AoCSpot | FAQ
Ashes of Creation - FAQ
Frequently Asked Questions
A: Ashes of Creation is an upcoming MMORPG by Intrepid Studios. Set in a backdrop of high fantasy, players will venture into a vast new world to explore and tame the wilderness.
A: The game will not include any pay-to-win schemes
A: The purchase model will be a monthly subscription.
A: Friends & Family, Invite Only - Q4 of 2017 (key giveaways)
Alpha Phase 1 - 2018
Alpha Phase 2 (Consistent Alpha) - 2018
A: No, currently Kickstarter doesn’t accept PayPal. The only accepted payments are Debit/Credit cards.
A: No, access to the Kickstarter alpha is currently planned for 2018
A: If there was a game to compare it to, Intrepid Studios would say very similar to how Black Desert Online has their character customization set up. There are plans to make it more in-depth for the players, however. More information coming soon.
A: It is a hybrid between Tab-target and Action Combat. The combat is going to be a combination of targeting method and positional mechanics that will dictate and determine the ability of skills to land and the efficacy of those skills. Included in the plans for combat is fluid chain attacks and animation cancels.
Classes / Race
A: Mage, Summoner, Cleric, Bard, Fighter, Tank, Ranger, and Rogue
A: Depends on how you build it. Both options are currently viable.
Yes! All classes will have maneuverability utility skills/spells/equipment. There will be locations within the game that will have wires, magical traps, and pits which will require utility items or spells to reveal; each class will have a certain focus on a particular type of trap. For example, the light spell reveals magical explosive hazards.
Summons will reflect the summoner’s race. And summon skins will be available.
A: Our player class advancement follows both a vertical progression in the traditional leveling sense, as well as a horizontal skill customization platform. When players start the game, they will be able to choose from 8 separate Archetypes. As the player progresses vertically with their primary class, they will have the opportunity to add a second class. This second class will be chosen again from the 8 archetypes and will follow more of a horizontal progression. The second class will allow the player to augment their primary skills from their main class, with effects from their secondary class.
For example; A fighter has a skill called “Rush”, that allows him to rush towards a target and upon reaching the target, deals x damage with a chance to knock the target down. If that fighter were to choose Mage as his secondary archetype (Spellsword), he would gain access to certain augments that he could apply to his primary skill tree. Let’s use his Rush skill as an example; As a Spellsword, he could choose to apply a teleportation augment to the Rush skill, which would allow the skill to now teleport you to the target, eliminating the charge time on the skill. Each skill in the primary tree will have several augment options from your secondary tree. The secondary skill augments tree will follow a horizontal progression that will be expanded upon further in a developer’s blog.
A: Yes, you can choose the same archetype for your primary and secondary yes. It will enhance your focus in that class. We are still discussing secondary class swapping.
A: There are 2 human races, 2 elven races, 2 orc races, and 2 dwarven races.
A: Yes. Races will provide augmentation for your skills. Races will affect your stats, and stats will affect your skills and abilities. In addition, races will give unique flavors to your class archetype skills. Classes will not be restricted to certain races. Races will allow you to apply augments to your primary archetype (class).
A: In regards to tab targeting, while our combat system is not completely fleshed out, I can say that our tab-targeting will involve positioning and mobility and that we will have more in-depth blogs on this system as our development progresses.
A: Well, the combat is going to be a combination of targeting method and positional mechanics that will dictate and determine the ability of skills to land and the efficacy of those skills.I think really we are going for a proprietary blend of targeting and action, that might not have been seen before.
A: There is a stealth mechanic. It will be discussed when our class overviews get published
A: Dual wielding will be a thing
A: We are not going to have an auto attack mechanic, however, there will be skills that will use your weapon and will be low cooldown skills. So you will be able to attack with your weapon at the same time as you can use skills with them.
A: I think we are going more towards fluid chain attacks when using your weapons. So you have the ability to combo at a higher dmg/dps or something, but it will be similar to as you said right clicking and stuff, but you will have key interruptions that will allow you to combo and stuff. So, animation cancels.
A: The fireball I used today, (in the mage's life video) left the corpse of this demonic bunny, in a pile of fire... Then its body exploded and blood went everywhere... I was caught a bit off guard. It is entirely possible for the death animations of a person/monster to be situational depending on the method/element of the final strike.
A: Players currently in the game have collision yes, but there will be mechanics that prevent blocking like that + spell collision.
A: We don't want our players to be flooded with bars filled with abilities and skills that they rarely use, or become obsolete. So we will have a skill system that progresses with the player. Like many other aspects of our game, players will choose their skill sets from their chosen archetype and archetype combinations
A: Cleaving will be a thing for certain classes for sure
A: This is being considered, especially with regards to sieges.
Crafting / Artisan Class
A: There is a very in-depth and crucial crafting system in the game. Personally, I have always felt that crafting should be a serious commitment, and because of that it should be serious rewarding. Our crafting system is built into a class progression, which players can choose to level concurrently with their primary adventuring class.
As you progress in this artisan class, you will have three distinct trees that you can progress in:
An artisan will choose which path he will progress in, or he can spread out his progress to be efficient in all three trees of artisanship. True masters will be dedicated to one of the three artisan paths. Because of the amount of time and effort required to become a skilled artisan in AoC, these players will undoubtedly exert a strong influence over the in-game economy.
A: Not necessarily, but there will be restrictions (paraphrasing- question was asked during a voice chat discussion with Steven).
Farming/breeding/cooking and crafting, in general, is of EXTREME importance in this world. It is my personal opinion that players who control the economy exert greater influence over the world than those who directly influence PvP. Non-Combat play styles will absolutely be a full-time option and will yield considerable influence.