My glorious friends, what a fun video this was for us. This cyclops is one of the first raids players will experience in the Riverlands and is intended as a lower level introduction to raiding in Ashes. Looking for feedback on what you enjoyed about the cyclops raid boss, and what mechanics you would like to see included for raids in Ashes! As always, Ashes is still in development and a work in progress. Thank you for taking part in the development of Ashes! ❤
Looks great i think would put bigger , and extra attack like throwing rocks and trees or even throw his tree rolling to range lines . Note: Ice shower looks much better, and looks like the slow lightning ball is in work since i don´t see anyone cast(that´s great) Other thing great job with the spiders taunt great idea, actually i would had some eggs and bigger female spider near them, much more aggressive then the males .
Thank you thank you for not making combat spells and aoe effects blinding!! This is the perfect amount, I can actually see the boss and what he's doing as opposed to magical effects and spells going off and the clutter of that on the screen. The spells look really nice and you can tell who is casting what and where. Very well done!
Completely agree and it is exactly the same way i felt - amount of effects are perfect, image is so clear and every text and effect is very distinguishable
Like many others have stated, great job at toning down the prviously over-the-top particle effects. Combat is much clearer now. It‘s incredible how in touch you guys are with your community. It‘s one of the reason why I believe so strongly in you.
@@AshesofCreation yes thank you!! The toned down effects is so much better. When I had seen the over the top effects before it was actually a major reason for my disinterest in the game. But now I’m interested again!
i like how there are no huge red areas that signal player about incoming attack, boss design looks good, you can kinda guess what he will do, and the immersion doesnt break, great job!
The Cyclops was really cool, but I was actually more impressed with the spiders that reared up to threaten instead of aggro’ing! That is brilliant game design 😎🥰
@@laserloui2008 I was about to write that, but you beat me to it. But its a nice system to implement always happy devs taking from good gamedesign to make their game better.
What an amazing idea with the giant spiders, please add more of this! I am sure I speak for many players saying that this style of world interaction; something as simple as these ambient animations and interactions, allow for us all to feel so immersed and surprised while traversing the world of ashes. MORE!!!
5:00 incredible to hear that creatures will be made to act more believably, such as the giant spider acting defensively and trying to intimidate you to go away.
I believe they said back when they showcased the art for this guy that he would change with the season. They probably just didn't have time to put in the specific mechanic for mobs changing based on season yet. That or spawning the mob like they usually do doesn't check for seasons the same way a natural spawn would
Combat, Lighting, Environments.. it's all just looking better and better. And it's not some premade cutscene bullshit we're seeing with other new MMO projects. It's all truly organic and raw. I am so excited and confident in the product that Ashes will be because I believe that Intrepid is putting the most appropriate time and care into the process to make the best game possible. I literally cannot wait for Alpha 2
I love how this game looks and the philosophy behind it. Since immersion is such a big part of the game, I have some suggestions for improving it. It breaks the immersion for me when mobs are randomly scattered without purpose in an area. For example, spiders were roaming aimlessly just a few steps inside the designated area. Each mob should have a specific purpose for being in the place they are, such as creating a web, hunting, feeding on prey, traversing the area, drinking from a pond, engaging in mating season fights, playing, preparing an ambush and so on. Also, having a large number of mobs in a place without interacting with each other doesn't make sense. You did a fantastic job with the cyclops; it had a clear purpose in the game. Really good. On the topic of the cyclops, if the player character can leave marks on the ground, the cyclops should be able to do the same. Concerning the combat and boss mechanics, I didn't notice any wipe mechanic, supporting my argument in a previous video that combat feels like mindlessly spamming skills and heals, lacking player satisfaction. The fight was dull and didn't involve any player skill. Although the tree mechanic was a nice touch. I also loved the spider mechanic. I hope my feedback is constructive and that it will be taken into account. I appreciate your work on the game. Keep it going! ✨👌
YEEESSS. World bosses walking through the terrain and destroying it as they go is EXACTLY what I commented would be really cool in a past live stream and here is a cyclops knocking down trees. I LOVE IT! Someone sees it and goes back to town to form a group to take it down before it destroys the landscape too much. I hope there's much much much bigger world bosses in the future that really do a number on the terrain. I hope world bosses do NOT show up on mini or world maps. It would be cool for them to be something people stumble upon and create groups to take down.
Great job. Few things though : - No mage in plate armor please - We need to be able to display target's target - Option to display allies healthbars on top of their heads
OK, that's neat! You will have "TRUE" Tanks and healers! So many games have where a mage can tank/heal, any class can do everything. Nice to see the classes come back to the foundation of what their roles are.
I like that there are no red circles, green arrows or flashy warnings. Just as simple as paying attention to him. Spell effects are also a good amount for 16 people. Very well done i must say.
I don't know if I should be excited by what I am seeing. The game obviously works and its getting better but it is extremly rought. As a developer myself I know the effort required to make something work and what it takes to polish it as finished product. We are looking at at least 3 years more of development to get something decent considering their scope. By the time the game is polished it will be outdated due to how fast the technologies are progressing right now.
It's probably gonna take a lot longer, and doubt they'll even manage to do it.. They have a lot to learn if they want to finish it with this team.. Or they gonna have to find some experienced people to help them.
The old battleship fight from ICC in wow Wrath was always fun. The back and forth and ship fighting was just up my alley. My favorite raid fight to this day was chess from Kara in wow. Each player taking a piece and utilizing its role accordingly. I like fights that involve things that players don't get to use too often.
Love, love, love the showcase of the Cyclops!!! Quick feedback, would really add to the immersion if the trees he knocks over aren't all broken the same way. Maybe have some with the canopy of the tree knocked off, others split in half, and the ones that fully fall over should look like they were uprooted, not cut at the base. Other than that, thank you so much for the updated UI on the nameplates as well as the MUCH cleaner visual FX! Can't wait to explore Verra, excellent work as always Intrepid!
that would be possible if they had no gathering system but with the resource respawn thing that having different phases of destruction would be super iffy
@@another_turtle true but I’d like to see some half-dead old logs and trees in the forest if possible. Really adds to the immersion that every tree is at a different point in its life cycle
very pleased with the fight and look. The fact it interacts with the enviroment is a must and awsome job to include this. I personally thing a roaming world boss only needs a party of 16 as its an introduction to raids. Idea maybe is if the party is higher it scales up with hardness and loot etc.......
This is what I would expect an open world raid boss fight to look like. Everyone moving around the battlefield trying to stay alive while doing their job and a threatening boss that makes you stay on your toes. This fight looked amazing for a pre alpha showcase and the work that went into it really shows. Hats down to the team.
I love that a healer actually has to heal in this encounter! Unlike many MMORPGs these days where a healer has to do a damage rotation and heals occasionally. I really enjoyed healing in RIFT and I hope it will feel just as good or even better in AoC
Awesome stuff! I love the staff at the intro also! I really enjoy how you guys include tidbits of lore in these videos as well to help immerse us as we VERY patiently await experiencing gameplay for ourselves. Also around 5:15, I wonder if the spiders will have a different aggro attitude during the night (opportunists?). I really like how it has a 'posturing radius' and an 'aggro radius', very thoughtful in your design. One little bit of feedback is that his right leg has a slight twitch to it as it lifts on the animation. It's VERY minor but noticeable. Having the cyclops walking around holding a tree over his should, along with the thundering footsteps is very intimidating. Fantastic job by the team once again!
Holy... The spiders "back off mate" animation and reasoning behind it is so.. so.. So good! Whoever comes up on these fresh ideas at Intrepid needs a raise.
That was cool, love the environmental interaction and great michanics. Love the healing tree a d the fact players get healed from destroying the mushrooms.
The one thing that's essential for "me" in an mmorpg is a good amount of abilities, and options for abilities. Maybe a few more than we're seeing here. Otherwise everyone feels too much the same as it's harder to diversify your combat. Hope that makes sense. Game looks fantastic though! :)
This is level 25 content and they haven't begun talking about class augments. I agree with you though. Hoping the augment system is up their with all their other mechanics.
Those spiders trying to intimidate you instead of bum rushing you, now THATs the kind of immersion I play RPGs for. Great job, I hope we will see more mobs having some personality like this 1 nitpick that I have is, players have footprints in snow but a 20m giant isnt leaving any footprints :P
This will be incredible! I’m so excited I was happy with alpha 1 I’m hyped for alpha 2 and beyond hyped for betas. I love this! I don’t know about world pvp in all of this as I’ve fought a guilds off from world bosses on wow and it gets bad fast but everything else about this looks incredible. Well done art team well done engineers!
I think the cyclops is OK as a base boss right now. However it is nothing special. it has very simple mechanics and looks more like a DPS check to me ( cause of the healing ). Correct me if i am wrong but the players attempting to kill the boss are lvl 15, while the boss is lvl 30, so the difficulty is really really low. I liked the cyclops knocking down trees, however i would love to see him leaving footprints on the snow/change the environment more into a battlefield, so after his defeat the environment will stay "ruined" for few mins. His animations are for the most part OK but nothing special, some are not convincing at all ( like the walk sometimes drifs a bit ?? ). Overall, its nothing that made me scream "thats amazing". It is OK. It is what a standard raid boss would look like to me. Surely he still need some work and some love and i can't wait for you guys to show us the final product
@@AshesofCreation maybe the Cyclops or other bosses would change appearance slightly through different seasons? Be Green like this in the spring, but colorful in the fall and snow dusted in the winter?
Looking great so far! The first piece of feedback that popped into my mind is that I think highlighting the boss' attacks more clearly would be good. By that I mean, for example, making his root attack more clearly telegraphed, by maybe adding some fancy effect as a precursor, and also giving the attack itself a bit more oomph. Currently, the boss does his attack and the raiders get rooted, but adding additional vfx, like the roots traveling through the ground or something, would be cool. Not sure if this is technologically viable - heck, you guys might already be working on it - but I personally think that would be cool. Otherwise, this was phenomenal. Loved the way you diverted some of the raiders' attention by having the boss place down his weapon. Keep up the great work! Edit: I just saw the air distortions created by his attacks, and it gave me the heebie-jeebies
i feel like this game will have many world bosses so they better make the respawn timer for these a minimum of 3 days. i think the reason it's too sweaty in classic wow is because there are only 4 world bosses and they all spawn at different times and you have to fight over them with 10 thousand people, but if there are 20 world bosses that classic wow system starts making a whole lot more sense. world bosses become grindy and boring if they spawn every other hour, or even daily.
I was a little skeptical of the combat at first after the first mage preview. But seeing the mages in action and use all of their abilities makes me very excited for this. However, with the raid boss design, it seems he can only do melee, and therefore the ranged is just OP as they are out of harm's way. Making large attacks that cover a very large AOE will be helpful to encourage people to fully engage in the boss/mechanics of the fight. I am assuming that this is pretty early like the rest of the game but just want to put my 2cents in!
Love the look and environmental reaction to the cyclops walking through trees. Lol, kept trying to see if he left footprints in the snow but never got a good enough look. Spells look so much better now. I want if you get visual effects that you can see like a root. Love to see that root while in effect you can see it. Instead of an icon in a corner of something.
i want to see what happens when two player groups are in the middle of a battle and this decides to jump in and have some fun. maybe even have him be attracted from afar during his wandering by the sound of battle.
i was a hardcore wow. i did almost everything. pve, pvp, events, collecting mounts, pets ,toys, transmorgs, achievements (even the most ridiculous ones), fishing, trolling random people, you name it. i played wow since launched. it was thousands of fun hours. until year 2017 i decided to stop. i got bored. funny thing i still bought all the expansions, just logged in to look around abit and thats it. tried hundreds of other mmorpg along the way. nothing could really replace wow. i gave up on mmorpg completely. but now AoC is one im looking for to get back playing mmorpg. i don't have much time now as i used to lol. but i'm really looking forward to try AoC. please pretty please don't disappoint me too much.
haven't been following updates religiously, last one was about seasons, but I'm so glad to see that spell effects are tuned down to a place that seems just about perfect to me. Enough pizzaz and sound to feel rewarding, but not hurting my eyes and ears. And most important, not making the target invisible behind disco effects.
Keep on doing what your doing. It looks great. Can't wait to find out about summoner and if the necromancer can play a support build, I'll squeal off over the horizon like a cheap rocket on bonfire night 🚀
YES! Like an expanded version of Ouro (spelling?) in AQ40, except out in the open world and digging underground, knocking players up, where support classes have to negate the damage thru defensive CDs, slow fall, or something similar.
Would really love to know the story of this cyclop, like why he only use that tree, is it a part of world tree, something like that, that why it give him healing when put it down
Things I like from this preview: - No red signal spots for the boss attacks. - Attacks from the boss are readable like with a normal game. - The spellcasting doesn't turn into a lot of visual noise.
My take on this is that combat is really starting to come together and look good. One thing I noticed is that when spread out like you were in an outdoor raid or fight situation, the casting combat animations were not overwhelming and a bit underwhelming. I think a lot of us were complaining about the animation being over the top as a group is pushed into a tighter combat area as seen in past update presentations. I would like to see impactful animation eye candy effects but be able to tone them down via changing the graphics setting during Dungeon Crawls or close combat group fighting. Lost Ark allows you to do this in the settings so you can set the animation intensity, so they do not oversaturate combat and cover up mobs’ AOE hits or their telegraph mechanics so you can effectively kite, block or dodge them. At some point in development when you get there, I would like to see a demonstration of the full spell effects enables for combat with all its glory vs toning them down to medium, low or to just your charactor. The combat animation in this fight looks to be watered down because of the nature of being spread out. The Nameplates look a lot better. The movement flow of the players looks much smoother and more realistic. One thing that would blow people’s minds would be the ability of huge epic mobs like this one to be able to pick people up and throw players. Lost Ark has their raid mobs be able to grapple the tank or a player and smash them on the ground or grab them up into their mouths and crush them and the players need to break their teammate’s loss before he triggers the last part of their grapple with a big toss, slam, or spike damage. As for the fight, the 3 stages of the fight were great. It would be fun if instead of the spirit wolves in phase 3 of the fight that when the tree explodes in phase 2 it releases a swarm of bees or wasp mobs that attack the riad players instead of the spirit wolves. Toss in the queen bee or wasp to be a mini-boss. It is great that you are throwing in a veriety of very fun World boss for low-level players to experience as they level to end the game. I hope you bring in Titans and a variety of Giants like Ice, fire, forest, etc. that can build upon the mechanics of the Cyclops. To see a group of these attacking your node town would be quite exciting. Smashing down the walls and then destroying the town as defenders scramble to take them down before their node town is destroyed. Good job guys, it is looking great so far. The team has come a long way and once you nail down combat, effects, and mob interactions this will be quite fun to play. The icing on the cake will be when we see the product with enhanced combat effects and all the high-end polish passes on Mobs the environment, combat effects, and player characters. The UI looks great too. Keep up the great work.
I love it so far. Everything looks amazing and you guys are doing a great job. I think that badass music playing while dealing with the boss would make the experience better. I have a question about the achievements. Are there going to be lots of them? I'm sorry if I missed any update about it but I think there should be hundreds of achievements in the game. You kill a boss, nice shiny box appear with a golden outline for example informing you that you've earned the achievement etc.
I can´t wait for this game, really you making me more and more exited every video. If there will be also any pvp endgame, like arenas, bgs etc. with rating system, I will be so addicted :D
Waooow ! the cyclop is... giant... hehe i remember Warsilk Woods in Kunark, Everquest (first one) and remember the noise when he walked... this is one of the best moments i lived in a game... and i thank you for that :) this game looks AWESOME ! i want to play it ! (before i die plz...) AND Waooow the colors, effects and mecanics in fight, it's a DREAM ! Awesome work ! Gratz for this, open servers now :) plz...?
I love the idea of creating immersive Giant enemies in games that truly have presence because they take up space in the world, but seeing you walk right through its corpse at the end just destroys that for me. It would be more of a meaningful experience if the dead body had collision on/became an object until it was looted. Picky, I know. But every other mmo with raid content has mobs that are obviously lacking presence and Ashes is clearly looking to change that for the better. Corpses with collisions would be the icing on the cake of combat immersion.
My glorious friends, what a fun video this was for us. This cyclops is one of the first raids players will experience in the Riverlands and is intended as a lower level introduction to raiding in Ashes. Looking for feedback on what you enjoyed about the cyclops raid boss, and what mechanics you would like to see included for raids in Ashes! As always, Ashes is still in development and a work in progress. Thank you for taking part in the development of Ashes! ❤
Amazing video! Love to see him grabbed people to break your party's formation for good seconds. ;")
Can’t wait to sea water content
Cyclop looked really good, would be cool if you could also make him leave footprints in the snow like the player character does
@@LastCrystal He said that will leave footprints but is work in progress
Looks great i think would put bigger , and extra attack like throwing rocks and trees or even throw his tree rolling to range lines .
Note: Ice shower looks much better, and looks like the slow lightning ball is in work since i don´t see anyone cast(that´s great)
Other thing great job with the spiders taunt great idea, actually i would had some eggs and bigger female spider near them, much more aggressive then the males .
Thank you thank you for not making combat spells and aoe effects blinding!! This is the perfect amount, I can actually see the boss and what he's doing as opposed to magical effects and spells going off and the clutter of that on the screen. The spells look really nice and you can tell who is casting what and where. Very well done!
Completely agree and it is exactly the same way i felt - amount of effects are perfect, image is so clear and every text and effect is very distinguishable
That's what we like to hear, thanks for the feedback! 😎
Ye i remember in Guildwars 2, the world bosses were just visual overload at times.
x100000000000 !!!!
“He’s the last of his kind. He’s all alone” *me loading my quiver maliciously* “Shame”
🤣
LMAO good one
Like many others have stated, great job at toning down the prviously over-the-top particle effects.
Combat is much clearer now.
It‘s incredible how in touch you guys are with your community. It‘s one of the reason why I believe so strongly in you.
Community feedback is very important to us so thank YOU all for following along and providing your feedback and insights. 🤗
@@AshesofCreation yes thank you!! The toned down effects is so much better. When I had seen the over the top effects before it was actually a major reason for my disinterest in the game. But now I’m interested again!
I cannot aggre more on that one !!
i like how there are no huge red areas that signal player about incoming attack, boss design looks good, you can kinda guess what he will do, and the immersion doesnt break, great job!
No red circles is really immersive. Hope it will stay this way, we already have Lost Arc for circle lovers.
@@BlobBlobkins As well as FF14
The Cyclops was really cool, but I was actually more impressed with the spiders that reared up to threaten instead of aggro’ing! That is brilliant game design 😎🥰
Gothic 1 had this in 2001 and it was already awesome then!
That's nothing original. Every MMO has some mobs that warn you instead of attacking you right away.
@@laserloui2008 I was about to write that, but you beat me to it. But its a nice system to implement always happy devs taking from good gamedesign to make their game better.
Bruh old game slike Everquest had this. Fuck, even WoW back in 2004 had the spiders rear their legs up before agroing
I think they should live in caves during the day and hunt at night. And make creepy noises.
Looks realy good guys, no overwhelming aoe effects at all. Good mechanics and great feeling in general
They stick to what makes mmorpg great, it helps with Steven’s experience with MMORPGs.
What an amazing idea with the giant spiders, please add more of this! I am sure I speak for many players saying that this style of world interaction; something as simple as these ambient animations and interactions, allow for us all to feel so immersed and surprised while traversing the world of ashes. MORE!!!
5:00 incredible to hear that creatures will be made to act more believably, such as the giant spider acting defensively and trying to intimidate you to go away.
AWESOME Stream i love you ♥
The Combat turned out so well with a Raid!
😘 ⚔
with Throne and liberty turning out the way it did combat wise. I'm SO HAPPY this STILL is looking like most promising MMO
It's weird to see the cyclops covered in green, along with the tree he carries 🤔 because everything else is covered in snow
Agreed, it would be incredible to see him change slightly depending on season!
@@phourniner for sure 😮
The winter and fall variant would be so pretty
cyclops warm, snow melt
I believe they said back when they showcased the art for this guy that he would change with the season. They probably just didn't have time to put in the specific mechanic for mobs changing based on season yet. That or spawning the mob like they usually do doesn't check for seasons the same way a natural spawn would
The snow makes it look LQ graphics. I hope they can make the snow look better.
The boss looks awesome
Great livestream! Combat keeps looking better and better :)
Better and better
Combat, Lighting, Environments.. it's all just looking better and better. And it's not some premade cutscene bullshit we're seeing with other new MMO projects. It's all truly organic and raw. I am so excited and confident in the product that Ashes will be because I believe that Intrepid is putting the most appropriate time and care into the process to make the best game possible. I literally cannot wait for Alpha 2
I love how this game looks and the philosophy behind it.
Since immersion is such a big part of the game, I have some suggestions for improving it.
It breaks the immersion for me when mobs are randomly scattered without purpose in an area. For example, spiders were roaming aimlessly just a few steps inside the designated area. Each mob should have a specific purpose for being in the place they are, such as creating a web, hunting, feeding on prey, traversing the area, drinking from a pond, engaging in mating season fights, playing, preparing an ambush and so on. Also, having a large number of mobs in a place without interacting with each other doesn't make sense.
You did a fantastic job with the cyclops; it had a clear purpose in the game. Really good.
On the topic of the cyclops, if the player character can leave marks on the ground, the cyclops should be able to do the same.
Concerning the combat and boss mechanics, I didn't notice any wipe mechanic, supporting my argument in a previous video that combat feels like mindlessly spamming skills and heals, lacking player satisfaction. The fight was dull and didn't involve any player skill. Although the tree mechanic was a nice touch.
I also loved the spider mechanic.
I hope my feedback is constructive and that it will be taken into account. I appreciate your work on the game. Keep it going! ✨👌
YEEESSS. World bosses walking through the terrain and destroying it as they go is EXACTLY what I commented would be really cool in a past live stream and here is a cyclops knocking down trees. I LOVE IT! Someone sees it and goes back to town to form a group to take it down before it destroys the landscape too much. I hope there's much much much bigger world bosses in the future that really do a number on the terrain.
I hope world bosses do NOT show up on mini or world maps. It would be cool for them to be something people stumble upon and create groups to take down.
Cant frigging wait for this game. We need a serious mmo so bad.
We are working hard to deliver an MMO that our community will love! 💪
@@AshesofCreation DONT LET US DOWN, I BEG OF THEE !!!!
@@superbayern1389 Never seen someone letting you down in your life?
Great job. Few things though :
- No mage in plate armor please
- We need to be able to display target's target
- Option to display allies healthbars on top of their heads
OK, that's neat! You will have "TRUE" Tanks and healers! So many games have where a mage can tank/heal, any class can do everything. Nice to see the classes come back to the foundation of what their roles are.
I like that there are no red circles, green arrows or flashy warnings. Just as simple as paying attention to him. Spell effects are also a good amount for 16 people. Very well done i must say.
agreed, I enjoy having to think and not wait for some addon to tell me what to do. It ruins immersion.
I don't know if I should be excited by what I am seeing. The game obviously works and its getting better but it is extremly rought. As a developer myself I know the effort required to make something work and what it takes to polish it as finished product. We are looking at at least 3 years more of development to get something decent considering their scope. By the time the game is polished it will be outdated due to how fast the technologies are progressing right now.
It's probably gonna take a lot longer, and doubt they'll even manage to do it..
They have a lot to learn if they want to finish it with this team..
Or they gonna have to find some experienced people to help them.
LETS GOOOOOOOOO! I love everything about this game, keep up the amazing work! :)
The old battleship fight from ICC in wow Wrath was always fun. The back and forth and ship fighting was just up my alley. My favorite raid fight to this day was chess from Kara in wow. Each player taking a piece and utilizing its role accordingly. I like fights that involve things that players don't get to use too often.
Need to add snow to his footsteps. And adjust his appearance on seasons like the rest of your seasonal tech.
Other than that looks great!
Steven confirm in the stream footsteps for special mobs, like this one , but is work in progress
Love, love, love the showcase of the Cyclops!!!
Quick feedback, would really add to the immersion if the trees he knocks over aren't all broken the same way. Maybe have some with the canopy of the tree knocked off, others split in half, and the ones that fully fall over should look like they were uprooted, not cut at the base. Other than that, thank you so much for the updated UI on the nameplates as well as the MUCH cleaner visual FX! Can't wait to explore Verra, excellent work as always Intrepid!
that would be possible if they had no gathering system but with the resource respawn thing that having different phases of destruction would be super iffy
@@another_turtle true but I’d like to see some half-dead old logs and trees in the forest if possible. Really adds to the immersion that every tree is at a different point in its life cycle
hopefully u guys look at d4 world bosses. did play ashara or whatever it was in the beta and the music really elevated the encounter.
Despise i didn´t like that fight so much, the music was top tier, lost ark is another great example
The standoff feature for mobs is insane. I love it so much.
This game is looking truly incredible. Congrats on the showcase in my opinion this is absolutely looking like a true "next gen" mmo.
very pleased with the fight and look. The fact it interacts with the enviroment is a must and awsome job to include this. I personally thing a roaming world boss only needs a party of 16 as its an introduction to raids. Idea maybe is if the party is higher it scales up with hardness and loot etc.......
I was refreshing their channel so fast xD
This is what I would expect an open world raid boss fight to look like. Everyone moving around the battlefield trying to stay alive while doing their job and a threatening boss that makes you stay on your toes. This fight looked amazing for a pre alpha showcase and the work that went into it really shows. Hats down to the team.
I love that a healer actually has to heal in this encounter! Unlike many MMORPGs these days where a healer has to do a damage rotation and heals occasionally. I really enjoyed healing in RIFT and I hope it will feel just as good or even better in AoC
100%
Looking awesome, excited to keep seeing more and more progress made
Pretty cool! Definitely gave that feel of Cazel wandering around the Oasis of Marr in EQ1.
Awesome stuff! I love the staff at the intro also! I really enjoy how you guys include tidbits of lore in these videos as well to help immerse us as we VERY patiently await experiencing gameplay for ourselves. Also around 5:15, I wonder if the spiders will have a different aggro attitude during the night (opportunists?). I really like how it has a 'posturing radius' and an 'aggro radius', very thoughtful in your design.
One little bit of feedback is that his right leg has a slight twitch to it as it lifts on the animation. It's VERY minor but noticeable. Having the cyclops walking around holding a tree over his should, along with the thundering footsteps is very intimidating. Fantastic job by the team once again!
that's really awesome and I know there it's room for a bit even better
There is always room for improvement as we develop the game further! 😁
Holy... The spiders "back off mate" animation and reasoning behind it is so.. so.. So good! Whoever comes up on these fresh ideas at Intrepid needs a raise.
That was cool, love the environmental interaction and great michanics. Love the healing tree a d the fact players get healed from destroying the mushrooms.
Pretty cool video and well done! I can not wait to do this also with my buddy’s 😎✌️
I would give up a few toes for this to come out within the next year or so. Looks incredible.
The one thing that's essential for "me" in an mmorpg is a good amount of abilities, and options for abilities. Maybe a few more than we're seeing here. Otherwise everyone feels too much the same as it's harder to diversify your combat. Hope that makes sense. Game looks fantastic though! :)
This is level 25 content and they haven't begun talking about class augments.
I agree with you though. Hoping the augment system is up their with all their other mechanics.
Now that we don't have to worry about that disaster called throne and liberty , I am even more excited about this game
Just got home from work I’m beyond hyped!!!
Those spider animations are really freaking me out over here.
Look at those numbers floating - hnggg
>the rangers just flipping through the air, shooting their bows, flying across the screen
Yes, this is THE game.
I hope they add footprints later because it's incredibly immersion breaking when games don't have that.
Great job guys! can't wait to play this.
Wow, you fixed combat and spell animation! I’m again blown away. Nice progress!
This Raid Boss is SICK! Steve, my friend... BRAVO! 👏👏 👏 Again, cannot wait to play this!
Those spiders trying to intimidate you instead of bum rushing you, now THATs the kind of immersion I play RPGs for. Great job, I hope we will see more mobs having some personality like this
1 nitpick that I have is, players have footprints in snow but a 20m giant isnt leaving any footprints :P
Love how the holy trinity works in ashes. how tanking healing and dps synergizes is the key fun part for me in an mmo
Really hope there are BIG graphic improvements, sadly this looks like Rift from 2011.
Combat looks so much cleaner, loving the updates more and more great work y’all!
The UI is a HUGE improvement!
It will continue to improve as we progress further in development as well! 😊
This will be incredible! I’m so excited I was happy with alpha 1 I’m hyped for alpha 2 and beyond hyped for betas. I love this! I don’t know about world pvp in all of this as I’ve fought a guilds off from world bosses on wow and it gets bad fast but everything else about this looks incredible. Well done art team well done engineers!
I think the cyclops is OK as a base boss right now. However it is nothing special. it has very simple mechanics and looks more like a DPS check to me ( cause of the healing ). Correct me if i am wrong but the players attempting to kill the boss are lvl 15, while the boss is lvl 30, so the difficulty is really really low.
I liked the cyclops knocking down trees, however i would love to see him leaving footprints on the snow/change the environment more into a battlefield, so after his defeat the environment will stay "ruined" for few mins.
His animations are for the most part OK but nothing special, some are not convincing at all ( like the walk sometimes drifs a bit ?? ).
Overall, its nothing that made me scream "thats amazing". It is OK. It is what a standard raid boss would look like to me. Surely he still need some work and some love and i can't wait for you guys to show us the final product
Bro I love the attacks on the last phase of Cyclop fight. U can feel his power and authority out there. Great job!
Tumok looks stunning ! u guys did great job ! pls more aggressive screams , shakes etc (impact needed)
Feedback noted! ✅
@@AshesofCreation maybe the Cyclops or other bosses would change appearance slightly through different seasons? Be Green like this in the spring, but colorful in the fall and snow dusted in the winter?
I really dig the animation effects. Didn't think they would be this crisp so early on
That was simply amazing, thank you for all your work to make that masterpiece!!!
That looked like a lot of fun. I can see myself hunting it over and over again!
Looking great so far! The first piece of feedback that popped into my mind is that I think highlighting the boss' attacks more clearly would be good. By that I mean, for example, making his root attack more clearly telegraphed, by maybe adding some fancy effect as a precursor, and also giving the attack itself a bit more oomph. Currently, the boss does his attack and the raiders get rooted, but adding additional vfx, like the roots traveling through the ground or something, would be cool. Not sure if this is technologically viable - heck, you guys might already be working on it - but I personally think that would be cool. Otherwise, this was phenomenal. Loved the way you diverted some of the raiders' attention by having the boss place down his weapon. Keep up the great work!
Edit: I just saw the air distortions created by his attacks, and it gave me the heebie-jeebies
This is looking amazing now!!!! So much less effects looked so damn nice. Made the effects you do see feel more impactful
i feel like this game will have many world bosses so they better make the respawn timer for these a minimum of 3 days. i think the reason it's too sweaty in classic wow is because there are only 4 world bosses and they all spawn at different times and you have to fight over them with 10 thousand people, but if there are 20 world bosses that classic wow system starts making a whole lot more sense. world bosses become grindy and boring if they spawn every other hour, or even daily.
The travel distances and no instant travel means you won't see server wide zergs. Just more local ones from the players already in the area.
I was a little skeptical of the combat at first after the first mage preview. But seeing the mages in action and use all of their abilities makes me very excited for this.
However, with the raid boss design, it seems he can only do melee, and therefore the ranged is just OP as they are out of harm's way. Making large attacks that cover a very large AOE will be helpful to encourage people to fully engage in the boss/mechanics of the fight. I am assuming that this is pretty early like the rest of the game but just want to put my 2cents in!
Wonderful video, has only increased my excitement, cheers.
have to say the thought put into the character design and the way it meshes into the mechanics is great. I loved the tree totem. keep it up!
OMG!!! That was incredible. Thank you for that video was perfect.
Love the look and environmental reaction to the cyclops walking through trees. Lol, kept trying to see if he left footprints in the snow but never got a good enough look.
Spells look so much better now. I want if you get visual effects that you can see like a root. Love to see that root while in effect you can see it. Instead of an icon in a corner of something.
i want to see what happens when two player groups are in the middle of a battle and this decides to jump in and have some fun. maybe even have him be attracted from afar during his wandering by the sound of battle.
Really enjoyed this raid boss and his mechanics! Cant wait to tackle him on with future guildies.
Man this looks so good.
This game will be the best ever! It's amazing ❤
i was a hardcore wow. i did almost everything. pve, pvp, events, collecting mounts, pets ,toys, transmorgs, achievements (even the most ridiculous ones), fishing, trolling random people, you name it. i played wow since launched. it was thousands of fun hours. until year 2017 i decided to stop. i got bored. funny thing i still bought all the expansions, just logged in to look around abit and thats it. tried hundreds of other mmorpg along the way. nothing could really replace wow. i gave up on mmorpg completely. but now AoC is one im looking for to get back playing mmorpg. i don't have much time now as i used to lol. but i'm really looking forward to try AoC. please pretty please don't disappoint me too much.
haven't been following updates religiously, last one was about seasons, but I'm so glad to see that spell effects are tuned down to a place that seems just about perfect to me. Enough pizzaz and sound to feel rewarding, but not hurting my eyes and ears. And most important, not making the target invisible behind disco effects.
You guys have done are great job!! I cant wait to discuss it with the others later 😀
Keep on doing what your doing. It looks great. Can't wait to find out about summoner and if the necromancer can play a support build, I'll squeal off over the horizon like a cheap rocket on bonfire night 🚀
I can’t wait to build my merchant empire in this world. By the way love the look of the environment, armor and attack animations.
Ima rival you so good luck
@@infinitexp420 lol right back at you dude.
This looked excellent. Love roaming raid bosses. I think a Sand Worm raid boss in the desert would be sick!
YES! Like an expanded version of Ouro (spelling?) in AQ40, except out in the open world and digging underground, knocking players up, where support classes have to negate the damage thru defensive CDs, slow fall, or something similar.
I had doubts for this game but every new videos this year erase it bits by bits. This one completely got rid of my skepticisms.
great job AOC keep up the great work and the updates! dont rush it and make us the MMO we've all been waiting for
This mmo is shaping up nicely. I hope it succeeds. I like how the owner and devs talk about thier game.
Would really love to know the story of this cyclop, like why he only use that tree, is it a part of world tree, something like that, that why it give him healing when put it down
Things I like from this preview:
- No red signal spots for the boss attacks.
- Attacks from the boss are readable like with a normal game.
- The spellcasting doesn't turn into a lot of visual noise.
Amazing Job. Well done!
Such awesome progress. You guys are Super!
This was very awesome to watch! Good job Ashes team and good video!
My take on this is that combat is really starting to come together and look good. One thing I noticed is that when spread out like you were in an outdoor raid or fight situation, the casting combat animations were not overwhelming and a bit underwhelming. I think a lot of us were complaining about the animation being over the top as a group is pushed into a tighter combat area as seen in past update presentations. I would like to see impactful animation eye candy effects but be able to tone them down via changing the graphics setting during Dungeon Crawls or close combat group fighting. Lost Ark allows you to do this in the settings so you can set the animation intensity, so they do not oversaturate combat and cover up mobs’ AOE hits or their telegraph mechanics so you can effectively kite, block or dodge them. At some point in development when you get there, I would like to see a demonstration of the full spell effects enables for combat with all its glory vs toning them down to medium, low or to just your charactor. The combat animation in this fight looks to be watered down because of the nature of being spread out. The Nameplates look a lot better. The movement flow of the players looks much smoother and more realistic. One thing that would blow people’s minds would be the ability of huge epic mobs like this one to be able to pick people up and throw players. Lost Ark has their raid mobs be able to grapple the tank or a player and smash them on the ground or grab them up into their mouths and crush them and the players need to break their teammate’s loss before he triggers the last part of their grapple with a big toss, slam, or spike damage. As for the fight, the 3 stages of the fight were great. It would be fun if instead of the spirit wolves in phase 3 of the fight that when the tree explodes in phase 2 it releases a swarm of bees or wasp mobs that attack the riad players instead of the spirit wolves. Toss in the queen bee or wasp to be a mini-boss. It is great that you are throwing in a veriety of very fun World boss for low-level players to experience as they level to end the game. I hope you bring in Titans and a variety of Giants like Ice, fire, forest, etc. that can build upon the mechanics of the Cyclops. To see a group of these attacking your node town would be quite exciting. Smashing down the walls and then destroying the town as defenders scramble to take them down before their node town is destroyed. Good job guys, it is looking great so far. The team has come a long way and once you nail down combat, effects, and mob interactions this will be quite fun to play. The icing on the cake will be when we see the product with enhanced combat effects and all the high-end polish passes on Mobs the environment, combat effects, and player characters. The UI looks great too.
Keep up the great work.
There were any fighters in this video :( Hope to see fighters in action next time !!!
I love it so far. Everything looks amazing and you guys are doing a great job. I think that badass music playing while dealing with the boss would make the experience better. I have a question about the achievements. Are there going to be lots of them? I'm sorry if I missed any update about it but I think there should be hundreds of achievements in the game. You kill a boss, nice shiny box appear with a golden outline for example informing you that you've earned the achievement etc.
I can´t wait for this game, really you making me more and more exited every video. If there will be also any pvp endgame, like arenas, bgs etc. with rating system, I will be so addicted :D
A giant like that would leave some hefty footprints in the snow.
Waooow ! the cyclop is... giant... hehe i remember Warsilk Woods in Kunark, Everquest (first one) and remember the noise when he walked... this is one of the best moments i lived in a game... and i thank you for that :) this game looks AWESOME ! i want to play it ! (before i die plz...) AND Waooow the colors, effects and mecanics in fight, it's a DREAM !
Awesome work ! Gratz for this, open servers now :) plz...?
It all very cool but any notic how the weather and sun was looking good
Can't wait for colorful summer sunset and misty fall sunrise while looking good in my armor😄
Graphics and environment look absolutely stunning.
What video have you been watching lol?
@@brianc5581 look at the sun
I feel like the movement of the characters look way better. And the sprint! Idk if it's the first time shown but i love it
I love the idea of creating immersive Giant enemies in games that truly have presence because they take up space in the world, but seeing you walk right through its corpse at the end just destroys that for me. It would be more of a meaningful experience if the dead body had collision on/became an object until it was looted. Picky, I know. But every other mmo with raid content has mobs that are obviously lacking presence and Ashes is clearly looking to change that for the better. Corpses with collisions would be the icing on the cake of combat immersion.
STOMP STOMP !...that boss looks sick! :) keep it up guys!
FIRE LIVESTREAM! Can't wait to see what the rest of the year holds!