Ashes Of Creation Will Be Playable In 2024 | Asmongold Reacts
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- เผยแพร่เมื่อ 29 ส.ค. 2024
- Ashes of Creation will be playable in 2034, oh uh i mean 2034, i mean 2034, sorry I mean 2024*
by @TheLazyPeon • Ashes Of Creation Will...
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I fully agree with crafters being their own class is a good thing. People that want to be civilians should be able to do that.
that was what made SWG so great, and entertainers
lineage 2 thing too
any decent equipment past D grade (it had a no-grade,D,C,B,A,S system for equipment) had to be crafted, which could be done only by warsmiths, and only dwarves could become warsmiths.
they were pretty garbage at leveling, but guilds wanted the gear so you would have to level them up, then also gather resources, and pray that the 60% chance recipe will succeed
What I need is to make crafting play like the game Satisfactory but without most of the automation, of course. It would not work if you could simply set up machines to churn out armor.
That would be cool as fuck
Then a few minutes later he says you should be forced to PVP...
30:40 A creative way to do this is make it where players can post up missions or request for other players to escort them through the pvp/dangerous zones and gather the material. Rewards can go from gold or items that the pve player can craft.
For example: I am a blacksmith. I need to get my hands on a corrupted iron node. It’s located in a pvp zone. I put a request up that I need an escort party to protect me as I go farm the node and the reward is a corrupted weapon of your choice crafted by me, a Level 10 blacksmith. Players will jump on the quest like a pack of wild dogs.
it is a thing in the game actually
it's not going to work out how you think trust me
Until the griefers take the quest and kill you themselves or lead you into an ambush.
If u like mcdonald, u should try it in poland, it tastes 10 times better!
@@lordhughmungus if the game is balanced at all it will severely punish doing this.
kinda funny how you both said that crafters only doing crafting is a good thing, while also saying people pigeonholing themselves into a content type is a bad thing.
Players dont know what they want
he used to say different things. he used to say if I do pve then I don't want any content that forces me to pvp. what a load of bullocks. he doesn't know what he's talking about.
Well the argument is that if you want to craft you should be able to do it 90% of a time , however you should be enticed to do some other content as well to further engage with the game and the community.
It can be solved with simple stuff like a tree boss where you'd need a high level lumbar jack to strip his armour and stuff like that, making them more involved with the pve for example.
I look at it a different way. I played Lineage 2, where the Warsmith was the only class out of 32(?) that could craft past basic. The other dwarf scavenger style class could craft low level basic I believe. So you had a class that was "the crafter" but it still had to level up like every other class - pve, and in an open world pvp game, pvp when it happened. I really don't see anyone trying to play a strict crafting class in AoC when they are saying it will take around 300 hours of gameplay to hit max level (not sure if they meant pve/grinding time, or overall gameplay, which would be hard to judge based on people wasting differing amounts of time on gathering, crafting, exploring, etc). I mean technically it may be possible, but I'd guess you'd be at 3-5x the average time to max level.
I don't like pvp, so It all makes sense to me, my friend. and just said that asmon is saying different shit everyday. I remember him saying it's a bad thing now he's saying it should be like this.
Guys, they said numerous times that the UI is a placeholder.
I love how every feature Asmon says he wants from an MMO was in Dark Age of Camelot 20 years ago.
and still noone has copied their realm ranking leveling yet. Daoc forever )
I get what you are trying to say but I can say from experience that forcing players to do things they don't enjoy in order to progress in the path that they do enjoy induces burnout quick.
Agree with That. I Play both pve and pvp but sometimes i just want to focus on one Path, but the Game forces you the Other way. Also Devs struggle to find a Good Midway.
@@Playkingcemcan circumvent this by adding optional content with meaningful progression. I do a little pvp while casually enjoying pve. Running pvp in WoW gets me transmogs and in wotlk easy beginner gear for lvl 70 and 80. In New World it gave me a sequence break from job board quests and could roll on gear upgrades. In ESO the daily pvp quests gave me rolls on set gear and more transmog. The thing about those is that you weren't forced into it and you didn't have to even perform well to get something out of it. I'm dogwater at PvP in MMOs, but it was still fun in New World and ESO. Open world forced pvp is not the way to go and its been proven. BDO is the only successful iteration of that, with a nod at Albion online doing it well enough.
"People should be able to play MMOs in their own way because that makes it an MMO and not like a game."
"Everyone should have to do everything else to level the way they want to play."
Bruh
that's why you don't take his opinions too seriously.
He's stuck in his own bubble enjoying his own fantasy because he can't play games anymore, there are some class in BDO that is slow af if people still thinks that is fast then it's a skill issue, I would like AOC to copy BDO combat fast and smooth
he contradicts himself all the time.
There is no way he wants to actually participate in "lord of the rings" like pvp, he just wants to watch others do it. No one actually has done it well.
@@Valyrael If a fantasy MMO could pull off being like Foxhole but third person camera and the node system like AoC got from BDO with different areas having a lot of a resource and others lacking and stuff that'd be amazing.
Honestly the trade route system from Archeage was some of the most immersive, engaging, emergent dynamic gameplay I've ever experienced, not just in an MMO, but in any game in general. If they can recreate that then I'm all about it. Having pure mercenary or pirate/bandit guilds was so awesome to encounter. In fact just about everything he wants was present in Archeage, it's unfortunate that they went pure ptw.
Thatd be pretty toxic with todays gaming community. Eventually every server would turn into one giant monopoly where the biggest guild crushes any competition and anyone who doesnt wanna join them either doesnt get to enjoy the game or has to move to another server. New World was the perfect example of what happens when you leave that kind of stuff up to players. It sounds great on paper, and it would be very awesome, but gamers will ruin it. Some will do it just for the sake of ruining someone elses experience. After 20+ years in the gaming community I have 0 faith in player driven anything
The caravan system is 100% derived from archeage trade routes which for the most part were functional and weren’t completely monopolized. Imo this was due to there being 3 opposing sides in every server that had their own in game territories where they could grow on their own unbothered by opposing guilds. The node system seems like it may offer similar benefits but probs just have to wait and see if it all pans out
@@txsnowman Idk, Archeage classic is amazing, and the thing you mentioned still hasn't happened after 6 months of server being up.
I do generally agree with your view, as in the players are selfish bastards with huge egos, and those big powerful guilds often are full of them. Hell, I'm pretty sure some servers have turned into that state after a few years.
There are safe zones, so you could do these trade runs without ever worrying about getting killed or robbed by someone. If you want to go through the PvP zones, there's always risk, but the reward is better as well.
I have encountered these types of guilds, that will PK their own faction all the time, and trust me, nobody likes them, and people will in turn turn on them often as soon as they spot them out in any PvP zones, just because of the reputation of the guild they're in. Sometimes, even some players will obtain a bad rep, and people will kill them on sight.
Player driven is fine, but there need to be constraints and limits, in how negatively someone can impact other's gameplay. Which is why imo, the PKing should be discouraged A LOT, unless it's for a very good reason (world boss, farming spot, etc.). That's also exactly what the corruption system in Ashes aims to achieve, and by the looks of it, it will be more punishing than Archeage ever was.
Flashbacks of running white arden to cinderstone on an epic-ed out speedster (mainly wheels) with my alt sitting on the passengers seat spamming eco fuel and smoking out my car at least once or twice a run, good times
@@MisakaMikotoLuv I never got up to the speedster, but we did full trade ship runs all the time. I still remember my first time on the scope and encountering a whole ass enemy faction fleet barreling down on us. We didn't have the time to turn against the wind and we lost the whole thing. I felt so bad haha.
Archeage had mounts that would stay when you would unmount, but now archeage 2 is going single player focus, I really hope ashes is good.
Almost every change the devs made to Archeage over time was for the worse. I wouldn't trust them to make a better game. Sure, graphics and combat might be better and the nostalgia feelings are strong, but other than that my expectations are low..
@@Gilmaru well it's going action combat, single player focus, so it's already worse. They made a fake survey to see what Western players wanted... almost perfect mmo and they are gutting the formula.
these gameplay ideas are so full of potential, we had similar but different in archage the whole transport good packs for gold idea, it made you work as a group to get gold, adds value to items, gives you something fun to do. so far im really engaged with what you can do in this beautiful game and hope its going to fulfil everything ive been looking for in an MMORPG.
Man, I've started playing Archeage again on the classic server, and I've been having a blast. It's THE best MMORPG that I have played, there's so much stuff to do, and I just wish the Ashes is going to be as good as that.
Yeah yeah, it will be fun to play for 1 month and then most people will go to WoW or other previous games, and Ashes of Creation will have small fun player base.
Ashes of Creation looks like Asian MMORPG in style that I have seen many times, there are so many similar games that look like AoC.
As incredible as the game looks and seems, we are still 2 to 3yrs away from an official release.
definitely. and will probably be a very rocky release timeline. Probably lots of buggy betas and half finished content before we can a full release
5 years ago I thought I would like to play this game when it comes out. But its been way too long. I dont really think about it anymore.
2030
You think this looks incredible? The bar truly is in the gutter
@@ChezMclegend in the sea of shit we're surrounded by? yeah id say so
combat is definitely what they need to focus on
I got a idea halfway through the video for non-combat professions to be utilized in raids.
1. Lumberjacks are needed to cut down some giant tree in a raid throughout the 1st boss encounter.
2. For the 2nd boss encounter something like an architect can take the lumber and build a 'campsite'.
3. From there other professions such as Alchemist can start concocting potions for raid buffs as well as cooks/chefs for food buffs. Blacksmiths and other for armor repairs and on-demand boosts (only while in the raid), like increased defense for armor and/or more dmg/attack for weapons.
4. After dungeon completion maybe something like 'Artifact Appraisers' for increased chance of a higher tier loot and other lifestyle professions can gather special/higher tier materials required for high level craftsmanship. Maybe like there are 3x or 5x more resources in the dungeon/raid than in the open world. Maybe guilds/raid leaders can sell 'cleared' raid lockouts to Artisan Guilds where its mostly or just non-combat lifestyle professions.
This can create a big player interaction incentive and would solve a lot of problems (in my head at least). I've come to dislike the 'stock up before raid' meta where it forces lifestyle players to just gather and craft all day without seeing the raid unless they're a competent enough combat player. This way, they can give themselves entirely to their lifestyle profession while still being essential part for raids.
Then when later tiers come out maybe some raids wouldn't need these lifestyle professions if/when the players severely out-gear the raids but they'll be still annoying to do without those lifestyle professions and still be have an incentive to bring lifestyle professions in the raid. It'll be even better because at that point they'll be helping lower levels in their professions to get them up to speed for current encounters.
This is as much as I can muster to type in my hourly break.
Have a good day y'all!
Interesting idea, i think it would be cool if "campsite" was customizable so it isnt stale and allows differing strategies to do that section, making the role more useful and have an actual skill scaling in some way otherwise it would just seem annoying to have to have a dedicated player whose sole purpose is to press the build camp button.
@@IAreSmeegoo Of course. The architect isn't there just to build the campsite but rather even the 'stations' needed for the different professions such as a forge for a blacksmith, a tanner for the leatherworker and so on. Also, depending on the architect level there can be slight bonuses to the profession buildings and a major rest/comfort bonus for the raid team before a boss encounter or after a wipe. Having a higher grade architect maybe will enable them to wipe more times before needing to get out of the raid alltogether.
A single raid encounter can maybe last several days. I'm sick and tired of 'in and out' raids where raids never stop steamrolling the dungeon when its on farm. It's okay to take multiple days to create a real sense of adventure.
This way, depending on the level of the life-style professionals that you bring, the raids will differ itself because some mechanics will be easier and some harder due to the different professions making them easier/harder.
Example: A boss that does very wide are of poison damage or even 'room-wide' poison damage that can be made trivial and negligent if you have a high level alchemist that can provide antidote or poison resistance potions but since you have an alchemist you don't have blacksmith to fully repair your gear and sharpen your weapons therefore making the boss & mobs more dangerous instead of the fog.
This will create different interdependencies with the different professions and raids will have to choose which problem they would like to lessen for an easier time. Sure there will be a meta eventually but guilds can still opt for different approaches if they're a group of friends instead of min/maxers.
Overall, making life-style professions be important in a 'in-raid' scenario would be a giant step forward in my book instead of making them be 'grind bots' in the open world just so they can have raid buffs. It's not an interesting and interactive gameplay to just for ores/flower for hours on end just to wipe several times and waste the entire progress.
Have these necessities inside the raid where they're instantly using the materials they're collecting.
Idk, there are more idea floating in my head but I'd have to sit down and brainstorm with a pen and paper in order flesh out mechanics. Unfortunately, none of these idea are going to get implemented anywhere so there's no point. It's just all a fantasy inside my head at this point lmao. Have a nice day!
Makes me think of the runescape style "raids" where encounters require different skills to complete including harvesting and crafting raid specific resources that are key in surviving certain fights and encounters. It makes the non combat skills very relevant in end game encounters
The Caravan system is VERY similar to what Silkroad has. There, you buy a caravan in a city, fill it up with goods and escort it to another town to sell the goods for a markup. On the road, NPCs will spawn to attack you and your caravan, as well as players can attack it with a Thief spec. If you kill the caravan as a thief, you can take the cargo and sell it for a profit. As a caravan owner, you can also hire other players to defend you and the caravan, then split the profit when you sell the goods.
Blast from the past
Bro am i the only one finding this game looking really bland? I dunno its something with the art direction
Ya, doesn't have a unique art style.
It looks amazing, it will probably be the best game of all time most likely since pong
Looks like unreal engine 5 game
i think so too, looks uninspiring
@@familiarisfelinus4087 I don't think we're looking at the same game, lol games that have been out for years already look better than this. it definitely needs polishing
I've been around long enough that I've learned to not ever get too hyped about a game this far ahead of release. The truth is that the vast majority of MMOs just arent good, and I havent really seen anything that assures me that AoC will be any different. Ambition is entirely different than execution, and people are getting way too hyped on the promise, as they always do. We shall see.
Yeah, it's terrible that people get excited and are positive about things. Why can't everyone just be a myopic, negative, jaded pessimist? That's so much better, right?
The caravans remind me of trade routes in Archeage Online from a few years ago. Players could own land and grow crops, those crops could be converted into goods and those goods made into packs. Then you'd get your guild together to put on the packs, load them on a ship, and sail them up to the trade island where they were worth a rare resource needed for some of the best stuff in the game. But along the way, other players on their ships might attack you, and there's even a pirate faction for players who want to be pirates. Was a pretty fun system with great naval combat, but the overland trading was lackluster.
SWG crafting is by far the best there ever was. No game has come close to the difficulty and imagination involved. Imagine you find copper but there is different rarity of copper all over the world. The better copper you use the better potential item result. Miss me some SWG!
I didn't get into SWG until it was already being emulated, but even that version had better crafting than I've ever seen in a MMO.
Agree, but what makes swg so good, and something AoC ignored, was the purity system attached to the raw materials, which allowed no two items to be the same.
actually every time you craft something it will be different, exactly or better than SWG. SWG was my fav game of all time but AOC is blowing it out of the water with features
@@demolama
The idea of mixing different activities to progress in your chosen activity can work but not in the way asmon proposes. Forcing a mix of PvP and pve in particular is what would probably end disastrously.
GW2 has a good idea for a solution to this in the new dailies system. By default it’s a broad mix of all kinds of content from the game but they’re all categorized by the type of content, (PvP, pve, wvw) and you can filter out the categories you don’t like but you can’t filter out specific activities within them so you still have to branch out to finish them
My advice to the AoC team: You really need to show a new zone that has a very unique and original vibe that doesn't look like a derivative of LoTR. The art we've seen is fantastic but if someone just showed me a single screenshot of the world i wouldn't know it's from AoC.
I like how asmon says you should be able to play the game how you want, so if you want to be a crafter full time you should be able to, but later in this same video says you should have to play other parts of the game as a crafter, like HUH? Make up your mind bruh
You don't understand the nuance. He is saying the crafting should have enough content that enables you to level up while mainly doing crafting content. However, if the game makes every player dip their toe into alternative gameplay loops for better progression, it will enable the players to try things they might not have tried on their own. But if they don't like it, it is not a full commitment into that gameplay loop. He's not contradicting himself, you're just not taking the time to understand what he's saying.
If I get forced to do pvp to lvl up crafting stuff or w/e that's a big no for me, I like to have pvp as an option only and do it only if I feel like doing it, but not to progress to unlock stuff.
I mean there will be some level of pvp at times on the resource gathering side of things I imagine but only for more rare resources at the intersection between nodes. Close to your guild freehold will be much safer unless getting attacked, which won't be that often relatively. If you can't handle a little pvp every now and then to help keep the market and world fresh and alive, then maybe you just haven't experienced something like that yet. The feeling of the world actually being somewhat dangerous and competing for resources is a high nothing else can compete with for me. I'm soooo hyped for the open world pvp done right finally!
What would make a lot more sense to me. If I was a blacksmith, I would want to know how my swords work on the battlefield and or in practice to improve the quality of the swords I'm crafting. I suppose this could be done with watermelons or straw dummies and to be able to improve your crafting skill making swords or sub-swords maybe this is something you'd have to do. To be able to craft something even more in-depth may require you to go into the field and fight NPC's to get an idea of how to improve your swords. For even more in-depth improvement of quality of swords, you'd have to fight real players. This way, you don't have to do anything but you have the choice to do so.
This could go farther in-depths with gathering tools. For example, a simple mining pick will break iron nodes, but if there is a rare green meteor ore you need to break, you need a blacksmith that has tried and tested many different kinds of picks on many different ores, refined the quality of a sub-pick, and omega chad mastered the crafting of creating a specific kind of pick that can break meteor types of ore. Maybe perhaps that green is a very rare specific type and you need a dragon in a far away land on some remote mountain to blow it's magic fire upon the specific type of omega chad mastered sub-pick to make it break rare green meteor ores.
What the fking crazy part is - is that i made the recommendation to amazon game studio to release a Caravan system for New world because a lot of players would have their shit in 3 cities & wouldn't want to expand the map to other zones to build up towns. Especially since the cost to travel while heavy was high during early release. I said that they would load up the caravan & and have an open world pvp combat where players were able to steal the resources out of it and shit... look almost 2 full years later and ashes has got it. 100% playing this shit.
Imagine a crafting system where you can make incredibly highly customized pieces of gear where, using a helm for example, you pick different base layouts (great helm, armet, barbut, etc) and then pick a base color, secondary trim pattern and color, tertiary trim, then accessories like wings, plumes, crests, ornaments, etc.
And people who DONT craft can place a work order that lets them use that customization interface to design a custom gear piece that a crafter can then fill to their specifications and get paid for the job
This is a great idea imo
That happened in Ragnarok
It's nice in theory but terrible in practice. With how big the game is and will be I doubt they wana think about the hundreds of thousands of potential blueprint that's will have to be saved because one person wants something slightly different.
Custom blueprint sound horrible. I can see accessories and attachment options being available to your equipment but not in the core BP.
It wouldn't require as much work if they do it right. There doesn't need to be a completely different model and texture for each individual combination.
The most they'd need to manually account for is the color patterns for the base helms, then all itd take is assigning attach points on those base helms for different attachments, then design all the different attachments that hook on to them lots of games do systems like this for armor customization, like for honor, im just thinking they could do something like that for a crafting system @@princecuddle
Crafting board in Archeage.. the fact that Ashes of Creation is pretty much based off Archeage we have a good chance that the crafting board will make it into the game. and If it does, its probably gonna be localized in an area which will make arbitrage possible
You can't compare Elden Ring's combat to mmo combat
Yes this!! Server cost both up front and continue maintenance would keep any profit and future investor into that project.
To make action combat functional in free for all 100 player on screen is crazy!!
Look at eso which BTW has the best combat better than BDO.... But because of hardware performance issue what would be the mmo of the decade is still now a diamond in the rough.
Things just don't work the way it should when just 50 people is trying beat the crap out of each other.
You can, but you'd have to compare Elden ring multiplayer combat... which is..well..
Elden Ring also inherited a 14 year old combat from Demon Souls. Which have most been roll and R1 spam. I really hope new games doesnt do this, or at least try to improve it like Sekiro did.
@@jasonchui111problem with eso is running and combat animations need a drastic update.
@@tcan225 what do you mean by that? Does running and combat animation take up alot of data transfer between client and server?
I only know that with action combat there is alot more behind the scene calculation and code transfer compare to tab targeting system.
One player using destro ulti (constant aoe damage around self) generates alot of codes just on either it hits or miss depending on the distance. Now imagine 12 people using that at the same time vs 50 targets....
Bro just said he thinks crafters should be able to just craft only throughout the game and then 30 seconds later said crafters should have to pvp. Does he hear what comes out of his mouth? lol
I'm at this part and confused lol pick one Asmongold
One way you could make Crafters be PURE crafters is make raid bosses drop shipments of unique materials as loot that a dedicated crafter can forge into items for the clan and have it the only way to get some mats. I would almost rather bosses drop unique mats than to drop loot.
AoC is doomed to fail based on the very foundations of the game. People aren't interested in MMORPGs that focus heavily on PvP, for very obvious reasons: PvP in those games is not equalized (gear advantage, group size advantage) and those games follow the paradigm "rich get richer, poor always stay poor" - people who win PvP become stronger (for example, by winning PvP they win the privilege of farming a PvE zone), leading to a snowball effect, while people who lose will keep getting more disadvantaged over time, leading to them quitting the game at some point.
There may be some wrenches to throw in that paradigm. Like why do you only exp from your success in these games...
I believe people should be rewarded for participating in other types of content, but not punished for sticking to content they enjoy. Using the open world pvp zone as an example. Players can go into the pvp zone and gather their own materials while staving off pvpers. Then that said material can be traded (i.e. auction house) or used personally for their own crafting progression. This means that players who don't want to pvp aren't punished by a pvp wall because they can just buy the material, and people who try to pvp are rewarded with the material without paying.
No that’s dumb, you should have to be challenged to get higher end materials rarer materials what you say will make the profession WORTHLESS fair is not FUN
@TheAfterFilmSkool
Ok well then let's have it in the other direction. Let's say the best pvp dagger in the game can only be crafted and not earned through pvp. Now you have to go and chop 10,000 logs and mine 10,000 rocks in order to craft it since buying it would be "boring". Congratulations, I hope you feel challenged.
@@cassiusblaxk The challenge should be what you're doing tho. It makes no sense to create a certain requirment like "go kill 100 people to be able to upgrade from novice herbalist." What kills professions is lack of variability and ability to do everything solo which won't be a problem in AoC because of the amount of variability and dependancy on other professions to fuel items for your profession.
F that. That real feeling of risk vs reward is what this game needs. True open world pvp.
Forced PVP will ruin the game for people with jobs.
Unbalanced open world PvP is tons of fun, when you have no life and tons of time to over gear yourself and dunk on casuals.
Im also concerned with the mostly solo player experience if there is open PvP
4 Honor IMO has the best combat i have ever played in a game, the way to make a good PvP melee game is A) Directional swings [up,down,left,right], B)Block & parry [block in same direction as enemy swing] , [parry is to swing at same time as incoming enemy swing in the same direction] , C) Combos. [a series of swings that create a chain] That makes good Combat!
I disagree with Asmon on the force people to not be pidgeonholed. The quickest way to make me quit a game is forcing me to play pvp.
It's why I quit BDO when I got up to that level point. Same for Aion.
Yeah, I enjoy PVE content, but only if its challenging.. Thats why I quit BDO too
But what if you can hire/ befriend pvper to help you? And in return you can help them get pve gear/stuff to help their pvp?
Human interaction is what makes mmo fun in the first place. If you can max out all stats, skills, profession and resources then why play an mmo?
I say from experience that forced game play made me move out of my comfort zone of just hanging out with pvper and actually joined a raiding guild so I can use certain gear for pvp builds.
I made friends who are not your typical pvper thinking that I would had never had if not for forced gameplay. In return I got a few raiders on pvp too because certain achievements is pvp only and being the completionist that score pushers are they were happy to try pvp with the aid of pvp guild helping them to get that achievement.
And it will fail lol @@ZiIIous
@@TheRoleplayer40k are you 1 of those with room temp IQ that still thinks its a scam ?
cant wait for the stories of peoples GPUs exploding trying to run this when more than 4 people connect to the server at once
Regarding craft-play, this is something I'd discussed with my brother a short while ago. I don't play MMOs while he plays Black Desert, so I asked him if there were raid slots reserved for skinners, herb-gatherers, etc to come in after monsters had been fought to clean out available materials and his eyes absolutely lit up at that idea. Apparently that's not a thing but he had _dedicated_ crafters in his guild who only begrudgingly involved themselves in combat and he absolutely wanted those raid slots open for people who wanted to play so that people like his manse could get materials from the raid without bothering other people's inventories
i feel like the problem with crafting is that in most if not all games is that it does not require skill. It's just get what you need, put on special armor or something, then press a button and hope. If there is a game where there is legitimate skill to make weapons, and if the skill alters the weapons quality (not epic to legendary, more of 50 sharpness or durability vs 80 plus a special aspect or two), then i feel that there could be dedicated crafters who are able to craft, and only craft without instantly leaving the second they craft the best item.
might be a hot take, idk, might even be flat out wrong, idk, but that is my take
If they go with a Tera style combat that would be perfect in my eyes, Tera was one of my favorite combat MMO's, not needing tab targeting and actually needing to control the camera and aim or you miss attacks is a great feeling after getting good at it
TERA the GOAT of MMO combat, BDO is flashier and works for mob farm but for classic dungeons and raids TERA is unmatched and its not even close...
Full loot solves the PvP vs MMO problem. You make enemies, and people come for you.
UO and AC both did it well
ya this 100% we need conan exiles + 4honor combat + wow magic with free aim no target lock
Even tho I'm into those kinds of games, that's just not going to work going into the future of mmo's where ppl have jobs and can't waste a year of time losing their gear lol, would be ridiculous and never lead to an actual sustainable game with enough players. Just gotta accept the compromise that makes the game actually fun bc there are actually enough players for the map. There's already enough people bitching about the open world pvp period. If it was full loot, ppl would be laughing and it would never get enough attention
i think the goal of the caravans is to have people who want to pvp to be able to pick up caravaning missions for players who don't want to pvp. the caravaning isn't just a larp, it's going to be a core part of the gameplay loop. it is pretty obvious this will be part of the mechanics. people will only trust certain caravaners with their cargo and it will create another subset of the game economy.
The best example of an MMO that has ONLY-CRAFTING ways to play is EVE Online. In fact, there's an entire in-depth multi-tier industry, marketing, stock-trading, hauling, harvesting a variety of ways in a variety of places, mining, blueprint researching and copying, asset allocation, fueling systems, modules, implants, illicet goods that the in-game NPCs will scan and attack you for hauling, etc. You can play EVE Online 100% not doing pve or pvp. That's how I played it for 3.5 years and it was so satisfying having thousands of items from the market, from crafting, from modules and ships and ammo and tools and quest rewards, and higher tech or faction items, buy/sell orders, eskrow systems, etc. and creating a massive player hub in the region of Everyshore. In 2008-2012, my 7-account system was so very satisfying to play. The most satisfying ever in any game. It was also a full time job because it was so fun and satisfying to do. I still did 0.0 stuff with goonswarm. Not pvp. I built them capital ships and anchorable modules and millions of units of every type of ammo to keep two regions and a test alliance region well-stocked, as well as bringing in resources to craft permanent stations for a system. Not only this, I had a team of about 10 guys that did the same as me but two of them ran 30+ accounts at once for mining.
I quit for 2 reasons. 1, pay2win inflation ruined the PLEX affordability and planetside 2 came out which I had high hopes for and joined an amazing outfit that gave me the best fps experience ever.
You want to compare mmo combat (where levels, gear, stats matter) to Elden Ring where you can solo it with a level 1 if you dodge properly? I dunno man…..
i think he was refering to how it feels, you know when you are fighting your way trough malenia's dungeon or raiding radhan's castle for the first time, it has that fromsoftware feeling to it, being careful around corners looking both ways before crossing and having responsive gameplay liked dodges parries and such. now in an mmo that would not work for all the mobs, but for rare mobs and bosses/mini bosses i think it's possible to do something like that and make it interesting, even more when multiplayer is in the equation they could make it so some classes are able to parry some sort of mechanic or some other class could change the battle into the player's favor with like a huge stagger or an Aoe heal or Aoe Status effect purge. the other way around also works maybe if you attack the boss in the wrong place it damages everyone, maybe the boss is a demon who cancels the healing of the raid until you deal with an specific Mechanic or Add, all of this in some shape or form happens in elden ring and of course it also has the fights where there's nothing you can do about it like mohg and malenia but most of the other bosses gives you the chance to own them, and you don't get that on MMO's unless it's a cutscene or again Scripted. It boils down to how can we go off script instead of just sit there and hit it until it's dead, move out of attacks and healing the tank wich is all that AoC has shown us so far it looks very stilted and non-responsive
or maybe i just play too much OSRS who knows....
One of the ways they can tie crafters to the game would be crafting items could also provide EXP to your character not just crafting EXP. That way it wouldn't feel like your time is being taken away to do something on the side.
Not a fan of the idea that crafting should be a separate class with quests, etc... there should be exploration or NPC interaction for your class sure, but it should be discovered as a necessity to advance (optional) and not forced. Crafting should have a focus on the profession and experience of just crafting. Something to separate a Master from a Grandmaster for example. E.g. at some point to become a Master, you have to do something specific like an Achievement.
the ui looks so overcomplicated and boring. if you have to move different frames around to see everything its a huge fail. also the animations just look clunky, especially the walk/run animations. this aint 2012 anymore, u can do better than that
4:15 I agree. As soon as I finished ER I said the same thing. I knew that ER was the new gaming precedent, and I believe that many games have been delayed simply due to the fact that the bar had been raised.
Having other options that are not just farming to level crafting is a good idea but should be limited to PVE content. Forcing people that dont want or know how to PVP to join a team and PVP when they are just there to cut down a tree and dont care about the win is a bad idea.
Someone can engage combat with you at anytime and it is what it is
If people dont like that core principle, they should just not play, as simple as that
Then a lotta people just won't play lmao
@@Gathoderizevery game ever made like that is dead.
@@grrizzzy7 Rust gigadead game
He is 100% correct, the combat mechanics have to feel amazing. World of warcraft has it for Mmorpg and Apex Legends has it for FPS. Once you feel those combat mechanics its hard to go to any other games like it. I hope they get it i love the way the game looks so far.
Somehow Asmon said league and fairness in the same sentence. That's how I know he doesn't play league.
When streamers think their clout makes them hardcore or experts at anything... this guy has like 10 APM in WoW. It's way more interesting if PvE and PvP aren't separated and it's just "the world". If you want to craft then stay near the castle where it's safe. If a trade route keeps getting attacked then the mayor has to decide if it's worth it or not to post sentries or build defenses. That would be way more fun to me.
The biggest problem is when a player who has 10 APM starts creating his own MMORPG
After getting into SOD I have been craving a whole new mmo experience. Whether this game, the Lol mmo or whatever will fill that hopefully soon!
This event stuff at 9:00 is literally just public quests from Age of Reckoning.
He's got a point about holistic experiences by requiring you to engage in slices of other content than what you most want to but I think we can also have the narrower gameplay.
For pvp it makes sense that the best gear you can get would be used to storm a castle but in a gladiatorial fight options would be much more limited and fair. So having both types of pvp is valid.
Doing only pve or questing for a week straight in any game just becomes super dull or monotonous after a while. Incorporating 5% of your time gathering/crafting, 5-10% dungeons, 5-10% traderoutes, 5% house creation, this breaks monotony and makes it feel like you're in a world adventuring instead of counting down the number of quests until max level when you can do your single niche content you're interested in. The game should encourage you to try out all the different systems, they should not be mandatory so it becomes a chore
@jespersamuelsson5507 My point is that you can have forms of content that require engaging in other types of content as well as completely insular content and have it all make sense at the same time.
@@jordangrant1551 You really can't. The best system would be to just let people do what they want. I like gathering and grinding that but if i'm forced to suddenly stop gathering and go on a quest to increase my efficiency in gathering then that feels really bad. It really doesn't make any sense to force people to do things they find boring so they can get back to doing what they think is fun. Imagine if pvp passive points were locked behind herbing 100 flowers daily, just to force pvpers out of pvp. That's stupid. There are already systems naturally in place that make you participiate in the world. Gatherers are probably going to need decent gear or someone to protect them while they are out gathering, maybe a set of gathering gear. And if things get stale for that preosn they'll do the other things that you want to force them to do when they dont want to do it.
I totally agree with him on the pvp, but you have to create some equalized content too. Just make both equalized and non equalized engaging enough to play. Gear upgrades to help you in pve for non equalized and cool cosmetics for equalized. You can do the same for pve like how lost ark has hellmodes.
I used to be really sceptical, seeing as so many long awaited games were coming out like cashgrabs. But now after bg3 released after such a long early access with so much quality and love, i actually feel really hopefull. Good games takes time if the devs are treated well and you can see the love that is being put into this.
BG3 wasn’t crowdfunded, have half the dev team switch over, decide to completely change their game system twice, or promise a game in 2-3 years to disappear. This game may release, but imagine the amount of money lost by investors over the last 7+ years. In the end, it will be great eye candy that becomes average after 4-6 months at best.
19:42 - 20: 57 so far I've only seen this on MMORPG-themed Korean web comics. Where the players can be a full blacksmith, chef, fisherman etc without really think about their character level or they can level up by their own way that suitable for their "production class".
Some sandboxes have it, like mortal online
@@draddadandawg3363 Mortal Online 2?
People should have the option of risk and reward. If the big gold tree is what you need to finish your task, they should have a risky gold tree in PVP and one in a faraway place that takes forever to chop down then you would have to caravan it back. But forcing a experience on someone when they don't want the experience even though they may like it sounds like tyranny from you and your definitely a dude that's rules under tyranny in your mmo's?
Yes this is what I want. Options. You can go for the riskier yet faster option of like hiring an escort to take you to a pvp zone as you chop down a tree or go on a long journey to get the same thing.
I want an MMO that has Chivalry style combat
Imagine the game finally launches and a week later the company announces they are shutting down and won't support it any longer.
It amazes me how some players only want narrow experiences from MMOs. Like the beauty of MMOs is being invested in everything. Being in a real world, having to gather and craft, having to quest, kill monsters and also being forced to stay in danger against hostile people. If you want to go specific there are tons of games that do those thing better than MMOs.
The one thing that concerns me about this game is that it seems very detailed and extensive in regards to the things you're able to do. Personally, I find this amazing and I love it. However, I'm pretty sure this can be very overwhelming for certain people and it could be off-putting. I agree with Asmon that this game has a lot of potential, but it remains to be seen how well the devs can keep gamers engaged to keep playing for a long period of time. I just hope this won't be a letdown for people that have high hopes for this game to be a success.
10:09 bro looks like angry joe
This game looks about 8 years out of date.
This game is not finished
Crafting limitations remind me of AION's crafting system
most important things: combat and systems. if the game is more convenient to play solo than with others, it'll suck. if there are too many channels/instances/ways to avoid people, it'll suck, if the combat is bad it'll suck.
Well, in Guild Wars 2 to craft the tier 1 original Legendaries you have to do WvW PvP to get the necessary item. I didnt enjoy it this time around but when I did my legendary the first time I loved it. Made me try out WvW pvp.
Literally says "I want to be able to play the game only as a crafter." then a breath later, "IT SHOULD MAKE YOU PLAY OTHER WAYS TO PROGRESS"
Only concerning thing for AoC is combat. I am worried that it won't hold up againast things like BDO.
I haven't played MMO's since Darkfall, but this one I'm genuinely excited about, being aussie, theres never usually OCE servers and support roles like crafting gives us a way into the world without being handicapped behind 250+ ping and having an unfair go at PvP
it has too many announced systems to be good
they will have OCE servers
I have to hard disagree with the "Crafters should have to do some element of pvp" take, and I'm a little surprised that Asmon has this take, I'm pretty sure, being the gobblin he is, has situations he avoids like the plague and would never be part of because he doesn't feel comfortable.
If you start forcing people out of their "bubble" for the most part, those people are going to quit, why would they play a game were they are forced into situations they don't like? Forcing them out is not a good or healthy way to "help" them expand their experience, it never works and usually ends up reinforcing their turtle ways since now suddenly their nice comfy space is hostile and they will actively resent it, quit and find something else. Not really a thing you want as an MMO trying to get as many subs possible to keep the lights on.
Crafters usually choose that role specifically for the reason they don't want to be messed with or get into high stress situations.
Right now Ashes of Creation combat is 2007 Lord of The Rings. I do not see that changing. The graphics will sell the game, the combat will end it.
You have to understand that the initial vision of the developer was very slow paced immersive rpg game without any kind of traveling modes other than horses. The game was not planned as an open world either, just a linear game point A to point B, it had to evolve. The developer at the start had said that they wanted players to experience what it was to have to struggle to run from one village to another and be immersed in that. Since then, they have done things to evolve from that to fit the current market, BUT at it's core, it is still the vision of the developer, thus we are left with 2007 LoTR combat which is faster than the initial vision but still not quite what we want.
We can dream, but this dream will be just that.
I find this point of view really interesting. I am actually in the opposite camp, in that I do not want an action focused combat system. I see it as a massive detriment to an MMO as It makes playing the game over long periods too input intensive. There are many action orientated mmo's out there and none have succeeded because of their combat.
I think is more a financial decision why mmo do not go down action combat route but stick to tab targeting.
The hardware and on going server maintenance is just Hugh and will eat up any profit in order to keep the game functional.
Action combat is only good at best if your pvp is around small scale battles like 20 players on screen. Any more like 50 would just kill any fun to quick response type combat with lags/rubber banding and out right server boot.
Your horse hanging out in Red Dead Redemption 2 was amazing.. and it just following you around if you don't leash it to a post or tree. Being able to feed it and pet it... might be too far but it was all great and made that world feel so alive.
4:04 This man has yet to grace Monster Hunter level of combat
like that shits fluidity, feedback and overall style of combat is just next level
Lmao. I disagree hard. Monster hunter combat was fun but doesn't even compare to elden ring or especially sekiro imo.
100% true, that game is a graceful dance, elden ring is pure clunk compared.
@@dangerousfelondisagree all you want, nobody cares, you do you.
old school runescape marketplace and crafting system was s tier i think you should be able to just be a crafter and by implementing a player exchange system per node would allow players to buy and sell good that are available in an area also promote the caravan system cause then you can buy the materials from gatherers and crafters from a node to transport and sell in other nodes
People hate on WoW for its cartoony style, but that style is actually what draws a lot of people to it. It makes it stand out, and, allowed them in 2004 to make a large game run well. It adds personality. Now i will say, loving the cloth physics. Top tier.
wow is a trash game please use other games as an example
@@ladnerjm9820 You can trash on wow for a lot of reasons but art style isn't one of them, like the OP said, it's cartoony artstyle manages to look good and timeless even if the graphics themselves are pretty bad. AOC looks pretty good now but unless they implement a unique artstyle it's gonna age quickly and look kinda generic and boring.
I'm aware that the final graphics are done towards the end of the development line, but they need to make it clear if they're improving the graphics, because they aren't looking good anymore after so many years.
dead on release
14:30 yeah, in archeage totally happened, you can see trading boats going in the mountain with harpoons to avoid pirates and maximize time
I’d play the shit out of this game.
I think forcing players to go outside their specializations might break immersion that certain players play for. Like if you wanted to be a hardcore crafter, forcing pvp doesnt really make sense for them, since a real life crafter isnt a warrior. Like they wouldn't pvp in their own universe, and that might make the immersion way less. Idk though
I have been playing the shit out of tears of the Kingdom this year, and while ashes doesn't look like tears of the Kingdom at all it's giving me this really cool vibe that ashes looks good just like tears of the Kingdom looks good. Not the same style but I was just impressed.
It's just my personal opinion. But I think the pinnacle of crafting existed in Final Fantasy XI: Online. Not it's current era, but in the beginning. That was a "world" that truly felt alive. You could solely play the game based on being a crafter, a gatherer, an artisan, etc. There would be parties that would pay & protect you so that you could collect a specific rare resource (that was a hell of a journey to get to). While still being great...having small percentage chance of it being high quality. Potentially making it BIS or skyrocketing it's value.
That, and like they were talking about in the video, there were specialties. There wasn't just a singular craft level. There were dozens of specialties. Woodworking, Smithing, Clothcraft, Goldcraft, Bonecraft, Alchemy, Cooking, etc. And it ALL had it's own purpose in the ecosystem.
I think AOC will be even better :)
Lmao elden ring combat is not that great combat. It is just attack, dodge, repeat. It is good combat for the game type but not overall.
True.
From this video the combat looks like straight from 20 years ago, select a target and do a spell rotation. I need something more dynamic or I'm out tbh.
I honestly don't think it's going to work... It's obviously overhyped. Those expectations are going to hit the game HARD ones it launches.
Indeed
Same. I've been a bit hyped about this game at the beginning, but the more I see, the more I feel like this just ain't it. Graphics feel unnatural, UI is outdated, everything feels like a piece by piece copy of other games with barely any original and fresh input. It's sad to say, but it seems like we have to wait for the riot mmo to break the current mmorpg stagnation.
@@erwin8260 Yeah i thought UI was just a placeholder, but as time goes, seems like this is what they are sticking to. To me it looks like any "Times New Roman" font all asian games are using. Lacks soul, atleast to me.
@@100Predator I can't speak for them obviously but alpha is for core systems being placed in game not for UI designs. Beta is where things get cleaned up.
You usually have to wait for that which is worth waiting for and I can imagine few things more trying to the patience than the long wasted days of waiting.
Games UI looks like a generic Korean MMO set up.
In getting turned off by how deep all of the systems are. Every single system looks overwhelming. They need to be careful not to make the game too complex.
Surely they won’t delay it till 2034
Surely
Shirley
Regarding the point you're making at 27:17 I agree with you, except that you cannot ever "force" people to play content they are not interested in, be it PvE, PvP or Crafting.
The only way to achieve what you are proposing, is by creating a fair no FOMO reward incentive, that makes the content appealing enough for players so they push themselves into it.
Any form of forcing a player to do X or creating FOMO / limited rewards is a cancer to any MMO.
i can't wait to play this masterpiece. this game will kill every mmos ever existed because everyone will stop playing other mmos to play this game for the rest of their life.
You forgot the /s
@@michaelhurych8652 thank you good sir.
silk road had this exact type of game play 20 years ago with the caravan lol
Man this is looking more and more like what Archeage should've been, but crossed over with aspects of BDO, GW2, and FFXIV. I really hope they nail the combat as well.
It really feels like people who say that no game has ever done these crafting, player territory, governance, and PvP focus have never heard of EVE Online. The more I hear about AoC, the more it sounds like Medieval EVE, which is not a bad thing but also not a good thing.
for a MMORPG games, it would be hard and also make the whole system kinda weird if u tryna make the combat "super free", i mean free in control-wise
Nah game looks trash money my boi idk what yall seeing.
Every mechanic of AoC has been implemented in EVE thousands of years ago. It may not have open world in usual sense, but player interaction is on the next level, you can't deny that. Imo, EVE is the most mmo as a mmorpg can get.
AoC = flat EVE online
Sadly AoC is still more similar to WoW, maybe at best Archeage or BDO, than to EVE Online.
Like... we could - and we should - have a completely free form character build-up like in EVE. No classes. Just like appearance, race - genetics if you want - initially but then afterwards everything goes. Learn magic if you want, learn swordsmanship, learn crafting, whatever you want. That's how I think a fantasy MMORPG should operate.
Of course it should require a certain investment in both time and (in-game) resources so that not everyone can just be a master of everything. But you should always have the option to develop your character into a certain direction with meaningful progress within a couple weeks.
Looks nice and all but I feel like this will be difficult for casuals to get into.
Well, not every game needs to appeal to casuals
Good LOL
@@thechadcruzaider7864bad take.
@@OkayyyIGetIt nope its fine developing a niche game as long as its done well.
@@OkayyyIGetIt "bad take" but you give no explanation
Caravan system reminds me of the Eve Online gameplay concept with supply barges being escorted by players
Same goes for crafting system you're mentioning Asmon, eve online has miners and industrial characters.
Hearing LazyPeon again caused me PTSD.
2:35 Non-despawning mounts I believe BDO had that too. Did Asmon mis that when he played BDO?
Let me guess, it will come out December 31, 2024
how about 31 December, 2024
You're right, hopefully the base combat and gameplay are good, or none of these cool systems they seem to be working so hard on will matter much. It'll end up being another Dynasty simulator type game.