Ashes of Creation is bringing back battle royale, demos mayoral caravans

    
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Development continues apace on Ashes of Creation as the crowdfunded MMO creeps toward its Alpha One test. To help get there, Intrepid Studios said that it will be reactivating its Apocalypse battle royale test on August 20th to gather more feedback and test critical systems now that the team has had time to improve the game as a whole. This test is expected to run for the remainder of August and through September.

But if battle royale isn’t your thing, perhaps you’d be interested in checking out a new feature that we haven’t seen before: mayoral caravans. So are these nail-biting diplomacy missions or the biggest escort quests ever? Check out the video after the break to decide.

“The mayoral caravans in particular will interact with the node system in a very integral way,” said Intrepid, “allowing mayors to establish trade with nearby cities, extend relationships with other nodes, and create the opportunity for conflict and cooperation.

Source: Ashes of Creation. Thanks Bob!

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draugris

I am curious. We did not hear a lot about the MMO lately, only Apocalypse, Apocalypse, Apocalypse. Steven Sharif likes to promise a lot of things, change a lot of things and the deny people refunds if he breaks something he earlier promised. So I hold my horses until I see something I invested in.

laelgon
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laelgon

My issue with having players as mayors is that it typically just means whichever biggest guild is set up in the region picks their leader/officer, and that guild then gets the money from taxes, usually set to the highest possible rate. There’s very little politics involved, it’s just a buff for the biggest guilds.

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Jo Watt

True. But if this works properly. It will be a vote system that.. you will need to have more guild members there than citizens of that town to pull off winning. Say you have.. 100 guild members there but there are like 2000 people in the town.. including other 100 member guilds. You are gonna have to “campaign” or something and help people out to get outside votes. And then if you do max the taxes… more then likely people will leave anyways to a better run town.

I’m loosely basing this off the latest video that shows them go to an npc and cast a vote.

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Bravephoenix

Yep, but thats the original mayors fault of letting the huge guild into the node and win. To get the node back, either keep voting till your guild wins, make a deal, or another guild comes over and tries sieging the node.

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Dug From The Earth

Just what we need, more payload!

Or, just glorified escort quests… which ALL mmorpg players love, right? Seems like these devs are pretty out of touch with what players will enjoy doing.

Then again, they are working on a Battle Royal spin off for the game… /snicker
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Venomlicious

He is building Archage from where he came from but will be the one to profit from the P2W. Do not put any hype into this game the cash shop will be the endgame.

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Mr.McSleaz

It’s a sub-only game with NO cash shop.

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Reht

There’s supposedly no pay-to-win in it and won’t be any in the future, but there will definitely be a cash shop for cosmetics.

Godnaz
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Godnaz

Establishing trade routes and manual commerce are exactly the type of risk vs. reward gameplay I am looking for. Really hoping there is a solid husbandry system to precede this. The politics will be heavy and avoiding being over taxed by your mayor is going to be interesting, maybe even inconvenient mechanics that I hope is thought through before implemented.

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Dug From The Earth

Trade routes are fine… but does each really need to be sloggishly run by a player whose only job is to slowly drive a wagon across country?

The “Driving” of these caravans should be manned by AI npcs, with players have the option to defend or attack them at most.

Cities should be able to invest currency into strengthening the caravans – speed, defense, number of npc guards, etc.

The economic risk/reward should come from the amount you are willing to invest vs the amount you are trying to transport without it being a micromanaged snore fest.

Godnaz
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Godnaz

It comes down to preference I guess. I enjoy cultivating, harvesting and processing raw materials like plants, animals and ore into products to sell. Intrepid Studios hasn’t gone into detail yet but plot ownership will provide housing and land to do this.

Because Ashes of Creation is as much about politics and economics as it is about combat, questing and fantasy roleplay, the need to hire mercenary players (like you enjoy doing more) or NPCs to escort your goods is a good possibility. The key point here being that product is tangible and not some number in a menu. You can see the product, touch it.

Therefore moving the product will be a component of supplying goods to the game and give those who enjoy creating goods a job and those enjoy protecting it under contract or those who enjoy trying to steal it, motivation to engage in combat.

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Dug From The Earth

A crude example here (sorry in advance). A game could give my character the ability to take a dump. A long, straining, but in the end, relieving dump. It would make my character feel more grounded in the world because its a very tangible activity.

Would I want that? hell no.

Whats the saying, something like “Just because it can be done, doesnt mean it should be done”

IMO, games are supposed to be fun and entertaining. If they cant simulate something while maintaining these two things, then its not something, imo, that should be in the game

Godnaz
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Godnaz

Not crude or out of the realm at all. Star Citizen is supposedly going to have survival mechanics that included eating/drinking, sleeping and yep, lavatory relief as a part of the immersive monotony in gameplay.

Games like this will come down to preference and won’t be for everyone. Especially those who don’t have or see the need to have the patience or the time.

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Bravephoenix

Ashes wont have any survival aspects. Food will only give a buff, and your character is awake 24/7 like other mmorpg.

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Jo Watt

I’m pretty sure I remember a stream stating that you would be able to bolster the caravan npc guards as well as the caravan itself.

I mean its the same for all games, if you don’t like it don’t do it. I find this way of trading between cities/towns to be more interesting. You could effectively “starve” a town by not allowing any transports into or out of the area. The world being managed more by the player base vs random npcs doing everything behind the scenes means more options for players who like that sort of merchant, trader or bandit/pirate type style play over the typical.. dungeon, raid and pvp style play.

Allowing a player to transport the caravan manually also allows them to effectively out maneuver attackers. Basically adds more that the typical .. Caravan A follows path A while getting stabbed and shot full of arrows.

And I’m not sure again but I thought I heard at one point that it could be either player or npc driven anyways.

Edit:spelling

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Greypelt

There are supposed to be both system driven and self driven caravans.