The bigger the raid, the smaller the loot for the individual

Chief developer Steven Sharif took the time during a large AMA round to answer various questions about Ashes of Creation. The new insights into the dungeon and raid challenges of the ambitious MMORPG were particularly exciting.

What kind of question and answer session was that about Ashes of Creation (AoC for short)? The Ask Me Anything event took place on May 11, 2024, lasted just over an hour and, in addition to creative director Steven Sharif, participants included streamers Jamie Kaos, LoreForged, NyceGaming and Vlahdus.

A variety of topics ended up on the table, such as dungeons and raids, the rogue class, story arcs, player trading and the passive skills of the guilds. You can watch the almost 68 minutes on YouTube. We’ll summarize the most important things for you below.

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Dungeons and raids in Ashes of Creation

Regarding the MMORPG’s dungeon and raid challenges, Steven Sharif explained:

  • While most of AoC’s content will be in the open world (including dungeon and raid challenges), there will also be instanced challenges for soloists, groups and raids.
  • As an example, Steven Sharif talks about the Tower of Carphin. There is a city around the tower in which various groups of three to five players can tackle the local quest objectives.
  • The Tower of Carphin, with its six levels, functions as a dungeon in which three to four full groups can move around at the same time quite easily. If there is more going on, there could be a dispute over the limited opponents.
  • In an instanced zone, groups are protected from other players’ attacks. Things look different in the open world, for example when two raids that are at war meet at a raid boss.
  • Characters who die in such a PvP battle receive a stacking debuff. At some point this ensures that they are no longer able to effectively disrupt the other group’s fight against the boss.
  • The difficulty of raid bosses is influenced by a dynamic system that takes into account the number of players participating. The larger your raid, the more damage area attacks cause, for example.
  • In AoC, not all participants in a group challenge receive a personal reward. Instead, the raid leader distributes the loot among the participants. The more players participate, the smaller each piece of the pie will be. Those who master difficult group challenges with small teams will be rewarded more.
  • While there are hubs for the player economy (with auction houses), all hubs provide buildings for trading. Alternatively, you can also get permission to open a player shop anywhere in the world, for example in a dungeon, to supply other players there with consumable items.
  • What other exciting information was there?

  • The goal for AoC is to integrate the most important guild management tools directly into the game. For example, it should be possible to integrate fellow players into offline communication from within the game, for example via SMS messages. In addition, guild leaders should have access to all kinds of data, such as the performance of players in guild events.
  • In AoC there are story arcs that are specifically aimed at high-level players. You can also expect plot-driven quest series for a broad player base. In such a story arc, for example, the progress of low-level heroes affects what higher-level characters have to do in the subsequent part of the story arc.
  • By providing class and role skills/talents, all aspiring tanks, healers and hybrids with a tank or healer focus should play differently right from the start of the leveling phase. From level 25 onwards, players choose their secondary archetype via a quest in order to specialize further.
  • Later you can switch from one secondary archetype to another. However, there will be no opportunity to play through all the archetypes before making a decision and then make a decision. You cannot change your primary class at any time.
  • If players intentionally torpedo the gaming experience of others around a controlled node through their behavior, you can respond to this aggression with a guild or node war. You can also set up policies for your controlled nodes to protect your area from griefing.
  • In AoC, guilds consist of a core of fellow players and other groups that can be set up and managed individually. The strongest passive guild bonuses can only be activated for that core, so that smaller guilds do not have any major disadvantages compared to larger guilds.
  • In PvP duels, it will take around ten to 30 seconds until a player is defeated – depending on which classes are dueling. In group situations, multiple damage dealers can take out a focus target much more quickly.
  • On a guild’s property, the guild management can assign certain areas to individual members so that they can, for example, farm there.
  • Rogues have a real stealth mechanic and are expected to land on the servers during the upcoming alpha phase.
  • The different weapon types have their own talent trees, with users of two one-handed weapons such as swords, maces or daggers receiving an extra tree for ambidexterity. Shields do not have their own talents, but are optimized via the passive improvements of certain archetypes.
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    What else do I need to know about Ashes of Creation? Ashes of Creation is a sandbox MMORPG in a fantasy setting that takes place in a huge open world. You fight against world bosses and compete against each other in PvP. There should also be a system in which you level up areas and thereby improve cities and change areas of the game world – the so-called “nodes”.

    Development on the MMORPG began in 2015. The last major milestone was Alpha 1 in August 2021. There are detailed developer updates every month. The next alpha test phase is scheduled to start in the third quarter of 2024. More about this here: 170 people are working on an exciting new MMORPG – this is what Ashes of Creation is planning for 2024

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