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Talk:2023-07-09 Ashen Forge - Episode 100: Hello Steven Sharif

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  • 00:00
Hello and welcome to the Ash and Forge 100th episode.
  • 00:27
I am Fantabix joined by my colleagues as always Diggs and the legendary Neurotoxin and we
  • 00:32
are joined by a fourth very special guest, Steven Sharif, the creative director of Ashes
  • 00:38
of Creation.
  • 00:39
Hello, Steven.
  • 00:40
Hello, guys.
  • 00:41
Thank you for having me.
  • 00:42
I cannot believe that we are here for a third interview after nearly six years since our
  • 00:48
first.
  • 00:49
Yes.
  • 00:50
Where does the time go?
  • 00:51
I don't know.
  • 00:52
You know, not too long ago.
  • 00:54
Yeah, not too long ago.
  • 00:55
We actually had someone post in Discord a picture of us three when we first started
  • 00:59
doing this to us three now.
  • 01:00
And it was almost sad to see because we aged.
  • 01:03
But I feel like talking about I cut my beard and everything.
  • 01:08
Now I look even younger.
  • 01:10
I feel like I feel like sometimes you see those before and after pictures of like the
  • 01:15
president.
  • 01:16
You see Obama when he first got in and then he left.
  • 01:18
I feel like to a degree.
  • 01:20
I look back sometimes at those interviews and I see myself today and I'm just like,
  • 01:24
wow.
  • 01:25
I aged rapidly.
  • 01:26
What was happening that caused that?
  • 01:32
You're over 30.
  • 01:33
That's what happened.
  • 01:34
I know.
  • 01:35
Actually, I turned I turned 38 years old yesterday.
  • 01:38
Right.
  • 01:39
Yeah.
  • 01:40
Yes.
  • 01:41
So you get 40.
  • 01:42
I feel like I'm 70.
  • 01:43
As we wanted to say, happy birthday, Steven.
  • 01:48
I think everybody that is watching has probably said that at some point.
  • 01:51
Yes.
  • 01:52
I was reading through all the messages on Twitter.
  • 01:56
I didn't know that that the community team was going to put out a tweet.
  • 02:01
And when I read the tweet yesterday morning, it said, today is our creative director's
  • 02:05
birthday.
  • 02:06
Wish him a happy birthday.
  • 02:08
All I could think in my mind was, please clap.
  • 02:10
Please clap.
  • 02:11
I wanted to post that.
  • 02:17
For those of you who are new to us, we generally are conversational more than just straight
  • 02:21
question after question.
  • 02:23
And that's been on all of our past two interviews with Steven as well.
  • 02:25
So we do have a list of questions.
  • 02:26
And we thank everyone that joined.
  • 02:28
We posted this everywhere and had, I think, 140 questions at the end of the day.
  • 02:31
And we obviously don't have time for 140 questions.
  • 02:34
So apologies if you do not hear your question.
  • 02:37
But we hope we'll make this useful and fun.
  • 02:40
So always feel free to chat in the chat as well.
  • 02:45
So that being said, I'm going to make sure everything's working.
  • 02:48
And Diggs, I think you wanted to start us off.
  • 02:50
I have the most important question, the elephant in the room.
  • 02:54
I love elephants.
  • 02:55
By the way, I collect elephants.
  • 02:56
I don't know if you know that.
  • 02:57
There you go.
  • 02:58
And ducks.
  • 02:59
And ducks.
  • 03:00
When is Nodes 3?
  • 03:06
Nodes 3.
  • 03:07
Oh, my goodness.
  • 03:10
That is a hotly contested question.
  • 03:14
So I mean, as you guys know, as everyone knows who's probably watching, the Nodes 3 is in
  • 03:19
reference to we had a Nodes 1 and 2 that released back in 2017.
  • 03:22
There was supposed to be a four-part series that kind of went over the systems and mechanics
  • 03:26
of Nodes and kind of gave visual representation of that in game.
  • 03:30
I made a decision back.
  • 03:32
We were at a pack sometime.
  • 03:34
And we were like working on Nodes 3.
  • 03:37
And I made a call that we would punt that series conclusion until we were closer to
  • 03:41
launch, likely Alpha 2.
  • 03:44
Next month, excuse me, not next month, this month, oh, my God, it's July.
  • 03:49
This month, we are planning to have a Node presentation.
  • 03:53
Some might call it Nodes 3.
  • 03:55
I don't personally.
  • 03:56
I intend, I think, when we are closer to launch to revisit that whole idea of a series about
  • 04:03
Nodes because it is the primary like differentiating mechanic of Ashes of Creation as an MMORPG.
  • 04:10
And I think it's important to make sure that we convey what the intent is behind the system,
  • 04:14
why it makes Ashes of Creation feel fundamentally different than the MMOs that we've all played
  • 04:19
before.
  • 04:20
And I want that to be something that's really representative of the game when it will be
  • 04:25
at launch.
  • 04:27
So I think that that four-part series is going to be redone entirely, Nodes 1, 2, 3, and
  • 04:32
4, and be done prior to launch probably, I would say, around like six months to four
  • 04:38
months out from launch.
  • 04:41
But we are going to be giving a Nodes update.
  • 04:43
In this month, there's a small chance it might be next month, but it's likely going to be
  • 04:47
this month.
  • 04:49
And that's going to go over a lot of the systems and mechanics that have been revamped in preparation
  • 04:54
for Alpha 2.
  • 04:55
We're going to show some interesting things there.
  • 04:59
So it's not quite Nodes 3, but it is going to be a major presentation.
  • 05:02
I think it's going to be at least over an hour-long presentation of Nodes.
  • 05:06
So technically, part of what I consider Nodes 3 is the third Know Your Nodes article that
  • 05:13
we've been waiting for for three years, I think.
  • 05:17
I think that went out in 2019, maybe.
  • 05:20
So I've asked you several times in the last couple of years if we're going to get that
  • 05:25
third article.
  • 05:27
And it's been pretty ortantic stuff.
  • 05:31
Are we going to get updates to those two articles?
  • 05:35
Might we get articles at least for all four of the Node types?
  • 05:39
I cannot promise that that's going to be done in any short term.
  • 05:45
But I can say that prior to our launch, we will absolutely have corresponding articles
  • 05:52
that kind of revamp the knowledge base around the intent and systems and mechanics for Nodes.
  • 05:58
Some of that stuff, as you would come to expect through open and active development, has changed
  • 06:03
and will continue to change based off of iterative testing benchmarks that we hit.
  • 06:09
But I can't give any short promises near future about those articles.
  • 06:14
So that sounds like even you're going to wait until more like beta to do something like
  • 06:19
that.
  • 06:20
It's possible.
  • 06:21
Yeah, it's possible.
  • 06:22
And what about your article series in general?
  • 06:24
We were hoping that we would be seeing articles every few months.
  • 06:32
I just reviewed a Freeholds article that was intended to go out this last week.
  • 06:37
I pushed that to the end of this upcoming week because I actively watch the conversation,
  • 06:45
the posts, the Reddit, the Discord, what happens after a live stream, especially one that's
  • 06:51
as informationally intensive as this last one was.
  • 06:57
And it spurs a lot of interesting conversations and it spurs a lot of thoughts about how certain
  • 07:04
systems can be approached and whatnot.
  • 07:05
And as I read those and as our community team reads those, I want to make sure we hit certain
  • 07:10
points in the articles because it's one thing when you're doing a video presentation, when
  • 07:14
you're showing off and talking actively about something on a Twitch stream.
  • 07:19
It's another thing when pen to ink or excuse me, when ink to paper occurs, when ink to
  • 07:24
paper occurs and you release an article that's informationally driven.
  • 07:28
So I want to be able to try to include some of those topics that I've seen over the course
  • 07:32
of the last week since our last live stream in that article.
  • 07:36
And that's why I pushed it to this next week.
  • 07:38
So you'll be seeing an article come out on Freeholds that goes into a little bit more
  • 07:42
depth on some of these systems, addresses some of the questions that the community's
  • 07:45
had over the course of the last week and also clarifies some misinterpretations of the stream.
  • 07:51
Great.
  • 07:52
Go for it, Nero.
  • 07:53
All right.
  • 07:54
Well, not that this exactly dovetails into talking about the node system, but I would
  • 08:03
imagine he's going to have a little something to say about it.
  • 08:07
I can kind of consolidated this question down into a smaller one so you can just kind of
  • 08:14
take the floor with it.
  • 08:16
Bite size questions.
  • 08:17
That's cool.
  • 08:18
How much do you hope, plan, or otherwise expect design decisions to be changed now that Bill
  • 08:26
Trost has joined the team?
  • 08:28
Oh, good question.
  • 08:30
Interesting question.
  • 08:31
Well, first of all, Bill has, as many of you who have played EverQuest or kind of experienced
  • 08:41
Bill's masterwork as a designer in helping to form the actual genre that we have today
  • 08:47
as MMOs, he has incredible insight that's been built on his experience and knowledge
  • 08:54
and being a part of our community, our MMORPG genre community for a long time.
  • 09:00
My hope is always that our design team and now with Bill's inclusion has an opportunity
  • 09:09
to reflect on the play testing that we're seeing internally, on the play testing that
  • 09:13
we're doing externally with our play testers.
  • 09:19
And as Bill is kind of catching up to speed on our internal documentation around these
  • 09:25
GDDs and implementation, that conversations that are stimulating and iterative will be
  • 09:31
formed around the team on some of these systems.
  • 09:33
So how much do I hope that that takes place?
  • 09:37
I always hope that that takes place, not just for Bill, but for our design team as a whole.
  • 09:43
Because when you're building a world and a game that is as interconnective and as intricate
  • 09:51
and detail oriented as Ashes is or as MMOs tend to be, because as we all know, MMOs are
  • 09:57
really many games put into one.
  • 09:59
And there's a major opportunity that when you do that type of approach, things can feel
  • 10:04
discombobulated, they can feel not connected, they can feel arbitrary if it's not done right.
  • 10:11
And because of that, I think a certain high degree of introspection and what we're building
  • 10:17
is necessary.
  • 10:18
And that means a lot of conversations have to be had.
  • 10:20
And those conversations need to be had sometimes repeatedly over the course of time because
  • 10:25
these systems influence each other, they inform each other.
  • 10:28
And as one continues to get fleshed out or gets implemented, it might impact previous
  • 10:33
decisions that we've made around how certain other systems interact.
  • 10:38
And that is just a constant process that occurs within the development.
  • 10:43
And so, anytime a development team or design team wants to try to create these golden frameworks
  • 10:55
that just can't be touched, that's a recipe for disaster.
  • 10:59
And I think that you have to be loose and willing to make changes as necessary as these
  • 11:04
things get more informed.
  • 11:06
And that's a very healthy place to be for a design team.
  • 11:09
Sounds good.
  • 11:11
That definitely makes sense to be flexible with all of the designs, not to ever be married.
  • 11:18
And this is something that I've seen happen a lot in both on teams that I've been on and
  • 11:23
observing projects from the outside, getting so married to a specific idea and a specific
  • 11:29
mentality that like, this is our design pillar, this is our golden blah, blah, blah.
  • 11:36
And it's like, it releases and it does poorly.
  • 11:39
It's like, what happened?
  • 11:40
Well, your design pillar was crap.
  • 11:42
We told you here's what needed to be done.
  • 11:45
This is why it was holding you back from everything else and you guys blew it.
  • 11:51
I think it's important to note that there is a differentiation, in my opinion, between
  • 11:57
what is meant to represent the philosophy, the goal, the pillar of the design, and how
  • 12:03
you're trying to adhere to those goals with systems design or with mechanics.
  • 12:09
But when you get married to the system or the mechanics of part of it, that's the recipe
  • 12:14
for disaster.
  • 12:15
Staying true to the identity and intent of the game, that's a good thing.
  • 12:18
I agree with that.
  • 12:19
That's where you do want to live, right?
  • 12:21
And you negotiate sometimes between how those systems might interact, again, because MMOs
  • 12:26
are so broad and diverse and the types of loops they're presenting to the player, many
  • 12:30
in one.
  • 12:31
And sometimes that can create conflict, that can create discussion.
  • 12:34
But those things are good because you're getting perspectives that represent an eclectic user
  • 12:39
group.
  • 12:40
Because MMORPGs, especially the wider the game's intent, you get a more eclectic audience.
  • 12:45
And that means that they have separating interests and sometimes those interests can overlap
  • 12:49
and they can conflict.
  • 12:51
So it's not a bad thing to stay ready to adapt on the definitions and mechanics side while
  • 12:59
staying true to the identity and the goal of the game.
  • 13:02
Yeah.
  • 13:03
And you know what?
  • 13:04
I'm going to do something real dirty real quick and unprecedented.
  • 13:07
But a quick throwback to the conversation we were having before the show started about
  • 13:16
the intent of Ashes of Creation to try to move things forward in a mechanical manner
  • 13:22
that we've seen a few attempts over the years.
  • 13:25
The biggest production one was probably EverQuest Next.
  • 13:31
And we saw the attempts with Revival and Chronicles of Elyria trying to do this thing where it's
  • 13:37
going beyond just the MMO, trying to get closer to the server as this wide-scale DM that's
  • 13:46
running a giant tabletop game for everybody except a little bit more in real time.
  • 13:51
And obviously because of the rules, you have to have some trade-offs.
  • 13:54
You're not going to be able to climb every tree or chew on bark and spit it on a wound
  • 13:59
or something unless it's actually in the mechanics.
  • 14:02
But we're not making a VR sim here.
  • 14:04
We're trying to make...
  • 14:05
Yeah.
  • 14:06
We're trying to...
  • 14:07
There's a degree of nuance between what is over immersive, where it becomes tedious or
  • 14:14
where it becomes non-meaningful to kind of engage in that level of immersion.
  • 14:19
And of course, there's a spectrum that every player lives on which they want to see immersion
  • 14:26
represented in, right?
  • 14:28
And trying to find the most equitable level of that spectrum of immersion is the magic
  • 14:36
sauce, right?
  • 14:38
And I think that what we're doing with Ashes of Creation is we're taking it back to, as
  • 14:43
you just described, the roots of why these graphical MMOs exist in the first place, which
  • 14:48
is that kind of D&D callback, that tabletop RPG setting, which is I think what we're able
  • 14:55
to capture graphically.
  • 14:56
I mean, why did MUDs happen?
  • 14:59
My first ever MMO was Neverwinter on AOL back in 1991, 1992, where you kind of got to see
  • 15:07
the experience you had on the table, pen and paper be represented with pixels in a game.
  • 15:14
And it just adds to the storytelling part when you're capable of suspending that disbelief
  • 15:19
to a higher fidelity because of what the immersive qualities of that game is presenting you.
  • 15:26
That's the Holy Grail, I think, in MMO gameplay.
  • 15:28
And that's probably the biggest differentiator between an RPG genre, a video game, and any
  • 15:33
other genre out there.
  • 15:37
I have a follow-up question.
  • 15:39
Since Bill Truss's name was mentioned, what qualifications of Bill's led you to choose
  • 15:47
him for your lead game designer?
  • 15:50
That's a great question.
  • 15:53
You know, funny story.
  • 15:55
Bill was actually the very first person that we had ever interviewed for Intrepid back
  • 16:00
in, I think it was the end of 2015.
  • 16:04
I was always impressed, as I said, Bill's one of the co-creators, I think, of the MMORPG
  • 16:09
genre that we know today with his work on the EverQuest franchise.
  • 16:16
Moving from EverQuest, going to Defiance, going to Amazon, A New World, those things,
  • 16:20
that gives a breadth of experience and knowledge that I just think is fundamental to executing
  • 16:27
well in MMORPG development.
  • 16:31
So for me, there's obviously alignment with Bill on the more kind of old-school approach
  • 16:37
that I think modern MMOs have deviated from over the course of the last decade or so.
  • 16:43
There's a lot of alignment and shared thoughts there with Bill that gave me a great confidence
  • 16:48
in his role at the studio now.
  • 16:51
Like what?
  • 16:52
Name some of those old-school ideas.
  • 16:54
Yeah, I think the idea of putting Massive back in Massively Multiplayer, right?
  • 16:59
I think the idea of not being delegated and stuck to a railroaded experience that you
  • 17:06
don't really have a participative aspect in the story that's being told.
  • 17:12
I think that the social connection, the MMOs are not built for solo players, even though
  • 17:17
they have solo things to do, that you're encouraged and have the opportunity to participate with
  • 17:22
newfound friends that are across the world and parties and guilds and different types
  • 17:26
of social structures, social being one of the focal points of systems design, right?
  • 17:31
I think the idea of creating soft friction events where the game isn't telling you not
  • 17:36
to like or not to cooperate with this person, but there's opportunities that arise because
  • 17:41
of these events that create either social friction or cooperation.
  • 17:45
Those are like fundamental components, also like the risk versus reward aspect.
  • 17:50
This is all very aligned with Ashes of Creation's attempting to create this not a trophy experience
  • 17:56
for everyone.
  • 17:57
That is a little bit old-school.
  • 17:58
The harder work methodology of being proud of what you accomplished because it took something
  • 18:02
to accomplish it, those are fundamental in creating an experience that's rewarding to
  • 18:07
the player.
  • 18:09
Nero?
  • 18:10
Phantom?
  • 18:11
Yeah, Phantom, you go ahead.
  • 18:16
Yeah, I think we're good, so I can start putting some stuff in there.
  • 18:19
Everybody's asking where's the real questions.
  • 18:22
It was actually somewhat debatable within your Discord about whether we should ask about
  • 18:25
freeholds because of the article stuff coming out.
  • 18:28
But anyways, I do have some questions about that.
  • 18:30
I think it's fair, yeah, ask anything.
  • 18:32
One of the things that stuck out, you had mentioned, I think in actually Discord chat,
  • 18:37
part of the reason for using a non-land rush system, the bidding system, was to allow people,
  • 18:43
individuals, families to gather time and resources together in order to participate.
  • 18:49
What I was curious about was the word of resources.
  • 18:51
So when we're building, are we only spending gold or are we actually having to procure
  • 18:57
other resources that are used in that building system?
  • 19:01
Do we have to have some sort of material besides just gold that is then used in bidding?
  • 19:08
It's a combination of three primary acquisition models.
  • 19:13
One is the acquisition of gold.
  • 19:16
Two is the acquisition of, as you are aware of them, they're called certificates publicly,
  • 19:22
but we have an internally different name that we haven't released yet.
  • 19:24
These certificates are character bound, right?
  • 19:27
So as you go out and you hunt things or you do certain quests, you get these certificates.
  • 19:32
You can use them to acquire commodities and then trade those commodities around regionally
  • 19:36
the world in exchange for unique either rewards through gold or other materials.
  • 19:42
So you're acquiring materials, you're acquiring certificates and you're acquiring gold.
  • 19:47
Those are the three methods by which you will be constructing the freehold system.
  • 19:51
So it's a combination of a lot of different things.
  • 19:54
But the build itself is, or bid, when we bid itself, is that just purely gold?
  • 19:59
We're going to a location and here's your money.
  • 20:03
Right now that's a little bit of a point of discussion.
  • 20:07
We have two approaches that we're going to be testing.
  • 20:12
One is going to be that certain freeholds are available just through gold auctioning.
  • 20:16
And then the other system is that there are going to be certain locations that are available
  • 20:20
both through gold and through a other metric, which would be either character bound like
  • 20:28
certificates that you acquire or favor or another currency mechanic that you have to
  • 20:34
acquire through personal effort.
  • 20:37
And we're going to see if that works out well in addition to the system.
  • 20:42
So there's kind of two approaches there, gold only and then gold plus bound performance
  • 20:48
metric, which would be that separate type of currency.
  • 20:52
Because part of where that came up was people asking questions about religious nodes.
  • 20:56
Are they really going to spend gold or is there some other way using the actual node
  • 21:00
type as a way to procure a freehold?
  • 21:02
Yeah, I'm kind of being sensitive not to touch on a couple of topics that we haven't yet
  • 21:06
revealed.
  • 21:08
But so for example, you bring up a religious node.
  • 21:11
We have this concept in other games that we played where you have these like PVP type
  • 21:15
honor systems.
  • 21:17
And that's kind of an individual currency that you acquire through performance through
  • 21:23
multiple quests or arena systems that we've experienced.
  • 21:25
And then you use that currency to purchase unique either gear that's limited in time
  • 21:30
or whatever.
  • 21:33
We have a similar concept that we're going to be utilizing across different types of
  • 21:37
nodes potentially.
  • 21:40
And in the religious node that you mentioned, one of those concepts is something called
  • 21:43
favor and favor is acquired through participating in certain religious quest lines, through
  • 21:53
repeatable activities that you can achieve it and through turning in certain types of
  • 21:58
material acquisitions to acquire the favor.
  • 22:02
So the secondary concept of not just using gold to bid on the freeholds is having some
  • 22:08
freeholds that are biddable only with gold.
  • 22:10
And then some freeholds based on the node that you are trying to acquire the freehold
  • 22:14
in would require that you excel within that personal progressive currency form.
  • 22:20
So in divine nodes, it might be the favor.
  • 22:23
And in a military node, it might be the honor.
  • 22:26
And then you can bid on select parcels with those specific currencies in addition to the
  • 22:32
gold.
  • 22:33
And is it the mayor or whoever runs the node triggering the bidding process?
  • 22:39
No, no, these are systems defined.
  • 22:42
So humans don't have an opportunity to kind of change the frequency or the amount that
  • 22:49
get released through the auction system.
  • 22:51
Those when the node stands up, there will be a cadence where these freeholds get released
  • 22:55
over time through bidding.
  • 22:57
So it's not all at once.
  • 22:58
And then you have kind of some that go really high and some that go really low.
  • 23:02
But rather, you keep a pace of releasing these over time into the public.
  • 23:07
And then after a period of time, all of them get released from the system.
  • 23:10
And then players then have an opportunity to trade amongst themselves and list their
  • 23:13
own that they've built up.
  • 23:15
Well, I could keep going, but I'm letting her take a turn here.
  • 23:19
And again, I just want to state that I don't have eyes on chat.
  • 23:24
So I don't know how people are kind of, you know, responding to these or have questions
  • 23:28
about these.
  • 23:29
But what I would say is that it's very important to note that while you are seeing kind of,
  • 23:33
you know, gameplay and the game looks great, and I always see like, you know, people saying,
  • 23:37
hey, this game is ready to launch now launch it, you know, this looks better than other
  • 23:40
games that I'm playing that have been released for 10 years, whatever.
  • 23:44
The intent behind our design approach is to methodically create because this is such an
  • 23:51
ambitious project with so many interdependent systems that are very intricately necessary
  • 23:57
to work well with one another, is that we go through these iteration phases, not just
  • 24:02
external iteration phases like Alpha 2, but internally as we play test these things, and
  • 24:07
you guys are hearing in somewhat real time, our design direction.
  • 24:13
And so keeping a grain of salt with these with these topics, as we give these definitions,
  • 24:18
that these designs are all subject to change, right?
  • 24:22
And they should be like it is, it is important, the iteration step is a is probably the most
  • 24:29
important step of any game development.
  • 24:32
So that means we have to be willing, able and ready to iterate on the designs, based
  • 24:37
on both our internal play testing external feedback.
  • 24:42
And then we we always use as our navigational guide, what are the pillars, the core pillars?
  • 24:47
What is the philosophy of the design?
  • 24:49
What are we trying to accomplish that's meaningful for the players interaction as our guiding
  • 24:53
tool when we iterate?
  • 24:55
Confirmed, Ashes will launch before 2030.
  • 25:00
Yeah.
  • 25:01
Unbelievable.
  • 25:02
What I will say is, when when I see the funny, you know, comments about before 2030, before
  • 25:09
2046, I am not aiming for perfection with Ashes.
  • 25:13
I think that's an unattainable goal.
  • 25:15
I think it is a crazy thing to to try and achieve.
  • 25:20
What I am trying to achieve is not the dismal launches that I've experienced of other MMORPGs.
  • 25:26
I'm not going to call it names, I'm not going to say it's anybody's fault.
  • 25:29
I'm just going to say that there is a there is a certain point where you want to launch
  • 25:38
a game and you feel it's ready to launch.
  • 25:40
And if you launch it before that point, it is it's a dangerous endeavor.
  • 25:46
Because a lot of work and effort goes into making these types of games.
  • 25:50
Years of work and effort from hundreds of people, developers that are working on these
  • 25:55
projects.
  • 25:56
And if you don't give it the proper time to bake, that effort can be wasted.
  • 26:02
And I understand the patience level of the community of players who are seeing this and
  • 26:06
it's a it's a difficult journey to take because you're seeing something a genre you love,
  • 26:10
you're seeing a game that looks great.
  • 26:12
You know, we're getting all the positive indicators on the development that we're doing from the
  • 26:15
community.
  • 26:17
But we need to temper ourselves, our expectations, the timelines, because we want to do this
  • 26:21
right.
  • 26:22
And doing it right means we got to give it the proper time to bake.
  • 26:25
I have a quick question.
  • 26:28
Let me real quick.
  • 26:29
Real quick.
  • 26:30
Go ahead.
  • 26:31
Just because it's in the same end.
  • 26:32
You know, we realized and we weren't going to ask this, you know, Wednesday of Alpha
  • 26:36
two, you've been asked that numerous times.
  • 26:37
It's always the same answer.
  • 26:38
I think one of the questions that I have in the community has had to, though, is, you
  • 26:42
know, there is the conversation of there will probably be NDA spot testing that starts to
  • 26:47
happen when that happens.
  • 26:49
Well, obviously, we wouldn't it's India's we wouldn't know the specifics.
  • 26:52
But will the community at large know that that has started?
  • 26:58
That's a tricky question.
  • 27:01
I would say no, not all the testing.
  • 27:04
I would say that there has been testing already done in the past that the community is unaware
  • 27:09
of.
  • 27:10
There's a reason for that.
  • 27:12
You know.
  • 27:13
OK, I'll put my marketing hat on for a second.
  • 27:19
We know that we have PI testing, right?
  • 27:22
Or is it PI?
  • 27:23
What's the what's the there are Phoenix Initiative testing that have occurred in the past.
  • 27:28
Not for all.
  • 27:29
Yeah, yeah, yeah.
  • 27:30
Let me put my mark.
  • 27:31
But we normally don't know when those are.
  • 27:35
But for the other ones, you normally let us know that it's at least started.
  • 27:41
We don't know who is in it.
  • 27:43
It depends.
  • 27:44
So putting on the marketing hat for a second, you know, we're doing something that's fundamentally
  • 27:50
different approach that most games of this budget do.
  • 27:55
Right.
  • 27:56
And what I mean by that is not to say that there aren't other projects that do this.
  • 27:59
There are some.
  • 28:01
But what I mean by that is what we're showing now is not catered to a broad audience approach.
  • 28:08
What we're showing now in our development, our monthly developments, that is more catered
  • 28:13
towards a core audience of followers who have been either part of this journey and sometimes
  • 28:18
it gets exposure when it gets picked up by, you know, larger streamers and influencers
  • 28:23
that are out there and they show to their audience.
  • 28:25
But that's a risky endeavor because not everything is polished.
  • 28:29
Not everything is completed.
  • 28:30
Because when people see the UI, they say, what the hell is this?
  • 28:33
Or when they see other aspects of the game development, they say, oh, this is trash,
  • 28:37
you know?
  • 28:38
And so this process isn't yet catered for a broad audience.
  • 28:42
And when we make an announcement like, NDA testing has begun, you know, that tends to
  • 28:48
have legs in the marketing sense.
  • 28:51
And that tends to get picked up rapidly because then people have that fear of, oh, OK, the
  • 28:56
starting's begun.
  • 28:57
I'm going to miss out on it.
  • 28:58
I'm going to miss out on the package and jump into it.
  • 29:01
And that sets a certain level of expectation that is prone for disappointment.
  • 29:06
And we don't want to do that yet, right?
  • 29:08
So to answer your question, no, we may not always announce when the NDA testing is because
  • 29:14
we're not definitive how that testing is going to influence the future testing schedule.
  • 29:19
And we don't want to set the wrong expectation from a broader audience perspective on what
  • 29:24
they should be expecting with regards to testing.
  • 29:26
So we have to be careful there.
  • 29:28
It is this is a little bit of a juggle, right?
  • 29:31
You know, this transparency approach is a double-edged sword.
  • 29:34
And we have to be cognizant of that when we move forward.
  • 29:38
Yeah, makes sense.
  • 29:39
Yeah, so the change, you used to do that in the early days before you realized it should
  • 29:44
be as transparent as you...
  • 29:46
Yeah, I mean, this is a learning process.
  • 29:49
Absolutely.
  • 29:50
Yeah.
  • 29:51
So there was a quick question from chat about the difference between parcels and plots.
  • 29:56
Sure.
  • 29:57
Sure, sure, sure, sure.
  • 29:59
So this is one of the things that I wanted to add into the article that we were planning
  • 30:02
to release last week with some graphical representation of how that parcel systems work.
  • 30:09
But essentially, imagine the parcel as more like a county that exists around the node,
  • 30:16
right?
  • 30:17
And so if you have a node in the center, and you have its zone of influence around it,
  • 30:21
that's a mass group of land, okay?
  • 30:24
And then if you were to take a county line marker and create counties around essentially
  • 30:29
the node, that is what you would be bidding on.
  • 30:32
And then once you've achieved the parcel certificate for that county, then you go out with your
  • 30:39
footprint of your node, excuse me, your footprint of your freehold, and you get to place the
  • 30:43
freehold within that county wherever you want that's not obstructed by some other, you know,
  • 30:49
road or POI or, you know, very large feature terrain.
  • 30:54
So that's kind of how that systems work.
  • 30:57
And that way, we're able to create, you know, something in that county theming or the immersive
  • 31:06
quality of it that's representative of maybe some small POI interest, like a Sherwood Forest,
  • 31:11
as I used as an example, right?
  • 31:13
Like you own that county, per se, and your freehold is placed within that somewhere.
  • 31:19
But yeah, you mentioned the idea of a Sherwood Forest.
  • 31:22
So when we have specific kind of labeled areas, parcels, there will be no restriction on the
  • 31:29
skins that can be used in these specific areas?
  • 31:32
Or there will be?
  • 31:33
No, no, there won't be.
  • 31:35
And the artists are, you know, that's a, I don't like to use this term, but that's an
  • 31:39
art problem in the sense that when we talk about what we're trying to achieve visually
  • 31:44
through either the concept art or when the model is completed with, you know, sometimes
  • 31:49
effects or certain material uses that might be contrast or conflict with kind of the visuals
  • 31:54
of the terrain or the biome.
  • 31:56
That's an interesting problem to solve.
  • 31:59
Sometimes it involves tech art.
  • 32:01
Sometimes it involves very talented modelers and artists and material artists that are
  • 32:04
creating these things.
  • 32:06
But making it in such a way where it doesn't create the thorsum, excuse me, the sore thumb,
  • 32:12
the thorsum, okay.
  • 32:14
You spoonerized it.
  • 32:15
I know, my God.
  • 32:16
The sore thumb or the clown show kind of perspective, that's the difficulty part.
  • 32:21
And so far in the creation of the cosmetics that we've done through the pre-order shop,
  • 32:27
but also there's cosmetics that will be available in game of comparative quality for the Freehold
  • 32:32
system.
  • 32:33
We want to give players a wide range of customization options where they can make this Freehold
  • 32:37
their own, where they're capable of kind of changing the visuals to reflect the thematic
  • 32:43
components they want to have experienced in the game.
  • 32:47
And we don't want to have that be constrained through biome or through location.
  • 32:53
So I have a question here.
  • 32:55
It kind of touches on the Freehold placement and some of the stuff people are asking about,
  • 33:01
but also about some of the upgrades.
  • 33:05
So with the Freehold neighbor system, is it possible for neighbors to gain bonuses off
  • 33:14
of each other's upgraded structures?
  • 33:16
Can I place my spot adjacent to my buddy's spot, like touching the same edge and be able
  • 33:24
to share bonuses across?
  • 33:26
No?
  • 33:27
So there is a minimum distance that is required between the counties and essentially that
  • 33:36
creates a minimum distance then between the Freeholds.
  • 33:40
So all Freeholds basically have this minimum distance.
  • 33:45
Every parcel is basically one Freehold upon it.
  • 33:49
Correct.
  • 33:50
Okay.
  • 33:51
Gotcha, gotcha.
  • 33:53
So then I guess the other half of the question was about if somebody wanted to min-max, you
  • 34:00
were showing like the tech trees for the crafting upgrade structures.
  • 34:08
Let's say I got three different rare blacksmith shop upgrade things.
  • 34:16
I filled out all the tech trees that they had the special things in.
  • 34:21
Now my place is hypothetically able to make the best damn weapons or whatever the blacksmithing
  • 34:26
upgrades.
  • 34:28
So if someone was going to min-max, that's how they're going to do it is on one parcel,
  • 34:32
just force in three buildings or whatever, fill out the whole tech tree.
  • 34:39
Two degree.
  • 34:40
Yes.
  • 34:41
So the idea behind the profession buildings and their access to certain tech trees is
  • 34:45
that you will have a limited number of permits available to place these buildings.
  • 34:51
A Freehold currently has six maximum buildings that can be placed apart from the house, six
  • 34:57
maximum buildings that can be placed that are profession or business-based buildings.
  • 35:02
In order to fully spec out a particular tree of one profession, you will need in most cases
  • 35:09
at a minimum two of the buildings for that particular profession.
  • 35:13
And that also grants you access to have all four of the workstations that that profession's
  • 35:17
building provides.
  • 35:19
And then you can spec into those tech trees.
  • 35:22
So you're occupying additional levels of permits in order to achieve that kind of broad spectrum
  • 35:29
mastery over that particular profession, as opposed to specializing within the mastery
  • 35:34
of that profession.
  • 35:36
Gotcha.
  • 35:38
That does give a lot of promise for a small group with one Freehold to be able to have
  • 35:45
a huge impact just through what they've specialized in.
  • 35:48
It's like, you want to get the best this or that or whatever, you come here.
  • 35:53
And if you want to make sure you can keep coming here, you're going to defend these
  • 35:56
lands from attack.
  • 35:58
Yeah.
  • 35:59
And the other thing is that like, you know, the intent of that approach from a design
  • 36:03
perspective is to complement again, the goal or the pillar of making crafters significantly
  • 36:11
important.
  • 36:13
And part of that significance is the level of investment required in order to achieve
  • 36:19
the types of accomplishments that those master crafters want to achieve and leave a mark
  • 36:24
on the server as a result.
  • 36:27
Giving them that broad level of influence over a market with a single Freehold, especially
  • 36:34
utilizing let's say the family system.
  • 36:38
That is something that I think helps achieve that goal.
  • 36:42
Awesome.
  • 36:43
Well, that'll be really cool to see.
  • 36:47
All right.
  • 36:48
I'll pass the mic.
  • 36:49
Okey dokey.
  • 36:50
Sorry, Phantom.
  • 36:51
Open Seas I have a question about and I think my question is the first part is what happens
  • 37:02
to corrupted players when they enter the open seas?
  • 37:07
Do they remain corrupt?
  • 37:09
Yes.
  • 37:10
Yeah.
  • 37:11
And what are the death penalties in open seas?
  • 37:16
So if you are corrupted and you enter the open seas, you are still corrupted.
  • 37:21
And the death penalties that are applied to corrupt players are universal anywhere within
  • 37:25
the world.
  • 37:27
So that doesn't change based on the zone.
  • 37:30
If you are not corrupt and you enter the open seas, then you will not you will be taking
  • 37:35
a mitigated form of the death penalties, which means you will have a debuff applied upon
  • 37:41
death.
  • 37:42
And in addition, you will still suffer the the gear degradation or gear decay upon death
  • 37:48
as well.
  • 37:50
But you will essentially be either significantly reduced in the experience debt accrued through
  • 37:55
death in the open seas if you're not corrupt, or there won't be debt experienced debt accrued
  • 38:00
in the open seas if you are not corrupt.
  • 38:03
So is it is it the same as green or or even less than green?
  • 38:09
Even less than green.
  • 38:10
Okay.
  • 38:11
Yeah.
  • 38:12
Thank you.
  • 38:13
So I'm curious about citizenship.
  • 38:15
This come up a few times.
  • 38:18
The Wiki, which is great, everyone I'm sure knows about the Wiki, if not go to it's a
  • 38:22
great source of information.
  • 38:23
Huge, huge props to Lex for that.
  • 38:25
I mean, really, it is great.
  • 38:28
Everything that's on there when it refers to apartments, when it refers to freeholds
  • 38:31
and instance, or the static housing mentions that you have the opportunity to be a citizen.
  • 38:37
So it's kind of two questions.
  • 38:38
So one is, once you own the freehold or the apartment, do you automatically become a citizen
  • 38:44
or can you elect not to be?
  • 38:46
And the other is just once we've reached sort of a metropolis stage is how many citizens
  • 38:50
is there a cap to the number of citizens a node could have along the way?
  • 38:57
So with regards to owning property, any type of property or instanced housing, it does
  • 39:04
not automatically create citizenship for you.
  • 39:08
This is an election that the player makes.
  • 39:10
Whether or not they want to be a citizen of that node, you can only ever be a citizen
  • 39:13
of one node.
  • 39:15
And owning housing is a form of entrance prerequisite criteria in order to become a citizen.
  • 39:24
Now the reason for that is there are different types of housing systems.
  • 39:28
You can be a member of up to three of those housing systems, static and node housing,
  • 39:34
the instanced apartment or in housing, and the freehold system housing.
  • 39:42
And players can own those at different nodes.
  • 39:45
And there's relevance to that because of the types of functional furnitures that are capable
  • 39:49
of being achieved through the housing system as well as storage capacities and the types
  • 39:55
of crops that can be grown.
  • 39:57
Even static and node housing and instanced housing will have certain methods by which
  • 40:02
you can grow certain things for gatherables.
  • 40:07
So the second part of your question was is there a cap on the number of citizens that
  • 40:12
can be a part of a particular node?
  • 40:17
There is not a hard cap.
  • 40:18
There is a soft cap.
  • 40:20
And what that means is if you go on the Wiki, I think we've talked about this in the past
  • 40:24
and some of it might have changed a little bit over the course of the last year or two,
  • 40:29
is that when you become a citizen, you enter in at a certain citizenship due structure.
  • 40:36
And citizens pay taxes to their node in the form of both property taxes based on if they
  • 40:41
own which type of housing as well as citizenship dues which are necessary.
  • 40:49
And as you enter later into the stage of a node's development, you will pay a higher
  • 40:55
value on the citizenship dues or vice versa.
  • 40:59
If you own a property later, you will be entered into a property tax structure that is higher
  • 41:04
based on where you enter that property ownership within the node's history.
  • 41:09
So those kind of help to form a soft cap.
  • 41:12
Now, if players are willing to pay more to be a citizen of a particular node, they have
  • 41:21
that option, right?
  • 41:22
But at some point, it becomes restrictive.
  • 41:25
So did I hear this correctly?
  • 41:26
Because this is also a fairly frequently asked question was would instanced apartments allow
  • 41:31
for some sort of crafting and or hard processing type stations within them?
  • 41:39
Not stations, but what they will allow for is certain types of furniture such as a flowering
  • 41:46
pot that allows the placement of some types of seeds which can then be processed and harvested
  • 41:52
from the flowering pot or different types of furnitures that allow limited use interactions
  • 41:59
that relate to either processing, gathering or crafting.
  • 42:03
So you could one of the things I tossed around the forums was the idea of almost like a greenhouse.
  • 42:06
So that's a similar idea of being able to just have individual plants.
  • 42:10
Correct.
  • 42:12
And then this came out of the chat.
  • 42:14
So just for clarification, can you own a freehold in one node and a apartment in a different
  • 42:19
node at the same time?
  • 42:21
Absolutely.
  • 42:22
Yes, that is the intent.
  • 42:27
I have a question.
  • 42:28
Is it my turn?
  • 42:29
Go for it.
  • 42:30
Just go for it, Chris.
  • 42:31
Okay.
  • 42:32
I mean, I have a question about corruption, but I'm not sure how much we're going to get
  • 42:37
to learn about that.
  • 42:42
I think this one is kind of quick while you look for yours or how you want to phrase it.
  • 42:46
Go for yours.
  • 42:47
Yeah, this one is from Niker from the forums.
  • 42:52
He asks, what would be the daily activities for someone at level 50 with a maxed out artisan
  • 42:59
tree, kind of wondering what we're supposed to do in end game, kind of even though we
  • 43:03
don't have an end game.
  • 43:05
So you hit level 50.
  • 43:08
So I would be thinking you're still progressing your node.
  • 43:10
You're still trying to defend.
  • 43:12
You've got some social work stuff you can do.
  • 43:16
You've got some naval content you can do.
  • 43:18
But what is your mind?
  • 43:21
This is a chunky question.
  • 43:23
So what are the types of activities you would be doing as a max level profession in level
  • 43:31
50?
  • 43:32
A lot of that, I'm going to say, depends on the world state.
  • 43:37
And it depends on what's happening within the world.
  • 43:40
You have this concept of the story arc system and of nodes that are in a constant state
  • 43:45
of flux of what's happening.
  • 43:48
And as they're in that state of flux, they're unlocking different types of content around
  • 43:53
the world that can be predicated on certain time frames, like a particular story arc that
  • 43:58
might last for a few days.
  • 44:01
Or you might have certain needs that arise from certain nodes that are trying to do construction
  • 44:05
projects and need certain types of materials.
  • 44:08
You might have an intent to kind of control the market from an auction house perspective
  • 44:13
on the types of items that only you have access to because of the relic that your node controls.
  • 44:18
A lot of that answer is situationally dependent on what state the world has acquired and then
  • 44:25
how that state influences the supply and demand structure from a crafter slash processor slash
  • 44:31
gathering perspective, right?
  • 44:33
If that's what we're specifically talking about.
  • 44:35
And I think the most opportune individuals who have achieved that level of mastery because
  • 44:40
they want to capitalize on how that can progress their character, their families, or their
  • 44:45
guilds are going to be looking out for the opportunities that relate to either trade,
  • 44:51
that relate to either the crafting and sale of particular types of items in order to provide
  • 44:56
that service and edge the market in a sense, right?
  • 45:00
So the daily activity might be something along the lines of depending on what type of profession
  • 45:05
or processor you are, of interacting with fellow artisanship individuals to kind of
  • 45:12
wheel and deal on supply and demand chains, orchestrating and participating in caravan
  • 45:18
ruts that move materials across the world so that you can satisfy buy orders and or
  • 45:24
commission requests, participating in unique raids and or dungeon experiences that have
  • 45:30
the opportunity to acquire unique crafting materials so that you can create the dragon's
  • 45:35
legendary sword and sell that potentially, you know, finding unique harvestable materials
  • 45:43
in remote parts of the world or engaging in treasure map finding for, again, unique materials
  • 45:48
and or processing things like there's a whole host of different intents that are loops for
  • 45:55
the players to participate in that, again, are situationally relevant based on the world
  • 46:00
state.
  • 46:02
And that's why to your point, Diggs, when you say like, I know we're not supposed to
  • 46:05
have an end game, it's because end game to me communicates static, right?
  • 46:10
It is a static structure.
  • 46:12
Okay, you've entered this loop now and this is your end game loop that you will repeat
  • 46:16
over and over.
  • 46:17
Whereas instead, the approach for Ashes is you have now reached a point where all of
  • 46:23
these loops are relevant and the loops are present to you depending on how the community
  • 46:29
engages the world, right?
  • 46:31
And it's up to you to identify the most promising loops because you have a finite amount of
  • 46:37
time and resources in which you can engage with them.
  • 46:40
And that's then where strategy becomes a part of the picture, right?
  • 46:44
How will I choose to engage with these loops to maximize my return or to maximize the specific
  • 46:51
benefit I wish to bring an individual group, myself or guild, right?
  • 46:56
Thank you.
  • 46:59
Yeah, that does answer a lot for sure.
  • 47:06
The question that I had was about corruption.
  • 47:09
If you can tell us more about how corruption in a region takes root, how it spreads, how
  • 47:16
that spreading affects freeholds and points of interest and the ability to potentially
  • 47:23
maintain a freehold surrounded by encroaching corruption.
  • 47:27
And if that's the sort of thing that we'll be seeing in Alpha 2 or not.
  • 47:33
So we saw a very specific example of corruption within Alpha 1.
  • 47:41
I don't know if you recall, but when you kind of crossed away from the starting island over
  • 47:47
into the tropical area, there was a section of the world that was kind of twisted and
  • 47:54
geometrically awkwardly cockeyed the terrain.
  • 48:00
And you saw unique types of resources and terrain features.
  • 48:05
And then you saw ancients that were spawning around like little demon ancients or whatever
  • 48:10
that were spawning around that location.
  • 48:12
So if you think about that for a moment, what does corruption do as it kind of seeps in
  • 48:17
through the world?
  • 48:18
And it seeps in in a way that's responsive to player progression.
  • 48:23
So as the nodes develop, as the world becomes more civilized by society going out and standing
  • 48:32
up these cities and these nodes and whatnot, corruption responds to that.
  • 48:38
It is an equal pushback that it's trying to achieve.
  • 48:41
And it's up to the players to kind of thwart the advancement of that corruption through
  • 48:47
achieving certain story arc quest lines, through killing certain bosses, through participating
  • 48:53
in content that relates to that corruption seeping into the world.
  • 48:57
But corruption is not all bad because corruption changes spawners and it changes populations
  • 49:03
and it changes resources that become available, unique resources.
  • 49:07
As a matter of fact, we saw over the course of the last few months, different types of
  • 49:13
resources that have altered states when corruption is present and it becomes a corrupt version
  • 49:20
of itself, which is a necessary component for certain types of crafting endeavors as
  • 49:31
well.
  • 49:32
So there is a relevance, a meaningful component of why that corruption would want to be interacted
  • 49:37
with from the player's perspective, but it's a push and pull situation.
  • 49:40
That's really what corruption is intended to provide, push and pull between the advancement
  • 49:44
of society and what was there that's more feral.
  • 49:47
I see.
  • 49:51
Does that, how would that affect freeholds if it hasn't fully encroached to the city
  • 49:59
itself?
  • 50:00
Would a freehold be surrounded and enveloped by it or is it more that the corruption stays
  • 50:06
in place and just gets denser and denser until it overwhelms the area?
  • 50:12
It won't really affect the freehold systems.
  • 50:15
The corruption is really meant to live more in wild in nature and not on the player freehold.
  • 50:21
So the player freehold is kind of protected to a degree from that, more contained.
  • 50:27
And then is there always like, there's that circle of crystals there that never goes away
  • 50:33
and that's always where the corruption comes from or will it dissipate from an area if
  • 50:39
it's cleared and reappear in some other part of the wild?
  • 50:43
My goal with that system, and we haven't yet gotten to the development side of tech art
  • 50:48
and engineering kind of providing these tools, so I don't think you'll see the goal in Alpha
  • 50:53
2, but the goal is that it is more dynamic and spreads across the world a bit more.
  • 50:59
That's something that still requires some technical solutions that we have yet to tackle.
  • 51:04
But ultimately the fallback would be that it's more static and densifies over time.
  • 51:08
Gotcha.
  • 51:09
I mean, I imagine it's more than just having another world layer and then it's like, oh,
  • 51:14
now it's shifting into corruption and that there's going to be a lot more technical stuff
  • 51:19
to it than that for sure.
  • 51:21
Yeah.
  • 51:22
Cool.
  • 51:23
Thank you.
  • 51:24
You know, I've always from the start just wanted to own a farm and do that sort of stuff.
  • 51:28
So I have some obviously big interest in the last stream with the freeholds.
  • 51:33
One of the questions that's come up and I don't want to get into the whole casual hardcore,
  • 51:38
blah, blah, blah, but one of the questions that's come up is you have mentioned the processing
  • 51:42
that you can do some to a degree at the node level.
  • 51:47
Obviously master level things have to occur at a freehold.
  • 51:50
So does that include animal husbandry and farming?
  • 51:54
Like are there going to actually be areas within a node that you can plant or is that
  • 51:58
just out in the wild?
  • 52:01
And then, well, I'll let you finish.
  • 52:02
I'll do that one first.
  • 52:03
Yeah.
  • 52:04
So the intent is that there are also public spaces where animal husbandry and farming
  • 52:10
can be utilized.
  • 52:13
And I don't know, you know, some games that we've played have these ideas of like public
  • 52:17
farms that you can rent space in for a period of time and you have, you know, the availability
  • 52:22
utilized.
  • 52:23
Those systems provide opportunities for players who might be more solo oriented, aren't a
  • 52:28
part of a family, don't think they'll be able to acquire a freehold, but still want to participate
  • 52:32
with those particular types of professions.
  • 52:35
But they may not do it at a mastery level as a result, but they'll still have access
  • 52:39
to lower tier versions of that so that they can progress through that particular profession
  • 52:44
up to a degree.
  • 52:46
And then if they want to seek out a group that has a freehold and has access to the
  • 52:50
mastery progression, they can try to elicit membership into their family or membership
  • 52:56
into a guild to gain access to those features.
  • 53:00
But the public spaces are intended to provide those individuals with a layer of progression
  • 53:05
that's more suited towards their individual gameplay or solo gameplay aspect of it.
  • 53:11
And so like Phantom, if I'm helping Phantom out on his farm, he can give me permissions
  • 53:19
to get to grandmaster level using his-
  • 53:21
Correct, yes, that is correct.
  • 53:23
And he could just give me those permissions if we're good enough friends or he could charge
  • 53:29
a fee if he wanted to.
  • 53:31
Is that the way I understand that?
  • 53:33
Yes.
  • 53:34
So there is an outstanding question on whether or not we should provide permissions to members
  • 53:41
who are not a part of a social structure.
  • 53:44
And what I mean by social structure is not just that, hey, I found Joe Blow on the side
  • 53:49
of the street and he needs access to this thing.
  • 53:51
I'm just going to open it to public, the permissions to public.
  • 53:55
Personally, I don't think that achieves the goal of the system.
  • 53:58
I don't think that that's a desired quality.
  • 54:00
I think that we need to have a more formalized structure in place, which is given through
  • 54:05
the family system and or through guild systems.
  • 54:09
And I think that that is how we're going to initially test it and see how we get feedback
  • 54:15
and how it implements around the desires of progression for that particular system.
  • 54:20
And so what that means is you'll be able to provide permissions to those social groups,
  • 54:25
not to anyone.
  • 54:26
That's it.
  • 54:27
Cool.
  • 54:28
OK, for for tavern owners and things like that, can you actually block people from coming
  • 54:33
on?
  • 54:34
Is there any ability to say there's no there's no there's no built in.
  • 54:39
There's no built in discrimination permissions.
  • 54:44
That's what I figured.
  • 54:46
And then with with the sort of processing stations, crafty today, today's wear out
  • 54:51
over time.
  • 54:52
Like, do they have to be repaired?
  • 54:54
Do they eventually degrade to where you have to just build a new machine?
  • 54:59
That's something that we're still discussing internally.
  • 55:01
There are the it is code in such it is coded in such a way where it's an easy variable
  • 55:06
for us to kind of change that there are material components that are necessary to kind of feed
  • 55:12
the machines to keep them up and running, or it could be based on how you interact with
  • 55:16
the fuel components.
  • 55:18
If you overheat, overcharge with fuel that can create like system degrade similar to
  • 55:24
your armor decay, which then you have to feed materials in order to rebuild maintenance
  • 55:28
wise.
  • 55:29
Right now, it is not implemented with that in mind.
  • 55:33
The only maintenance required is going to be through taxation.
  • 55:37
And depending on the number of permits that you have placed on the freehold will increase
  • 55:41
the amount of taxes that are necessary to be paid for the freehold.
  • 55:44
So you increase that maintenance based on how effectively you're using the property,
  • 55:49
essentially.
  • 55:50
But there is an opportunity for us to iterate on that depending how we how we see the system
  • 55:54
perform.
  • 55:55
And similarly with for things like the crops, the seeds, the the animals we breed, Lenarker
  • 56:01
had actually asked us on the forums, things like battle pets or pets that we are using
  • 56:05
in the animal husbandry system.
  • 56:06
Do those also eventually do exhaust the line?
  • 56:10
So do I always get a seed from a plant or do I always get a pet from a parent?
  • 56:14
Or do you eventually get to where always?
  • 56:16
OK, so eventually you just have to start over.
  • 56:21
There is a diminishing return, so to speak, within the system.
  • 56:25
So it is it is not 100 percent self revolving.
  • 56:29
In that sense, there is going to be a diminishing return, which then requires the player to
  • 56:33
go and interact with the world again in order to supply and and support the system.
  • 56:39
Would that include mounts, things like that?
  • 56:40
Does your mount eventually?
  • 56:41
The mounts, the mounts are a little bit of a touchier subject.
  • 56:45
I'm not sure how many players I mean me personally, and I use this as a guiding metric, of course,
  • 56:50
as I'm helping to design these systems.
  • 56:53
Do I want to see my trusted mount, you know, Seabiscuit die or get retired or turned into
  • 56:59
glue?
  • 57:00
No, that's that's a touch point with the player.
  • 57:02
That's I think a bit controversial.
  • 57:05
So mounts do not degrade over time.
  • 57:08
Once you have a mount, you own a mount.
  • 57:09
I think there's another way to service limited access to mounts as you acquire them, and
  • 57:13
that's through the stable system and how we utilize what your quote unquote active mounts
  • 57:18
are based on slotting into the stable system.
  • 57:20
I don't think we've talked about that yet as a system as a whole.
  • 57:24
So I would reserve a little bit expanding on that until we get into it with some of
  • 57:28
the node showcases.
  • 57:33
I'll keep going there.
  • 57:34
The chat's getting restless.
  • 57:36
I've got another one here for you.
  • 57:39
How's the chat enjoying the conversation?
  • 57:42
You know, most of chat is being pretty cool.
  • 57:45
And then there's a few people who are like, no, you're not asking the right question.
  • 57:49
What are you doing?
  • 57:51
You just need to be asking questions to get the answers.
  • 57:54
Don't let them talk, man.
  • 57:55
Just go.
  • 57:56
There's a lot of there's a lot of it on the way.
  • 57:59
I personally tried to make sure none of what I'm asking is on the Wiki, but certainly
  • 58:03
it's always hard, you know, it's always hard with an open development.
  • 58:07
You have different members of an audience or different members of the community that
  • 58:10
join at different times.
  • 58:12
And so they may not have been exposed to some answers that have already been provided or
  • 58:15
they might have been or they haven't gone through the Wiki.
  • 58:19
So sometimes you guys are going to experience a little bit of overlap there.
  • 58:22
And I think that's OK, because that overlap also gives an opportunity for us to see what
  • 58:26
things might have changed over the course of time, because I don't have a photographic
  • 58:30
memory of everything the Wiki says and things are changing in a constant basis anytime you're
  • 58:35
in open development.
  • 58:36
And there's one other thing people who are new to these kind of interviews don't realize
  • 58:40
if we let you just kind of go for a while, you might say something that's totally never
  • 58:46
been revealed.
  • 58:47
Oh, my God.
  • 58:48
Don't tell Margaret that.
  • 58:49
Don't tell Margaret.
  • 58:50
Well, I mean, you know, she knows, but that was good.
  • 58:53
That's a leaking tactic.
  • 58:56
It's one of those things.
  • 58:57
Yeah.
  • 58:58
So that's one of the if we've seen it happen before.
  • 59:00
We've seen it happen with developers on, you know, all sorts of games.
  • 59:03
So it's instead of like having very specific, rigid, like yes, no short answers where it's
  • 59:10
like this could have just been an email sort of thing.
  • 59:13
Yes.
  • 59:14
No, we didn't come here to just do an email and then read off the results.
  • 59:17
Yeah, we know that you're here.
  • 59:19
We were actually discussing whether we wanted to give you out like a mute button or not,
  • 59:23
or like the ability to do like an air horn when he says something.
  • 59:27
So we just get our ears blown out and don't get to hear it.
  • 59:32
So no, the question that I had and this is, you know, kind of going with what you were
  • 59:37
saying there, updating on previous thoughts and things, because I know it was initially
  • 59:42
like a hard no.
  • 59:44
And Jim, the bow year dies and he's gone.
  • 59:47
And I think maybe things have changed on this a little bit.
  • 59:52
Are there plans to add more persistence to the world, like ways to complete repeating
  • 59:58
events in a way that it is sealed and never returns again, unless it's replaced by like
  • 1:00:04
a new escalating event, like you've killed two mock and now two mocks brother who, you
  • 1:00:09
know, may have cast him out, but still saw him as a brother is coming for revenge or
  • 1:00:14
something like that.
  • 1:00:15
And to have things kind of changing, or also the idea of adding like more stable NPCs who
  • 1:00:22
migrate, when they die off, they get replaced by newcomers from Sanctus or the Tolnar hidden
  • 1:00:28
zone or whatever.
  • 1:00:30
So it's not just like, you know, people, people are able to migrate if they survive a situation
  • 1:00:38
or it might just be the conditions change.
  • 1:00:41
It's like, I'm a logger.
  • 1:00:43
There's no logging in this place anymore.
  • 1:00:44
You know, I'm out of here.
  • 1:00:46
So what I'm hearing, I think in this question is after certain content loops have been experienced,
  • 1:00:54
is there a method by which some of those content loops get retired or changed fundamentally?
  • 1:01:02
And what I would say is that there is a method by which we create a cannon for the server
  • 1:01:09
of events.
  • 1:01:10
Those cannons are usually going to be immortalized through systems like the library, which recounts
  • 1:01:16
certain types of events that happen on a server and recount perhaps the members who participate
  • 1:01:21
in those events and mortalize them over time as the kind of first time defeaters, first
  • 1:01:25
time accomplishers, that perspective.
  • 1:01:29
But in an MMO environment where there is so much content creation that's necessary, and
  • 1:01:34
some of that content is really intricate and takes a lot of time to develop, you don't
  • 1:01:40
really ever want to fully retire content based off of unique experience that some portion
  • 1:01:46
of the population has without providing that opportunity to the rest of the server population.
  • 1:01:53
Because over time, players join at different periods within the linear history of a particular
  • 1:01:58
server.
  • 1:01:59
You want to have them hit those beats.
  • 1:02:02
So they may not remember the first time it was down, but they did that content as well,
  • 1:02:06
and they can relate to the experiences and memories that you've acquired as a participant
  • 1:02:10
on this world.
  • 1:02:12
So there's not going to be a fully retired, but there is a system that canonizes events
  • 1:02:16
on a first time basis slash unique to the first time users.
  • 1:02:21
I see.
  • 1:02:22
Interesting.
  • 1:02:23
I imagine it's very interesting.
  • 1:02:25
The idea of creating all of these different storylines, smaller storylines, larger story
  • 1:02:31
arcs, and the possibility that some servers might not necessarily ever see them is a very
  • 1:02:35
interesting idea of how you do that and not waste time or resources.
  • 1:02:44
It is, and it relates very fundamentally back to the beginning of this entire project, which
  • 1:02:50
was I am a fan of sandbox environments as an MMO player.
  • 1:02:56
There are certain types of players that enjoy curated content, railroaded experiences, take
  • 1:03:00
me through the beats, I want to hear the story, I'm reading a book, so to speak.
  • 1:03:05
I talked about this very early on, that my most impression, the books that had the biggest
  • 1:03:10
impression on me when I was a kid was the books that you got to choose your destination
  • 1:03:16
throughout chapter and chapter, those quote unquote choose your own adventure books.
  • 1:03:21
When I was in middle school, I loved the Goosebumps series and stuff, and R.L.
  • 1:03:26
Stine and reading those choose your own adventure paths was very fun for me.
  • 1:03:30
Netflix came out with a few years ago that Bandersnatch movie where you could go back
  • 1:03:35
and choose the arc of the chapter.
  • 1:03:37
I'm not sure how successful that was, but I thought that was so cool.
  • 1:03:40
I went back and watched different chapter arc choices that I got to see.
  • 1:03:43
My point was that in a lot of MMO developments where they try to achieve the sandbox feeling,
  • 1:03:49
they create a lot of different doors for the player to choose between, but there's nothing
  • 1:03:53
really on the other side of the door.
  • 1:03:55
It's just a choice for the sake of having a choice, and then they say, okay, player
  • 1:04:00
generated content or player driven content, you guys make the content through social interactions
  • 1:04:06
and politicals.
  • 1:04:07
While I feel that that's important and you want to provide the tools for that to exist,
  • 1:04:12
you need to also provide a path by which the doors actually have meaningful content decisions.
  • 1:04:19
What that means is, as you pointed out, that sometimes content might not get experienced
  • 1:04:24
because the door hasn't been open for a long period of time.
  • 1:04:29
If you utilize a predicate system to determine which doors reveal which content, that is
  • 1:04:35
a real reality.
  • 1:04:36
That can occur, but it is something that provides a sense of meaning to the content that does
  • 1:04:43
get exposed.
  • 1:04:45
It requires a little bit more investment on the studio that's creating the game to be
  • 1:04:49
willing to create content that's predicated on the players opening the door.
  • 1:04:55
I think we actually talked about this in a past interview too, is the idea of expansions,
  • 1:04:58
like how you reconcile servers at different points and introduce new content at the same
  • 1:05:04
time across all services is also a very interesting idea.
  • 1:05:08
You just actually gave a great point too, which is that those expansions, the updates
  • 1:05:16
that occur, those are inflection points where you can go back and you can see, okay, which
  • 1:05:23
doors were the least opened in the previous version.
  • 1:05:28
Now how do we introduce new predicates for the door to open potentially in this expansion?
  • 1:05:35
It's always a checkpoint as you make this game.
  • 1:05:38
It's not like, oh, we made this content, it's never going to get revealed.
  • 1:05:40
No, no, no.
  • 1:05:41
Each inflection point, which is those updates, those expansions, those whatever, you get
  • 1:05:46
to go back, reevaluate, hey, it seems like 89% of the servers out there never opened
  • 1:05:51
this door.
  • 1:05:52
Well, maybe the predicates were too granular.
  • 1:05:54
Maybe they were too focused.
  • 1:05:55
Maybe there's a reason why that didn't happen.
  • 1:05:57
Let's expand on that for the next expansion so that this content has an opportunity to
  • 1:06:01
come out and see the light of day.
  • 1:06:04
Also you talked in the past, I didn't have a name for this before, but you've talked
  • 1:06:09
in the past about what I would now call seasons, like releasing stuff every three months that's
  • 1:06:16
not really an expansion, but it's an update that adds new lore and new cosmetics and all
  • 1:06:21
that stuff.
  • 1:06:22
I think that concept I would probably label seasons these days.
  • 1:06:27
Yeah, probably.
  • 1:06:28
Yeah, there's a lot of different terminology that's used out there in the MMO slash game
  • 1:06:33
dev vernacular.
  • 1:06:35
But I think ultimately-
  • 1:06:36
I'm just saying, but like WoW has World of Warcraft has kind of implemented that since
  • 1:06:41
you kind of brought it up.
  • 1:06:42
So they now have seasons and that kind of reminds me of the kind of thing you were talking
  • 1:06:46
about, something coming up every three months instead of having to wait three years for
  • 1:06:51
any new content.
  • 1:06:52
For sure.
  • 1:06:53
So I have a question.
  • 1:06:55
My question is about summoners, bards, and tonar.
  • 1:07:00
I'm wondering-
  • 1:07:01
Summoner, bards, and tonar.
  • 1:07:02
Walking through a bar.
  • 1:07:04
I'm wondering- exactly.
  • 1:07:05
And Jeffrey Bard is playing there.
  • 1:07:08
I'm wondering if those will be available to test at the start of Alpha 2.
  • 1:07:14
And I'm wondering when you think we might see UE5 models of tonar.
  • 1:07:20
Are you thinking we'll see that this year or next year?
  • 1:07:24
I mean, it can be open.
  • 1:07:25
I'm just wondering.
  • 1:07:26
Closer to this year or closer to next year?
  • 1:07:28
Just the models for tonar.
  • 1:07:29
So I think that on the schedule that bards will be intended to be present at the start
  • 1:07:35
of Alpha 2, but summoners will not.
  • 1:07:38
And I believe that the tonar will not be this year, but will be next year.
  • 1:07:44
Just even seeing the models for them?
  • 1:07:46
Correct.
  • 1:07:47
Oh yeah.
  • 1:07:48
Oh, the models?
  • 1:07:49
Just seeing the models?
  • 1:07:50
Yes, the models.
  • 1:07:51
Just seeing the models.
  • 1:07:52
That might be this year.
  • 1:07:54
I don't know.
  • 1:07:55
I don't know.
  • 1:07:56
Okay.
  • 1:07:57
There's some-
  • 1:07:58
Yeah, it's just wondering.
  • 1:07:59
We have the base models for the three unique versions of that.
  • 1:08:00
Right now, the tech, I think, is going between how we manipulate those versions of the character
  • 1:08:06
creator to kind of slide between the three types.
  • 1:08:10
So you might see the models for them this year.
  • 1:08:13
We'll see.
  • 1:08:14
And I have a kind of follow-up question about summoners, and this might relate kind of to
  • 1:08:20
how augments work.
  • 1:08:21
But last year, I was in a discussion with Neurath.
  • 1:08:27
He was hoping to have a demonic shaman.
  • 1:08:32
I think shaman is cleric summoner.
  • 1:08:35
And so I'm wondering about how those...
  • 1:08:41
I think that would not be the theme or motif.
  • 1:08:44
I think demon summoning would not be the motif for a cleric summoner shaman.
  • 1:08:49
It would probably be totems or something else, spirits and totems, maybe.
  • 1:08:54
And then if a shaman, a cleric summoner, could summon a demon, what kind of augment school
  • 1:09:01
might that fall under?
  • 1:09:06
That is a...
  • 1:09:07
That's a good question.
  • 1:09:08
So I also do not know that we will have the opportunity for us to have a demonic school
  • 1:09:13
of augmentation available for the shaman.
  • 1:09:18
I don't think that's going to be the case.
  • 1:09:20
It's a bit antithetical to kind of the approach of how the class of systems are meant to represent
  • 1:09:25
kind of these role fantasies, these class fantasies, especially when put into the context
  • 1:09:30
of the game.
  • 1:09:32
That's not to rule it out from a future expansion perspective, but at least initially, that's
  • 1:09:36
not the desire.
  • 1:09:37
And I was thinking cosmetically, you might be able to get close to like...
  • 1:09:41
Correct.
  • 1:09:42
Yes, yes.
  • 1:09:43
Bridge the divide between what's in the systems and or mechanics and visually or thematically
  • 1:09:49
how you want to present your class.
  • 1:09:52
And that is where cosmetics slash achievements in games that achieve those cosmetics might
  • 1:09:58
help to kind of bridge the divide in those themings.
  • 1:10:03
Your second part of the question, which was like, what is the summoning school augmentation?
  • 1:10:10
Summoners are still being actively kind of worked on and fleshed out.
  • 1:10:14
They will not be present in a large form at the start of Alpha 2.
  • 1:10:18
There might be some representations of augmenting limited on a per class basis.
  • 1:10:24
But the summoner is still actively in development on the augment side.
  • 1:10:30
And we might see Bard at the beginning of Alpha 2.
  • 1:10:35
Bard is scheduled to be present at the start of Alpha 2, not summoner.
  • 1:10:38
Okay, sounds good.
  • 1:10:40
And by schedule, I mean all things are subject to change.
  • 1:10:44
Yes.
  • 1:10:45
There was actually since we're on the summoner question, there was a question about whether
  • 1:10:50
summoners would be locked into a creature type.
  • 1:10:52
So the sort of the Necromancer, would they only be able to do undead or would they have
  • 1:10:55
an opportunity to summon other creature types?
  • 1:10:58
The great thing about the animal husbandry tech that we're creating and the idea of having
  • 1:11:06
customization options is that there might be some opportunity there to really create
  • 1:11:12
a more customized experience for the summoner and the types of visual representation that
  • 1:11:17
their creature has that's more to the player's definition.
  • 1:11:24
But we will see about that.
  • 1:11:25
I think you guys will be getting some updates in the future about that.
  • 1:11:29
I think they're wondering about Rogue too, but I think we were expecting Rogue for Alpha
  • 1:11:35
1.
  • 1:11:36
Rogue is scheduled to also be at the start of Alpha 2 as well.
  • 1:11:41
The only archetype that's not scheduled currently to be at the start of Alpha 2 is summoner.
  • 1:11:46
Okay, cool.
  • 1:11:47
Good to know.
  • 1:11:48
Naval combat.
  • 1:11:49
Oh, no, I got one real quick out of chat.
  • 1:11:56
Ratsu asked probably a good follow up to that.
  • 1:12:00
What systems are still needed to be rolled out before Alpha 2?
  • 1:12:05
What systems are still needed to be rolled out?
  • 1:12:08
Well, I don't think it's at a core level that there's a particular system that has yet to
  • 1:12:14
be feature developed.
  • 1:12:16
Right now, it's more along the lines of expanding on those features, getting UI support for
  • 1:12:23
those features.
  • 1:12:25
That's a big one because that is UI, VFX, audio effects, those are all big bottlenecks
  • 1:12:31
because they tend to occur at the end of the pipeline of content development.
  • 1:12:37
And then also ensuring that the interactions are polished and working.
  • 1:12:43
So from a large feature perspective, let me think about that.
  • 1:12:47
What large feature endeavor is still outstanding on the Alpha 2 front?
  • 1:12:54
A lot of its content.
  • 1:12:55
I'm not sure that it's a feature.
  • 1:12:57
It's a feature one.
  • 1:12:58
I can't think of any large system features that haven't been stood up from a core functional
  • 1:13:02
perspective that don't just need expanding on slash content development on.
  • 1:13:08
And when you say content, that's like art and code and implementation.
  • 1:13:15
The assets, the modeling for the particular types of buildings, the armor sets, the creature
  • 1:13:24
features, the visual effects on ability systems, those are all content that accompany what
  • 1:13:31
the code is creating from a mechanical perspective.
  • 1:13:35
So if you were going to start Alpha 2 in three months, the only way to do that would be a
  • 1:13:40
lot of stuff would still be early prototype, gray box, ugly, the stuff you wouldn't want
  • 1:13:45
anybody to see.
  • 1:13:47
Yeah.
  • 1:13:48
Okay.
  • 1:13:49
Okay.
  • 1:13:50
So that might give people a little more perspective.
  • 1:13:51
It's not that there isn't a game to play, it's that there's still some stuff that needs
  • 1:13:55
to be worked through.
  • 1:13:57
Um, okey dokey.
  • 1:13:59
I actually had a, I want to squeeze in one other question just real quick cause I, we
  • 1:14:04
got a lot of questions still.
  • 1:14:06
Um, uh, combat synergy.
  • 1:14:09
I saw a lot of cool stuff with the, uh, the mage there.
  • 1:14:12
I saw some cool stuff in one of the previous ones.
  • 1:14:15
I believe you had like a, one of the fightery ones and the cleric doing like some sort of
  • 1:14:22
stun promotion combo sort of thing.
  • 1:14:26
How much do you intend for, uh, those sort of synergy things to be done within one class,
  • 1:14:35
one character's kit versus how much do you intend for them to be working with the other
  • 1:14:43
characters, the other, um, archetypes and specializations to kind of promote their things
  • 1:14:48
or to also make sure you don't step on their feet and accidentally promote something they're
  • 1:14:53
trying to maximize?
  • 1:14:54
Yeah.
  • 1:14:55
When we talk about status conditions or like keyword conditions and the promotion of those
  • 1:15:00
effects, um, you know, there is going to be the bread and butter that each class kit has
  • 1:15:05
access to.
  • 1:15:07
Right.
  • 1:15:08
And when they're kind of creating the, uh, the type of rotation with their ability system,
  • 1:15:14
um, uh, they're going to want to emphasize those interactions that, that amplify or,
  • 1:15:20
uh, promote a particular type of status condition.
  • 1:15:23
So they'll have within the kit, their own interactions that they'll be able to leverage.
  • 1:15:28
But then in addition to that, they're going to have, uh, keyword status effects that help
  • 1:15:34
to either promote other classes, keyword status effects, or are, um, or are the executed promotions
  • 1:15:42
of other classes, uh, uh, um, uh, initial status conditions.
  • 1:15:47
Right.
  • 1:15:48
And when you think about the intent of the design, the intent of the design is that players
  • 1:15:52
are servicing themselves from a solo perspective when they want to go out and solo grind and
  • 1:15:58
solo experience and fulfill the quests.
  • 1:16:01
But when they come together to form a party to encounter group content or a raid to encounter
  • 1:16:07
raid content, that the interconnectivity between those classes synergizes with these keyword
  • 1:16:13
promotions and or effects.
  • 1:16:15
And there's a way to execute on that, that is successful and is effective or a way that's
  • 1:16:22
not.
  • 1:16:23
And that's kind of the skill ceiling slash skill cap that requires interaction and cooperation
  • 1:16:29
and synchronization, uh, between because there are limited time windows in which those keywords
  • 1:16:34
can get emphasized or executed upon, uh, when utilizing the ability.
  • 1:16:38
Gotcha.
  • 1:16:39
Cool, cool, cool.
  • 1:16:40
It would be fun to see when it, uh, when we get to try it all out.
  • 1:16:46
Yeah.
  • 1:16:47
Yeah.
  • 1:16:48
It's like, you know, when you think about it, it's very much, very much a musical endeavor,
  • 1:16:50
right?
  • 1:16:51
When you think about a symphony or a concert, right?
  • 1:16:54
Those instruments working with each other to formulate this kind of highly effective
  • 1:17:00
and very visceral, you know, experience of this music chain.
  • 1:17:03
When you accomplish that in combat, it's going to be noticeable.
  • 1:17:07
And that's the desire is let's reward, let's dopamine hit when players are effective in
  • 1:17:12
their skill, uh, when executing on these ideas.
  • 1:17:16
Okay.
  • 1:17:17
Yeah.
  • 1:17:18
Nope.
  • 1:17:19
You know,
  • 1:17:20
it's just a lot of questions out in naval, so, you know, I want to give just a little
  • 1:17:26
bit longer before we get to naval.
  • 1:17:28
Yeah.
  • 1:17:29
It's not a question.
  • 1:17:30
It's just screaming naval.
  • 1:17:31
I see people saying about naval gazing.
  • 1:17:32
No, we're not talking about and follow skeptics here.
  • 1:17:35
We're talking about the different kind of naval.
  • 1:17:37
What?
  • 1:17:38
All those skeptics is when you're like,
  • 1:17:41
I didn't know what you were talking about.
  • 1:17:44
Rhetorical question.
  • 1:17:45
Rhetorical question.
  • 1:17:46
I'm just kidding.
  • 1:17:47
Everybody's still, Hey, stop talking.
  • 1:17:48
So there's three main, three main questions that have sort of been presented and I'm sure
  • 1:17:52
chat will mention five more, but, um, one is, is, is naval.
  • 1:17:57
Have you started working on naval combat yet or not?
  • 1:18:00
And then from the vehicle perspective, right, when we're talking about, um, the ability
  • 1:18:04
to attach, uh, the vehicle component to a particular type of ship or whatever like that,
  • 1:18:10
that has been developed from a core functionality perspective.
  • 1:18:13
Now when we talk about how do we emulate the physics movement of the vessel in the water,
  • 1:18:18
that still needs to be done.
  • 1:18:20
How do we have certain mechanics like the attaching of particular types of weapons on
  • 1:18:25
the, on the, uh, on the vehicle that still needs to be done?
  • 1:18:29
Um, you know, but naval combat is something that is in and of itself a very intricate
  • 1:18:35
system.
  • 1:18:36
Um, and it shares a lot with our general vehicle system, such as caravans and mounts, um, that
  • 1:18:42
are utilized, uh, within the code.
  • 1:18:44
And then there had been, uh, another question, um, this was from Figo 01, which was, uh,
  • 1:18:53
in referring to the coastline nodes and whether the boats, your boats, could you, or your
  • 1:18:59
ships, your Navy, could you do an, um, naval assault on a coastal node?
  • 1:19:03
So are you actually going to be able to use those weapons to actually damage the node
  • 1:19:08
that you're trying to take, whether that's structures or whatever might be there?
  • 1:19:13
Yeah, we've gone, we've gone back and forth a little bit on whether or not the design
  • 1:19:17
intent for sieging, um, of nodes is intended to include for certain nodes, uh, the naval
  • 1:19:26
component.
  • 1:19:27
The concern there was that it would be a difficult thing to balance, uh, around that particular
  • 1:19:32
node having, um, accessibility from the water for those types of defenses.
  • 1:19:37
So what we've, what we've kind of, uh, presented as an opportunity where harbors are the focal
  • 1:19:43
point of those naval interactions.
  • 1:19:45
And during sieges, you are aware that, um, nodes have certain objectives which have ramifications
  • 1:19:51
and can influence the outcome and or the ongoings of a particular siege against a node.
  • 1:19:56
And if one of those objectives is a naval objective, because that node might own a harbor,
  • 1:20:01
which is a point of interest that gets adopted by a node, which advances far enough around
  • 1:20:05
it, right?
  • 1:20:06
So you might have one harbor and five nodes that can own that harbor.
  • 1:20:09
And the first to hit the village stage adopts the harbor, right?
  • 1:20:13
And that can become an objective key point during a siege that has naval interaction.
  • 1:20:18
So that's kind of the direction we've moved towards rather than allowing, um, uh, the
  • 1:20:23
naval, um, component to interact directly with sieging the node itself, as opposed to
  • 1:20:27
being a part of the objective based gameplay, uh, that exists for a node siege.
  • 1:20:33
And then another one that's come up sort of around this too, um, and I'm trying to remember
  • 1:20:38
who even said it, um, was around shipbuilding, that that seems to have sort of dropped off
  • 1:20:44
from a conversational standpoint that at one time there was the idea that you could do
  • 1:20:47
that as a crafter, whether that still exists or whether that has now been sort of spread
  • 1:20:52
out to different multiple different professions.
  • 1:20:54
Yeah, the shipbuilding has been spread out to multiple different professions.
  • 1:20:58
So different professions are responsible for creating different components of the shipbuilding
  • 1:21:03
process.
  • 1:21:04
And then at the harbor, you will interact with a unique workstation based on having
  • 1:21:07
the recipe or the blueprint for the particular ship that you're attempting to build and the
  • 1:21:11
components that are rent that are then derived from multiple professions to then finally
  • 1:21:15
create the ship item.
  • 1:21:17
Okay.
  • 1:21:18
That that's, I don't know, I'm sure there's going to be more in chat about naval stuff,
  • 1:21:23
but that's what I've saw so far.
  • 1:21:25
Um, actually kind of related to that.
  • 1:21:28
Uh, when we, we sort of talk about where you're, um, well, kind of not related, not really
  • 1:21:33
related, but on the freeholds, um, we know that there's taverns.
  • 1:21:37
One of the questions that we were given is whether or not you can, uh, tell us sort of
  • 1:21:42
what every, um, service, whatever your business is.
  • 1:21:47
Yeah.
  • 1:21:48
Well, do you have a full, the question was, what is the full list of services that can
  • 1:21:51
be run out of a freehold?
  • 1:21:52
We know about taverns, but what else?
  • 1:21:54
Yeah, I would, I would reserve that question, um, for probably a portion of the article
  • 1:22:01
that's coming out this next week.
  • 1:22:03
Um, so, you know, we have a list of kind of ideas that we want to service from a business
  • 1:22:08
perspective, but fundamentally what that service equates to is that there are a number of created
  • 1:22:14
consumables that are possible through the different professions.
  • 1:22:18
How those serve, how those, um, items become presented to the player from a business establishment
  • 1:22:24
perspective, uh, and through what venue that business represents is how we partition those
  • 1:22:30
consumables into different verticals for the business system.
  • 1:22:35
Um, and, and that is something that, um, uh, that I think we'll expand a little bit upon
  • 1:22:40
in the article that comes out next week.
  • 1:22:42
We saw that you could sleep on the beds.
  • 1:22:44
Is there an animation for that?
  • 1:22:47
Yeah, absolutely.
  • 1:22:48
We can have a brothel.
  • 1:22:49
Oh my God.
  • 1:22:50
Well, it was, was the most clock you can see of beds, uh, uh, thing that was.
  • 1:22:59
Oh my God.
  • 1:23:00
Um, so, uh, I don't know if I don't think we're going to have a brothel per se that,
  • 1:23:06
yeah, that, that might not be, um, uh, a good idea.
  • 1:23:10
However, uh, there is beds out, but we can rent beds out.
  • 1:23:14
I mean, again, the beds are intended to provide rested experience digs.
  • 1:23:18
I'm not sure the brothels that you're talking about, but you know, maybe not very restful
  • 1:23:23
at the very least days, you can probably do a themed hotel.
  • 1:23:27
You've got like the sandal room or the bed shaped like a sandal and it's got like a beach
  • 1:23:31
theme.
  • 1:23:32
You've got like the dragon room where everything looks all edgelord and like has the iron thrown
  • 1:23:37
from that one, uh, show in it.
  • 1:23:41
Um, I'm just going to call it that one show.
  • 1:23:46
That one show.
  • 1:23:47
Season eight, which shall not be spoken of.
  • 1:23:50
I have a kind of a related question to, um, euros.
  • 1:23:57
Oh, okay.
  • 1:23:58
Always.
  • 1:23:59
Um, to euros about, um, alpha two, uh, there was a question from crow three in the forums
  • 1:24:07
asking, uh, when alpha two does roll out, what are some top key results you're hoping
  • 1:24:13
to achieve as an indicator of success?
  • 1:24:17
Ooh, that is a good question.
  • 1:24:19
So, um, you know, there are two primary roads, I would say of feedback.
  • 1:24:29
One is the empirical kind of data that we received through, uh, logs that show kind
  • 1:24:34
of player interactions with particular systems, with particular items.
  • 1:24:38
Uh, they have their play times, they have their kind of, um, you know, retention metrics
  • 1:24:43
that we can look at, you know, how often are they interacting with certain things?
  • 1:24:47
And that, that tells us one story, right?
  • 1:24:50
And then we have the other aspect of it, which really requires a good investment in a community
  • 1:24:55
team that's going to be interacting with the play testers, that's going to formulate kind
  • 1:25:00
of surveys and, um, you know, essentially, uh, uh, feedback work that's responsible on
  • 1:25:06
behalf of the play testers.
  • 1:25:07
Because and I've said this in the past, um, and I'll say it again.
  • 1:25:12
People who want to participate in Alpha 2 are not signing up to play a game.
  • 1:25:18
They are signing up to test a product and development.
  • 1:25:22
Um, and a lot of people view that as, um, you know, an aspect that the, why, why should
  • 1:25:29
I pay to participate in, you know, play testing something?
  • 1:25:33
We also play tested on the QA side.
  • 1:25:36
We hire companies that play tested with their QA teams and that ranges in the, in the thousands
  • 1:25:42
of players that will be participating from a QA perspective, um, that the company pays
  • 1:25:48
for.
  • 1:25:49
But there is not quite any feedback that exists that is the feedback from players.
  • 1:25:55
And I think that is the most prime paramount example of feedback that we will iterate upon.
  • 1:26:01
And what we're looking for from those players is what did you enjoy about these particular
  • 1:26:07
systems?
  • 1:26:08
What could be improved?
  • 1:26:09
What felt tedious?
  • 1:26:11
What felt meaningful and having players kind of expand on that.
  • 1:26:15
Now, that's a bit less empirical than providing data from our logging metrics, right?
  • 1:26:21
Because now we have to have individual community team members go through, sift through these
  • 1:26:26
responses and find the key point takeaways that we can share with the team to see, are
  • 1:26:32
these designs resonating with the player base?
  • 1:26:36
Are they accomplishing the desired goal of emphasizing this particular philosophy or
  • 1:26:41
game design pillar?
  • 1:26:43
And is it having the type of effect that interconnects with the other systems that that player is
  • 1:26:48
going to reference when giving their feedback, right?
  • 1:26:50
Do they mention these other systems when they're playing this particular one loop?
  • 1:26:54
Because they should be, that was the intent of the interconnectivity between them, right?
  • 1:26:58
Like there's a lot of granularity in what it means and takes to sift through the player
  • 1:27:04
feedback and you guys know this because you see Discord commentary and Twitch commentary
  • 1:27:09
and you see forum posts that are elaborate and very detailed and Reddit posts.
  • 1:27:15
All of those are examples of how players feel about what they've experienced.
  • 1:27:21
And it takes a bit of knowing your audience for even the community team that participate
  • 1:27:27
in sifting through that information to accurately identify what aspects of that feedback are
  • 1:27:34
relevant to the development team so that we're not, the development team isn't sitting through
  • 1:27:38
that time sifting through it.
  • 1:27:40
They're getting the key takeaways.
  • 1:27:43
So what I'm looking for from players is really a in-depth interaction across a host of the
  • 1:27:49
different systems and loops that exist within the game, trying to tie in corollary loops
  • 1:27:55
into those experiences and seeing whether or not they feel meaningful and interconnected
  • 1:28:00
and the identity is present within those systems, how those systems can be improved to achieve
  • 1:28:05
those goals, what felt tedious and fun, how do we find that fun better, right, for different
  • 1:28:12
players and different groups because we have such an eclectic audience are going to have
  • 1:28:16
different responses and we need to collate those responses in areas that kind of express
  • 1:28:21
a large slice of the player population that's participating.
  • 1:28:26
So it's a combination of the two, the empirical data as well as the player sentiment and feedback.
  • 1:28:33
So I got a quickie.
  • 1:28:34
Apparently all of the stuff everyone was asking about with Navel was basically, is it going
  • 1:28:40
to be in Alpha 2?
  • 1:28:42
Yes, it will be in Alpha 2.
  • 1:28:44
It will not be at the start of Alpha 2, but it will be in Alpha 2.
  • 1:28:47
Okay.
  • 1:28:48
And then there's like a couple other questions, but you know, folks, there'll be more stuff
  • 1:28:51
about Navel.
  • 1:28:52
I'm sure, I'm sure there'll be plenty of opportunities.
  • 1:28:54
And again, just to reiterate, when we talk about will Navel be in Alpha 2, Navel will
  • 1:29:00
be in Alpha 2 in the sense that after we launch Alpha 2, at some point in Alpha 2, Navel will
  • 1:29:07
be implemented as an update and that Navel will be the ability to acquire components,
  • 1:29:13
construct those components, acquire recipes, construct certain types of ships, navigate
  • 1:29:17
those ships on the water and engage in certain ship to ship interactions and ship to player
  • 1:29:21
interactions and ship to content interactions.
  • 1:29:25
Now it won't be the expansive aspect of that, meaning all ships won't be present, all types
  • 1:29:29
of those ships, all attachments of those ships, right?
  • 1:29:32
And it will be maybe a little bit janked to start because it's going to be an Alpha version
  • 1:29:36
of it.
  • 1:29:37
But the intent there is to provide the loop where players get to go and interact with
  • 1:29:41
content in the ocean.
  • 1:29:43
That won't be at the start of Alpha 2, but it will be in Alpha 2.
  • 1:29:45
Yeah, as we talk about adding stuff, how long do you have an idea?
  • 1:29:51
This might be a question I shouldn't ask, but do you have an idea how long Alpha 2 might
  • 1:29:54
be?
  • 1:29:55
Because we are going to see things come online, but...
  • 1:29:57
As long as it needs to be.
  • 1:29:58
Yeah, that's what I assume.
  • 1:30:01
All right.
  • 1:30:02
And that is something though that I get this feeling you were saying about archetypes that
  • 1:30:08
are going to be available at the start.
  • 1:30:11
But it sounds like this Alpha is really something where you want it to maybe not get all the
  • 1:30:17
way up to the start of where Beta 1 would be functionally and content-wise.
  • 1:30:22
But how much of the systems and everything do you plan to bring online during Alpha 2?
  • 1:30:31
Do you plan to just get most of it most of the way during that period?
  • 1:30:40
Alpha 2 is intended to provide all of the core functionality and systems at some point
  • 1:30:49
during Alpha 2 will be rolled out to be tested.
  • 1:30:53
And then between Alpha 2 and Betas, we'll be refining those systems and populating those
  • 1:30:59
systems with the additional content necessary that will then go through a more rigorous
  • 1:31:04
portion of testing, which is to essentially QA all of that content through Betas.
  • 1:31:11
So Alpha 2 is intended to be a true functional representation of all the core systems and
  • 1:31:18
features.
  • 1:31:19
Awesome.
  • 1:31:20
So that's something I think people might want to take into consideration here because what
  • 1:31:26
we've seen games call Alphas or Pre-Alphas or other things and the state of the game.
  • 1:31:33
And then you see the state of it when they call it Beta.
  • 1:31:36
And then you see the state of it when they call it Launch.
  • 1:31:38
It's like, you know, golly, this still feels like an Alpha.
  • 1:31:45
I've seen that happen many, many a time.
  • 1:31:48
And you can continue to say that until you're blue in the face and choking on the ground,
  • 1:31:52
grasping for air.
  • 1:31:53
And there will still be a large segment of the broad population that will never hear
  • 1:31:57
it.
  • 1:31:58
And that's okay, because it's not the responsibility of the players to be a good follower of development.
  • 1:32:04
They're the consumer, right?
  • 1:32:05
So they can have that opinion.
  • 1:32:07
That's totally fine.
  • 1:32:08
We need to be careful in how we present and market the game and distinguishing between
  • 1:32:13
the audiences that are the less informed development consumer and the individuals who want to be
  • 1:32:19
part of the development process, watch that, get feedback, which is more our core audience
  • 1:32:25
and just being able to differentiate between the two.
  • 1:32:27
Yeah, like what you guys are really doing here.
  • 1:32:30
I'm going to give a funny phrase.
  • 1:32:32
Do whatever you want.
  • 1:32:33
Clip it or whatever.
  • 1:32:34
People make Alpha Alpha again.
  • 1:32:40
Make Alpha Alpha again.
  • 1:32:42
Ma.
  • 1:32:43
Yes.
  • 1:32:44
That's great.
  • 1:32:45
So the last naval question I asked, it just popped in chat.
  • 1:32:49
I think it'll be brief.
  • 1:32:50
Will you be able to name your ship?
  • 1:32:51
So will we be able to sort of name and decorate in a way that people will know you're coming?
  • 1:32:55
Absolutely.
  • 1:32:56
And you can own more than that was one of my that was on my favorite thing.
  • 1:32:59
Yeah, you can.
  • 1:33:00
But that was one of my favorite things about another game I had played.
  • 1:33:04
I made sure whenever we had like naval runs with many ships, I mean, we would we would
  • 1:33:09
run 300 plus people on a particular, you know, trade run or whatever with a lot of ships.
  • 1:33:14
I would have every ship named after a Star Trek ship.
  • 1:33:17
So I'd be like, all right, USS Endeavor, you take our flank and hit Enterprise move to
  • 1:33:22
the forward.
  • 1:33:23
And it was just like total role play the shit out of it.
  • 1:33:26
Excuse me.
  • 1:33:27
I curse all the time.
  • 1:33:30
It's fine.
  • 1:33:31
Yeah, it's so good.
  • 1:33:32
I loved it.
  • 1:33:33
We don't have a swear jar.
  • 1:33:35
Don't worry.
  • 1:33:36
Okay, good.
  • 1:33:37
You're muted, Dig.
  • 1:33:38
I was waiting to have to say that someone.
  • 1:33:44
I'm glad it wasn't me.
  • 1:33:48
Second question is, can players just randomly kill non combat NPCs in the world like in
  • 1:33:55
World of Warcraft?
  • 1:33:57
No, no, if they're if they're non combat NPC, they're there to provide a particular service
  • 1:34:02
and or quest line.
  • 1:34:04
I don't feel it's any type of meaningful gameplay to provide the opportunity to kill those particular
  • 1:34:08
NPCs.
  • 1:34:10
I guess a follow up question for me would be, but they could they be killed during a
  • 1:34:18
siege?
  • 1:34:19
Could they be or or like during during sieges or during the war?
  • 1:34:23
During sieges or during monster events.
  • 1:34:28
Those those vendors, the non combat NPCs are usually provided for through a particular
  • 1:34:35
building type now unless they're general NPCs.
  • 1:34:38
If they're general NPCs, currently, I think what we're doing is we're despawning them
  • 1:34:42
if they're not combat oriented.
  • 1:34:45
And if they are a service building, like a constructible, if that building becomes damaged,
  • 1:34:51
then the NPC is disabled post the event or post the siege until the building is repaired.
  • 1:34:57
But they're not present to be killed as part of the siege event.
  • 1:35:00
If they are combat NPCs, such as a mercenary or like a captain of the guard or whatever,
  • 1:35:05
they're present, they can be killed and they have ramifications for doing so.
  • 1:35:10
So like I think in Alpha 1 we had like a scholar who was she wanted us to go on quests to gather
  • 1:35:19
more information about the wildlife.
  • 1:35:23
Would that character be able to be killed?
  • 1:35:25
And if so, would she pop back up later?
  • 1:35:28
So even after the siege if she comes back.
  • 1:35:31
And then would we have to let's say that the node is destroyed.
  • 1:35:39
Would it have to come back as the same racial type in order to get that NPC back?
  • 1:35:45
Oh, to get the NPC back.
  • 1:35:48
It depends.
  • 1:35:49
So depending on the cultural influence of the node activates certain types of quest
  • 1:35:55
lines and or spawners, right?
  • 1:35:57
Some of those are shared.
  • 1:35:58
Some of those are general.
  • 1:35:59
Some of those relate to a progression path that is a first time user experience.
  • 1:36:03
Those will be constant across all culture types.
  • 1:36:06
Some of them, however, are predicate, are predicates that spawn when certain story arcs
  • 1:36:11
and or events or commissions or by orders become present within the node.
  • 1:36:17
And those might change based on the cultural influence of the node.
  • 1:36:20
So there is a separation between those populations.
  • 1:36:25
Someone's asking about ruins after the node is destroyed and how that would affect quest
  • 1:36:28
lines.
  • 1:36:29
Yeah.
  • 1:36:30
So are you referring to the ruined kind of the battle arena that the nodes footprint
  • 1:36:37
has after the destruction of it through the siege system?
  • 1:36:41
I'm guessing.
  • 1:36:42
Yeah.
  • 1:36:43
OK, that's the only kind of ruins I can think about.
  • 1:36:44
Have I talked about that in the past?
  • 1:36:46
I think maybe I did.
  • 1:36:47
I think you've mentioned that those would kind of be there, but I don't think we have.
  • 1:36:50
So those are those are kind of like open world battlegrounds that spawn on the footprint of
  • 1:36:54
the node after a successful siege.
  • 1:36:57
And these are opportunities that defender previous defenders have to salvage certain
  • 1:37:01
materials and or equipment from the destroyed node or that attackers have to do the same.
  • 1:37:07
And there's interact points that live within that environment that take time in order to
  • 1:37:11
interact with, which makes those individuals susceptible to potential ganking or fighting.
  • 1:37:16
And you can control those areas.
  • 1:37:18
And that that exists for some period of time.
  • 1:37:19
It's like an open open world arena system.
  • 1:37:23
Gotcha.
  • 1:37:27
Maybe I can jump in.
  • 1:37:28
You can one of you guys want to jump in before this.
  • 1:37:31
But go ahead.
  • 1:37:34
Related kind of is what's your current vision for player created NPCs like the caravan guards,
  • 1:37:39
the arena heroes, the freehold helpers, shop merchants?
  • 1:37:43
Do you still have plans for that?
  • 1:37:47
Player created NPCs like the mercenaries.
  • 1:37:49
Player created.
  • 1:37:50
Got it.
  • 1:37:51
Got it.
  • 1:37:52
Got it.
  • 1:37:53
So there are types of NPCs that have specific functions.
  • 1:37:56
Right.
  • 1:37:57
And for example, on the freehold, we've always talked about in the past having certain NPCs
  • 1:38:00
that are capable of rotating crops or planting and or watering, doing certain process oriented
  • 1:38:06
functions that are available to the user to acquire.
  • 1:38:09
We still have those plans.
  • 1:38:11
Those plans will follow a similar like pet system functionality, core system functionality,
  • 1:38:16
where they'll have actions that can be dictated by the user.
  • 1:38:19
All right.
  • 1:38:22
Thank you.
  • 1:38:23
So there is one that I probably should have put on the list, but you can just say no,
  • 1:38:29
if it's I don't think it's too too dangerous.
  • 1:38:34
Can you tell me a little bit more about like the versatility and viability of gear?
  • 1:38:41
Like would a paladin really be wearing robes and going in with like a staff or more magic
  • 1:38:49
oriented instead of something oriented stuff?
  • 1:38:55
Or is that not really sort of thing that would ever happen?
  • 1:38:59
Is it that everybody can wear all the equipment, but people are still usually going to wear
  • 1:39:04
certain types for certain reasons?
  • 1:39:09
So the intent behind the equipment system is that you will have certain types of equipment
  • 1:39:16
that are more relevant against this certain type of content that you're attempting to
  • 1:39:22
defeat or to succeed at.
  • 1:39:25
And what that means is, especially on the defensive side of things, you will want to
  • 1:39:31
have different gear sets acquired to be most effective against those particular encounters.
  • 1:39:38
On the weapon side of things, weapons have different types of interactions.
  • 1:39:43
They have passive stat progression that's available through the weapon type.
  • 1:39:48
That's going to be relevant based on the way you're kitting your character in concert with
  • 1:39:54
your ability selection as well through the skill tree on how you're attempting to emphasize
  • 1:39:59
your character's waterfall stats.
  • 1:40:01
And there's different viable approaches that each class has.
  • 1:40:05
We're of course adopting a Trinity type system with a hybridization model.
  • 1:40:09
So you can flirt the line between the roles to a degree based on player customization.
  • 1:40:14
And an agnostic equipment approach allows players to emphasize that hybridization model
  • 1:40:21
to a degree.
  • 1:40:22
So there's still going to be a spectrum of relevant equipment that's most effective for
  • 1:40:26
your character based on the role you're attempting to provide a particular party or yourself
  • 1:40:32
solo.
  • 1:40:33
And players will do well to kind of stay within that spectrum.
  • 1:40:37
But it is something that is intended to be somewhat agnostic of class.
  • 1:40:42
So it's the sort of thing where it might be, you know, we're going to a dungeon that's
  • 1:40:47
oops all fire golems.
  • 1:40:49
So if everybody straps up with plate armor and fire resistance, you don't have to worry
  • 1:40:54
about the magic fire.
  • 1:40:55
You've got the fire resistance for that.
  • 1:40:57
And when you start getting punched around, that's why everyone's coming with plate.
  • 1:41:00
Yeah, some of your other stats might be a little diminished.
  • 1:41:03
Dig it, we're going to have that much more defense will be able to stick around a lot
  • 1:41:07
longer.
  • 1:41:08
The idea is, is that the encounters design team presents a particular type of challenge
  • 1:41:14
rating for those who are familiar with like, you know, playing D&D or whatever.
  • 1:41:18
Challenge rating gets informed by a few different vertical power levels.
  • 1:41:23
But then there's also the horizontal perspective.
  • 1:41:26
That is what tools does your party have to address the challenge rating of the situation.
  • 1:41:32
And some of the horizontal progression exists with within how you kit your equipment slots.
  • 1:41:38
Some of those can be enhancements or stones as you're discussing with fire resistance.
  • 1:41:43
Some of those are base stats that exist on a particular item such as physical damage
  • 1:41:47
mitigation versus magical damage mitigation and what subtype of damage is incoming based
  • 1:41:52
on that.
  • 1:41:54
These are the ways that kind of we emphasize that more rock paper scissors type of interaction
  • 1:42:00
with balance to where it's okay to have asymmetric imbalance if there are horizontal methods
  • 1:42:06
by which you achieve the challenge rating.
  • 1:42:09
And I would say it's not just plate because you could have rings, you could have jewelry,
  • 1:42:14
you could have your passive skills as well.
  • 1:42:19
All of those contribute absolutely.
  • 1:42:22
And they're all part of designing a more player centric customization aspect to create, I
  • 1:42:31
think, what's the most fun part about those systems, unique weird ways that you overcome
  • 1:42:37
things that the norm or the meta hasn't done.
  • 1:42:41
And then feeling real satisfactory when someone's like, what the hell kind of a build is that?
  • 1:42:45
It's awesome for this dungeon, but it sucks ass for this one.
  • 1:42:49
Well, I mean, that's what I could see is just like an entire an entire alliance.
  • 1:42:55
That's the leather bros.
  • 1:42:56
It's like, oh yeah, we only always ever use medium armor.
  • 1:43:00
We have medium armor specialized for all sorts of things.
  • 1:43:04
Everybody's put all of their sport, their points in medium armor.
  • 1:43:07
So we can go into any situation and we just put on the right medium armor.
  • 1:43:12
We're good to go.
  • 1:43:13
You know, that could be a very interesting angle to see is just straddle the line, sit
  • 1:43:18
in the middle and be ready for everything.
  • 1:43:21
So that's something I'm interested to see.
  • 1:43:24
That's why I tell people that in Ashes there should not be an objective meta that is for
  • 1:43:30
every tank or for every mage.
  • 1:43:33
This is the most efficient tactics possible or the way I, the way I kind of see that is
  • 1:43:40
you have a, you have this idea of the macro meta and then you have the micro meta.
  • 1:43:46
And what we're doing with this approach is we're deemphasizing a macro meta and instead
  • 1:43:52
emphasizing a micro meta.
  • 1:43:53
And the difference between the macro micro is, is that on the micro level you have metas
  • 1:43:58
that might form based on each individual type of encounter or experience.
  • 1:44:04
Right.
  • 1:44:05
And in those senses, yes, there's going to be a most optimal, there's going to be a best
  • 1:44:07
in slot, there's going to be whatever that pertains to that particular challenge rating.
  • 1:44:12
But there won't, we, there will not be an overarching meta that says from a macro level,
  • 1:44:18
Hey, if you got this shit, you're good to go for everything.
  • 1:44:20
Right.
  • 1:44:21
That's boring.
  • 1:44:22
That's unfulfilling.
  • 1:44:23
That is not interesting.
  • 1:44:25
And it is just something that, that dumbifies the experience.
  • 1:44:30
More importantly, why don't you have blah, blah, blah, blah, blah in your build?
  • 1:44:33
You're supposed to have this.
  • 1:44:35
Exactly.
  • 1:44:36
Yeah, that definitely ruins the ability to form a party if you know you have to be a
  • 1:44:44
certain thing with this and that and the other, otherwise you suck.
  • 1:44:47
And what are you even doing here?
  • 1:44:48
You knew.
  • 1:44:49
Yeah.
  • 1:44:50
No, I like to see that there's going to be that level of variance and variation.
  • 1:44:55
And you honestly, that is something I do like with the tabletop games.
  • 1:44:58
The idea that, Oh yeah.
  • 1:45:00
Like fifth edition of D and D for example, if you wanted, you could roll your, your,
  • 1:45:06
your human variant level one wizard, roll up some light armor mastery, you know, then
  • 1:45:11
get yourself some medium armor going, you know, and by level eight, you're, you're out
  • 1:45:17
there wearing plate.
  • 1:45:18
It's like, yeah, that's right.
  • 1:45:20
I didn't use strength as a dump stat.
  • 1:45:21
I got 16 strength.
  • 1:45:23
I can wear this plate armor out here in the wild.
  • 1:45:25
I don't need to wear my mage armor no more.
  • 1:45:27
You know that you can do it.
  • 1:45:29
You know, that's one of the reasons why I really love D and D 3.5 or particularly D
  • 1:45:35
and D path, excuse me, piezo's pathfinder as an extension of D and D 3.5 is because
  • 1:45:43
of the very high degree of granularity that you have in customizing your character.
  • 1:45:47
I feel systems and this might get, this might be a hot take for a lot of players because
  • 1:45:52
I know it's more widely adopted and more easier to get into from a new player experience perspective
  • 1:46:02
is D and D fifth edition.
  • 1:46:03
I never really got into fifth edition because I felt they oversimplified a lot of those
  • 1:46:07
choices and decisions.
  • 1:46:10
And I enjoyed the more intricate nature of what pathfinder or 3.5 provided in character
  • 1:46:16
customization options and that high spectrum of horizontal progression that addressed unique
  • 1:46:23
situations and challenge ratings that pathfinder had.
  • 1:46:27
But some people felt that that was too granular, right?
  • 1:46:29
And it was a barrier to entry because of the high degree of granularity.
  • 1:46:33
I personally just love that more intricate detail aspect.
  • 1:46:41
I can't believe we've been talking for almost two hours.
  • 1:46:43
Yeah.
  • 1:46:44
I keep telling everyone to quit mentioning this in chat.
  • 1:46:48
You're over stop, shut up.
  • 1:46:49
Why are you bringing it up?
  • 1:46:52
You know, honestly, just, we could have an entire two hour conversation just on tabletop
  • 1:46:56
games.
  • 1:46:57
There are some real quick, I think these can be very good.
  • 1:47:02
I want to get one, one quickie one.
  • 1:47:04
I've seen it asked a few times about anti-cheat and stuff.
  • 1:47:09
Nobody ever tells what their security is because then you're telling everyone what to look
  • 1:47:13
out for.
  • 1:47:14
Don't ask.
  • 1:47:15
You don't want the answer.
  • 1:47:16
You don't want them to reveal the answer.
  • 1:47:18
They've got things, they've got people.
  • 1:47:20
If that doesn't work, they can hire other people.
  • 1:47:23
Security is going to be handled.
  • 1:47:24
Don't worry about it.
  • 1:47:25
Well, and I think we can expand on that a little bit more.
  • 1:47:29
I mean, security is always at the top of any concern when you have a closed system like
  • 1:47:33
an MMO is right.
  • 1:47:34
You don't have an opportunity.
  • 1:47:36
We've seen a lot of MMOs launch without security in place and the economy gets ruined as a
  • 1:47:40
result thereafter and every bandaid that's slapped on top of that wound is just making
  • 1:47:45
things worse.
  • 1:47:47
Part of why you take the time in order to ensure that things are done correctly is also
  • 1:47:52
the security component of things.
  • 1:47:54
That's where testing with a live audience is a bit different also than testing with
  • 1:47:58
a Q&A audience as well because you're going to get those bad actors and we call them bad
  • 1:48:02
actors because ultimately they're attempting to destroy the fun for others.
  • 1:48:06
That's not the reason why people spend years of their lives developing these games.
  • 1:48:09
They want to see the satisfaction, the smile, the happiness that this effort brings to people
  • 1:48:14
who they love that are part of the genre they also love.
  • 1:48:18
What we've done is we've hired some security experts who've worked on massive other MMOs
  • 1:48:23
like World of Warcraft and other games.
  • 1:48:26
They bring with them a lot of experience and we're going to be testing that in leading
  • 1:48:30
up towards Alpha 2.
  • 1:48:32
It's a very important part of Alpha 2.
  • 1:48:34
It's not something that we really addressed with Alpha 1 because again, that was a much
  • 1:48:37
more bare bones kind of functional testing experience.
  • 1:48:40
We did see some issues during Alpha 1 and we made it important for Alpha 2 to test those
  • 1:48:46
systems.
  • 1:48:47
We have a broad spectrum of approaches that we're going to be utilizing in order to try
  • 1:48:51
to protect the integrity of the game once it launches.
  • 1:48:55
Yeah, absolutely.
  • 1:48:57
I'm hoping that the stuff coming with all the other amazing things Unreal 5 brings is
  • 1:49:02
also additional tools to streamline and make really nice security systems that are low
  • 1:49:09
impact.
  • 1:49:11
Absolutely.
  • 1:49:14
So we got probably time for what?
  • 1:49:16
Another, maybe a couple more questions?
  • 1:49:18
Yeah, I have a quick question from chat about when we might see a preview of the augment
  • 1:49:25
system this year, next year.
  • 1:49:28
What are you thinking?
  • 1:49:29
That's a good question.
  • 1:49:30
I do not know when that is scheduled for off the top of my head.
  • 1:49:35
But I think you did.
  • 1:49:37
Yeah, okay.
  • 1:49:39
If the character creator, that's another common question is sort of when can we expect to
  • 1:49:43
see that again or when hands on that sort of stuff?
  • 1:49:48
Character creator is scheduled before the start of Alpha 2.
  • 1:49:50
So players will have an opportunity to see the character creator in the start of Alpha
  • 1:49:55
2's client that they'll have access to.
  • 1:49:58
That's something that is that I believe last milestone, or maybe it's a milestone, was
  • 1:50:04
getting revamped or retouched up.
  • 1:50:08
And then there was a debate in chat, I think it was about gear breaking if it's over enchanted.
  • 1:50:15
I guess the Wikipedia is kind of conflicting on whether it breaks permanently, temporarily.
  • 1:50:21
It depends on when you're doing the over enchanting.
  • 1:50:23
So it's a progressive tier of risk.
  • 1:50:26
At lower levels, you have opportunities to potentially lose out on the pluses instead
  • 1:50:34
of breaking the equipment.
  • 1:50:35
But when you reach a certain threshold, thereafter, there is an opportunity to essentially destroy
  • 1:50:41
the equipment where you get resources back.
  • 1:50:45
But that's a risk that the player takes.
  • 1:50:47
Yep.
  • 1:50:48
In my mind, all sorts of games.
  • 1:50:50
My absolutely final question, and I'll leave it to you, is apartments.
  • 1:50:55
So when I think we know there's 50, I believe, to start with at a third stage node.
  • 1:51:02
So when we get to Metropolis, is there any rough idea of how many apartments you think
  • 1:51:06
might be sort of available maximally?
  • 1:51:09
I know there's some expansion possibilities between depending on who owns it, what they
  • 1:51:14
want to do.
  • 1:51:16
Yeah.
  • 1:51:17
Yeah.
  • 1:51:18
So basically, apartments are default structures that exist in every node type.
  • 1:51:24
And at the different stages, you have upgrade paths that those apartment buildings can take
  • 1:51:29
based on projects that the mayor and the node initiate together.
  • 1:51:34
Those upgrade paths increase the quantity and the types of apartments that can be essentially
  • 1:51:40
purchased or rented, meaning that you can have larger, higher tier apartment types if
  • 1:51:47
you unlock those upgrade paths, which then have greater allotment of functional furniture
  • 1:51:51
placement within the apartments that players then have access to.
  • 1:51:55
The quantity of apartments is obviously not a firm number.
  • 1:51:58
This is something we're going to be play testing.
  • 1:52:00
This is something that needs to be balanced.
  • 1:52:02
But to start, what we're thinking around is the low hundreds, not 100, the low hundreds
  • 1:52:08
will be at the Metropolis level for players to spec into with the expansion, with the
  • 1:52:12
upgrade trees.
  • 1:52:13
Sounds good.
  • 1:52:14
All right, guys.
  • 1:52:15
I have a kind of quick question.
  • 1:52:20
Do you plan to have guild management available at the start of Alpha 2?
  • 1:52:25
Yes, there will be guild management functions available at the start of Alpha 2.
  • 1:52:30
That's what I thought.
  • 1:52:31
That was Vulcan from the forums, by the way.
  • 1:52:33
Okeydokey.
  • 1:52:34
All right.
  • 1:52:35
One more here.
  • 1:52:37
It's kind of an open one.
  • 1:52:38
I'm going to maybe modify it a little bit.
  • 1:52:42
Is there anything that you haven't gotten a chance to say in this stream, on a live
  • 1:52:50
stream recently, anything you wanted to clarify that you have in anything that you feel like
  • 1:52:57
the community doesn't quite, maybe doesn't understand, but maybe needs a little bit more
  • 1:53:04
direction on or anything like that?
  • 1:53:05
Kind of like an open floor sort of thing here.
  • 1:53:08
Is there anything that you want to make sure the community knows that maybe they don't
  • 1:53:12
know or isn't quite as clear and concrete to them right now?
  • 1:53:17
It's not designed for everyone.
  • 1:53:22
That is a true statement, and I think that everyone should want that to be the truth.
  • 1:53:27
Any time, and I've said this in the past, I like the lead digs, by the way.
  • 1:53:31
Every time that I've said this in the past, anybody trying to create a product for everyone
  • 1:53:36
is going to fail every time.
  • 1:53:38
The bottom line is that everybody's different.
  • 1:53:41
Everyone has different interests.
  • 1:53:42
Everything is different from what you're trying to achieve out of a system or what you're
  • 1:53:47
trying to achieve out of a game, and that's okay.
  • 1:53:49
That's a good thing.
  • 1:53:50
That's a very good thing.
  • 1:53:51
I don't know.
  • 1:53:53
I'm relatively verbose when it comes to talking, but I do it all day, every day, every hour
  • 1:54:00
of every day in sub-conference room or another at the studio.
  • 1:54:06
I obviously have a lot to say about certain things.
  • 1:54:09
What I would say to the community at large is that there is nothing more rewarding than
  • 1:54:17
being able to interact with you guys and being able to have you along the way of this journey.
  • 1:54:25
It is quite a journey.
  • 1:54:27
I can't believe how much of a journey it has been thus far and how much a journey still
  • 1:54:32
remains.
  • 1:54:33
But it is very rewarding, very motivating to see the excitement and how much the systems
  • 1:54:46
and the game resonate with our core community.
  • 1:54:51
I just offer the same thanks that I give as much as I can from not just myself but from
  • 1:54:56
the team that's behind Ashes of Creation.
  • 1:54:58
Our ultimate goal is to create a product that we enjoy and that you guys enjoy.
  • 1:55:02
You guys tuning in and watching Q&As like this or watching our monthly live streams
  • 1:55:07
and going and commenting on social platforms and on our forums and being registered for
  • 1:55:12
the game.
  • 1:55:13
All of that stuff contributes to us being motivated every day we go to work.
  • 1:55:18
Thank you guys enough for that.
  • 1:55:19
With that being said, remember that everything we discuss, everything that we're working
  • 1:55:25
on, everything that we're showing is subject to change in an effort to form a more perfect
  • 1:55:31
game.
  • 1:55:32
By perfect I don't mean literally perfect.
  • 1:55:34
I mean how can we iterate on the designs and the approach of Ashes of Creation so that
  • 1:55:41
we fulfill the promise of our goals, the promise of our philosophy in the game design and the
  • 1:55:47
pillars that we expressed when we started this journey.
  • 1:55:51
That is the ultimate end goal.
  • 1:55:54
And the type of interaction that we have and the rapport that we built with the community,
  • 1:55:57
our core audience is in an effort to do that better.
  • 1:56:03
Just keep it with a grain of salt.
  • 1:56:04
These designs are intended to be tested.
  • 1:56:06
They're intended to be iterated upon.
  • 1:56:09
And when you hear individuals rising up in arms against a particular design decision,
  • 1:56:14
know that at the heart of this project and at the heart of this development are fellow
  • 1:56:18
MMO gamers.
  • 1:56:20
And we are not going to do this product wrong by making simplistic mistakes that fundamentally
  • 1:56:26
alter what the intent of the design and the approach of the game is.
  • 1:56:30
So have some trust in us that we're going to be iterating upon your guys' feedback
  • 1:56:34
and the play testing that we do in an effort to create the game that we want to make.
  • 1:56:39
Well, I think with that we are at the end and that is wonderful.
  • 1:56:48
We have greatly appreciated the last six years, you know, getting to talk to you, not just
  • 1:56:53
here, but in forums and Discord.
  • 1:56:55
And I have to say it's been very nice having such an open person.
  • 1:57:00
As you say, you tend to speak in volume.
  • 1:57:02
So I think that's a very good thing for the community is being able to hear the why things
  • 1:57:06
are happening.
  • 1:57:07
I think that does help calm people.
  • 1:57:08
So we appreciate you being here and everyone else that has joined us.
  • 1:57:13
I appreciate you guys.
  • 1:57:14
And I appreciate fellow content creators like you guys that are out there covering the product
  • 1:57:17
and being able to bring to the masses kind of your thoughts and perspectives.
  • 1:57:21
You guys always have a great time.
  • 1:57:22
I see it when I watch you guys discussing with each other, your true gamers at heart.
  • 1:57:26
You know this genre because you played in this genre for so long.
  • 1:57:29
So really appreciate what you guys do.
  • 1:57:31
Happy 100th episode.
  • 1:57:33
Congratulations from the studio to you guys and participating in this conversation journey
  • 1:57:37
for so long.
  • 1:57:38
We do appreciate you guys are awesome.
  • 1:57:40
And I love being here.
  • 1:57:45
We hope to obviously have you on for a fourth time.
  • 1:57:47
Maybe sometime around Alpha 2.
  • 1:57:49
We'll see.
  • 1:57:50
Well, everyone for who those of you who are new to us, just a little quick plug.
  • 1:57:54
We are usually live every Sunday at 6 p.m. Pacific, 9 p.m. Eastern.
  • 1:57:59
So we are usually a little bit later than now.
  • 1:58:01
But you can find us in our Discord as well.
  • 1:58:04
And yeah, if we didn't get your question, sorry.
  • 1:58:06
There's a lot to this is a massive game and there's a lot to talk about.
  • 1:58:09
So thank you all.
  • 1:58:12
And we will see you around for those who join us next Sunday.
  • 1:58:15
And again, thank you very much, Stephen, for your time.
  • 1:58:18
Absolutely.
  • 1:58:19
Bye, guys.
  • 1:58:20
Thank you, Eddie.