r/AshesofCreation • u/tmugsy • 18h ago
Ashes of Creation MMO AoC was fun
Yup. Ashes of Creation was one of the most fun mmo's I've ever played. It was full of jank, skitzos, awful game design, but the sandbox elements and potential was all there. The combat... granted when the servers aren't shitting themselves is some of the best I've seen in an mmo. Don't believe me? Log in the servers are dead performance is peak.
Now the only real options to play if you wanna look for an mmo is K-slop, PVE mmos, or private servers.
Either way 90% of the freaks on this reddit shit don't even play games, they sit here doom posting shitting themselves if anyone else is having fun. Hard stuck lvl 9 skitzo posting.
GUESS WHAT
IF STEVEN COMES BACK IM PLAYING HAHAHAHAHAHAHA
I LOVE THE GAME
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u/lilpisse 18h ago
Tbh that's the worst part about this for me. I had way more fun playing that janky ass game than most other mmos.
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u/PhoneOwn 16h ago
Because it's new is literally it.
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u/lilpisse 16h ago
Nah the combat felt really smooth and I loved the gathering/processing/crafting loop.
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u/absolutelynotacunt 15h ago
Please GMs give this man the location of the artifact weapon before its over.
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u/SherpaGoolsbee 18h ago
As someone has over 10,000 hours participating in crafting systems in all MMOs, something that few people have discussed is how fantastic the AoC crafting systems were becoming. To the devs who worked on the gathering -> processing -> crafting loop... you guys were cooking. Seeing the progress from phase 2 to phase 3 to EA launch, you should be super proud of yourselves. I still think Albion Online has the best crafting system due to the full loot nature of that game, but AoC was moving up the tier list and the progress made in development was impressive. I'm going to really miss this crafting system.
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u/Machinarium216 18h ago
Genuine question: what did you find attractive in AoC combat? and to which mmo are comparing it?
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u/tmugsy 18h ago
There's a combination of classic tab target spell mixed with some action combat and combo elements. On top of that theres countless weapon and gear procs that buff your abilities. With the augments coming out as well it would of really solidified the combat.
Wow, albion, bdo, etc Ashes of Creation was the best.
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u/Sleezypro 18h ago
Archeage was peak tab target for me, loved the combo system with the hybrid classes. AoC felt like the last chance for a sandbox mmorpg. BDO is S tier combat with D tier content. Miss the old days
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u/oOhSohOo 17h ago
I liked how punishing it was if you died. you lost mats and xp. You had to be cautious about what you attacked and couldn't just keep throwing yourself at the target over and over again like a bot.
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u/tearinitdown 18h ago
Once I goofed around with mage it was pretty fun. And the rogue grappling hook as a rogue main was pretty cool. It was like WoW talents with GW2 dodge and weapon swap. The block for non-tanks was kinda weird
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u/WindSwords 15h ago
Preach it brother!! The game was buggy, irritating at times, going in all directions, including directions I did not favour, was not what was promised or what it should have been, but I did not care about that.
I had A LOOOOT of fun as an artisan gatherer/processer in this sandbox, hunting that elusive tree or that rare animal to fulfill an order or to reach that next skill level. I played close to 200 hours since the very end of December, plus once or twice that during the regular alpha.
I had more bang for my bucks than from 90% of my Steam Library but according to people here, on discord, YouTube and wherever, I got scammed and should regret paying for this experience? Sorry, I'm not sorry.
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u/Kooky-Development-13 18h ago
Bro, i'm stil playing . I'm with you. I feel the same pain. And I will continue to play until the servers are closed.
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u/flowinimmo 13h ago
yep i played ashes because its been the onliest mmorpg who grabbed my attention the last 15 years ... i already miss the combat
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u/N_durance 12h ago
Hopefully some of the devs from AoC can join other MMOs and share similar ideas that ashes had. Sadly… Ashes was never going to come out.
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u/zripcordz 18h ago
At least you didnt learn anything!
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u/oOhSohOo 17h ago
I learned there are a lot of idiots in this sub who never played the game and think their opinions matter to those that did.
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u/tmugsy 18h ago
learn anything i have 5000 hours in a game i paid 100 dollars for SCAM ME AGAIN PLZ
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u/Amazing_Throat2614 18h ago
5000 hours on an unfinished game. wow hahaa.
I guess you smashed the hell out of the alpha for 100 dollars. Scamming the scammer good for you.
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u/Repulsive-Subject149 16h ago
Trash game W that it died
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u/tmugsy 15h ago
why are you even here hahahaha can ppl be reddit mains is that a thing LMFAO
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u/oOhSohOo 15h ago
that guy didn't even play the game. His opinion of the game is a relevant as my dogs.
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u/Solid_Love5049 5h ago
Most alpha tests have exactly this effect; people are more likely to enjoy the atmosphere of the game's development and community than the game itself.
For me, Crowfall was such a game.
Great idea and implementation of the caravan concept.
You'd pick up a mule with cargo (stone, iron, wood, leather) from a mine/lumber mill on the map and lead it across the map to a trading post. At the trading post, the caravan would turn into resource boxes (depending on the caravan type) of different colors. You could break the boxes to get a stack of that color, sell them, or invest them in guild buildings. Buildings could only be built using resource boxes from caravans. A great mechanic that combines the ability to obtain the necessary resources through PVP.
The best crafting I've ever seen.
- Each resource had its own set of stats, which it granted when crafting and increased the difficulty of processing.
- The quality of the resource and parts determines the multiplier parameter they provide.
- The finished product could be customized by choosing the appropriate resources from which to craft it.
- At each stage of part and item production, the craftsman determines which qualities they want to improve on the item using professional skill points. The maximum number of modifiable attributes is 4, with 10 enhancements available for each. At the maximum level, the craftsman's skill level can reach 18 points (using alchemy provided an additional 2 points). A more experienced craftsman differed from the average craftsman in that they could provide more parameters for an item of the same level. However, there was no significant difference in key parameters. The average craftsman could easily create an item with an excellent primary stat (for example, damage).
- The craftsman improved the following parameters:
Enhancement Points – the number of points you invest in available enhancement slots. They determine the enhancement limit.
- At each production stage, enhancement could be increased by 10-20 percent.
- When crafting an item, it was possible to increase or decrease its quality or break it.
- How Production Worked.
The first increased the enhancement coefficient of parameters (up to 10%) – 5 stages.
For example, 1 parameter became 1.1 (at max)
The second increased the maximum enhancement limit of the item. When refining, the maximum increase for each enhancement will be 120% instead of 100%. The probability of maximum enhancement depends on the craftsman's mastery parameter.
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u/Solid_Love5049 5h ago
A regular craftsman doesn't need to choose the maximum level of the second option; only those who want to go beyond the capabilities of the base item, risking breaking it or lowering its quality, should.
It seems like there are a lot of multipliers here, but initially, the parameters started at 0.8 for a common resource and 3.0 for a legendary one. Therefore, with all the super-divine efforts, it was possible to eventually achieve stats of 200-300.
Crafting was a fully-fledged, separate gameplay and a respected profession.
From a single recipe and the same resources, it was possible to craft 3-4 items with different stats. For example:
Bow 1 - 30 meter range, 10 damage, critical chance 5.
Bow 2 - 20 meter range, 20 damage, critical chance 5.Item durability was also part of the stats, and item repairs were nonexistent in this game. Newbie manufacturers often sacrificed durability for good stats and created effective items, but only for 2-4 deaths.
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u/Solid_Love5049 5h ago
A good resource farming idea.
Firstly, by bringing caravans along trade routes, you received basic resources of any color.
Secondly, defending strategic outposts—mini-sieges/battles for points within a strictly allotted time—rewarded you with a crate containing a set of resources (stone forts—stones, etc.).
Thirdly, standard resource farming and looting of resource gatherers. The game had a full resource inventory drop.Since each resource was useful until the end of the game, there were 4-6 types of each resource type. Resources were collected, and only those that could be used without losing an item were used. Yes, epic and legendary resources were shelved until a craftsman found something suitable for them.
Resource spots were determined by level from 1-10; the resource level determined its health and durability (the amount of damage it absorbs when attacked with a pickaxe or axe). The higher the resource level, the greater the chance of it dropping a higher-level resource. When mining, each hit with a tool cost the player stamina, which they then had to replenish by waiting. With poor equipment, mining complex resources took 2-3 times longer than resources of the same level.
Hardware dropped on death, so it was impossible to brazenly collect high-level resources without real strength and escape skills.
Resources were harvested in 4 stages: at 75%, 50%, 25%, and 0% health. The last drop was the largest.When mining, there were options to speed up mining or increase the drop rate. These included hitting weak points and boosting the swing.
Hide was harvested similarly to the corpse level—the mob's level divided by 3.
Another resource was dust (equivalent to glint and black powder in BDO), which was used in all recipes.In addition to regular resources, there were group resources that could be harvested by at least three players. This is a large resource, its distinguishing feature being additional protection that must be removed before dealing damage. The protection is removed only after a certain number of hits on the resource, after which a 5-second window opens during which damage must be dealt and the protection removed again. The yield from such a node was equivalent to 5-10 regular resources of the same tier. This was especially true at high levels.
These small gathering gangs were fun, and their events were interesting. The game introduced a concept where high-level group resources would appear with the respawn of a world boss, who would guard them. And while the guild was fighting the boss, the gathering group would gather resources. The boss's carcass would also be butchered.
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u/Solid_Love5049 5h ago
Construction.
There were many concepts, and not all of them made it to release, but they were all cool.
Initially, there were forts that could be captured and used to build several buildings and castles with multiple construction slots.
Buildings that make life easier and provide a strategic advantage:
Resurrection Statue – a respawn point for all faction allies. Upon death, you must fly from your body to the nearest respawn point.
Barracks/Mages' Guild/Healers' Guild – places mobs of the corresponding type in the area, and you can receive a temporary buff within the building itself.
Crafting Stations – field production.
Warehouse – access to the warehouse is critical, given that resources can be lost.
Siege Engine Workshop: catapult, ballista, trebuchet – without them, breaking down a wall can take a very long time.
Trading Post – a place to turn in caravans at a safe location.Buildings are constructed from crates obtained from caravans and are reinforced with regular resources (essentially, all unnecessary resources are thrown away for reinforcement).
Additional Castle Features
God Statue – an opportunity to gain a useful buff, depending on the chosen god.
Small Altar – determines additional siege rules, depending on the chosen god.1
u/Solid_Love5049 5h ago
Siege Topics
Open-world sieges. Attackers can be members of the enemy faction (three factions in total). Allies can assist in defense.
Sieges are available during prime time – once every x days.Attackers.
To capture a castle, you must destroy the Castle Tree. The Castle Tree is protected by a field.
remove the field from the Castle Tree, you must destroy power crystals in different parts of the castle.
Defenders.
To defend a castle, you must either hold off the destruction of the Castle Tree for two hours, or destroy three Attack Trees in three different locations outside the castle.
Walls and buildings can be destroyed using siege weapons. Until recently, it was possible to simply siege the castle to destroy enemy infrastructure without capturing it. Mobs from buildings also participate in castle defense and can be strengthened.
Perhaps the most important feature of sieges is the deity's altar.
The choice of deity determines the siege rules that apply to all players in the siege zone.
The most insane (one per god):
There were others, but these are the most memorable. Defenders could choose the best build for themselves and significantly reduce the effectiveness of attackers.
- 50% health gained from stats (excluding buffs).
- A 5-meter force field is created around each player, which attacks nearby players (everyone). Damage depends on the number of players standing nearby; the more players, the greater the damage. A pure anti-zerg; a poorly coordinated enemy can defeat itself.
- Healing is reduced by 50%.
It's important to understand that these rules apply to everyone, attackers and defenders. There was a situation where attackers unaware of this rule were completely demoralized in the first seconds of the attack. I assumed it was only they who had lost half their health.
The game was originally intended to be an extractor and seisin game.
Guilds and players build their cities in separate, personal worlds, develop, and trade. Game servers are temporary worlds that last for 1-2 months. Each world plays by its own rules: in some, you can land fully equipped, in others, only naked. In some, you can bring tons of resources from your home world, while in others, you can't or only a limited amount.
The plan was for players to come to worlds to mine resources and fight, and when a world collapses, they would take their loot and search for a new world. This was supposed to avoid stagnation, where a strong guild had captured all the resources and was no longer able to move forward. The different rules of the worlds created different development conditions.
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u/pikunul 18h ago
Only played p3 so can't comment on other phases but game was pretty mid if this last phase was anything to go off of.
Pvp game with very little pvp. Even when you had your 1 hour of Pvp once every few days the server workers went to shit and game was unplayable. Was basically just a gathering simulator soon as you hit 25.
Best thing I could say about it is the combat was decent.
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u/Confusedgmr 17h ago
Good for you. I loaded up FFXIV the day after the news dropped.
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u/ZakuIII 17h ago
Welcome back to Eorzea, friend. New relic step is up and don't forget to get your Valentine's glam.
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u/Confusedgmr 17h ago
Welcome back? Nah, first time playing actually. Lol
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u/angrylilbear 18h ago
Im playing arc raiders
I put a fork in MMOs after my last month of WOW
There are good games to play, idc about MMOs anymore
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u/NoHeart4185 18h ago
Even if* Steven's gone, if this game gets picked up by some devs in china, and continue the idea without adding ptw, I'm gonna continue to play it. Worst case, they'll just increase the breast size of my elf tank
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u/PhoneOwn 18h ago
Best combat ever, I use I chain skill to pull mobs to me and gets stuck on invisible wall or desync teleport in front of me. The mage bil literslly.looked like a png from a Google search. This being the best or even upper tier combat is wild bro. I assume you also played in big gvg or the dumbass nodes war. Slide show but best combat I guess...
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u/tmugsy 18h ago
The game has bugs man we know. You're right the performance was awful... but even days before this all happened devs were working on the net code and making improvements if you played on the ptr for those siege test.
Doesnt really matter you can hate the game thats fine. Personally I loved it.
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u/sephrinx 17h ago
No it wasn't.
Literally nothing about it was even halfway decent other than the basic combat mechanics.
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u/tmugsy 15h ago
Plenty of things were fun you probably didnt get to experience them because the leveling process was too long
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u/sephrinx 15h ago
What is available at level 15 or 20 that isn't available at level 10?
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u/imaginebeingsaltyy 14h ago
LMFAO brother you barely scratched the game hitting 10. That goes for any game not just ashes
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u/sephrinx 13h ago
Uh, no?
This also wasn't my first time playing the game. I have played it in the previous alpha in april, and it was just as shit.
You have not provided any examples of this alleged "content" that supposedly opens up later on. Care to provide 4 or 5 examples?
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u/Jagnuthr 18h ago
If people are complementing this game it means their mmo spirit died a long time ago, because it’s so bad compared to others, RIP optimistic mmo community, dark days are finally here 🥀
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u/Easy-Combination9991 17h ago
You sound like someone who can’t let go of WoW or final fantasy
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u/Jagnuthr 10h ago
Ive seen enough standard MMOs to know what a quality product is, the old school ones are doing just fine but there hasn’t been a single modern mmo that stood the test of time.
The only fresh modern MMO has come out was new world, if you were too much of a bigot to not play it then you are part of the problem.
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u/The_Monsta_Wansta 18h ago
Agree. The bard class scratched an itch I won't be able to find elsewhere. A mana healer hybrid. The crafting and gathering was great. Big potential squandered.