[AoC] - Ashes of Creation - MMORPG

GoDDeathpact

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Apr 28, 2021
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AoA everyone!

Thank you for having me on these forums! As I am new and this is my first post, I guess I will share a little about myself!

I go by the IGN: Deathpact / GoDDeathpact. I would consider myself to be a predominantly PC gamer, even though I have played many PS2/3/4 games. Games I enjoy: LoL / Runescape / FFXIV / GW2 / WoW, Tribal Wars (I don't think many people will know this one!) FIFA19 (PS4) Destiny 2 (PS4). Anyway, on to the fun stuff!

After doing a search I could find nothing on this upcoming project on the forums. As an avid MMORPG gamer - I am personally very excited about this upcoming project, the team behind its development, and the community-driven collaboration to ensure this MMORPG is a game for gamers, made by gamers. Now onto the game!

Ashes Logo.png

February 2021 4KHD Alpha One Preview Gameplay Footage!


Ashes of Creation (AoC) is a Sand-Park MMORPG based on PvX Combat with a unique Node System that will result in every server having a different history from each other making for unique game-play experiences - depending on what happens in your specific server, and the decisions YOU choose to make.

Platform: PC
Minimum Requirements: Windows 10 x64 | Intel Core i3 3.3GHz | Nvidia GeForce GTX 460 or AMD Radeon 6870 HD | 6GB RAM | 15GB Storage
Game Type: Open-world | PvX (PvP and PvE) | MMORPG | Raids | Dungeons | Crafting | Castle Sieges | Node Sieges | Caravan PvP | Arena PvP
Estimated Launch Date: Mid 2023 - 2024. The Alpha 1 will be in June 2021 (Without NDA to all Kickstarter backers/pack holders).
Servers at Launch: NA | EU | OCE | SEA
Cost: No Box Cost. 15$/Monthly Subscription. This subscription cost makes you eligible for all new content that would be released after launch.
Cash Shop: Cosmetics only. The Developers have already said the game will NEVER be P2W.
Planned Expansions: Small monthly updates. Half-yearly Major content releases.
Website: Ashes of Creation
Wikipedia: Ashes of Creation
Discord: Ashes of Creation
YouTube: Ashes of Creation

Below are the major reasons I believe AoC will be a game-changer in the MMORPG Genre.

What is Ashes of Creation?
World of Verra:

Ashes_Map_50_1_50_1_50.jpg

AoC takes place in the world of Verra. Upon making your character, you will have the option to choose between four (4) Divine gateways as your starting area. While each class will have a recommended starter area, you are not required to choose that area. (Friends/Guilds can choose to start in an area together).​
The world size in AoC will be massive! Approximately 480㎢ including both Water and Land content. The AoC development teams wants travel to matter. As per player estimations it could take anywhere from 4-6 hours to travel from the top of the World Map to the bottom, and even longer if you are going from the North-East corner, to the South-West corner of the map.​
There will be eighteen (18) Biomes in AoC upon launch. These will span from deserts, mountains, forests, swamps, corrupted areas, islands, and much much more!​
Further, there will be NO FAST TRAVEL in AoC. Your choices will have implications, and you will need to account for travel time. There will however be Public Transport options such as carriages, airships, ships and such to travel longer distances. (You would still need to travel from Node A to C to E to M etc to get to your end destination this way, paying fares/tickets if you choose to travel this way).​

Node System:
AoC will have a unique system whereby the world is populated by 103 different Nodes at Launch that will "Level up" as you do tasks in that Node's Zone of Influence (ZoI). When the game launches, your server will be pretty much empty - and as you start doing tasks in an area - the node representative of that area will start to grow. (As you gain EXP - the area you gain that EXP in also gains EXP)​
The Node can level up from Lvl 0 to 6 ultimately becoming a Metropolis. Further, if one Node becomes a giant Metropolis then the Nodes around it can no longer also become Metropolis size cities, and if you want to develop another nearby Node to a Metropolis, first the Metropolis would need to be destroyed before that other Node could be leveled. As a Node Levels up, you unlock new quests, bosses, raids, dungeons, housing, etc... for that specific area. (I intentionally say Area because it is possible for 2-3 Nodes to overlap a specific area - however the one that is higher level will always be the "Parent Node" for that area).​
This system will ensure that no two servers will ever be the same!​
Maybe a Dragon World boss will spawn on one server because you upgrade Node A to Metropolis, but another server upgrades Node F and instead they unlock a new dungeon. So your server doesn't have that dungeon unlocked, and they don't have the world boss. To experience all the different content locked behind these nodes players will always be contesting each other for Power to unlock the content they want!​
It is important to note that nearby nodes to a Parent Node (highest level node in an area) will be level-capped. This means that in order to experience new content, you may want to destroy a certain parent node and instead level up another nearby node to become the new parent node so you unlock different content.​
Zone of Influence:
node_zoi_50_1_50.png
Every node is given a purview over a predefined geographic area. This is called its Zone of Influence (ZoI). When player's complete different activities in a Node's ZoI. The experience you gain not only benefits your character, but will also count towards that particular Node's advancement.​
Activities such as questing, gathering, raiding, raids, etc...carried out in a Node's ZoI will all contribute towards that specific Node. Further, all ZoI fully connect the whole world (There is no area in the world that doesn't fall under a specific Node's ZoI, and therefore that area's growth).​
The Different Node Types:
AoC has 4 Node Types that will dictate what type of buildings and governing options will be available, and each provides its own unique benefits.​
  • Scientific Node
    • Artisan and Construction focused
    • Become Mayor - through popularity (get the most votes)
  • Militaristic Node
    • Combat and Class training focused
    • Become Mayor - through last man standing Battle Royale PvP.
  • Divine Node
    • Faith and skill/augment focused
    • Become Mayor - through doing the most Node related quests.
  • Economic Node
    • Trade and Merchant focused
    • Become Mayor - through the highest bidder.
Node types are fixed. (If Node F is a Scientific Node, it will always remain a Scientific Node). Once a Node reaches the Village stage (level 3), Elections begin for that Node which will result in a player in becoming the Mayor for that Node. As a Mayor, you get to; allocate resources, set taxes, set quests, enter into trade agreements, and choose buildings to choose for development within that Node. Elections will occur monthly, so players can always attempt to become Mayor if they failed before.​
The Mayor gets a flying mount (only while they are the current Mayor). Flying mounts will be very very rare with 10-15 PER SERVER AT ANY ONE TIME , meaning when you see a flying mount, you are in the presence of a VIP in that Server.​
PvP Content:
AoC will have many options for PvP content in the form of Open World PvP, Caravan PvP, Duels, Battlegrounds, Castle Sieges, Node Sieges, Arena's, Guild Wars, and Bounty Hunting . AoC will also have an anti-griefing system so a player can't camp you repeatedly.​
Corruption System:
The corruption system in AoC will prevent griefing. A player can be in one of three states;​
  • Non-combatant (Green)
    • Attacks Non-combatant → Combatant
    • Attacks Combatant → Combatant
    • Attacks Corrupted → No change (stays Non-combatant)
  • Combatant (Purple)
    • Kills Non-combatant → Corrupted
    • Kills Combatant → No Change
    • Kills Corrupted → No Change
  • Corrupted (Red)
    • Kills Non-combatant → Corruption Increases
    • Kills Combatant → No Change
    • Kills Corrupted → No Change
Eventually Corrupted players who are killed will drop finished items, whereas if you die as a Non-combatant or Combatant you will only drop gatherables or some portion of your gold, but not completed gear. Further, as a corrupted player kills more innocent people, they will start to feel PvP dampening effects effectively making them weaker at PvP. Also if there is a large disparity between the player levels (Lvl 50 player kills lvl 10 players) they will gain even more corruption (which makes it really not worth it for them to kill lower level player at the risk of losing some of their hard-earned gear).​

Bounty Hunter System:
This system will ensure that players who gather a high level of corruption will appear on the World Map for Bounty Hunters (other players who have chosen to excel in this area) to track down and kill for rewards. NPCs will also attack corrupted players on-sight limiting their access to major towns. This does not mean you cannot be attacked in town. It is only more difficult.
Caravan PvP System: (Open-World Zoned PvP - Exempt from Corruption)
The Caravan system is designed to influence Risk v Reward scenario's. Firstly, storage is localized to the specific Node you have chosen to store certain items too. Please note, this will be Zoned PvP Content - so as you and the Caravan move towards your destination and opposing players see and come near you they will enter the PvP Zone for the Caravan "Event" and they can attack you/you can defend without accruing any Corruption.​
Example;​
Say you want to move some gatherables from your Apartment in Node A to your Mansion in Node F. The Caravan System allows for this transfer of resources. As a player (you may have 50 inventory slots) (You buy a Mule to help transport - now you have 500 inventory slots). (You charter a Caravan - now you have 5000 inventory slots).​
Caravans will facilitate moving large quantities of resources across the world. Once you charter a Caravan (with a bunch of other players/friends/guildmates of course) it is your job to protect the cargo as it travels from point A to F in this case. Other players can come and PvP to try and destroy your Caravan and steal that loot. You must defend it till you reach your destination.​
Castle Sieges: (Guild PvP - Exempt from Corruption)
There will also be 5 Castles across the world. Each of these Castles has 3 stations attached to it. During the world launch these castles will be protected by high level NPC's and a Raid Boss - however once a castle is initially taken over by a guild - now that guild is in control of that castle.​
Once this happens Castle Sieges will effectively become a part of AoC. During a monthly cycle the guild that currently holds the castle will have various tasks to complete for the 3 stations around the castle. Completing these tasks will greatly increase the defensive capabilities of that castle. Other player's can try to prevent you from completing these tasks so that when Castle Siege day comes, your castle is not optimally defended with those additional possible defense boosts.​
Castle Siege Day - Once a month any opposing guild (after completing a difficult quest to get a Siege Scroll) can attempt to declare a castle siege against your guild to steal that castle. When this happens there is a 250 v 250 battle for ownership of the castle (I am honestly salivating at the sound of 250 v 250 battles - that sounds so epic!) These battles will last for 2 hours during Prime-time for the server. (When the most people are online usually)​
The benefits of becoming the castle holder include as follows; the guild leader becomes a Monarch for that surrounding area, levying taxes and such. As per AoC 20% of that area's power/decisions will be in the hand of the Monarch. The guild will receive benefits (increased exp, drop-rates, etc....)​
The Monarch gets a flying mount (only while they are the current Monarch). Flying mounts will be very very rare with 10-15 PER SERVER AT ANY ONE TIME , meaning when you see a flying mount, you are in the presence of a VIP in that Server.​
Node Sieges: (Open-world PvP - Exempt from Corruption)
Node Sieges are different - they have much stronger implications across the world as explained above in the Node System. If a Node is attempted to be sieged and the attack is unsuccessful there will be a cooldown before it can be attacked again. There is also a Notice period before the Siege takes place.
  • Level 3 Node - Village - 20 Day Cooldown - 2 Days Notice
  • Level 4 Node - Town - 30 Day Cooldown - 3 Days Notice
  • Level 5 Node - City - 40 Day Cooldown - 4 Days Notice
  • Level 6 Node - Metropolis - 50 Day Cooldown - 5 Days Notice
Further, if a Node does survive a siege - the citizens of that Node will have to obtain resources to rebuild infrastructure of the Node that were damaged during the Siege.​
If a Node Siege is successful that Node will reset to lvl 0. Further, any PoH (Player owned Housing) in that Node is destroyed, and players who are citizens of that Node will lose some of their stored resources in that Node.​
Citizens of a Node under siege must defend during the Siege, while citizens of other Nodes can choose to either defend OR attack during the siege as per their own objectives for how they want their server to grow/change. Remember that the growth and destruction of different Nodes will lead to different content being locked/unlocked on your server.​
Node Wars:
This is separate from Node Sieges. In Node War's, a Node's government (Mayor), may declare war on another Node and rally citizens of that Node to fight in that War.​
Essentially during this event you and citizens of the warring node will be flagged as Combatants to each other. Event will occur during prime-time of the server to ensure maximum participation.​
Guild Wars: (Exempt from Corruption)
The Guild Wars System for AoC is currently still in its Design phase. What we do know at the moment is that the overall goal for the system is to be objective-based with great risks for each side. War's aren't permanent, you will either lose or win (meaning you can't just be in a 3 year long war with another guild).
As per the Founder/Creator of AoC we have the following information available.
I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.Steven Sharif
Duels | Battlegrounds | Arena's: (Exempt from Corruption)
Self-explanatory. Pretty much present in most major MMORPGs.​
Basically AoC will have PvP Galore from Hardcore stuff to the more casual PvP options such as these!​
PvE Content:
AoC will also have an abundance of PvE content in the form of; Quests, Open-world Dungeons, Instanced Dungeons, Open-world Raids, Instanced Raids, World Bosses, and Monster Coin events. This is in addition to all the activities that will be possible in order to grow Nodes.​
PvE content will be designed for 8, 16, or 40 player groups. 20% of content will be instanced and 80% will be Open-world content. Further, there will be no Group Finder in this game, so you need to socialize/find guilds to partake in PvE content.​
Lastly, this content will be also be locked behind Node progression, so if you want to unlock a certain raid/dungeon, you need to first progress the Node that unlocks that content. Essentially all elements of the game PvP/PvE will tie into each other (cause and effect relationship). One server could have completely different raids and dungeons from another server.​
Monster Coin System:
Unique PvE system in AoC. Random events that will spawn near a Node, or when a Node progresses to the next level. Essentially, during this event, a massive amount of NPC monsters will spawn and attack your Node. You must defend it.​
A rare drop is also possible in the form of a Monster Coin that allows players to turn into a Monster themselves for the event and help the NPCs attack the Node. (You cannot destroy a node during this event, that is only possible in Sieges). However, you can attack and damage buildings which will then need to be rebuilt once the event is over.​
Quests:
AoC will have quests in the following forms;​
  • Narrative Quests
    • Story quests - can be related to your Node, Class, Race, or Region of the world you are in. Story progression will also be locked behind Node progression.
  • Tasks
    • Simple quests without much implication. "Gather x resources" "Kill x bears"
  • Events
    • Events in AoC are a product of the world developing. Successfully completing events will lead to buffs and other rewards, while failing such events will lead to NPC services lockout (in your node), and other negative consequences.
Role-playing Content:
AoC will have an abundance of Role-playing content available for those who enjoy more casual social online interactions. There will be an extensive emote system to compliment RP within the game.​
There will also be Taverns across the world, where you can play games with other players (think dice games, gambling etc, as well as different Social based organizations you can join. Lastly, there will be a marriage system in AoC that could unlock joint quests, and player housing perks!​
Player-Housing System:
There will be three types of housing available to players in AoC as follows; these will only become available when a nearby Node reaches Level 3 (Village Stage).​
  • Instanced Apartments
    • The mayor of a Node can decide what to do with certain plots of Land within a Node, he can choose to delegate some land to Instanced Apartments. (Players can then rent these apartments within the Node). Keep in mind, this is at the Mayor's discretion.
    • Limited to 1 per server.
  • Static Housing in Nodes
    • Land within a Node that can be bought by players directly, the player must have the appropriate funds to purchase that land.
    • As the Node levels up, so will your house - you will see it grow from a small house into a huge mansion as the Node grows.
    • Limited to 1 per server
  • Open-world Freeholds
    • Large open-world plots that are in a Node's ZoI however not directly inside that Node.
    • Limited to 1 Freehold per Account
Players will be able to place many buildings on your freehold, such as crafting/smithing/farming/stables...etc. Further, players can choose to decorate their housing with furniture (self-crafted or bought from other players). Further, furniture will be interactable! (You can sit, lean, and even dance with other players via multiplayer emotes).​
 
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GoDDeathpact

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Apr 28, 2021
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Races:
At launch AoC will have nine different playable races. Please see the below visual for reference. Essentially there will be 2 variations of Humans, Dwarfs, Elves, Orcs, and a ninth race called the Tulnar that live in the under-realm.​

675px-Race_Chart_1_50_1_50.png

Different races will have different racial abilities, and each race will have different base stats. There will be no gender lock, and every race can play as every class.​

Classes:
One of the most important decisions you'll make in AoC is picking your class. AoC's class system let's you pick between eight (8) classes. Please note - this selection cannot be changed at a later point in the game.​
At reaching level 25, you can select a secondary class from the same main eight (8) classes, allowing for unique mix of 64 different class combinations. Secondary classes can be changed upon completing certain tasks. Please view the Class list below for all the unique options that will be available to you!​
675px-Ashes_of_Creation_Class_List.jpg
The system will be designed around the trinity system of Tank | Healer | DPS. Further weapons and armors will not be class locked, however certain classes could be more efficient with certain weapons or armors. Based on this information, we can already assume that alt characters will be a staple in AoC.​
Combat System:
AoC is attempting to stray from conventional tab-target based MMORPGs (WoW - Tab Targeted). It will also not be completely Action Combat (BDO - Action Combat). Instead, AoC will be building a unique Hybrid system that will utilize both Tab Targeting elements as well as Action Based combat!​
Each Class will have both Tab-target based skills, and Action based skills they can select from. A player can choose to have a split of 75%/25% either way, however they cannot have 100% Tab-target or 100% Action based skills.​
My personal opinion is that the combat system will either make or break this game. It needs to feel fluid, meaningful, as well as fun to interact with for the player-base to truly acclimate to the system. This system will further be fleshed out in Alpha 2, Beta 1, and Beta 2 stages of the game. There is footage linked at the very top post show-casing what current Alpha 1 combat feels like.

Artisan Classes:
Professions and Life skills in AoC will fall under the Artisan Classes branch within the game. These are split into three different trees; Gathering, Processing, and Crafting.​
  • Gathering Professions - Raw gatherables across the world of Verra
    • Fishing
    • Herbalism
    • Lumberjacking
    • Mining
    • Animal Taming
  • Processing Professions - Refining raw gatherables
    • Forges - processing ore into bars.
    • Lumberyards - processing logs into planks.
  • Crafting Professions - Using refined goods to produce finished items.
    • Alchemy
    • Armor Smithing
    • Blacksmithing
    • Carpentry
    • Cooking
    • Jeweler
    • Scribes
    • Ship Building
    • Siege Weapons
    • Weapon Smithing
As AoC wants to promote diverse and unique player progression, you will not be able to master more than one profession. You will still be able to learn multiple professions, just not to the mastery stage. This will ensure that there is diversity in the player-base and create co-dependencies with other players in order to progress together!​
Crafting will be on par with highest tier drops from raid bosses/world bosses to ensure that crafting does not become redundant in the game. Crafting will be as important a progression path as with PvE or PvP content in the game. You will need to strategize with your guild to ensure you have a diverse player-base to meet all such requirements you may be faced with as a guild.​
 
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