Ashes of Creation shows off 52 minutes of pre-alpha gameplay

Open world dungeons, node tending, and other pre-alpha adventures were all part and parcel of Ashes of Creation’s developer livestream last week. The team showed off 52 minutes of uninterrupted gameplay that included exploration, various features, and a ton of action combat.

The team answered many community questions on the livestream, including how the current build was tailored specifically for testers: “We wanted people who were coming in to test to actually be able to kind of do stuff solo. So, it’s not what it was really built for. All the group content right now is just in our dungeons. And that’s totally going to change when we go live.”

Other topics discussed was Ashes of Creation’s stealth system, account-bound player housing, caravans, diminishing returns on crowd control, animal husbandry (woo), and cosmetics. Check it out below!

SHARE THIS ARTICLE
Code of Conduct | Edit Your Profile | Commenting FAQ | Badge Reclamation | Badge Key

33
LEAVE A COMMENT

Please Login to comment
  Subscribe  
newest oldest most liked
Subscribe to:
Reader
Tiresias

Eh… I was hoping for something more action combat as opposed to tab-target and hotbar.

How “pre-alpha” is this pre-alpha? Are we seeing the core gameplay loop here?

I’d love to see more games with a combat system closer to TERA, Black Desert, or Blade & Soul. Heck, even Guild War 2 took on a new life for me with a change as simple as the action cam, which unlocked your targeting and made movement more seamless — and that was the passion project of a single developer!

deekay_plus
Reader
Patreon Donor
deekay_plus

and yet of us like tab/click targetting alot too. especially solid click/tab targetting.

have to remember the owned of this studio is a mmo internet warlord from archeage.

Reader
drgreenhoe

Looking interesting…

Reader
rafael12104

Progress. Check.

For a pre alpha, I’m happy to see that it is evolving nicely.

We will see.

Yeah the jab at other devs is just opening up a can of worms.

Don’t call them out lest you be called out. And old dev lesson learned long ago.

Reader
Oleg Chebeneev

This game now is like RIFT was for me years ago. When i first tried RIFT in beta, I struggled to find a single thing about it that I liked. And I never found one. Same here. I guess concept of changing zones from players actions is cool. But these developers dont have experience, talent and resources to do it right.

deekay_plus
Reader
Patreon Donor
deekay_plus

they have more experience talent and resources than star citizen had for the first 2-3 years of development.

they also have a vastly more coherent project management plan and design docs than star citizen has even today.

and yet you can’t help but defend star citizen from the most obvious and reasonable concerns. hmmmmmmm ๐Ÿค”

Reader
Lethality

You have all of their project management plans and design docs in your view, do ya?

deekay_plus
Reader
Patreon Donor
deekay_plus

nope just what’s out in the open. which is alot more complete and comprehensive than anything CIG has ever communicated to us.

Reader
rafael12104

Yup. A lot less pony show, more real action. And btw, this is a pre alpha. Looks damn good for a pre alpha.

Reader
Rhime

You’re saying SC doesn’t look damn good in it’s pre-alpha form? Hmm…

deekay_plus
Reader
Patreon Donor
deekay_plus

it’s been in alpha for like 2 or 3 years m8.

Reader
Oleg Chebeneev

Correct me if Im wrong, but their most experienced developers portfolio limited to EQ2 and EQ Next (which isnt very impressive). And their CEO doesnt have any experience in gamedev at all.

So Im not sure what “more experience talent” you are talking about

deekay_plus
Reader
Patreon Donor
deekay_plus

aside from artists which CIG was terrible at communicating to, none of the actual developers for star citizen for the first couple years had worked on games since the early aughts, and routinely made troublesome remarks on camera anytime anything technology wise was said especially chris roberts.

cringiest of them all was his going on about poly count on the ship models like it was 1998 and he was talking about unreal 1 or something.

so i’m not sure what you find “impressive” about that exactly.

Reader
Oleg Chebeneev

Roberts is programmer and created succesful space sims. No matter what you look at in Star Citizen, everything looks impressive and clearly was made by talented people. Be it concept art, 3D modelling, UI, stations/ships design, tech or soundtrack.

If you went as far as to compare talents in AoC and SC, compare its current teams. Its unlikely that AoC’s team will grow by alot

deekay_plus
Reader
Patreon Donor
deekay_plus

when was the last time roberts wrote a line of code before star citizen? how much code of his do you really think is in SC today?

you are talking about art assets. art assets are sexxy but they don’t make a game and the past 4 years of sc early access show that in spades.

i think that says alot about your position here.

at CIG for a long time and to a degree today, things like project management, designing and implementing gameplay systems and what not have not been a priority ahead of making and remaking over and over art assets. it is a second tier goal that has plagued this project for years and will continue to do so in costly manner

Reader
Jerry

EQ2 is a great long running game. EQnext had groundbreaking ideas and tech behind it. But SOE sold to Daybreak and the rest is history. To say that is “no experience” is silly. As to the owner of the company having no experience, the guy is an investor, Roberts of Star Citizen has never made an mmo either.

deekay_plus
Reader
Patreon Donor
deekay_plus

but but but he had a minor producer credit on lord of war and something something 90s game something something ignoring the truth about freelancer!

Reader
FG3000

Dont read the Youtube comment section if you value your sanity lol.

*PRE-ALPHA* Yet so many people are complaining about the UI, font, placeholders etc etc.
I lose faith a little more everyday

Reader
rafael12104

Exactly. People are so… ignorant, to put it mildly.

Siphaed
Reader
Siphaed

It’s funny watching devs dies multiple times in their own game.

Their use of Unreal Engine 4 has really sped up the development process significantly. Though their jab at other games currently in development from Crowdfunding was not needed because of that. Camelot Unchained made its own engine from scratch; Crowfall’s engine is a modified Unity3D engine. I’m unsure as to how modified but it isn’t suited out of the box for an MMORPG so they had to have done some “under the engine work” so to speak.

Reader
Reht

Yeah, wasn’t a fan of his comments either – doesn’t make me think less of the other games, but rather less of him. Most of the other KS games i can think of: CU, CF, Pantheon, Elyria, Lucimia, etc. didn’t start out with the same kind of nest egg that his did either – they needed their KS and other crowdfunding to actually make their game, not just add additional features like Steven claimed about AoC’s KS. I am happy they are making great progress, but they are still a long way from making a good game including all the opportunities for delays that come with it.

deekay_plus
Reader
Patreon Donor
deekay_plus

ye i am interested in this project but no need to trash talk other projects. especially in ignorant fashion – leave that up to the fans lol

Reader
Mark Jacobs

Umm, he called us and other devs out? Interesting, must listen then. Do you have a time within the video?

deekay_plus
Reader
Patreon Donor
deekay_plus

i haven’t watched, i’ve been listening to estranged watch and comment on it gameplay wise.

estranged tells me he didn’t notice them, but he’s also not given the video his undivided attention either.

Reader
Mark Jacobs

K, thanks. Some of us are listening now. As you folks know, I’m not big on insulting other devs so I’m understandably curious.

It’s around 21m mark.

And as you folks above have mentioned, it’s one thing to take the Unreal Engine, a lot of stock assets, and talented veterans and make rapid progress on a cool tech demo versus build an engine to do something nobody else in the world has been able to do to date – large scale battles with 1K or more players in a single battle at a high FPS.

deekay_plus
Reader
Patreon Donor
deekay_plus

yeah if they think that they aren’t gonna need to open up ue4’s guts and muck about with it to fit their purpose they’re in for a rude awakening lol.

ue4 out of the box is pretty good for games like ark, more work into something like pubg, but for a massively multiplayer game needs a fair bit of dicking about and modifying to suit the purpose.

Reader
Mark Jacobs

Yep. UE4 is a great engine and so is Unity for most uses but they weren’t/aren’t suited to what we’re doing. I wish AoC the best of success and urge them to “stay classy” whenever possible.

Reader
Steven Sharif

We have spoken many times about how we are creating our own back-end with UE4. The Pre-Alpha testing that we began in December last year was primarily a test of that code. Being able to load over 200 players into a single zone with over 3,700 NPCs. Our engineers were quite happy with the data we got from that round of testing; above optimal server frame rate performance, and client fps. Ashes was never intended to be an out of the box game. Our systems and mass combat scenarios require custom code and back-end system, which we are currently testing with our pre-alpha tests.

deekay_plus
Reader
Patreon Donor
deekay_plus

good to hear on both counts ^^

Reader
Steven Sharif

The comment I made at 21 min, was not a bash on your project, or others. It was a commendation to my team, for their hard work, dedication and talent, given the crowdfunding norm. I and everyone at Intrepid want to see other MMO crowdfunded projects succeed, because your success is healthy for the genre that we all love.

Reader
Mark Jacobs

Great! I don’t want to name names, but that’s not true for everybody else!!!

:)

In all seriousness, as per above, I wish you nothing but success going forward. As I always say, we need more KS-backed games to succeed so folks like us can continue to make our games, and not publishers’ games.

Estranged
Reader
Kickstarter Donor
Estranged

Hey Mark, now I know why I toned them out.

๐Ÿ˜‚

Estranged
Reader
Kickstarter Donor
Estranged

DK, yeah, think I zoned at that point, because it is sorta obvious on playback. Sigh.