Ashes of Creation plans May 1 Kickstarter, demos ‘Metropolis’ player city system

We already knew Ashes of Creation was going to run a Kickstarter for funding, but as of this afternoon, we have a date: May 1st. And the devs put out way more in its update today than a save-the-date note; there’s also a huge trailer and infodump that rounds out our knowledge of the game’s node system, specifically as it pertains to the player cities known as Metropolises.

“The Metropolis is effectively the culmination of the Node system – it’s the biggest thing that players can bring into being, and the final level of civilization’s development on this forgotten world,” says Intrepid Studios. “The Metropolis requires a large amount of resources to develop and maintain, and because of how Nodes relate to one another, there can be no more than five in existence at any time. […] Each Node can be developed into one of four categories: Scientific, Economic, Militaristic, and Divine. The Economic ones are ruled by Oligarchies, while Scientific ones are ruled by democratically chosen leaders. Military nodes are run by those with the mettle and might to prove their worth, and the Divine are run by the players who seek to help others and dedicate their time and effort to that city.”

Check out the blog post on the official site, point your eyeballs at the brand-new trailer and metropolis images down below, and get your wallets ready.

Source: Press release, blog post. Cheers, Veldan and Kinya!
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27 Comments on "Ashes of Creation plans May 1 Kickstarter, demos ‘Metropolis’ player city system"

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Necromonger

Awesome studio is awesome.

I will back Steven up as this mmo might be the only one worth playing and paying for since a long long long time.

possum440 .
Reader
possum440 .

Except for sea of thieves that caught my eye last week, none of the “in development” MMO’s interest me. Still no choice. What I have read is that “rich folks” and those that are going into debt by credit card are buying kingdoms and large masses of land that no other person will be able to earn in game by any other means, no choice? Seriously?

I am all for let the fool and their money being parted by any stupid way and play the way they want, but are these developers of these games going to have servers that the “rest of us” (not me) will be able to start on even footing? Without some player snatching up the best spots or buy their way to a ruling position because they are rich or have a credit card?

Granted, I do not care, and as such, its their money, but i would refuse to play the game at all. I would not complain in game because lets face it, games are a waste of time for entertainment, that’s all, but many gamer’s do not want to have their time wasted by having someone owning all the best things that are no longer available after the “give me lots of money stage” of “development”.

If you are going to let people buy into your game, then you MUST have a number of other ways for other players, either group or solo, to achieve the same thing, its choice and not having choice destroys a game. That and busy bodies that hate choice and were brainwashed to this new type of MMO thinking by developers.

If one SOLO person can spend $10,000 dollars of real life cash (not just this game) on a great set of items and buy a realm and title and a huge number of other offsets, then I had damn well better be able to achieve the same thing with some creative and diligent game play in a reasonable amount of time playing solo too. Again, choice.

I do have the choice to not play the game. A lot of people will feel the same way. These “fundraisers” are double edged swords when there is no choice in comparable rewards verse buying things and playing the game knowing you will never be able to achieve any of that because you didn’t “buy in” at the start of the ponzi scheme.

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Brother Maynard

Kickstarter for this game has not even started – you actually have that clearly stated in the title of this article – and so backer rewards are unknown.

However, as the whole land management system is based on the dynamic node system (which this article is also very much about) that develops regions through player actions within the game, and with the AoC’s planned business model, it is very unlikely someone will be able to just pledge 10000 and get a castle or something and become a king.

Reader
silverlock

Wrong game dude your think of the chronicles of elyria.

AoC will be a sub game, no box price and only vanity items in the cash shop, not even things like xp potions will be in it.

Reader
Robert Mann

This leaves me with a terrible quandary. Not liking fast travel much in a more developed world like this, but not really wanting to be a jerk about things… how do I stop players in a nearby scientific node from becoming a metropolis?

I know, that’s probably not what a lot of people are focusing on. However, that is exactly where I feel like there will be major problems. Because I fully expect the entire outlying areas of many places to become far less relevant all of a sudden for the science and economic cities. After all, nobody needs that roadside market off the side of the road when they can skip it, or just shop the entire area of influence without travelling!

I like a lot of the ideas, but I feel like those are going to hit trouble.

Reader
socontrariwise

Why do you feel entitled to destroy a feature for some player instead of just not using it yourself again?
Ps: To clarify as you obviously missed that, fast travel is not the same as world wide trade. Economic nodes enable world wide trade. Fast travel does not. Look at ESO where small local shops are crucial – despite fast travel.

Reader
Robert Mann

IF a game has a function like this, it negates much of the world and the value of those locations.

ESO’s shops are only crucial insomuch as an AH is crucial. Very few players shop outside main hubs.

Anyway, the appropriate comparison would be that of having a tavern off along the roadside in ESO, and having reasons people need to stop in at such places. Now, instead of having to travel along the roads people just have port access across the landscape. Nobody stops in at such taverns anymore. The game design has killed them.

This is what I mean, and as such I would rather not see the fast travel and market without travel mechanics noted. It kills part of the world, making it irrelevant. A part of the world which, interestingly, is integral to much of their game design.

Where I’m a big fan of ‘not every game for every person’ I’m… expressing my concern that outlying areas will break under this design and thus my quandry. I don’t want to be a jerk, but I don’t want to see a style of gameplay forsaken by the entire industry ruined for something like a city perk. I’d be satisfied if a few games catered to those of us who don’t want those things. I like variety. Sadly, right now there really isn’t anything MMO that does that (although maybe a few upcoming ones will hit those points, at which point I’ll stop noting that there are none and that this is a problem.)

In short, I care because it impacts my play. I want a few games that meet the desires of those who don’t like such systems, and I’m not alone. What gives those who like them the right to ruin every game for us? *Also, I’m really not looking to destroy the feature, so much as raise a concern on the impact of the feature and figure out how to inform others of that problem.*

Reader
Brother Maynard

My guess would be you’ll have two options:

– If you notice the main village in your area is being steered towards a scientific node, you can pack your stuff at this early stage and move to a different area. The node there might be developed into a military node instead.

– You can join a conquering army, lay a siege to the scientific node, destroy it and replace it with something else.

I wonder if citizens of one node will be able to gain influence in another and then take over. For instance, a rich economic node starts purchasing property in a nearby scientific node and then through voting replaces its governor and joins the node to the main economic metropolis.

Reader
Robert Mann

Yeah, sadly I expect there will be problems for people like me who would like the world to actually matter beyond resource gathering at that point. Which is honestly my big concern here… and a reason that I may end up saying no to the game depending on testing and how things are looking.

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Dro Gul
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Mikey's Bored

omg this game sounds & looks so cool

Reader
Brother Maynard

Lol at that exasperated NPC @ 8:03

The more info Intrepid release about AoC, the more I like this game.

Their ex-Firaxis devs’ hand is definitely noticed in these nodes videos – there’s some rather strong feel of Civilization about them!

Reader
silverlock

I hope players can only own one piece of property at a time, to the point that I don’t think I’ll back the game if they can own more then one.

Reader
Robert Mann

At least one in-node property. I wouldn’t mind so much 1 in city and one zone of influence per player as a limit.

Reader
silverlock

You make a good point a house in the city and another in the country as long as they where both in the same node that would work well to.

Reader
Kickstarter Donor
Bhima Jenkins

I’m definitely keeping my eye on this one. Interesting systems, the graphics/gameplay is already in a better state than many AAA MMOs, let alone all the other Kickstarter ones.

Reader
SeedEve

This is getting better and better,now let’s hope they can deliver.

Solaris
Reader
Solaris

I’m backing this. Looks too damn good.

Reader
Matthäus Wey

I don’t like how they try to hide the bg with fog/flare/DoF…

miol
Reader
miol

If that’s their biggest size of a “city”, it doesn’t feel like much of a metropolis to me… :/

All the sun flare they use, won’t help that!

ice_screenshot_20170421-194025.jpg
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Brother Maynard

My guess is they use flare and similar effects due to the very early stage of development the game is currently in. When was it first announced – October? November?

Flares and stuff help hide all the unpolished stuff. Once the game development advances and assets are more fleshed out, I assume all these special effects will be toned down.

Reader
Matthäus Wey

I hope but look et ESO :S

Reader
Matthäus Wey

Seems big enough to me. Also pause the video at 0:51 sec.

miol
Reader
miol

That’s the same one, you can even see the back wall!

It has only one single street, that seperates the palace plateau from the city walls and its gates!

ice_screenshot_20170421-204919.jpg
Reader
Robert Mann

Certainly not huge, but that’s normal for MMOs.

I’d like larger, more complex cities… but that will certainly require some major push on the idea that not all game-space must be useful. For a long time all studios heard from gamers was that they hated the wasted space.

The missing link there was likely that it was too often thrown into games where the entire goal and activity sets of the game were rendered worthless in that space. However, what developers got wasn’t that full explanation, just “non-relevant space = bad.”

Thankfully some games have been successful and worked against this idea, such as the Witcher series with lots of houses in cities that would have been simply left out by the prior design models. I’m not expecting Daggerfall cities to return (although that was kinda cool, all in all) but rather that with some time to adapt to the idea that what we hated wasn’t spaces without game relevant activites (but rather those spaces in games focused entirely on something else as the only progress) we will likely see a slow increase in bigger locations for towns in some games.

miol
Reader
miol

But there’s no need to call them “metropolis” either way!

And just look at Black Desert’s cities or GW2’s 5 year old Dinity’s Reach, as one of many examples!

Anyway, Ashes of Creation is actually in a unique position with their in the above video described real estate system to really have bigger cities WITH relevant space!

They have just chosen make one part still instanced!

Reader
H. D. Harris🏳️‍🌈

You know, believe it when you see it and all that, but this /sounds/ really cool!

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