Talk:2020-02-28 Livestream

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hello everyone welcome to our ashes of creation livestream we hope that you have been having a wonderful month I know we have new area has been fantastic for us and we've had love in the air it's so sweet wonderful Valentine's Day cards that we sent out I know my team had a really really tons of fun coming up with like all of that gears for those and working with the art and character team to grab some assets so that we can make some really cute little candy bags together starbursts and there was there is an underground market for different colors I know you were trading and so we just have a lot of fun in the office for that it was just something simple that we could do the morning and then of course we had a lot of fun on our end we kind of split up and we have each of our teammates kind of working on Instagram and Facebook and Twitter so we can respond to you guys really quickly we made a lot of assets so our graphics designers fene amazing comers if you're watching our live stream right now you probably saw it earlier in the stream if you're watching it live on twitch.tv slash passions of creation we actually are spotlighting some of our fan art so we do fan on Friday already all right unlike our social platforms so if you haven't checked out our social platforms we do a lot of posts like oh yeah yeah we're posting stuff all the time so definitely come follow us I have some recurring stars among our fans such as Z who does an unbelievable job so shout out to Z yeah she does amazing stuff like from clay creations to cosplay to art like just I'm amazed by the content that everyone makes I know so many talented people are in our community so thank you so much for sharing your talent with us yes I hoping to build the community right now it kind of brings everybody in feels like family and obviously we're still like early in development so we appreciate everybody following along with our development and so that's what this license is all about have you never tuned into our development updates we basically go over all of our content that we're working on internally not all of it because I can't show you everything but we try to show you kind of a progress of where we are next month's gonna be a big one so tell your everybody tell your grandma get your pet everybody ready get some popcorn because next month's gonna be a really fun for us we're gonna be showing off some awful one early access content but we will be talking a little bit about what you can expect to see that will lead up to it to it yeah you've got some plans for fun little previews leading up to the stream next month yeah we'll have some content on social platforms so stay tuned we'll be posting that over there so keep keep your eyes peeled so we'll go over today we'll be going over our studio update from Steven design update with Jeff we have character art update with Chris Atkins and our environment object with it the one they all leave bacon everyone loves bacon everyone so quickly we'll just introduce ourselves I'm Margot crown I'm your community marketing lead and then we have students Ruth who is our creative director and Jeff bard who is a resident Bard it was truly he just plays music all day that's all he does it's all you he's very early actually in the studio's life cycle jeff bard was a true bar I was a I did everything literally jack of all trades from IT to engineering to design the story gotta make it work so I saw you on the Instagram yeah when I first started I kind of like obviously before I even started I was like looking at all the content you all did and I came to the table of day one with like a whole list of here's what I wanted which might have been overwhelming it no it was great so I just wanna give you guys quick updates we have a new dev discussion coming out next month we've already had the ones that that that's this month we've already sent up the feedback to the design team they sent us a new question yup you guys I've actually sent us questions for the entire month already which is the entire year so we're already like yeah and obviously as we get further into different development phases the questions kind of change so keep that in mind and all of your questions are being kind of like put together in a report and you know Sarah ake a toast she's amazing has been putting together these amazing reports that allow us to kind of quickly consume that data and understand what you guys are what compose of the community yeah it is and then of course we are going to be having our monthly cosmetic swap over on Wednesday March 4th to 2020 I usually don't say the date but someone was asking me if I could do that on the live stream so there you go it's gonna be the date there we will be showing you what those are they're really cool I can't believe March March I feel like it's 1990 it's technically February but if we're moving into March and it scares me it's just I blinked in them what the year has just happened to our studio updates just talk about all the things I think the first thing that we wanted to talk about is kind of our plants for DDC because that is changing a little bit yes so we do have an announcement to make you might have already heard I was in discord this morning talking a little bit about it but yesterday I made the decision to back out of our plans for attending GDC as you guys are probably well aware there's definitely some concerns out there from a public health standpoint with regards to the koban 19 virus and there has been a lot of big studios and other companies who have decided to refrain from participating in GDC and I felt that it was necessary for us to do the same so we will not be attending GDC as a today and what instead we're going to do is still present to you guys our alpha one preview that we were intending to show on the floor at GDC but instead we'll be doing it with you on a stream together so we're still going to be showing off the hard work that everybody in the studio has been working towards with regards to alpha 1 and we're gonna have a little bit more interaction maybe we'll do a double-take instead of just a single stream I don't know ready to go I know we'll have some kind of little teasers coming up and before that live stream as well so stay tuned for those and of course the live stream will be kind of a live experience it's probably gonna be different than this game development update will maybe go over like quick updates and things of that sort but the entire live stream might not have our other teams on it right it might just be more about kind of walking guys through like live content in our early act or early access of alpha 1 so um yeah that kind of covers that and then additionally you know with regards to studio update we've been having great success bringing onboard additional personnel we've had some incredible talent over the past couple of months and we're still looking for a plethora of additional challenge yes you'll never stop posting about that of our social so you know LinkedIn is a great place we've constantly been posting things over there and we're trying to kind of showcase more of the intrepid lifestyle too so you've probably been seeing some lifestyle yeah Danielle Margaret III me have been doing a great job kind of showing off really what the studio environment like what is what's our culture like you know what it means to be an intrepid er yes we have it some of it prepared you may be haven't seen it yet but we're that's what's something that we've been working towards so we've been taking footage and photos and things of that sort and we'll be posting those things on our lived in trying to you know entice people to come join us because we do have one amazing group of people I think I just love everybody that was yeah we have built a very cool team and it's a whole lot of fun to come to work every day so yes I did want to backtrack for one moment I do see we are still going to be doing some like conference call meetings so we are still going to be doing our b2b meetings we're just not going to be doing them face-to-face so we'll be kind of like working with people through like telecom and for those of you who aren't aware of what GDC is it's a game developers conference that's up in San Francisco in March it's generally intended for you know networking the ability to kind of hire business-to-business and what is the what is the state of the art have other people doing and and will still conduct those you know meetings it's important obviously for us to do that we'll just be doing it through teleconferencing so I just wanted to put that out there too it's like that doesn't change work for you and what we're trying to work towards as a company we're still going to be moving forward with those things to you and I guess the last two things are kind of quick things yeah absolutely so we will be we will be planning to showcase off the new studio when we do complete the move with some tours and stuff yeah which will be coming soon I know I've said soon three months but yeah generally things have been going very well here at the studios we've been progressing very well towards our alpha one and we're very excited yeah and I think the only other question people had well there's a lot of questions people have but one of the questions that we get so that takes a little bit of a process that's something that you know we do instill it we still are intending to do we will be moving away from Zola but it takes a little bit of process from our platform side and there are some other more prudent tests that are ahead of that additionally the way we're going to approach that type of merchant services in more of a modular fashion where we're not so built around one specific merchant service but rather can be more modularized and changed if we want to in the future again yeah and we do some platform positions available on the website so you're looking for a job we got you actually we'd love you come join us so let's move into design good first let's talk about your progress with alpha one and then we'll go over kind of like the teaser plans that people can expect to see it through the walkthrough next one yep so um yeah so since the beginning of the year we've kind of been marching pretty strongly towards this sort of March milestone with GDC is kind of the ultimate goal of it being able to show off to partners that we want to talk to you and other people who are interested in the project kind of where we're at and what what the state of the game is so it's been really nice and sort of giving us a really focused goal to get to you know kind of the goal is to have hybrid combat mostly figured out you know we'll still have a lot of iterations to go beyond this but you know kind of figuring out how action actually works in the MMO with all the things that we learn from a POC and what classes will people see you with action combat for this teaser um so again you're gonna kind of see it more weapon based but right now the focus is the cleric the tank and the mage and sort of integrating those things we're still working on the other classes behind the scenes but like to make sure that that that action works focusing on a smaller section of that works better for us so and so and it's always important to do that obviously when they're still going to be a significant amount of iteration oh yeah or especially for the testing phases that we intend to move towards without for one you know we don't want to lay in cement you know this approach right until we know how how it works and how it actually I feels because you don't want to have to redo all that work once you're there so so that's been a big focus of ours is kind of like making sure all that integration work it's the way that we want to we're still not quite there yet but I'm certainly pretty happy with the progress that we've made so far we've been working a lot on sort of monster behaviors and how the monsters work in the world and interact with nodes so that's been a big sort of content task I kind of trying out different strategies would get some content I remember early but he was like Maggie it's last year was just you know a week later but I was trying but you'll get some more teasers you know coming so yeah so we're so we're kind of at the point we're kind of pulling everything together right now and kind of we'll see what the soup looks like probably next week and then have a good feeling for what we're going to be showing so yeah so it's also been working a lot on sort of the tech that goes into the levelling up of nodes trying to make that a more figure out sort of what the experience of like the actual switch from a level 2 node to a level 3 node feels like so that that we have a good good path going forward on that so that advantage to that well what can people kind of expect to see next month regarding like their nodes and then the progression of them um let's let's let's put a pin on that and we can we can wait until we actually show them I don't want to you we don't want to sell it's gonna be pretty cool there's some cool stuff that we're doing on that that that has turned out really well for for kind of what we're doing so we're excited about it yeah I know he was really excited about it Behe also just wants to share I didn't know I do I want to share it but again it needs to be me a few more few more days to bake it out and make sure that all that stuff is all cleaned up you know you know QA has been going through the builds of alpha 1 and finding all of the amazing stuff we found out how many caravans we can spawn on screen at same time yeah that was that was that was a good test the answer is a lot a lot more than you would expect and they fit in places I wouldn't expect them to fit it was pretty good we're all like what does happy and of course you know you've been talking about the progress of alpha 1 and where you guys are what kind of content will people be able to consume when they're playing like it's like for alpha 1 I mean it's going to be a pretty broad swath of most if not all of our systems there but but the core systems will all be there now it's not going to be the full depth of everything right it'll be the the breadth of everything so they'll be so crafting they'll be some gathering there'll be some all those trade skills would be represented in some fashion it won't be the whole entire tree and in regards to that it'll be very much more simplified versions of those not like the next stage those are the initial implementation right the stuff that we'll be building off right and that's kind of the core gameplay loop of those men those systems are going to be present and then they'll be fleshed out later yeah - and have more you'll get a sense of what they do but maybe not the ultimate complexity of where we'll end up it and one of the things that we're really gonna be doing during the Alpha 1 phase 2 and we're working with the team that's gonna be playing that it's kind of just making sure that we test different types of things so you know one patch will have a different type of come like comments yeah very very often what we'll do is we'll have really focused testing sessions like generally during week it just might be kind of free play but then like certain points during the the week or the weekday or you know at nights maybe we'll say like okay we're going to show all these things off except for this one system and now let's just focus on this one boss over and over again and kind of see how the mechanics that were working on for that and later in the year when we actually announce the date for alpha one you know it's important to note that there will obviously be ramped up time to testing that will include you know single day testing and then eventually we can tastic yeah will phase all this stuff in as we work out things and and you know we don't want to just have an avalanche of stuff and then everything breaks and then we don't know where to start it's just it's phased it's careful it's organized and that's how we like to do things yeah and we really appreciate everyone's help with testing apocalypse because that has helped us a ton of that and like patching and all of the progress we have going towards that so has been huge for us so no we cannot thank you enough for for helping us with that because that's gonna help that process for all it already has it's like it already has paid off dividends in terms of of what we can do and the kinds of things that we want to you know be really ambitious about accomplishing now we know how to accomplish a lot of those things yeah yeah so talking about the teaser plans can you kind of walk us through what the walkthroughs gonna be like to some extent for and for people so they can know what to expect next right so the walkthroughs gonna be relatively simple it'll it'll involve starting off in a starting area going through some of the population they're taking a couple of quests progressing on to no leveling that node up kind of giving that feel taking a couple more quests there maybe we'll see a public event maybe we'll see some scary monsters that we haven't seen before maybe we'll go into a dungeon and do some party stuff and maybe we'll get no at PvP fight I don't know maybe maybe we'll win always happen yeah obeah it'll be a nice kind of experience of like all the systems that were currently working on and sort of what the what the evolution of those systems has been and it'll be a great it'll be a great opportunity for you know you as a community to kind of take a look back a couple of years ago where you know we were at that time and just how far it's progressed and the you know from the art progressing to the systems and mechanics of nodes and everything kind of progressing within the opulent experience yeah and I mean our goal is always just to make continued progress and make it even better and better so that one for now yeah it's not yeah I'm very excited this too when we get to the stars types of phases and development is always it's really cool to show off your stuff right like you know you work in the dark for that's emotions and then finally good to go here's what we were gone what do you think yeah we appreciate you all coming along with us on this journey as we get closer to alpha 1 you know steven has mentioned like we're going to be doing a lot of different types of content you talked about in the creative directors letter so stay tuned for that kind of stuff I know people have been asking about dev Diaries and things of that sort design is kind of the next dev diary series and we've been working on kind of what those what those content pieces are going to look like but a lot of it requires something that they're working on yeah it to be in a presentable state because basically what we're gonna be doing is showing the progress which they already have footage of that it's the end phase of seeing the final or at least we started here we went through these phases and now here's the final product and that that's how we got there I think that's a cool story to hear I always love watching you know post mortems and in kind of I think design watching the evolution of a product designs you know cliff dev Diaries are gonna be so different from others because you have not only designed touching a design art as animation you have the environment you have all these different pieces engineering like just a whole plethora of people who have to touch design as always the first one end and then the last ones out so it's the whole thing there yeah well is there anything else you want to share anything else you want to pry out of Jeff or do you think he missed what's gonna be your most favorite experience next month that you get to show um I think the public events stuff is the most exciting but it's also the stuff I've been kind of working on so I'm a little bit close to it but yeah yeah you kind of have your team split up and doing difference and you actually have you know two designers brand-new designers great they've been putting to work on day one and then they they're in the deep end it's very public event is the public event is I was just making sure that was good wait can we just I'll do it so we have a gif of it so for those of you who haven't seen our shoes before Chris Atkins is our lead character artist Hey he's been on here a few times doing well yeah Jin si Jin seal be on the next one you know I think Halloween costumes I love Jessie she's like such a sweetheart and she's so talented yeah she's done it I love all of our people yes the community seems to love seeing her stuff because we do should end up showing a lot of her work which we have a whole bunch of amazing pieces of art from your team but before we get into that I don't know if you want to talk about generally how your team has been we're here it's Apple one and the next Mouse and they're gonna get to see exactly yeah we've just been marching like everybody else towards this March milestone yeah and no no no pun intended but yeah it's been really good on our team I think Keith and I have sort of been dealing with a lot of the player-character stuff and right now we're sort of working on polish starting to kind of dial in some of the materials stuff a lot more which is nice I mean we need to update and get some of that stuff up to speed and I think we've shown like the male starting and the female starting in the previous livestream so definitely check out that new kind of yeah well the new starter outfits are in that's something that I I got my hands on for a little bit and now we I'm just looking at course that's that's it I know yeah my Google history is something that always in for scrap this is the natural things it's been great yeah it's fun to make a couple new outfits and then yeah Bhosle been an armor but then all the stuff that we're gonna show has been ginseng Carson mostly I've just been doing a great job with all the creatures that are you know Ryan Richman end up doing a bunch of great concepts some to my lament when he adds tons of fur but that's his goal I love he does a great job I know we have to carry like purses like when I'm playing my carrot I love her I know I know when we're getting it's it's looking better each time that's part of the stuff we're working on now it's still bringing those materials up and trying to get things a little better fidelity wise but it is it's been great so far and ginseng Carson have really dug into these alpha texture and you know we have a world that we're going to talk about when thinking comes in and talks about the world that they're working on and you guys are kind of filling that world with all these amazing different creatures and you know then the design gets to put those creatures into the world and it's been amazing seeing that and then also there's been stuff that you guys are working on that we can't show like I know the new races that people have been excited about we can't we can't show it I have nothing because it's all the stuff that you can't share with you all but those things are still work like those things there's dwarves next month there are sharing some of that stuff so stay tuned for that we're very excited and there's gonna be lots of video content and things for us the doors look awesome right now wielding that's always funny seeing them with the weapons to make but it's pretty cool right about my Shorty's represent they're awesome yeah I know cuz people always think like I'm really tall because I sit next to people and I look like it but I'm not sure I'm dwarf style sure though so let's go into the variants now we talked about this in previous episodes over our dev diary or dev updates and we've kind of shown you guys the progress of all the different creatures we've been making and then we're then we showed you the variants that come from those creatures in like concept art now we want to show some of the actual 3d models of these so this is we have a whole bunch of bear variants I don't know yeah basically each creature you know Bacon's been doing a great job with his team and the world has really been coming together and so this time we really made sure to have Ryan concept out creatures for each biome oh yeah yeah and so these are he I mean these are basically one-to-one with the concepts everybody did a great job nailing him so this is our first one for the Aged enchanted forest yeah this Carson did a great job with this it wasn't an easy task to basically turn a bear into bark and grasslands and I want to live in the agenda for yeah I think a lot of those right new life there really this is from I believe the forest over in Thea and you know part of what we've discussed in the past obviously is the ability to you know alter the core creature into these variants and here's an example of the forest of her in Thea bear you know this guy is a is a product of his environment so when they're you know concept about and modeling these creatures they're going to reflect the world around them the environment that they live in so you might might be difficult to tell him out from the trees in the moss and the bark but when he when he roars you'll know yeah I think when Jim you know we have great effects like our effects artist is amazing and a lot of these are gonna get almost kind of neat treatments yeah yeah like I don't think little Firefly things buzz yeah there's obviously it's hard to see what there's like a light blue like emissive on some of the tips of some of those plants and things like that so these are gonna be fun creatures walk it would be cool if these guys had a sort of idle state where they're hibernating in the ground and you can only see the top of them let's get Dave back in let's keep going through now we've got this yeah so this is another one from Carson I think this came up in our art review we're kind of playing around with ideas and Steven brought up a lava bear right because we have a lava I think there's a law of a temple or dungeon and part of the population for that for that particular dungeon was seeing some of these corrupted you know animals that had been kind of influenced by the volcanic and buyer and having this kind of as a lava rock slash you know still lava inside and maybe part of his attacks have the you know kind of burning dot on a player you know is different variant yeah or perhaps he has a somewhat you know breath attack or like a lava throw up attack I think yeah this was just a great example to of kind of us just talking and having ideas in some meetings and it's like ah could we do this like yeah you know and then Brian like makes these concepts and quickly pops mouth yeah great so now this is uh yeah the shaggy bear and this was Jen see I don't know if she'll ever forgive me for this one but she did a great job layered on here it was it was days of hair cards I can start to see that thousand-yard stare that was Ryan saw I love the hair I know the first iteration of him the hair was very you know it was a lot shorter can you guys push it yeah it's gotten a lot better I think we can keep pushing a little further now yeah there's a ton in that neck I'm telling you I know we kept getting better perspective can you make it longer it's pretty long but yeah this is a great she did a great job on this and we kind of worked out a new alpha material for this one too which is about this kind of wooly looking bear is you know from a scale standpoint this this model gets scaled up a little bit more so than the other bears so it kind of has that wooly presence of woolly bear yeah and then we've got our curse charger variants so you guys have seen again you've seen some of the concept are for this we haven't seen the 3d models of them so we're just kind of showing them up yeah and this is another Grasslands variant now that's what that last bear was as well so you can kind of see the color palettes between the two you know we have two main biomes which are enchanted and then grasslands right is it no oh you're talking about what these guys level then yeah we go playing through hex Mon yeah you'll be seeing our really has three it's gonna have the grassland it's gonna have the Enchanted Forest and then it's also going to have a temperate Arctic mountain but you guys have probably seen previously the original cursed charger that was amount had an Arctic kind of Snow Leopard II look yeah to it brindle pattern exerting different right and but here we have something that is a little bit more blended into its environment and the grasslands and the Plains area so that again you know they can prowl out in the open without you necessarily seeing the yeah all grass yeah and Jude's has been messing around with those two so hopefully we'll some more dynamic shots I think for you you know on the marketing side of things instead of just tipos all the time yeah yes these are great yes she did a nice job with this one too getting kind of mad infer to help it feel like it's you know a little damp in the environment and tea poses like this this is super sorry yeah what that means yeah it's just these static that's why they're very static is cuz like he's they're taking them in their models yeah we have to bind them to the skeleton this way in order to you know however if you basically if we modelled the curve into the tail you could never get it out yeah and well we'll have video footage of we've like obviously the Kris Charter video is already out there so you can kind of see the environment if you want to go get a sneak peek over there we've been kind of showing little sneak peeks of these characters as the creation of them is completed and then seeing them in the world that they're meant to be in so it's been really exciting yeah those videos are great yeah this one was great this is another great concept by Brian so you guys saw the concept last last month here's the model he's cool yeah I don't think I gave him too much pushback I just kept yelling about hair cuz the combination of like the super print and in the fur I just love it yeah and it's really hard to pull off a lot of those patterns when you're texturing and so again Carson you're great Carson's been having a lot of money I mean ever since he made his first creature which was this yeah tiebreaker yeah yeah it's been cool seeing him go from being primarily a weapons artist yes mostly weapons and props Robson he's made it great he's still making Matt Benson he's still oh yeah I saw him making some cool belts and stuff like that too yeah I gave him back on the prop stuff a little bit you know he's been having too much for people to get right yes yes I can't wait for the particles for Jim to get a hand his hands on this one yeah and I think paint it like a very subtle green yeah that a little bit you can see the Mississippi yes I'm sorry it'll show up a lot more you guys got to see Dave who was working on the animation and I think there's a video yeah the I really like this one too I think we took down the saturation a little bit once we started running around in the world yeah yeah he nailed it Johnson yeah it stuck out just a little too much and I think Tristan made that call and I said yeah go flow when we were working on a video for this guy we were kind of looking at the different environments and I think we're gonna be showcasing one of the variants of him in a different okay then the one that we shared on the livestream before so you'll get to see some stuff yeah there's the concept so I mean he got it right on you know so yeah I just I was like yeah we take it to new town lawyers send the message he's against one Carson is easygoing I'd like to talk about your process for that like let's say you put it into the world when you're looking when you know Tristan obviously is like placing yeah you guys look at it and then how does that work when you're trying to reiterate yeah I think I mean iteration time once we actually having an engine is pretty quick so we really just need to get it in the environment look at the lighting kind of look at some of our materials we get feedback from Stephen usually as sort of on an overall quality and fidelity and then we go back and sort of adjust maps a lot of it ends up coming down to roughness which is like kind of how shiny or wet things look I think that's our probably the biggest feedback you give us a little too bright that down so yeah it's pretty easy and then it's just basically us going back and manipulating texture Maps and it mostly just texture work for that stuff so it's pretty easy oh nice so one of the things that we've been working towards is the population and population is not only the creatures that you're fighting or that are living in the world it's you know like people the people who are living in the civilization so you guys have been working on a lot of those we've got artists and classes too that are artists and characters Steven really wanted to show that but I don't think you guys already know this is great to see I mean yeah we've both been focusing so much on player character stuff and armor sets and getting things set up that yeah now it's nice to start really bringing the cities to life so this is where we're going a lot of lot of different merchants and everything coming right yeah tradesmen blacksmiths there should be some you know backpack stuff coming some interesting you know a lot of this great - this is kind of like our stable hand I think yeah Jin C's been knocking out a bunch of these and now Carson's back on it like you were saying earlier he's back on gear yeah and then these are two poses as well so that's why they might have like yeah stare - I know Jen face we're gonna get better about that - now there we have all those facial anthems we'll start taking shots with a little more dynamic interest for you yeah no please did you stop something that's the dead face every time I've always like man they sing some that's not neutral that's like you have your right but it's been really neat seeing all of that I think when you know you we look at some of the other footage from previously and we would walk around the world when you keep seeing the same NPCs over and over again it just doesn't feel alive sure yeah I mean what's worse for us I feel like the players even you know we see it all everything any other questions that you have Stephen for Chris no I think what what are you most excited for in the presentation we're gonna do next month from a character standpoint really variety is the biggest I'm excited to see some variety and a lot of creatures - I feel like this is our probably one of our best creature updates again yeah the team really focusing on that and I just think yeah I think everyone's gonna see a lot more variety now and I think I'm excited to show guys yes very much it's been cool seeing any even the interaction between like the different types of creatures you know you're like you have a scale run or eating like a deer and like those little things it's not only one of the things I couldn't into these hunting grounds and whatnot and there's no life to the creature right right there's no accent there there's no you know flavor yeah you'd have a deer of wandering next to a wolf yet so it's uninteresting yeah I think one of the cool things is obviously you know creating kind of Nai that allows some interaction there that you know player can stumble across a more alive world yeah I think from my perspective as a player I that's what I want I want it I want to experience that and then I kill so thank you very much see you guys remove onto environment everyone's favorite if you watch your previous streams you might have seen you know this is Michael Bacon he's our lead environment thanks for saying that no I don't have to yeah oh you have so you can tell us like generally about what your team is working on and then we'll go into the details a few new environment art yes yes including my sisters working here now actually your sister no birthday same age is crazy really times they sit next to each other to you yes I don't know her well but I think I've seen her yeah fantastic artists yeah absolutely a great we gonna see some of her tree she's been making trees let's get into it so the first thing first is you want to walk us through the the Nakula oh yeah we're hitting them the cool now which is awesome removing the needle forward on these guys so very excited about that yeah so this is a concept stuff some of the encampment structures and actually Adam will has already been working on them and they look pretty much exactly like working on I like the stone part of one of it and that looks so cool and I love like the little bits of teal in places that are like that turquoise stone yeah so you guys in the audience might understand what I'm talking about here but these are concept pieces yeah and Ryan Richman did these mm-hmm and when I first saw his kind of new approach stylistically with these concept pieces it totally reminded me of the tabletop terrain pieces that you would get like buildings and stuff for like a Warhammer I totally would see that on a box was crazy but you got you know Ferengi was a concept on these and then everyone's been working on them and they just I see they've been working together really closely and cut it Ryan also has wanted it moved into a different position where he's getting that team yes yeah concept team now has a new lead which is right yeah I mean they're just yeah they came out really cool yeah so we're kind of building these guys up now and you'll start seeing them in the game here really soon which is awesome so right now champ and I saw a video of these is that on today doing that yet yeah comp images of kind of showing you kind of all the assets coming together for the cabin in Cameron yeah so you can see them all together and what its gonna look like with all these different like pieces so good as I see these comp pieces like part of me now wants to be in Akua it looks like a really relaxed civilization to live in yeah oh can you smell it but I'd be concerned with what's in the water you know what I mean then you kill it well you eat it yeah what do you kill it or doesn't you and then you use parts of it okay nice or two done you're okay yes sir updated of a loon they saw early they'll earlier all the way up to the city with nine years ago oh yeah yeah yeah yeah but here's some updated comp cases kind of showing the direction now for the metropolis we've shown the village and the campement air area already on a previous live stream and I know people have been asking for these pieces as like wallpapers and stuff stay tuned this is really cool - the cheese really showing kind of what it looks like in their environment yeah before going into production what I liked in that piece that kind of shows the elevation that's possible you know within the city yeah around the central area because a lot of you know early on and kind of approaching how we wanted to do the node development there was an integral piece for us to not only maintain consistency in the central aspect of the node so that that kind of Town Hall you know city center siege objective you know stays consistent but also that it can have some growth from an elevation standpoint yeah which typically cities kind of see so it's really cool yeah yeah and I mean when you look at these pieces it's really giving the feeling and the vibe that you're gonna get when you walk into one of these environments that are based on that type of grace so I think like it's cool seeing like that and then what you guys actually create cuz you're really using it like how different and it's a races I really start to look really cool yeah can you send our builds upwards and everything sort of gets pushed those assets enter because like the you know the big skyscraper type of things end up in here where's like the the residential stuff get started yeah pushed out that residential stuff was that right what's the main town town for the the the city as it progresses has a you know historical canvas that you can see from the outskirts to the inner you know each stage of development those assets still exist yeah we're all the plebeians who are gonna live outside of the walls there you go my DD campaigns the greatest stories happen on the outskirts of the city not on the interior those four cities I know it's a Venus and we're going to get into some of the grasslands or the foliage that you guys have yes this is kind of a bridge between they think the well so fringe getting into the grasslands this isn't what the grasslands concluded so now these are in-game shots yeah alpha-1 in game really I'm showing the way specifically here is like we're starting to get into the use of geometry for vaccine terrain pieces I'm just using the terrain you know so here's seen a lot more detail you know what I wish we would have done here is had a side by side with shots taken from countless 0o u alpha one and just so you know and you guys can go back and look because we did release some footage of that but and some screenshots but but you can see really just the degree of upgrade and difference that has occurred between alpha zero and now where we are I'm an environmental and art standpoint if it's yeah and we're also playing around some news oh very cool so Arizona that'll be in place for next month yeah wait till you guys see the sky tech there sounds gonna be performant way of getting volumetric clouds yeah we had attempted to get some volumetric clouds with a POC and we ran into some serious difficulties from a technical standpoint in achieving the type of volumetric cloud presentation we wanted so much so much so where I had some pushback from the development team on like Steven can we just drop the clouds and I'm like no we need the clock like backwards away birds when they're flying around a pug and I would see a bird I was like I said a person or a bird oh you just got burden was such a problem to reach so we added to the mouse Oh what is that but this new tack will solve that yeah and so the next thing that we have is a video and this is the new trees that we have yes this is me I think you actually see the the grasslands in a video yeah yeah everybody gets their own trailer I owe for the trees and stuff yeah this is me I made this year right what is it gum drops no gum trees these are trees that I could see like building a little treehouse in or climbing like there we go just like this way Steve's a Murphy and you know in one of my you know my objectives when kind of for your hero trees yes well what are my objectives you know from I think from an art direction standpoint is kind of happening at having that softer palette and you know a little bit more on the realistic side then really these trees fit so perfect within the environment it's just great to see already look at the leaves it's much better than some of our previous trees every time like what is this tree situations have nutrition was like yeah I can't change that that's for the ultra saturated greens that were in some of those bushes and what yeah we was slowly but surely killing now this stuff looks amazing she's awesome oh yeah I mean she's been doing this stuff for years oh yeah she's been in this world for what 20 years yeah yeah yeah that's why I was Adam about bringing our boards to see no no no you gotta get her here is forbacon to say we need to get this first something right and then of the last thing that we're gonna show is so we've talked to you we've shown you guys last month we talked about you know buildings and how they're created and we kind of shows like one of the smaller buildings and like the progress of that now we're to show you kind of like a two-story building and what that looks really good there is it three stories yeah so anyway we actually haven't helped me with put together detect on this this is a little shop too so you guys see fully and this is this kind of giving you know Claire's that transition as they're building up these structures within the no door on their freehold and you know we showed it a little bit of this last month but the cool thing is that you know this is gonna be present and nor no information next month as we kind of showcase alpha-1 stuff so yeah sure sure I'm so excited and then the check didn't put together on this was very smart you know so it's really reusable wares like what I was doing with it was just powering through it it's just not yeah it was not optimal you know and that's all the concept yeah that's the interesting thing about development is that we go through these different like prototype phases and then you know we actually get into the development ax aspect of it on the other side of it and once we can you be like okay this is the concept that we're trying to go for around and sometimes those things come in like gray boxes so it's very much like these grey buildings that we're showing just to show you guys kind of how things work I think we showed that in our building design tool and in our node tool videos if you check out those dev Diaries we kind of show you that progress of the creation of things and now you're getting to see like you're gonna get to see the next phase of it which is really exciting for us we are just super pumped for next month so we cannot wait any nothing new you know Stephen asking kind of like the similar questions I'm curious favorite fling yeah just showcase um environment for next month I saw the new dungeon very cool well I feel good that we're moving the needle forward on the other races yeah it's been cool to see models and things of that sort finalized and approved by Steve enough I like what I see thank you so much everybody we're gonna be bringing on Jeff and Sarah toast is gonna be taking over for me and we will be doing your questions so thank you so much for submitting those and I cannot wait till next month so I really appreciate everyone who comes and watches these and definitely tune in next you're like anyway hmm so my name is Sarah Flanagan in case we haven't met before you might know me as lieutenant toast and I am your community manager for all of creation and apocalypse and I have the pleasure of asking what you guys want to hear us chat about every month as part of our live Q&A sessions at the end of our live streams and we put a perform thread a week before the live stream to gather all those questions we ask you to share one question please not not more than one not a really really long paragraph form but I have to say much as I love but they are very hard to read and for any questions that we have answered before I do take the time to go back to that forum thread before we do a live stream and let you know hey we've talked about some of the alpha-1 stuff here before we've talked about her to some classes here or marriage here so you can take a look at all of those things so thank you to everyone who submitted questions thank you everybody we'll kick those off so the first question comes from Shintaro on a forums who asks can you please share a bit on what benefits guilds get from being patrons of a node yes so guilds as they have the opportunity to kind of claim patron ship before a node have certain services that are unlocked within the node for other guild members so those might include things like having specific emblems be applied to guild armor that can now be purchased from that particular node they also have the added benefit of being able to participate within that nodes stock market they also have the opportunity to undertake certain guild based missions that will progress the Guild's leveling and development they also have the opportunity to get specific node abilities that they can unlock for guild members by allocating yield points towards those developments there's a lot of things that they can do it's really well additionally there's also so nodes also contained the ability for guilds to inhabit guild halls and in order to partake within a in node guild hall you I believe must be a patron guild of the node you can always have a guild hall on a guild freehold however in order to get the EndNote guild hall which has different perks and benefits you must be a patient minute all right Jalan asks has there been any discussion of reducing the guild cap below 300 if the castle sieges end up being capped at 250 versus 250 so making the castle siege size match the size of the max no not necessarily and the reason for that is you know obviously my history being a guild leader is even if you happen on the roster is 300 it doesn't mean you always will have 300 online and again right in time so there's a little bit of yes to another question which is if - if I have two or more characters of the same guild will they use multiple spaces of the guild or do they stack when I only use one space no then I use multiple spaces so that would be that's a it's a per character yeah I mean you want to have a little bit of a buffer there obviously as we move into the beta's and we kind of you know play with these things and yeah there's an opportunity there for the numbers to change we want to make sure that the beta is kind of serve as a balance opportunity from a data standpoint that we can collect and players kind of you know interacting so there's definitely an opportunity for those numbers yes so any numbers we've given you before like those are always with the grain of salt sand and those are our best estimates in terms of what we've done in our own Excel spreadsheets and how we think these things are going to map out but live gameplay always is different than what a spreadsheet will tell you and so you know expect those things and remember you know while we are here to give you guys information and answer questions and you know or participate in a transparent development you know we're going to give you information that we feel most comfortable with as somewhat in stone but as with all developments things are capable of being changed so like no plan survival ax yeah ishka from the forms us in the weapon use combo system well using a skill reset my combo so can I do like swing swing do a skill and then exploit my third or generally yes so we've been playing with the idea of some abilities that can ride on top of combos in which case those weeks but right now yes using an ability will generally reset your card okay all right and I think part of you know kind of through crafting out the combo system originally you know there was an opportunity to include in my mind at least procs that can occur off the combo attacks that have a chance to proc and might either reduce or reset cooldowns of other skills of your hotbar I think that's a kind of cool mechanic and an incentivizes the player to make sure at certain opportunities to participate in that combo system and not just a kind of system that set aside a cast we want these things to be integrated as a class and make it relevant for all classes like yeah all right core peer from the forums asks can you share an example of how a dev discussion sparked conversation or changed internal opinion on class themes or mechanics so I can think of one off the top of my head which was a discussion that we had about deserts after yes because one of the ones that came up a lot in the Deaf discussion about biomes was how many people hated desert biomes for being flat and boring and plain and Sandy and then when I posted in our internal channels like everyone hates deserts there with everyone internally was like no deserts are beautiful and I got at least rainbow II pictures Inc I think something that you know kind of at least from the stories I've heard of other studios and experiences is something that we do well here is every discussion you know people have a voice in and they they do have the opportunity and oftentimes change kind of opinions and direction that we want to have because you're bringing a lot of different voices with a lot of different experiences together and we want to make sure that you know you know we're kind of taking that that influence from our developers and what they've experienced in the past so I don't know many conversations that are had that do not result in some type of change or much Haitian evolution or something yeah just something to keep in mind because I honestly like I was I am of the camp that I hate desert levels whenever I hit one it always feels like two everything slows down and everything at it comes to a stop and and part of that I think is just the design of those deserts right that was something that that conversation convinced me of it was like oh look at this deserts can be interesting yeah they're not always like this and if you design them well then they're not going to feel that way yeah I don't think players I mean like for me personally at least with regards to deserts or a little tangent there but like nobody thinks oh I want to go into the Mojave but you do think like I want to go into the savanna you know right the Great Plains that has a mixture of maybe some desert and stuff like that or has some cool like jagged rocks coming out of this right and we are a fantasy game and so we can take those fantasy elements you can really kind of lean into them right maybe there's floating sky rocks waterfall made of sand there we go all sorts of interesting 64 that's all iguana absolutely and toxic green 60 feet tall all right Hyrum asks will there be memorable plot characters that follow us through the main storyline the goal is yes yeah yeah it's important to have characters that you can reference that help you to feel things about the game if it's just you trying to interpret it the whole time stuff gets lost but if you have a character that you know and you get to know and you care about then the things that happen to that character matters absolutely I mean from a storytelling standpoint characters offer obviously a cornerstone something that can anchor you within the perspective of the story so those are very important literary tools when kind of getting the player invested in what they're experiencing right then entire asks how many raids and dungeons are planned at lunch I don't want to give a part number of enemy yeah a good amount as many as we can get done Yes Man Thor Ian asks how might town guards react to a corrupted player okay okay lyric asks well some archetypes use resources other than mana such as energy for an archer rage for a fighter like a resource for resource pool that maybe has a different name not a different functionality right like those are interesting things to do we have talked about it we right now the answer is no yeah but that may change as we continue to evolve these classes and that was a departure that occurred from feedback from the community really when we first had our implementation of the combo system it did generate an ultimate resource called focus and that focus was tied to specific abilities as an alternative resource pool but we kind of moved away from that when we iterated on the combo mechanic instead more towards a proc feature or slash you know slot skill slot anything it's something you you might see later on down the road but for right now the entrance léo nerd leo nerd oh I'm sorry I miss a Leonardo is Leo nerdo which is a great name if vassal nodes are able to have their own vessels as long as they fit within the parent nodes EOI which stands for zone of interest soon of implants thank you oh geez can i know'd lose some of its vessels when it becomes the vessel of a more advanced node if the parent zone of influence does not extend as far as the vessels or if there's an of influence so the zone of influence is directly tied to the ability of the advancing node to enslave or vassal eyes other nodes so would never it would never the the the algorithm would never say this is an acceptable node to become a vassal but in order to do so I must cut out these it will only be acceptable if it can fit the entire right okay all right Argentum 401 asks how might your choice of class affect non-combat content for example benefits for matching your class and profession like enchanting or the way that NPCs might react to you repeat that one word okay so how might your choice of class affect non-combat stuff so you know necromancer sometimes orc a lesson a lot of wants to talk to you because you're raised right or you know you're in a chanter and partnering it with a sure processing outside of narrative and specific quests that are granted to specific classes I don't see mechanically there being a lot of restricted content behind class sizes yeah I can't think you know I can't think of any off the top of my head either it does affect write utility skills yes will be one part of that but even then those there are there yeah those are skills and those are even if you can't do a thing one way or because you don't have a utility skill there'll always be other ways of doing the same thing it just makes it a little bit maybe more difficult or difficult but it doesn't respond right by the content yeah Lord Ashbourne asks are there any plans to add a non weapon combat such as fist a fist we've talked about we've talked about remark we talked about monk a lot it's something we want to do but we already have a lot of weapons and a lot of animations that we have to do for that so maybe in the future maybe in the future after launch chess Shire asks will there be under worlds not under realm but under world content for people that want to play the role of say a mercenary or a villain beyond just the Thieves Guild such as a black market or a brawling Club or a pirate island absolutely be narratives and quest lines that adhere to a more dirty type person but whatever life you may choose to lead um I think we actually already covered this one earlier which was will of G's nuts asks what should we expect to see at GDC and will it be public for everyone so yes you guys wanna be seen more that next month yes Alissa asks how much progress will be account based versus character based most progress will be character yes okay versus like achievements that are account wide no you're not gonna share I mean outside of like certain cosmetics that you can now locate then to a character from your account and shared virtual currency there's really not achieve manure in game that are gonna share a cross characters I don't think so if I earn a cosmetic fruit being level 50 on one character is that the kind of cosmic no so when the only way that you assign cosmetics or non in-game achievements is if you were to purchase cosmetics from let's say the marketplace that would go to your account first and then you can assign it to your to eight characters okay T elf asks will the polymorph ability be in castle siege right now it's not every hole asks what did you learn from the last step discussion I didn't read the whole name I did written on paper what did you learn from the last dev discussion regarding favourite and ideal classes favored tonight I would have to go back ok um let me think back on this one for some of my queue highlights that we shared for this one um we talked about healing classes there are a lot of you guys who shared interesting opinions on healing classes and how you wanted to see varieties of how to heal stuff in terms of the difference between an AoE heal versus a direct damage healer and stuff like that what other stuff there was also a lot of love for support classes that aren't direct heals like your bars and dryers like that so finding interesting ways to weave in stuff that is not necessarily combat I will admit that my last this last month was very busy for me so I didn't get a chance to read that particular deaf discussion I'll send it to you again thank you however the previous deaf discussion with regards to scalable context I did read that one and you know the way that kind of came about was we were having an internal discussion about that with different positions on it my position was I'm not a huge fan of scaling content and wanted to get the community's opinion on it and it was it was pretty sharply divided there were people yeah that's a lot of these deaf discussion where there's there's definitely camps and and trying to throw the needle and make sure that you know we don't dilute the vision right what we're doing right but also trying to acknowledge those different types of people right it's it's always challenging mmo's is probably the biggest challenge for that but but it is it's it's nice to always hear like it's nice your confirmation yeah and experiences of people yeah yes discussion yes Varro asks are there plans for speech bubbles or written text above or near a character so it's not yell and chat will have a hey no not right now there's there's problems with that especially when you get a lot of people in one area it can it can make it look really messy in and there ends up being just a ton of noise like imagine if you saw like you know trade chat except a pump everybody's heads all in one area it would be real hard to figure out what's going on I mean remain there you can call you know obviously there there are some things that we want to do especially narrative ly to like bring focus to NPCs and yes that nature but it's it's something we're still traffic now Lea me is asked will the in-depth economic performance metrics and I think these are ones that are part of the Kickstarter unlock allow us to see auction house price history perhaps using moving averages and drawing trend lines so there's going to be there is going to be a progression path that unlocks certain features with regards the stock market within economic excuse not stock market auction house within economic nodes and not just anybody will have the ability to see that without progressing down that path but yes there will be the ability to kind of observe market metrics raggin desks because the environment always reacts to actions taken there's a chance some things may be permanently missing or can't be obtained how would that be balanced for those who start the game later after launch like six to twelve hours down the line I mean the goal is to have tons and tons tons of content right it's not going to necessarily be balanced right that person who misses out does miss out but there will also be other opportunities for that person to to take care of that other people didn't get to you so so those things will be constantly changing this is not the kind of game where you will be able to complete it 100% and and we're okay with that additionally our game is a linear historical type of server environment so as Jeff was saying if you weren't there three months prior you're going to miss out on some of that content but then have something News and the idea is to tell a story about the life and decisions of the players in that server and are in order to tell that story there has to be a linear timeline or the server's progression all right bar Coon asks which class has been your favorite to play during the internal testing so far and wide so up until now it's been the cleric for me I've been really happy with a lot of the stuff we're doing with the cleric and making that an interesting class to play and not not as one-dimensional as clerks or peelers tend to be so I've been happy with with where that goes but I've got to say I'm really excited to see where the Ranger ends up we kind of pretty massively refactored it and are doing some different things with with what they're doing none of them are online especially right now you know we're still waiting on emissions and particle effects and a lot of stuff that kind of makes it feel complete but the overall idea of it we're turning it into a skirmish kind of class so so range is really important to how the Ranger works and that is going in going out and being kind of a harasser and there's some fun stuff that's coming out of that and I'm excited about that will there be I guess depending on maybe what secondary you take more classes where you may be more dancey where you want mention and out versus maybe you you want to stay back in rank but also be able to do that sort of classic Ranger Archer thing but we thought that that kind of felt one-dimensional and kind of overlapped with a mage a little bit and so we wanted to make sure that the Ranger had a play style of its own that kind of feels like a ranger on it so it's so far along viewer asks which Kickstarter role is going to be the most challenging to develop successfully and below a which is gonna be the most challenging I don't want any thanks I'm not sure if it was actually going up the stretch goals yeah Jeff's looking at them right now so I'll skip to the next one in the meantime Evac asks will there be weak spots for NPCs like this boss's tail if you hit the tail it takes we definitely want to have the directional importance and then there will also be susceptibilities that monsters have against certain types of attacks and energies so there in that sense there are vulnerabilities all right did you find one or what are the next one so we've got parlor games cute small pets grill max back our only weapon skin no enhanced naval content that's brought in mine backer only caught armor skin the under realm backer only aquatic mount social organisations backer only die set new under Rome race backer only my barding backer only skill effects and stock exchange so what was the question which one was going to be the most challenging to develop successfully I would probably say that the most challenging would be the expanded naval yeah because that's a huge system all in and of exactly just the complexity it's a Stamper game right and compared to all the other ones like that's down now we have made great progress in that regard especially when it comes to physics on the server not on the server run away away and see exactly all that kind of stuff so you know I don't have any concern but it's the challenge and it's a high challenge rating alright get mod asks will there be a difference in the difficulty of the metropolis nearer starting zone and one far into the map so will every level six node have the same difficulty mob difficulty or will also very well it will vary and that's because our approach to the world infrastructure with regards to monster and difficulty rating does also have a component that follows the standard you know in word difficulty from starting areas however what that is is the the base ratio table of content level and then as nodes advance they also advance in steps those spawner tables as well so a starting area node will have a more starting area friendly composition of monsters on its spawn table and those will step up increasingly but if you were to start a city out in the center of the world it will start with an already advanced spawn table and will even further advance that okay all right I'm gonna grab three more questions from here so we can let you guys get let us get back to lunch and working all that sort of stuff alright so Doran live asks since the mounts will have core abilities and stats how will the mounts gain experience or levels if they it's gonna be a few ways they will share experience based off of the progression experience game from the character itself and then they will also have an ulterior experience table that will result in a amount specific type quest line system so basically a training path that's that exists for the mount so players will be able to achieve that it'll it might include getting certain items for the mount like special types of foods it might include achieving certain tasks in the world you know those that quest line will be present for the mount to progress as well all right well all three goals be the same size to start or will land come in different sizes that we can rent or purchase all the same size all right and then last question here this one's from hammers writer and this one's a nice one to wrap this up what will be the main focus of endgame in your mind PVE pvp wealth faction or community fashion fashion as a person right and another player we're gonna have lots of different things for lots of different people to focus on and like we say we don't like talking about the endgame because this game changes on a daily basis so so there will be different things happening in the world live that you'll not take care of or not take care of based on kind of who you are yeah I know I know that so many pounds have you ever present so many projects have and kind of use this cliche term of player-driven content and oftentimes I think you know in my experience as a player it's used as an excuse not to create you know on actual content but you know our our idea is is a two-pronged approach where you know that player driven mechanic has to be fulfilled with a plethora of content to accommodate it so the idea is that not any one specific category is going to be where we pour our focus and from a Content standpoint but across the board players will have the option to kind of dictate their own interests and advancements as they approach that end game but it's all interwoven with them within the community so that your fellow player has a hand in in influencing how that game looks like to you and that requires you to be social I mean MMORPGs are a social experience there that's our best when there's exactly and there and that's kind of our design principle is to make mmo's massive again yeah in order to do that you must intermingle all of those systems and mechanics together that kind of drives players into the community yeah cool yeah thank you guys have we got to most of them this time I think there were only five that we didn't get to and then like I mentioned if you didn't hear your question answer on this room today there's a chance I already answered it on the forums last night so go ahead and take a look there I tagged you with some answers obviously you can take a look at those as well I'm just some quick reminders here before we wrap up for the month we do have another dub discussion coming up from March this one's gonna be about group oriented activities so we'll be asking for your thoughts about those I'm gonna send all of your thoughts about classes to Stephan again it sounds like and then we are going to be swapping over the monthly cosmetics on Wednesday March 4th as we usually do and thanks again to everyone we had Steven and Jeff and Maggie and Chris and bacon and all joining us great very fun I love it yes I wait for next month yes next month gonna be big laughs yeah that's a good stuff so check out the links below this is where you can follow us in the meantime come join us on discord it's a lot of fun and yeah we'll be posting this video up on our YouTube later today and we'll be sharing it so you can take a look at the bull thing if you haven't seen it yet but we'll see you guys next month's panic sign here bye everybody bye