Ashes of Creation’s Creative Director Steven Sharif, talked Alpha 2, feedback, keeping the community in the loop, features, and balancing systems within a core vision on the 1v1 Vlhadus Gaming podcast.
In the interview (H/T Slapshot) Sharif discusses how they’re by taking a “broad stroke” approach, working with their current testers, to prioritize which bugs have the most impact and need to be fixed, taking that broad approach to combat and ability, and even the economy to get things into shape.
Many players might get in with the idea of solving problems, but he specifies Intrepid will need accurate descriptions of the problems more. This could be difficult because of the interconnected systems and dependent on someone's experience level too. As they make changes, they will continue to acknowledge that some changes were made because of feedback.
Vlhadus follows up by asking what will never change, regardless of feedback. He cited the core systems, with connected systems beneath them, like PvX (player versis environment and versus other players) and the dynamic world, always having to be aware of others, as part of Ashes’ identity. That identity is as a player-driven game with a dangerous and changing environment that Directions will continue to shape within those core systems.
As part of that dangerous world and those systems, Sharif describes three types of death penalties, which are less harsh if you die in PvP. “Why do you hate PvErs?” Vlhadus asks. Sharif laughs, but emphasizes that there should be a “bite of failure”, and while he doesn’t address the disparate penalties, he does say that they have to consider their core audience and “maybe we're not the game for you”. He acknowledges that the game is aimed at those who want more of a challenge although there will be repeatable PVE content in the open world and some instanced PvE content. Discussion about safe zones comes up and making sure players aren't completely overrun. Lionhold will have some degree of PVP protection and guards.
With Alpha 2 on the way, Sharif confirmed that the testing phase will eventually test all biomes, with the Alpha testing as well as private testing going on at the same time. A public test realm separate from normal Alpha 2 progression will also help them test out specific systems for more concentrated feedback. He goes through a lot more info about what we can expect during the test, the node system, the organization of metropolis, and progression. Some features are coming but won’t be available at launch. The Rogue archetype and bounty hunter systems are two they aim to add later.
The full episode is worth diving into to learn more about their approach and t prepare for Alpha 2.