills and abilities based on the player’s choices.



Who is making this?

This started as the brainchild of Steven Sharif, who is the founder and creative director. He brought on a small team of industry vets from here in San Diego, a lot of them from SOE/Daybreak, and a few fellows from more distant pastures. We’ve got quite a bit of specifically MMO experience here: folks who have seen the ups and downs of MMOs and know what mistakes to avoid. Our team comes from many different studios and projects like; Star Wars Galaxies, Everquest 1, Everquest 2, Everquest Next, Vanguard, Bioshock, Gears of War, Planetside 1 and Planetside 2, Call of Duty, X-Com.



Business model?
We’re going with a subscription-based, no box, cosmetic-focused marketplace. We want to ensure that we can continue to support and provide content for people for a long time, and a subscription model helps us to do that. We want players to have a good relationship with our marketplace, and don’t want to have to have the kind of marketplace that a F2P game would need to have in order for our long term vision to work out.

If you decide to do anything with this game or you're even interested in it, use this link to sign up. It'll really help with being able to get some guild perks. Registering also reserves your username and puts you in the weekly raffle for friends & family alpha entry and other giveaways:getin:
https://ashesofcreation.com/r/6GDZE9VHVAT1QVSU

Alexander DeLarge fucked around with this message at 17:20 on May 13, 2021

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Alexander DeLarge
Dec 20, 2013

Shy posted:

Was EQN also on UE?

EQN was going to use their in house engine that H1Z1/Planetside 2 uses but included some voxel tech to do "world layers" where there'd be underground caverns and stuff randomly generated in the world. It also included the debut of something called "storybricks" which was used to generate dynamic events and iterate on the sandbox world similar to Ashes of Creation's node mechanic.
Storybricks was used in John Smedley's new game "Hero's Song" (and it was pretty impressive tbh, it kept the game interesting long after it would've been otherwise) but that didn't get a second round of funding largely due to the art style and stigma of early access plus John Smedley. Smed and many members of his team that were working on Hero's Song got picked up by Amazon to open up a new development studio.

Amazon might have picked those guys up to work on an Everquest Next successor (they're already working on a sandbox MMO called New World) but until then, this seems like it's the closest thing to EQN and their output has been really impressive for little over a year of development.
https://gamedev.amazon.com/forums/articles/13193/industry-vet-john-smedley-joins-amazon-to-head-up.html

Alexander DeLarge fucked around with this message at 02:35 on Apr 29, 2017

Alexander DeLarge
Dec 20, 2013

Jebediah posted:

Perhaps Smedly is working on Amazon Games Studios new MMO 'New World', of which we know nothing about. Anywho, I signed up for this one.

That's what's strange about all this. They started a new studio in San Diego, New World is being developed in Seattle (hired a bunch of Bellevue tech talent from places like ArenaNet and Turtle Rock).

Either they're providing support for one of the existing projects or there's a fourth game in development. They picked up the Hero's Song team that worked with/on Storybricks so whatever it is, it'll at least be interesting.

Alexander DeLarge
Dec 20, 2013

Blazing Zero posted:

i saw this and think its interesting but it ticks off a lot of bad things(tm) checkmarks. smed has nothing to do with this game, right?

Nope, but they're both in San Diego and I wouldn't be surprised if he's consulting as a professional courtesy to his former employees.

Alexander DeLarge
Dec 20, 2013
Kickstarter is live
https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios?ref=hero_thanks

Alexander DeLarge
Dec 20, 2013
Gotta put your money where your mouth is sometimes :^)

Alexander DeLarge fucked around with this message at 21:04 on May 1, 2017

Alexander DeLarge
Dec 20, 2013

Space Bat posted:

has any kickstarter open world MMO actually released at this point?

Linkrealms is pretty close to release
http://store.steampowered.com/app/402450/Linkrealms/

Alexander DeLarge
Dec 20, 2013
$40,000 to go

Chris Roberts posted:

WOW!

Thanks to everyone backed us over these past 24 hours. We had our biggest day outside of the announcement day. Kickstarter alone brought in $155,270, hitting 30% of its goal in just 24 hours from when we launched! Remember that the more we raise the more content I can pack in from the outset and louder message we send to the world that Space Sims are very much alive.

Rabbi posted:

The head of this company, Steven Sharif, made most of his money from MLM Mangosteen sales. The name of the company is Xango LLC.

https://twitter.com/stevensharif?lang=en
https://www.youtube.com/watch?v=S9ygS1k2WQo

Then he realized there's way more money selling videos portraying theoretical sandbox MMOs promising all features anyone could want.

Jesus Christ. This guy is a hustler. Started working when he was 18. Went into real estate at 24, retired at 28 then stared doing this. This doesn't turn me off tbh, he stands to make a lot more from a project being completed than running off with the money. Basically this is another kingdoms of amalur except run by a businessman instead of a guy who got a bunch of money from baseball and it's a MMO from the start rather than being turned into a singleplayer RPG from the beginning.

Alexander DeLarge fucked around with this message at 05:11 on May 2, 2017

Alexander DeLarge
Dec 20, 2013
Hit $750,000 funding goal at 9:00PST
11 hours. drat. That's 7x more than Star Citizen's first day.

Stretch goal time

Alexander DeLarge fucked around with this message at 05:32 on May 2, 2017

Alexander DeLarge
Dec 20, 2013

Mr. Pickles posted:

I've already incorporated the subscription fee into my monthly budget so I will not have to hold back on important commodities come release

If you got the $400 pledge with the lifetime subscription you wouldn't have to worry about that.

Alexander DeLarge
Dec 20, 2013

Zaodai posted:

Ah yes, Planetside 2. The game where if you turned your graphics settings down, you could scale vertical walls because the bigger polys had bigger hitboxes than a flat wall.

Wait what the gently caress?

Alexander DeLarge
Dec 20, 2013

joshtothemaxx posted:

All I want is EverQuest 3, is that too much to ask for?

Lmao of course it is.

Isn't that Pantheon? They just got a third round of external funding.

Alexander DeLarge
Dec 20, 2013

Pawn 17 posted:

I'm curious though, for games like this do they just use the kickstarter money as a sales pitch to VCs? Cause I think an MMO costs like $50+ million to make. And this game could be cool if it ever gets made.

edit: The vanilla WoW cost over $75M in today's money to make.

To be fair, it's much less expensive when you're not designing/scripting 5,000 quests by hand. A modern Ultima Online/Star Wars Galaxies would probably cost a fraction of what Wildstar did.

I believe Crowfall/Camelot Unchained's funding numbers includes external funding.

Alexander DeLarge
Dec 20, 2013

Asehujiko posted:

Hey Alexander DeLarge, are you going to make a thread for Wild West Online, the kickstartered free for all pvp sandbox by new studio 612 Games, the number standing for the amount of times this has been tried before with no success?

Female characters are a $400.000 stretch goal.

How'd you know? Not even joking.

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Alexander DeLarge
Dec 20, 2013

Daztek posted:

Hey guys, I just got my Star Citizen refund and was wondering if I should invest in this amazing game?

If you do, make sure to use my referral code ☺️

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