My glorious friends, thank you for stopping by and watching the progress we’ve made with our gathering systems towards Alpha Two. Please leave your thoughts on what you enjoyed and how you feel about the proposed changes! Much love ❤️
Loving the game so far, just wondering if there was any chance you'd do multi-streaming for Twitch and RUclips, because myself and I imagine other people can't enjoy reading chat because of Twitch's terrible bitrate.
This comment i aprove. Comment by:Makshm I would advise you to make the log house more at an angle and not accurate (have imperfections), it looks like it was sawn with a circular saw, and also so that after the disappearance of the tree the stump remains and the root begins to grow in its center, gradually destroying it and turning into a new tree
Being able to gather from pretty much all visual resources is exactly what I wanted to see. I don't like the idea of only certain trees and rocks being gatherable. I love the new direction.
Agreed, it only makes sense. It's like those games where only ~~~certain~~~ ledges can be grabbed/climbed.. it just doesn't make sense and is a bit immersion-breaking. However, for balance's sake not everything needs to be valuable. I'm sure many stones that you mine will just be cheap rock that isn't worth much of anything
@@EB-bl6cc im pretty sure the basic stone and wood you get will be used to build the things in town like the forge, smithy, inn, etc. Then when it comes to making weapons and armor, you'll need the rarer materials like iron and then for the best equipment you'll probably have to search dungeons for mythril etc. So having basic resources more abundant shouldn't create any problems. And like the devs said, if you gather too much, the spawn rate will drastically decrease so resources aren't "infinite" like some people believe.
The important thing is how its gonna impact the economy. Because if every time you need something, and you Can just get it yourself in 5 minutes, ressources Will lose all value.
Introducing “co-op” into gathering systems that are traditionally solo activities is one of the coolest things I’ve heard in a development update yet. I don’t think I’ve ever texted a friend “let’s go gathering together.” I hope this will be the first 😂
You're gunna want a friend to go with you if PvP Isn't toggled cause i Guarantee if you're impacting someone elses farm rate they'll shank you. I had many moments in New World where i was completely ready to but other player wouldn't toggle.
@@ExtraPorkin i hate pvp sandbox games they just dont work for the wide casual fanbase , most peeople who say they gonna play this game probably never played a open pvp sandbox game and will quit in a week
@@KemIS200 There's little value in trees being left up for defenders. Better to clear cut them around the city to create an open field of fire and deny cover to the enemy. The attacking forces would also use the trees for siege equipment being built on site. Which I really hope is more authentic and not the wobbly "trebuchets" that they showed a long time ago.
I remember back when Saga of Vanguard (2007) was new and you found a prime gathering source a few teamed up to get as much as possible for that one node :) That was good times.
That's literally how it works in rl, the bigger the tree, the better it is to have a full team on it. One person trying to solo a sequoia is gonna have a bad time.
I am impressed by the direction Intrepid decided to go with the collision physics. Collisions are notoriously calculation-heavy especially when combined with elasticity and multiple object segments. Brave to choose that as the backend for visuals of tree chopping. At the same time I have to point out that the parameters for elasticity, friction, oscillation dampening have to be tuned better than what we can see now. The tree branches behave like soft rubber and at times were quite jittery. The same goes for the little green ambience objects falling onto the snow which I assume were leaves. They were bouncing off the ground and sliding far on top of it. I believe that's not a major change to be made just tweaking the values for mass, friction, springing etc. I adore the sound design of tools hitting the gatherables and of the tree trunks creaking as they fall. But the sound of branches hitting the ground is slightly too short and not swish-noisy enough. It sounds more like a sheet of heavy fabric hitting the ground than tree branches. It could sound just that little bit better. Otherwise it is stellar!
I thought the same thing, but didn't really wanna mention it because it's relatively nit-picky given that we just don't see what we're seeing here anywhere else to begin with. I agree the branches behave like rubber and it would be cool if they snapped under their own weight as the main trunk hits the ground, but that's just ultra nit-picky. If the physics can be tweaked to give those branches more mass, all the better. However I'm pretty satisfied with the way it looks and feels as is considering I'm ignorant of the coding process :D
@@wizardtim8573 it is nitpicking but also quality control which is necessary along the way. If we dont mention it, nobody will see it. Same thing is that some people and I mentioned render distance settings in the past to deter pop in.
@@joost1183 Yeah I get it, and don't mean to be an angry chipmunk over it. I do disagree that no one would notice it. Pretty sure if they put that much effort into it that they'd notice the rubbery branch. It's a pretty obvious mental glitch (just doesn't look right).
I hope someone from Intrepid will see this comment. You could hear the developers voice when he told Steven "that's what I meant about taming physics", he said it like "this isnt possible right now, i've tried to tell you", which is true. Physics calculations for fluid has just recently got pretty lifelike, but that's taken an unbelievable amount of work, and to have it rendered live means it has to be toned down because it still takes a long time for very powerful PCs to render even a little bit of the top end water physics. Falling tree physics on the other hand, rendered live, looking decent, done in the course of 5 or so years till launch?? Are you mad? Not possible, not without a hundred million dollars and a team of professionals solely in that field. Intrepid is much better off just going with various different pre-rendered animations/collisions with the other static mesh objects in the games. All the different rocks, towers, ect in the game and making them clip through dynamic objects like players, npcs, animals, other trees, ect. They'd save more time and money animating the collision for every single possible tree spawn on every single rock, tower and hill they have in the game than trying to do what they're trying now. And that says A LOT. This isn't even scope creep, this is a falcon heavy rocket with tsar bomba boosters aimed at the nearest galaxy.
I like that you have brought in the sustainability facet of harvesting - so if an area becomes extremely depleted of a certain resource it could take some real time for it to recover. This helps break the infinite harvest repeat cycle where a player learns the "spawn rate" of the harvestable items and runs a round-robin of continuously harvesting the same area over and over again. With the sustainability aspect they either learn to harvest sustainably or they have to go further afield as the area becomes depleted.
I'm not a fanboy of New World by any means but their gathering system is pretty incredible. And their landscaping designs are superb, especially the new Brimstone. But this looks awesome too and I'm sure there's going to be a lot of tweaking so it'll only get better.
I would advise you to make the log house more at an angle and not accurate, it looks like it was sawn with a circular saw, and also so that after the disappearance of the tree the stump remains and the root begins to grow in its center, gradually destroying it and turning into a new tree
Steven did ask us for input, so there is nothing wrong with them giving opinions. It's what they want from us. They don't have to change it, but nothing wrong with them speaking up about what could be changed.
@@viniciuscarvalho3586 I mean, the stump idea is a reasonable request. I think the branches snapping would be too much physics for the game to handle with X number of players chopping down trees at any given time.
I think it would look cooler if the treestump lingers on a bit longer. So walking into a forest and seeing bunch of tree stumps gives the feeling that more people are around or some have been here
Please keep the high density of gatherable resources. Hunting and tracking down resources is fun... for the first 20 times. After that it ruins the dopamine loop and makes gathering a chore. I love exploring the world and seeing gatherable resources everywhere and occasionally encountering ones I really need. Love the fidelity so far, thank you for the update!
@@MrLuchenkov I agree, there should be more to high level gathering than having access to skillgated gatherables. And botting is of course always a big concern, I'm sure they're taking it into account as bots would be devastating to the whole spirit of the game as it's shaping up.
Loved the update! Was curious if Surveying would be able to be used with the Scribe talent to make in-game resource maps? That'd be awesome instead of using third partys
I would like to see the tree stumps hang around for a little bit before they desolve. Since this is sped up the regrowing of the trees I would say that the stumps hanging around until the first sprout would be good. Also the ends of the stumps and tree trunks should be angled instead of looking like a chainsaw cut it down.
I agree with the desolving thing, although it could also cause some problems due to collision. When you have 100s of players in area and every tree that has fallen still has a collision, you can't walk through it as it can block pathways, could be problem with caravans. And when it comes to the angle I also agree, but I am sure they have a good reason for it, because the mesh has to convert seamlessly from static to skeletal (with bones for physics) as they said. This adds a lot of complexity now because they need to do every tree very complex as if they were a game characters. Now the problem with the angle is that they would need either tons of variations which would add the complexity into infinity, or some very smart material node that would apply invisible part (section) with the angle to the tree in the moment of the cut in the transition. Actually this is probably the only possible or smartest solution that could work and without any performance issues, they can steal it from me haha. I am also long time UE5 game dev, so I know some stuff. :D
Honestly, migrating to to UE5 is a game changer. Steven, the passion and love you have for this project is infectious. You got me man. I'm in! I cannot wait to play this game. 😃
Agreed! One thing I'm always afraid of is the time it takes to create an entire MMORPG and how much more quickly technology tends to run. Bleeding edge with UE5! Exciting times ahead.
@@Ren3gade I try not to get too excited for any new game. But this one feels different. It feels right.... don't know how to explain it. It's safe to say I'm going to give this game a bloody good go when it goes live.
Everything you've done to make this world feel real is commendable. Fixing the apple dilemma to be on bushes was a practical artistic choice. I say this as a future dwarf player of your world and on behalf of my dwarven brethren I thank you 👏👏
Amazing! Really impressed with the improvements since I was last in Verra testing in Alpha 1. Steven and team, you are doing a wonderful job! I'm really looking forward to testing in Alpha 2.
The scythe sounds are awesome! I would make the tree chopping sound a little heavier/deeper maybe with a little bit of an echo to give it more weight. Someone said also to make the cut a little more jagged instead of perfectly straight. The falling effects are awesome.
Feedback: as far as not knowing whats inside the rocks until you break them...i hope there's a system that allows you to know/see what's inside as you level up your mining. The higher your skill, the better materials you can recognize.
That's the surveying system. Did you notice how it was primarily Iron in this area? It's common to most games to have a type of material in a given area.
I really think that if you in the middle of the "Extra life stream", in the 12k$ milestone saying: "IF WE GET TO 250,000$ we reveal ALPHA 2 RELEASE date"🔥🔥 In 2 hours you get x10 the viewers you have in that time and crash that 250,000$ in no time with everyone talking about you
I really like the direction this is going and I truly like the discovery factor of not knowing what you will find in the rocks. That happens with trees also when the tree grows around something, fun little surprises on occasion would be nice. Even finding something in the belly of a fish. Whether useful or funny it would be cool.
Thank you for putting this up so quickly! I am stuck at work for most of the livestreams, and can listen, but not watch. Really excited to see how surveying works first hand, and get to work mining for precious ore! It's like you are taking the best parts of gathering from other games and meshing them together in the best way. Great work so far!
Please make sure the common gathered resources are useable at all levels of crafting. Even common resources should feel like they have value throughout the entire game.
Glad to see you guys listening and learning from us, and other games. The New World style to gathering is a winning formula, so well done. Just make sure you make it as audibly pleasing as it is visually. Looks great!
I love these updates and really appreciate you guys being so consistent with your showcasing of the features. The game is really starting to take shape and looks very promising! It really shows when creators approach a project with passion, and I think that making a game that you yourselves want to play is the best mentality to have. Good job team!
it could also be interesting if some specific skills could hasten the process of gathering, as in: a skill that has a "crushing" characteristic (like a hammer attack or whatever) could smash rocks in one hit, while a skill that has a "cutting" or "slashing" characteristic could chop down trees faster or maybe even in an AoE, so that players could use their combat skill not just for combat and exploring, but also gathering, it might not be the most efficient way, but it could help in certain scenarios or if a player is focusing mostly on their professions
I Thought of a great idea to help with the tree animation, it looks strange when the branch bends back to its original state like rubber, so instead when the big branch bends alot, it snaps and breaks off just like real life, and the branches that would normally clip through the floor could break of on impact to stop the clipping from happening. Its really cool that u guys are thinking of ideas like this for gathering as it makes gathering visually pleasing so people will enjoy it even more. I liked woodchopping in the game "the forest" as when u would cut down the tree, the tree would break into parts which you could then pick up from the floor
Yeah well, you want too much here lol. Breaking any static mesh like stones is easy with Chaos destruction, but if you want to keep the bones on the tree as it transforms into the physical mesh (skeletal mesh) for the bending physics, it would not be possible, because this destruction can be only done with static mesh I believe. Unless they will do complicated onHit collision trick, where it converts back into the static mesh and then it breaks like a stone and then apply force to it, but that is just way too difficult as the previous shape after hit was already deformed.. idk if that is even possible, I've never tried it before. It could look cool though, if they managed to do it. But for all I know it is impossible now and you can only choose one or the other (bending physics or breaking physics).. But the rubber bend isn't actually a bad thing, because it is what sometimes happens in the nature to many trees, I have seen that happen. It doesn't break as often, only the smaller branches.
@@Aldraz ah ok, was just a cool idea but it sucks that there is limitations like that for game designing, hopefully in the future stuff like that would be easier to do.
@@Aldraz What if, when the wood bends it slowly bends back to its original state, so it doesn't look rubbery. This seems more like something they could do or is this hard to do aswell? 😅
@@Cc-bh3ye That is possible to do, just a little change to add more stiffness to it, but then what probably happens is that the tree is a bit more "levitating" from the ground causing it look fake. But I think there is still a room for improvement. It is not the final state for sure, they said it themselves.
@@Aldraz oh shi I didn't think about the branches that would be touching the floor😂. Yeah, true it's not the final state yet, I just like giving some feedback and ideas on these videos because I can see these guys really care about the game they are creating, and the feedback that they get from the community and youtubers, which motivates me to help as much as i can :)
Maybe surveing can be a standalone proffession. The survayer have to acompany to example a miner to survay metals. After survaying an area the result can be seen guild members or citizens. Maybe major or guild leader can issue an order to harvest or not the survayed area. Keep up the good work and happy codeing/designing.
This a progression that i been waiting for mmos to get and its nice to see someone pushing the field of art forward gathering animations look awesome , not sure what kind of in-game physic glitches might happen with the falling trees but its extremly immersive. having unkown resource types like inside a rock should make harvesting and exploring more interesting, like going into some dangerous zone and getting hands on those rare materials. I cant wait to play when the game goes Beta.
This is looking very good, enjoy the new direction. It's cool that you have to survey to find the best and hidden materials, also like how you have to crack open some rocks to see what's inside. I think there should still be some rare instances of actual gold glittering, if you're lucky to stumble across it. Can also be fools gold so you never know until you actual dig it up, keep up the glorious work.
My wife and I are excited to play; I'm Cinders and their name is Embers online so it's hilarious that our motif fits with "ashes" as well. Can't wait to burn bright in Verra 💜
Hi Steven and developers, Feedback; - When conducting an action on a tree/deposit/bush it would be awesome to see the effects ie. Axe hitting the tree causes wood chips and an indent into the tree. Pickaxe hitting the deposit causes rocks to fly and indent the deposit. - When the tree starts to fall, the base of the tree and stump remaining could be edged/straight like its been cut by a machine. Excellent work so far, thanks for the update!
About knowing what's inside a rock before breaking then I would say that put with your level on surveying/mining, so the higher your level on those skills more types of resources you can identify without needing to break it. It would add a good reason to people want to level up those skills and a good reward for doing it
May I suggest trying speed up the gathering to 1.5x ? I watched some parts in 1.5x video speed and sound / animation felt bette.. Idk, can be just me. But Looks great! Can´t wait to play.
Devs did a fantastic job with the physics system. I was particularly impressed when the tree fell on the big rock and got forced to bend apart( 7:40 ). I can imagine a lot of cool visual scenarios during gathering. And since we will have to gather a lot, I think it's vital to make that "chore" game mechanic as fun and enjoyable as possible. I really love where this is going also in combination with the sound engineering, which is equally important than visual fidelity for me. I also like the fact that every tree and rock can be farmed. Regarding not seeing what's inside the rock, I am not 100% sure. It seems like a good idea in the moment, but will have to be play tested I suppose. I am concerned it could become too tedious when you are on the hunt for specific resources. I want to point out the animations of the mount starting at the 28:00 minute mark. The way it moves its head and ears, blinks its eyes and opens its mouth for breathing and looks around is absolutely fantastic! It really makes the mount appear to be alive and have personality. I love that! Good job animation team!!! We see the details you put in. They won't go unnoticed and are highly appreciated!!
I like what I’m seeing, not in awe with what I’m hearing..! It’s good sure, but since New world, I fell in love with the gathering audio in this game, hearing the echoes of the tools hitting the surfaces, heard quite a decent distance away, helps making the world feel alive and makes gathering oh so much satisfying. This is still an alpha though, so I’m more then happy with the current state of it all~ The high fidelity adds something really engaging and fun to the gathering.
Looks amazing! A couple ideas I have, gathering large amounts of resources could trigger world events such as an attack from the creatures and beasts of the area that is being over gathered from. For coop gathering, perhaps there could be a wagon or cart in which groups of players in the same party could store materials so that they can continue gathering from the area with a mobile drop-off point. Again this all looks amazing. The launch of the game is gonna be absolutely crazy cause the first players out in the world have the opportunity to establish the economy first. I still daydream about sprinting out with my small 15 person guild and trying to establish our own node, far from the reach of the insurgence of others onto Verra. Can the costs of freeholds be split amongst a guild, and can they be jointly owned?
I like the survey idea a lot. For the pylon part, I think being able to link pylons with guild mates would be a great addition. For example, in gathering runs, your group could spread out, each place a pylon, and survey that area. Then go and grab the materials you want within. Will surveying create icons on the map for each materials location? I think that would be the best way to go about it.
Higher number of gatherable nodes across the world is an amazing change. Love being able to have the option to chop down every tree. Really enjoyed that in New World. Loving the physics of the tree drops and such, needs some polish of course, but definitely a great direction being taken in my opinion. The survey system giving you a home field advantage for an area you have explored is an awesome concept. Love it. And therefore having nodes not be obvious is a required element.
Fantastic Job! It would be nice to have the sound of the trees going down echoes in the distance like when other players cutting down trees on the distance just like they did on New World. it gives depth and life in the world. I know this is still WIP just putting it out there :)
Looks incredible, my only feedback would be that I'd love to see multple stages of gathering. ie: Chop a tree down, then chop that into logs, stcks, bark, sap etc.
Love the work so far! One bit of feedback based off what we see in this video. I would love it if you could see marks on the tree as you take i down. you know like chunks coming out with each swing. No idea how that would be done but it would add to the immersion and that is one thing that i love.
I have not pre ordered yet but looking forward to trying it out on release. I have been casually following along with the updates, everything looks good so far and take your time to get it how you want it!
Gathering being a vehicle to flesh out environment is amazing with the season changes this looks to be a crazy experience. One thing I think would send this over the top would be a hemispheric season on the north and south of the two continents so to encourage traders to traverse not just east and west but north and south. Having the seasons in the equator being more subtle with climate being more drastic in the more north or south would create rotating availability of resources within the continent encouraging caravans and expeditions.
the regrowth of the trees is really cool and them falling down also looks insanely good, however they look sometimes like they are made of gummy so I would prefer if they bounce a bit less
Gathering with a friend will be the best thing added tbh. Question 1: what happens to a player or ai that is under the tree when it falls. I seen it affected the camera a bit Question 2: what will stop things like deforestation or over hunting? I can see people farming spawn areas till it’s dry
I think for question 2, that would be up to the mayor of a node to send a proclamation to the node inhabitants to leave x amount of resources in an area to keep it healthy. Or say we're killing too many wolves so don't do so for a while and instead kill the growing rabbit population. Or guilds can work together to make agreements on how to go about resource gathering. There's a ton of room for player communication in regards to land management. I think the design philosophy around most of ashes systems is how can we get players to engage with each other.
I little tip for the trees , they look like tenticles... a real tree hits the ground, anything that can bent keeps going to words the ground so you can show them bend, but when they come back up they do not go much past there initial form , so the first tree that was cut down looked like it was made out of rubber
I loved everything about this video. I wonder how many of the system talked about are already built? Refering to the land manager and, all the explanation on the predator to prey ratio.
Lumberjacking: Two-man saw a giant tree down and then maybe another round to split the giant trunk. Mining: Two people with sledgehammers splitting a giant rock taking turns to hammer a wedge in it. Fishing: Harpooning minigame? One drives the boat one stabs the fish. Ocean exclusive, big catches. For inland maybe casting a net and pulling it together. Herbalism: No clue.
All looks great so far! Love the simplistic UI. Would also like to see more interactivity with players and UI with professions. Lost Ark had a thing where during mining you had a small window of time at the end of the mining animation where you had to be quick and press G to get more resources. Would love things along those lines, things that keep you there. There should be an option to avoid seeing all these tree stumps falling left and right, hiding other players gathering so to speak. Also I am not sure how I feel about the randomness of nodes of mining. The approach is super logical, dont get me wrong. The idea that you don't know what you're getting before splitting open the rock is a reality and I kinda like it. But in a real world setting where a player would want a specific type of ore they either have to pray to RNG to hit that ore, know a place of the map where that ore typically spawns or set up surveying poles in order to not waste their time mining other irrelevant ores. It seems to have extra un-necessary steps. Nonetheless I love the fact that you're taking the time to try to re-invent even such trivial things. Keep up the good work.
Even when the tree clipped into the boulder at 7:43 I couldn't care less. The idea that I can chop down any tree and it at least attempts to interact with the environment .... that's a HUGE win.
While not bad, and I know its early and work in progress, needs work, obviously. They pretty much sliced the tree in half. Would be nice to see as you chop it to actually have that wedge shape as you chop each chop. And then seeing it fall on the side that has the wedge in it. New World's tree's fall. They don't have smaller branches slightly giving in to the fall and gravity of falling, and slightly warping and then going back to its normal shape. But generally New World is still on par. You can do better. Just a few more tweaks. I just hope ashes of creation properly uses color pallets. Characters should have different color sets than landscape. Harvestable items need different color pallets from typical landscapes. Granted, you said, any tree, any rock. Which does sort of change the game. HOWEVER, larger rock formations have NEVER been minable in games that have "harvest anything" mindset. The smaller rocks sure, but when you come to a mountain, you can't hallow it out. So in that regards, and most likely will continue, the larger non minable rocks that are part of the landscape should have a different look than the ones you can harvest. OLDER pixel art games have color pallets. The characters might be dull while the landscape was more saturated and vibrant. This allowed you visually to keep track of the player and enemies in the world. That pixels didn't blend together. Its literally a lost art. Modern pixel art games LITERALLY have color pallet issues and you get lost between characters, landscape, and even enemies and attacks. They don't know how to use color pallets. So I hope ashes of creation adopts the color pallet OG method of contrasting things to make them stand out better. This color pallet way of making a game also means you don't need to highlight harvestables. With poor color pallets, players wont know which they can harvest and which they can, meaning you would need some kind of "sparkly" or highlight system. If you have proper contrasting color pallets, you wont need said "sparkly" highlights. On the note of crafting, I hope that the crafting system is akin to star wars galaxies. I would love to make wands from wood, while someone else might make all their wands from metal! giving different stats and features to said items. Maybe even mixing metal and wood. Maybe you want a wood handle for X stat and then metal tip/rod for the actual wand portion which the combo of the two gives a total of stats. And then someone else might make metal handle and wood rod to the wand. Different "recipes" would have different shapes. Stats should always come down to materials used in my opinion. While the recipe would be for its shape. Like an extremely rare bow would have a special look to it, but you can use any material to craft it. MAYBE you also have some items that require specific materials that never change and the stats on that item is ALWAYS the same, but that is kind of boring to me, and crafting items with different stats based on materials used would be more fun. NOT TO MENTION it would be down to the crafter to test and try out new materials and combinations of materials to see which stats each gives in that slot. SURE, people are going to make "wiki" pages to house this information. but people like me would love the discovery phase of crafting and figuring out which item for which stats to develop the best weapon possible. EXTRA MAYBE, different servers would have different stats per item, so that server to server they are different. Which would really throw off the loser wiki crowd (but that's up to steven to troll them like that). My brother plans to craft boats (both of us wood based crafters) so it would be cool if he could make a ice-breaker ship that has metal on the front that can break through ice or even be used to RAM into other ships and survive said ramming thanks to the metal and hitting an all wooden ship! There is so much you can do and I am so freaking excited.... As far as weather systems and the players ability to traverse that. If its winter and you aren't wearing winter cloths, FIRST your stamina should drop. When your stamina reaches 0, then your health should start dropping. Because lets be honest, just being naked in a snow storm doesn't kill you, its the TIME after your body can no longer heat itself (stamina) that you would start to take health damage (from frozen limbs). Same for the desert, if you are dressed for winter in summer and in a desert, you will slowly lose stamina until you reach 0, and then you start to lose health. THAT to me is a cool mechanic. But that also means there would be a stamina stat. I am a big believer in having stat points similar to D&D but different. When you level up, you can raise your health, or your mana, or your stamina. Or other stats like muscle mass (more damage, faster chopping speed, etc) and other other stats. A player might choose to have a high stamina, and be the sort of player who always dodges attacks instead of straight blocking them. So they could dodge more often than someone with less stamina. Which would really bring in the dynamic's of the game. SURE, it would be annoying to meet a rogue (assassin) who just keeps dodging you, but EVENTUALLY they would run out of stamina. Not to mention you could have root type skills to prevent them from dodging.... so it would balance itself. The biggest issue with people saying "you can't balance a game" you can, you let the players balance themselves. While one build might be OP, there will always be someone to build the OP counter to that build.... example? I go full tank, and take basically no damage from blocking. And I can just keep blocking all day long. Someone else will end up going full damage, glass cannon. And when the tank and glass cannon fight, its a fair fight. It may not be fair for others, but that's what happens in a living world with risk vs reward. You can't be the god of everything. And honestly being good at everything is boring. Think pokemon, if you are a nature mage, you should absolute be natively weak against fire damage. You can wear fire mitigation gear to reduce your weakness, but generally you would be weak against fire damage. A treant monster or fungus monster, would be weak to fire too. Aquatic creatures would be weak to lightening damage. Skeletons are immune to piercing, take less damage from slashing, but take bonus damage from blunt and holy magic.... that idea of strengths and weakness should be brought back to MMORPGS. its a missing aspect.
Looks great. I might add the suggestion that the sound of the crashing canopy also causes small animals to scurry away and birds to fly off that are a certain distance from the tree. The can come back to their spawn point but initially they bolt.
Chopping rocks I think could start giving an indication on if there's anything other than stone after a few chisels into it, and more info on what after a few more.
I can foresee a time where people will start mining and if its not a node they want just leave it there half done, feel it goes against their design of the surprise of cracking it open! Personally i am not for this one
@@aidandesilva Easy fix by having the last cracking open able to give a surprise of some kind, so the very last check on something isn't until it's fully cracked open.
I really like the unpredictability of the mining, it will be really nice when you get a diamond or some rare ore randomly, they could make it similar with trees giving you ambar or honey from bees or exotic plants that grow on trees as an extra material.
Well, from what I understand about the survey system, it will be up to us to discover what biomes will have more likelyhood of containing certain ore( ex. Iron might be commonly found in most biomes at all levels but emeralds will require a higher area). The super rare ores like diamonds might simply require one of the highest area levels and then have a percentage chance of being discovered.
I really appreciate that you hired people who love MMO's Steve. That love is really showing through with each idea or iteration of an idea you put out! Can't wait to see the ecosystem in action! Also the coop gathering idea is really good ! Makes gathering faster and more fun- while giving an incentive for teamwork!
How about a simple minigame while gathering? For each hit/chop make a ui bar appear. Like a bar going back and forth with a marker that you need to hit by clicking a button. Getting perfect hits increases your chances of the node having better/more loot. Special gear/spec/level in that gathering skill would improve different points for this minigame. Wider hitbar, slower movement of the target, even better/more loot on perfect hits etc.
Looks absolutely amazing. I love the idea of being able to harvest what you see and how things will grow back. Team growing rocks!!!! Glad I finally found the time to watch this and makes me even more excited for Alpha 2. Great job guys! P.S. Love that outfit!
Panning sounds awesome. Having a coop setup on a beach, with people gathering sand/dirt, bringing it to a classifier, then taking that to pan, or a sluice box would be really fun.
I loooove direction of the gathering mechanics. The idea of having to crack a rock open to find out whats inside is amazing. As someone who loves making money by selling raw materials for craftsman to work their magic, i am really happy to see this. I also look forward to hearing more on the surveying. Keep it up team!!
Levelling up the surveying should reveal the mats inside nodes by changing the look of the node. I think that would be great for gatherers as mining “blindly” all the nodes could get frustrating. But we have to see how the surveying system works first, maybe it shows the nodes’ materials.
What I heard about PvP. 1. Node declares a war event with neighboring node. Players from both nodes can now PvP each other because war was declared. Without occurring corruption 2. Guilds go to war with other guilds. - Any time someone from the other guild sees such a player in the open world they can attack without gaining corruption. 3. Guilds and others can lock down resource nodes, dungeons, and spawn mobs. If they attack a player that is not flagged for PvP opted in upon attack that player, they gain corruption. 4. Issue: Guild with 300 members locks down dungeon 24/7 by only having one or two members kill adventures thus not gaining much corruption. This is acceptable because of the risk reward. 5. I like the fact that you can flag for PvP like in New World. 6. I like the fact that you can decide to PK a player to get rare node resources, mobs etc. Risk Reward. 7. I like the fact the if you decide to go on a rampage and kill 50 level 10 players being lv50 yourself that eventually you will reap what you have sown 8. I like the fact that other competing nodes can start taking your node resources to slow your nodes progress or hamper a node from repairing growing etc. Gathering: 1. I really like the new gathering animation and ore veins in rocks. Keep that up please. 2. I really like seasonal resources 3. I really like the dynamic spawning of rare or hard to find nodes. So bots cannot setup repetitive farming of more rare materials. Add Geod rocks that are packed with gems please. 4. Surveying looks like it will be fun and rewarding 5. I like the rares you might find in random rocks 6. The New World approach to finding gems or rare gatherables is good. 7. I like the direction for the skills based system of gathering 8. It is nice that you can PK farming bots to stop them from ruining the economy and stealing all the resources in your node. New World farm bots were terrible outside of towns. 9. Having another node send 100 farming bots into your node to decimate resources would not be cool if there was no way of dealing with them. 10. Personally, I will flag them and PK them when I find them. Would like to see: 1. I would like to see that this game does not become bot city like New World did with all the farming bots. 2. I would like to see a large variety of gatherables. Iron, Copper, Silver, Gold, Platinum, mithril, adamantium, obsidian and other uncommon, rare, and legendary rare ores. 3. I would like to see tree variety like New World had. Iron Wood, Star Wood etc. 4. Rare gems, food items, herbs to make potions etc. 5. I would like to see the ability to craft gathering tools with status effects and increase rarity to boost speed, increase chance to find rare drops, durability, amount gathered etc. 6. I would like to see where some trees, rocks, and plants you try to gather are real creatures. Like a tree that is a treant, or a rock elemental we saw coming to life during melee combat demo. It would be fun to hit a tree that agroos you from time to time or a rock elemental that is nuetral until you hit the rock with your pick ax. Upon killing said create you get resources rares etc. 7. I would also would like to see if you cleared out say all the rare trees from a spawn node that once in a while it would spawn a epic or heroic giant create that attacks etc.Risk reward hidden surprise.
It seems like things like iron and gold should be inside mines. Maybe caves that you have to dig yourself. In what world are there big rocks that you split open to find iron/gold?
It is a great job that you do, thank you very much, I hope to be able to follow in your footsteps one day. On the subject of video, I think you should seriously look at the satisfaction that gathering produces in New World. The sound of the axe impacting against the stone or tree, the echo that this produces around the area ... That kind of thing. Since we are going to spend a lot of time in the forests and mountains collecting, it is better that it is satisfying to do so and I think New World did very well this aspect. Maybe is something more than the sound.
My glorious friends, thank you for stopping by and watching the progress we’ve made with our gathering systems towards Alpha Two. Please leave your thoughts on what you enjoyed and how you feel about the proposed changes! Much love ❤️
WOOOO! excited 😊
Wasn't sure the tree chopping would look better than Valheim but you did it!
Loving the game so far, just wondering if there was any chance you'd do multi-streaming for Twitch and RUclips, because myself and I imagine other people can't enjoy reading chat because of Twitch's terrible bitrate.
This comment i aprove. Comment by:Makshm
I would advise you to make the log house more at an angle and not accurate (have imperfections), it looks like it was sawn with a circular saw, and also so that after the disappearance of the tree the stump remains and the root begins to grow in its center, gradually destroying it and turning into a new tree
Chopping down trees would be insane if the trees did damage when they land on mobs 🤣
Being able to gather from pretty much all visual resources is exactly what I wanted to see. I don't like the idea of only certain trees and rocks being gatherable. I love the new direction.
@@TheAbstracteD i doubt the average rock or tree is going to produce a material thats ever in massive demand
Yes, 1000000% yes
Agreed, it only makes sense. It's like those games where only ~~~certain~~~ ledges can be grabbed/climbed.. it just doesn't make sense and is a bit immersion-breaking. However, for balance's sake not everything needs to be valuable. I'm sure many stones that you mine will just be cheap rock that isn't worth much of anything
@@EB-bl6cc im pretty sure the basic stone and wood you get will be used to build the things in town like the forge, smithy, inn, etc. Then when it comes to making weapons and armor, you'll need the rarer materials like iron and then for the best equipment you'll probably have to search dungeons for mythril etc. So having basic resources more abundant shouldn't create any problems. And like the devs said, if you gather too much, the spawn rate will drastically decrease so resources aren't "infinite" like some people believe.
The important thing is how its gonna impact the economy. Because if every time you need something, and you Can just get it yourself in 5 minutes, ressources Will lose all value.
Introducing “co-op” into gathering systems that are traditionally solo activities is one of the coolest things I’ve heard in a development update yet. I don’t think I’ve ever texted a friend “let’s go gathering together.” I hope this will be the first 😂
LMAO YESSIR LETS GET THOSE BRANCHES 😎
u can chop down trees together in lost ark
THIS! ... ruclips.net/video/gPCjIhCt2ns/видео.html
You're gunna want a friend to go with you if PvP Isn't toggled cause i Guarantee if you're impacting someone elses farm rate they'll shank you. I had many moments in New World where i was completely ready to but other player wouldn't toggle.
@@ExtraPorkin i hate pvp sandbox games they just dont work for the wide casual fanbase , most peeople who say they gonna play this game probably never played a open pvp sandbox game and will quit in a week
If node siege gets announced I can see the whole forest cut down for ramping up war.🤩
Or been kept for protection and strategic purposes 😁
Or the enemy's forest being chopped down in advance
@@KemIS200 hoarding trees and selling it high after drought goes BRRRT
@@KemIS200 There's little value in trees being left up for defenders. Better to clear cut them around the city to create an open field of fire and deny cover to the enemy.
The attacking forces would also use the trees for siege equipment being built on site. Which I really hope is more authentic and not the wobbly "trebuchets" that they showed a long time ago.
Númenórean loggers unite!
I ABSOLUTELY LOVE the idea of co-op gathering. I think honestly it should be a core part of gameplay if you can make it make sense.
I remember back when Saga of Vanguard (2007) was new and you found a prime gathering source a few teamed up to get as much as possible for that one node :) That was good times.
Lost ark has coop Chopping specifically. Speeds it up and you both get mats
That's literally how it works in rl, the bigger the tree, the better it is to have a full team on it. One person trying to solo a sequoia is gonna have a bad time.
@@menghao737 bad looooooooooooooooooooooooooooooooooooooong time
Yah I had fun chopping trees faster in Lost Ark with a random person, made some friends that was haha
I am impressed by the direction Intrepid decided to go with the collision physics. Collisions are notoriously calculation-heavy especially when combined with elasticity and multiple object segments. Brave to choose that as the backend for visuals of tree chopping.
At the same time I have to point out that the parameters for elasticity, friction, oscillation dampening have to be tuned better than what we can see now. The tree branches behave like soft rubber and at times were quite jittery. The same goes for the little green ambience objects falling onto the snow which I assume were leaves. They were bouncing off the ground and sliding far on top of it. I believe that's not a major change to be made just tweaking the values for mass, friction, springing etc.
I adore the sound design of tools hitting the gatherables and of the tree trunks creaking as they fall. But the sound of branches hitting the ground is slightly too short and not swish-noisy enough. It sounds more like a sheet of heavy fabric hitting the ground than tree branches. It could sound just that little bit better.
Otherwise it is stellar!
They gotta see this! Wonderful feedback
I thought the same thing, but didn't really wanna mention it because it's relatively nit-picky given that we just don't see what we're seeing here anywhere else to begin with.
I agree the branches behave like rubber and it would be cool if they snapped under their own weight as the main trunk hits the ground, but that's just ultra nit-picky. If the physics can be tweaked to give those branches more mass, all the better. However I'm pretty satisfied with the way it looks and feels as is considering I'm ignorant of the coding process :D
@@wizardtim8573 it is nitpicking but also quality control which is necessary along the way. If we dont mention it, nobody will see it.
Same thing is that some people and I mentioned render distance settings in the past to deter pop in.
@@joost1183 Yeah I get it, and don't mean to be an angry chipmunk over it.
I do disagree that no one would notice it. Pretty sure if they put that much effort into it that they'd notice the rubbery branch. It's a pretty obvious mental glitch (just doesn't look right).
I hope someone from Intrepid will see this comment. You could hear the developers voice when he told Steven "that's what I meant about taming physics", he said it like "this isnt possible right now, i've tried to tell you", which is true. Physics calculations for fluid has just recently got pretty lifelike, but that's taken an unbelievable amount of work, and to have it rendered live means it has to be toned down because it still takes a long time for very powerful PCs to render even a little bit of the top end water physics.
Falling tree physics on the other hand, rendered live, looking decent, done in the course of 5 or so years till launch?? Are you mad? Not possible, not without a hundred million dollars and a team of professionals solely in that field.
Intrepid is much better off just going with various different pre-rendered animations/collisions with the other static mesh objects in the games. All the different rocks, towers, ect in the game and making them clip through dynamic objects like players, npcs, animals, other trees, ect. They'd save more time and money animating the collision for every single possible tree spawn on every single rock, tower and hill they have in the game than trying to do what they're trying now. And that says A LOT.
This isn't even scope creep, this is a falcon heavy rocket with tsar bomba boosters aimed at the nearest galaxy.
The amount of details in the flora and fauna is incredible. I can just stare at the ground all day. Truly amazing
rip framerate tho
@@dave8413 HAHA
These small things are what's going to make this game special
I like that you have brought in the sustainability facet of harvesting - so if an area becomes extremely depleted of a certain resource it could take some real time for it to recover. This helps break the infinite harvest repeat cycle where a player learns the "spawn rate" of the harvestable items and runs a round-robin of continuously harvesting the same area over and over again. With the sustainability aspect they either learn to harvest sustainably or they have to go further afield as the area becomes depleted.
I'm not a fanboy of New World by any means but their gathering system is pretty incredible. And their landscaping designs are superb, especially the new Brimstone. But this looks awesome too and I'm sure there's going to be a lot of tweaking so it'll only get better.
Have to agree, I also really loved the realistic sounds, like the alternating echos when chopping wood or mining ore.
Their crafting system was so bad. But felling trees was so satifying in New World
Uhm yes.. new world could have been so much better.. i suppose to each his own though
I love new world too for sure. They will both be great games for years to come.
Say what you want about New World, but it's clearly set the standard for wood/ore gathering. It looks pretty good in AoC, but not quite as good as NW.
I would advise you to make the log house more at an angle and not accurate, it looks like it was sawn with a circular saw, and also so that after the disappearance of the tree the stump remains and the root begins to grow in its center, gradually destroying it and turning into a new tree
dude chill, if they do this kind of detail in everything you wont be alive for the release date
@@viniciuscarvalho3586 khm, star citizen... ':D
Steven did ask us for input, so there is nothing wrong with them giving opinions. It's what they want from us. They don't have to change it, but nothing wrong with them speaking up about what could be changed.
@@viniciuscarvalho3586 I mean, the stump idea is a reasonable request. I think the branches snapping would be too much physics for the game to handle with X number of players chopping down trees at any given time.
@@Haladoonmods fair enough
I think it would look cooler if the treestump lingers on a bit longer. So walking into a forest and seeing bunch of tree stumps gives the feeling that more people are around or some have been here
Yeah I agree with that, however we need to remember that this is sped up quite a bit.
It's sped up
Please keep the high density of gatherable resources. Hunting and tracking down resources is fun... for the first 20 times. After that it ruins the dopamine loop and makes gathering a chore. I love exploring the world and seeing gatherable resources everywhere and occasionally encountering ones I really need. Love the fidelity so far, thank you for the update!
I think there's a happy medium of having desired gatherables show up in sporadic clusters thus still encouraging tracking. Albion comes to mind.
@@sisterimmaculata1680 well said my friend
For basic resources, sure.
Otherwise, it's an invitation to botting and high-level stuff shouldn't be as easily obtainable.
@@MrLuchenkov I agree, there should be more to high level gathering than having access to skillgated gatherables. And botting is of course always a big concern, I'm sure they're taking it into account as bots would be devastating to the whole spirit of the game as it's shaping up.
Then resources would be worth nothing and not be expensive.
Loved the update! Was curious if Surveying would be able to be used with the Scribe talent to make in-game resource maps? That'd be awesome instead of using third partys
Up this comment guys, its such an great idea!! Haha, great man
I would like to see the tree stumps hang around for a little bit before they desolve. Since this is sped up the regrowing of the trees I would say that the stumps hanging around until the first sprout would be good.
Also the ends of the stumps and tree trunks should be angled instead of looking like a chainsaw cut it down.
I agree with the desolving thing, although it could also cause some problems due to collision. When you have 100s of players in area and every tree that has fallen still has a collision, you can't walk through it as it can block pathways, could be problem with caravans.
And when it comes to the angle I also agree, but I am sure they have a good reason for it, because the mesh has to convert seamlessly from static to skeletal (with bones for physics) as they said. This adds a lot of complexity now because they need to do every tree very complex as if they were a game characters. Now the problem with the angle is that they would need either tons of variations which would add the complexity into infinity, or some very smart material node that would apply invisible part (section) with the angle to the tree in the moment of the cut in the transition. Actually this is probably the only possible or smartest solution that could work and without any performance issues, they can steal it from me haha. I am also long time UE5 game dev, so I know some stuff. :D
I appreciate the fact that the deer (mount) stays there after unmounting
YES!!!
Honestly, migrating to to UE5 is a game changer. Steven, the passion and love you have for this project is infectious. You got me man. I'm in!
I cannot wait to play this game. 😃
Agreed! One thing I'm always afraid of is the time it takes to create an entire MMORPG and how much more quickly technology tends to run. Bleeding edge with UE5! Exciting times ahead.
@@Ren3gade I try not to get too excited for any new game. But this one feels different. It feels right.... don't know how to explain it. It's safe to say I'm going to give this game a bloody good go when it goes live.
i cant wait to play it for a week then quit
@@mysticalbeing8943 My 7 year old son can't wait to main it like I did WoW when I was 15, he will probably be the same age I was when it's released
@@wayneg552 yeah ill need a new pc time it comes out
Everything you've done to make this world feel real is commendable. Fixing the apple dilemma to be on bushes was a practical artistic choice. I say this as a future dwarf player of your world and on behalf of my dwarven brethren I
thank you 👏👏
Amazing! Really impressed with the improvements since I was last in Verra testing in Alpha 1. Steven and team, you are doing a wonderful job! I'm really looking forward to testing in Alpha 2.
The scythe sounds are awesome! I would make the tree chopping sound a little heavier/deeper maybe with a little bit of an echo to give it more weight. Someone said also to make the cut a little more jagged instead of perfectly straight. The falling effects are awesome.
True, i like the harvest sound but tree chop and mining i prefer the new world sounds.
Totally agree with you on this. Sound is super important to the overall experience
@@JoaoMLC94 yea New World sound design on these is superior
Feedback: as far as not knowing whats inside the rocks until you break them...i hope there's a system that allows you to know/see what's inside as you level up your mining. The higher your skill, the better materials you can recognize.
This pls!
They did mention a surveying skill that’s available
Maybe this is a tactic to help prevent bots from going to only good resources and leaving the mediocre ones for us real players.
That's the surveying system. Did you notice how it was primarily Iron in this area? It's common to most games to have a type of material in a given area.
Having cut down many trees in real life I can honestly say... pretty dang good for a game. I am impressed! Loving all these gathering mechanics.
I really think that if you in the middle of the "Extra life stream", in the 12k$ milestone saying:
"IF WE GET TO 250,000$ we reveal ALPHA 2 RELEASE date"🔥🔥
In 2 hours you get x10 the viewers you have in that time and crash that 250,000$ in no time with everyone talking about you
can get to 300k$+ as well if they release the alpha2 date
Can be so big to them (and for the kids)
I really like the direction this is going and I truly like the discovery factor of not knowing what you will find in the rocks. That happens with trees also when the tree grows around something, fun little surprises on occasion would be nice. Even finding something in the belly of a fish. Whether useful or funny it would be cool.
Hmmm new world has better chopping sound if they can capture the same experience, gathering would be fun experience on this game.
Thank you for putting this up so quickly! I am stuck at work for most of the livestreams, and can listen, but not watch.
Really excited to see how surveying works first hand, and get to work mining for precious ore!
It's like you are taking the best parts of gathering from other games and meshing them together in the best way. Great work so far!
Please make sure the common gathered resources are useable at all levels of crafting. Even common resources should feel like they have value throughout the entire game.
Glad to see you guys listening and learning from us, and other games. The New World style to gathering is a winning formula, so well done. Just make sure you make it as audibly pleasing as it is visually. Looks great!
I love these updates and really appreciate you guys being so consistent with your showcasing of the features. The game is really starting to take shape and looks very promising! It really shows when creators approach a project with passion, and I think that making a game that you yourselves want to play is the best mentality to have. Good job team!
it could also be interesting if some specific skills could hasten the process of gathering, as in: a skill that has a "crushing" characteristic (like a hammer attack or whatever) could smash rocks in one hit, while a skill that has a "cutting" or "slashing" characteristic could chop down trees faster or maybe even in an AoE, so that players could use their combat skill not just for combat and exploring, but also gathering, it might not be the most efficient way, but it could help in certain scenarios or if a player is focusing mostly on their professions
Detail is what ultimatly will bring the World alive. Thank you for youre passionet Work.
I Thought of a great idea to help with the tree animation, it looks strange when the branch bends back to its original state like rubber, so instead when the big branch bends alot, it snaps and breaks off just like real life, and the branches that would normally clip through the floor could break of on impact to stop the clipping from happening. Its really cool that u guys are thinking of ideas like this for gathering as it makes gathering visually pleasing so people will enjoy it even more. I liked woodchopping in the game "the forest" as when u would cut down the tree, the tree would break into parts which you could then pick up from the floor
Yeah well, you want too much here lol. Breaking any static mesh like stones is easy with Chaos destruction, but if you want to keep the bones on the tree as it transforms into the physical mesh (skeletal mesh) for the bending physics, it would not be possible, because this destruction can be only done with static mesh I believe. Unless they will do complicated onHit collision trick, where it converts back into the static mesh and then it breaks like a stone and then apply force to it, but that is just way too difficult as the previous shape after hit was already deformed.. idk if that is even possible, I've never tried it before. It could look cool though, if they managed to do it. But for all I know it is impossible now and you can only choose one or the other (bending physics or breaking physics).. But the rubber bend isn't actually a bad thing, because it is what sometimes happens in the nature to many trees, I have seen that happen. It doesn't break as often, only the smaller branches.
@@Aldraz ah ok, was just a cool idea but it sucks that there is limitations like that for game designing, hopefully in the future stuff like that would be easier to do.
@@Aldraz What if, when the wood bends it slowly bends back to its original state, so it doesn't look rubbery. This seems more like something they could do or is this hard to do aswell? 😅
@@Cc-bh3ye That is possible to do, just a little change to add more stiffness to it, but then what probably happens is that the tree is a bit more "levitating" from the ground causing it look fake. But I think there is still a room for improvement. It is not the final state for sure, they said it themselves.
@@Aldraz oh shi I didn't think about the branches that would be touching the floor😂. Yeah, true it's not the final state yet, I just like giving some feedback and ideas on these videos because I can see these guys really care about the game they are creating, and the feedback that they get from the community and youtubers, which motivates me to help as much as i can :)
My goodness, the amount of attention to detail this game is bringing is going to make this feel like a second life.
Maybe surveing can be a standalone proffession. The survayer have to acompany to example a miner to survay metals. After survaying an area the result can be seen guild members or citizens. Maybe major or guild leader can issue an order to harvest or not the survayed area.
Keep up the good work and happy codeing/designing.
This a progression that i been waiting for mmos to get and its nice to see someone pushing the field of art forward gathering animations look awesome , not sure what kind of in-game physic glitches might happen with the falling trees but its extremly immersive. having unkown resource types like inside a rock should make harvesting and exploring more interesting, like going into some dangerous zone and getting hands on those rare materials. I cant wait to play when the game goes Beta.
This is looking very good, enjoy the new direction. It's cool that you have to survey to find the best and hidden materials, also like how you have to crack open some rocks to see what's inside. I think there should still be some rare instances of actual gold glittering, if you're lucky to stumble across it. Can also be fools gold so you never know until you actual dig it up, keep up the glorious work.
My wife and I are excited to play; I'm Cinders and their name is Embers online so it's hilarious that our motif fits with "ashes" as well. Can't wait to burn bright in Verra 💜
Yikes, might be difficult to catch those names before others claim them
@@anonimase4315 They'll be Cinders48817 and Embers71884
Hi Steven and developers,
Feedback;
- When conducting an action on a tree/deposit/bush it would be awesome to see the effects ie. Axe hitting the tree causes wood chips and an indent into the tree. Pickaxe hitting the deposit causes rocks to fly and indent the deposit.
- When the tree starts to fall, the base of the tree and stump remaining could be edged/straight like its been cut by a machine.
Excellent work so far, thanks for the update!
Very strong bush stems if they can hold up entire apples!
I'm huge into artisanships and crafting in my MMOs. I can't wait for such a detailed and immersive system to delve into.
New World has the chopping of trees, but the tree growing is unique. Love it.
New world lacks content but chopping trees , skinning animals are top tier in that game and graphics too
About knowing what's inside a rock before breaking then I would say that put with your level on surveying/mining, so the higher your level on those skills more types of resources you can identify without needing to break it.
It would add a good reason to people want to level up those skills and a good reward for doing it
May I suggest trying speed up the gathering to 1.5x ? I watched some parts in 1.5x video speed and sound / animation felt bette.. Idk, can be just me. But Looks great! Can´t wait to play.
I think gathering speed will increase depending on the tools from blacksmithing and higher artisan level
@@Paradauskasify They can still control the speed to destroy (more hits or less hits) but speed up animations and sound a little bit.
Fully behind the 'random' concept for mining rocks! Excellent idea! 👍
Devs did a fantastic job with the physics system. I was particularly impressed when the tree fell on the big rock and got forced to bend apart( 7:40 ). I can imagine a lot of cool visual scenarios during gathering. And since we will have to gather a lot, I think it's vital to make that "chore" game mechanic as fun and enjoyable as possible. I really love where this is going also in combination with the sound engineering, which is equally important than visual fidelity for me.
I also like the fact that every tree and rock can be farmed. Regarding not seeing what's inside the rock, I am not 100% sure. It seems like a good idea in the moment, but will have to be play tested I suppose. I am concerned it could become too tedious when you are on the hunt for specific resources.
I want to point out the animations of the mount starting at the 28:00 minute mark. The way it moves its head and ears, blinks its eyes and opens its mouth for breathing and looks around is absolutely fantastic! It really makes the mount appear to be alive and have personality. I love that! Good job animation team!!! We see the details you put in. They won't go unnoticed and are highly appreciated!!
OOOOOOOOOOOOH MAN. The collision on the second tree fell really blew my mind. Great job!!
Finally some End-Game Content!
I like what I’m seeing, not in awe with what I’m hearing..! It’s good sure, but since New world, I fell in love with the gathering audio in this game, hearing the echoes of the tools hitting the surfaces, heard quite a decent distance away, helps making the world feel alive and makes gathering oh so much satisfying.
This is still an alpha though, so I’m more then happy with the current state of it all~ The high fidelity adds something really engaging and fun to the gathering.
Looks amazing! A couple ideas I have, gathering large amounts of resources could trigger world events such as an attack from the creatures and beasts of the area that is being over gathered from. For coop gathering, perhaps there could be a wagon or cart in which groups of players in the same party could store materials so that they can continue gathering from the area with a mobile drop-off point. Again this all looks amazing. The launch of the game is gonna be absolutely crazy cause the first players out in the world have the opportunity to establish the economy first. I still daydream about sprinting out with my small 15 person guild and trying to establish our own node, far from the reach of the insurgence of others onto Verra. Can the costs of freeholds be split amongst a guild, and can they be jointly owned?
I like the survey idea a lot. For the pylon part, I think being able to link pylons with guild mates would be a great addition. For example, in gathering runs, your group could spread out, each place a pylon, and survey that area. Then go and grab the materials you want within. Will surveying create icons on the map for each materials location? I think that would be the best way to go about it.
Great idea! I would like to see it as well. It gives more co-op feature
Higher number of gatherable nodes across the world is an amazing change. Love being able to have the option to chop down every tree.
Really enjoyed that in New World.
Loving the physics of the tree drops and such, needs some polish of course, but definitely a great direction being taken in my opinion.
The survey system giving you a home field advantage for an area you have explored is an awesome concept. Love it. And therefore having nodes not be obvious is a required element.
The environment is absolutely breathtaking, good work 👏
I look forward to these every month. So happy it's that time.
Fantastic Job! It would be nice to have the sound of the trees going down echoes in the distance like when other players cutting down trees on the distance just like they did on New World. it gives depth and life in the world. I know this is still WIP just putting it out there :)
Looks incredible, my only feedback would be that I'd love to see multple stages of gathering. ie: Chop a tree down, then chop that into logs, stcks, bark, sap etc.
i can't wait to play this game, well done.
Love the work so far! One bit of feedback based off what we see in this video. I would love it if you could see marks on the tree as you take i down. you know like chunks coming out with each swing. No idea how that would be done but it would add to the immersion and that is one thing that i love.
it cuts to straight aswell
Those bushes need to move less than the grass, that would make them seem more real, as they have a higher wind resistance.
I have not pre ordered yet but looking forward to trying it out on release. I have been casually following along with the updates, everything looks good so far and take your time to get it how you want it!
Great ideas for the gathering! Also I'm loving the new UI, especially that minimap. I wanna play the game! 😄
Gathering being a vehicle to flesh out environment is amazing with the season changes this looks to be a crazy experience. One thing I think would send this over the top would be a hemispheric season on the north and south of the two continents so to encourage traders to traverse not just east and west but north and south. Having the seasons in the equator being more subtle with climate being more drastic in the more north or south would create rotating availability of resources within the continent encouraging caravans and expeditions.
What distance will you be able to hear someone chop wood? (Looking at new world)
thumbs up for all: tree dynamics, surveying, and new UI
the regrowth of the trees is really cool and them falling down also looks insanely good, however they look sometimes like they are made of gummy so I would prefer if they bounce a bit less
Gathering with a friend will be the best thing added tbh.
Question 1: what happens to a player or ai that is under the tree when it falls. I seen it affected the camera a bit
Question 2: what will stop things like deforestation or over hunting? I can see people farming spawn areas till it’s dry
I think for question 2, that would be up to the mayor of a node to send a proclamation to the node inhabitants to leave x amount of resources in an area to keep it healthy. Or say we're killing too many wolves so don't do so for a while and instead kill the growing rabbit population. Or guilds can work together to make agreements on how to go about resource gathering. There's a ton of room for player communication in regards to land management. I think the design philosophy around most of ashes systems is how can we get players to engage with each other.
You keep pushing the coolest tech in the industry, that alone is worth something.
I little tip for the trees , they look like tenticles... a real tree hits the ground, anything that can bent keeps going to words the ground so you can show them bend, but when they come back up they do not go much past there initial form , so the first tree that was cut down looked like it was made out of rubber
co-op gathering is great idea, hopefully it will be implemented in a way that bots can't utilize it
mini game perhaps
I'm so happy, this blows pretty much every other gathering system out of the water, absolutely love everything so far. Thank goodness for surveying.
Cannot wait for alpha two so I can play this is gonna be amazing
I loved everything about this video. I wonder how many of the system talked about are already built? Refering to the land manager and, all the explanation on the predator to prey ratio.
Waiting for The Bald reaction
Which one?
@@sandroxino BOTH
Lumberjacking: Two-man saw a giant tree down and then maybe another round to split the giant trunk.
Mining: Two people with sledgehammers splitting a giant rock taking turns to hammer a wedge in it.
Fishing: Harpooning minigame? One drives the boat one stabs the fish. Ocean exclusive, big catches. For inland maybe casting a net and pulling it together.
Herbalism: No clue.
Starts at 3:20
It would be nice to see the snow settle on the mounts/pets etc. Looks stunning either way to be fair. Keep up the good work
All looks great so far! Love the simplistic UI. Would also like to see more interactivity with players and UI with professions. Lost Ark had a thing where during mining you had a small window of time at the end of the mining animation where you had to be quick and press G to get more resources. Would love things along those lines, things that keep you there.
There should be an option to avoid seeing all these tree stumps falling left and right, hiding other players gathering so to speak. Also I am not sure how I feel about the randomness of nodes of mining. The approach is super logical, dont get me wrong. The idea that you don't know what you're getting before splitting open the rock is a reality and I kinda like it. But in a real world setting where a player would want a specific type of ore they either have to pray to RNG to hit that ore, know a place of the map where that ore typically spawns or set up surveying poles in order to not waste their time mining other irrelevant ores. It seems to have extra un-necessary steps. Nonetheless I love the fact that you're taking the time to try to re-invent even such trivial things. Keep up the good work.
Even when the tree clipped into the boulder at 7:43 I couldn't care less. The idea that I can chop down any tree and it at least attempts to interact with the environment .... that's a HUGE win.
While not bad, and I know its early and work in progress, needs work, obviously. They pretty much sliced the tree in half. Would be nice to see as you chop it to actually have that wedge shape as you chop each chop. And then seeing it fall on the side that has the wedge in it. New World's tree's fall. They don't have smaller branches slightly giving in to the fall and gravity of falling, and slightly warping and then going back to its normal shape. But generally New World is still on par. You can do better. Just a few more tweaks.
I just hope ashes of creation properly uses color pallets. Characters should have different color sets than landscape. Harvestable items need different color pallets from typical landscapes. Granted, you said, any tree, any rock. Which does sort of change the game. HOWEVER, larger rock formations have NEVER been minable in games that have "harvest anything" mindset. The smaller rocks sure, but when you come to a mountain, you can't hallow it out. So in that regards, and most likely will continue, the larger non minable rocks that are part of the landscape should have a different look than the ones you can harvest. OLDER pixel art games have color pallets. The characters might be dull while the landscape was more saturated and vibrant. This allowed you visually to keep track of the player and enemies in the world. That pixels didn't blend together. Its literally a lost art. Modern pixel art games LITERALLY have color pallet issues and you get lost between characters, landscape, and even enemies and attacks. They don't know how to use color pallets. So I hope ashes of creation adopts the color pallet OG method of contrasting things to make them stand out better. This color pallet way of making a game also means you don't need to highlight harvestables. With poor color pallets, players wont know which they can harvest and which they can, meaning you would need some kind of "sparkly" or highlight system. If you have proper contrasting color pallets, you wont need said "sparkly" highlights.
On the note of crafting, I hope that the crafting system is akin to star wars galaxies. I would love to make wands from wood, while someone else might make all their wands from metal! giving different stats and features to said items. Maybe even mixing metal and wood. Maybe you want a wood handle for X stat and then metal tip/rod for the actual wand portion which the combo of the two gives a total of stats. And then someone else might make metal handle and wood rod to the wand. Different "recipes" would have different shapes. Stats should always come down to materials used in my opinion. While the recipe would be for its shape. Like an extremely rare bow would have a special look to it, but you can use any material to craft it. MAYBE you also have some items that require specific materials that never change and the stats on that item is ALWAYS the same, but that is kind of boring to me, and crafting items with different stats based on materials used would be more fun. NOT TO MENTION it would be down to the crafter to test and try out new materials and combinations of materials to see which stats each gives in that slot. SURE, people are going to make "wiki" pages to house this information. but people like me would love the discovery phase of crafting and figuring out which item for which stats to develop the best weapon possible. EXTRA MAYBE, different servers would have different stats per item, so that server to server they are different. Which would really throw off the loser wiki crowd (but that's up to steven to troll them like that). My brother plans to craft boats (both of us wood based crafters) so it would be cool if he could make a ice-breaker ship that has metal on the front that can break through ice or even be used to RAM into other ships and survive said ramming thanks to the metal and hitting an all wooden ship! There is so much you can do and I am so freaking excited....
As far as weather systems and the players ability to traverse that. If its winter and you aren't wearing winter cloths, FIRST your stamina should drop. When your stamina reaches 0, then your health should start dropping. Because lets be honest, just being naked in a snow storm doesn't kill you, its the TIME after your body can no longer heat itself (stamina) that you would start to take health damage (from frozen limbs). Same for the desert, if you are dressed for winter in summer and in a desert, you will slowly lose stamina until you reach 0, and then you start to lose health. THAT to me is a cool mechanic. But that also means there would be a stamina stat. I am a big believer in having stat points similar to D&D but different. When you level up, you can raise your health, or your mana, or your stamina. Or other stats like muscle mass (more damage, faster chopping speed, etc) and other other stats. A player might choose to have a high stamina, and be the sort of player who always dodges attacks instead of straight blocking them. So they could dodge more often than someone with less stamina. Which would really bring in the dynamic's of the game. SURE, it would be annoying to meet a rogue (assassin) who just keeps dodging you, but EVENTUALLY they would run out of stamina. Not to mention you could have root type skills to prevent them from dodging.... so it would balance itself. The biggest issue with people saying "you can't balance a game" you can, you let the players balance themselves. While one build might be OP, there will always be someone to build the OP counter to that build.... example? I go full tank, and take basically no damage from blocking. And I can just keep blocking all day long. Someone else will end up going full damage, glass cannon. And when the tank and glass cannon fight, its a fair fight. It may not be fair for others, but that's what happens in a living world with risk vs reward. You can't be the god of everything. And honestly being good at everything is boring. Think pokemon, if you are a nature mage, you should absolute be natively weak against fire damage. You can wear fire mitigation gear to reduce your weakness, but generally you would be weak against fire damage. A treant monster or fungus monster, would be weak to fire too. Aquatic creatures would be weak to lightening damage. Skeletons are immune to piercing, take less damage from slashing, but take bonus damage from blunt and holy magic.... that idea of strengths and weakness should be brought back to MMORPGS. its a missing aspect.
Looks great. I might add the suggestion that the sound of the crashing canopy also causes small animals to scurry away and birds to fly off that are a certain distance from the tree. The can come back to their spawn point but initially they bolt.
Going to love this game.
u a lot of pvp sandbox games?
That riding animation is so good!
The animation team for mounts is AMAZING
Chopping rocks I think could start giving an indication on if there's anything other than stone after a few chisels into it, and more info on what after a few more.
I can foresee a time where people will start mining and if its not a node they want just leave it there half done, feel it goes against their design of the surprise of cracking it open! Personally i am not for this one
@@aidandesilva Easy fix by having the last cracking open able to give a surprise of some kind, so the very last check on something isn't until it's fully cracked open.
This greating scenery made me shed a tear on the first minute! So majestic!
the tree stump needs to be more splintered not cut like with an electric saw ..
Agreed
I really like the unpredictability of the mining, it will be really nice when you get a diamond or some rare ore randomly, they could make it similar with trees giving you ambar or honey from bees or exotic plants that grow on trees as an extra material.
Well, from what I understand about the survey system, it will be up to us to discover what biomes will have more likelyhood of containing certain ore( ex. Iron might be commonly found in most biomes at all levels but emeralds will require a higher area). The super rare ores like diamonds might simply require one of the highest area levels and then have a percentage chance of being discovered.
You know the 1st couple of weeks the starter areas will be baby forests lol
A riverside home with the ability to put a panning setup near the water would be super cool
I want to find a pretty Forrest and be a weird druid that is all about preserving the balance of the land.
I really appreciate that you hired people who love MMO's Steve. That love is really showing through with each idea or iteration of an idea you put out! Can't wait to see the ecosystem in action! Also the coop gathering idea is really good ! Makes gathering faster and more fun- while giving an incentive for teamwork!
I'm a hardcore crafter in most MMOs and I love this video 👍
How about a simple minigame while gathering?
For each hit/chop make a ui bar appear.
Like a bar going back and forth with a marker that you need to hit by clicking a button.
Getting perfect hits increases your chances of the node having better/more loot.
Special gear/spec/level in that gathering skill would improve different points for this minigame.
Wider hitbar, slower movement of the target, even better/more loot on perfect hits etc.
Yes I agree with the direction you and the team have decided to take with gathering. I can't agree more with your team. Let us in!
Looks absolutely amazing. I love the idea of being able to harvest what you see and how things will grow back. Team growing rocks!!!! Glad I finally found the time to watch this and makes me even more excited for Alpha 2. Great job guys! P.S. Love that outfit!
Panning sounds awesome. Having a coop setup on a beach, with people gathering sand/dirt, bringing it to a classifier, then taking that to pan, or a sluice box would be really fun.
I loooove direction of the gathering mechanics. The idea of having to crack a rock open to find out whats inside is amazing. As someone who loves making money by selling raw materials for craftsman to work their magic, i am really happy to see this. I also look forward to hearing more on the surveying. Keep it up team!!
Levelling up the surveying should reveal the mats inside nodes by changing the look of the node. I think that would be great for gatherers as mining “blindly” all the nodes could get frustrating. But we have to see how the surveying system works first, maybe it shows the nodes’ materials.
Bruh just let me in. Even just seeing steven walk through this small part of the world i got vibes.
What I heard about PvP.
1. Node declares a war event with neighboring node. Players from both nodes can now PvP each other because war was declared. Without occurring corruption
2. Guilds go to war with other guilds. - Any time someone from the other guild sees such a player in the open world they can attack without gaining corruption.
3. Guilds and others can lock down resource nodes, dungeons, and spawn mobs. If they attack a player that is not flagged for PvP opted in upon attack that player, they gain corruption.
4. Issue: Guild with 300 members locks down dungeon 24/7 by only having one or two members kill adventures thus not gaining much corruption. This is acceptable because of the risk reward.
5. I like the fact that you can flag for PvP like in New World.
6. I like the fact that you can decide to PK a player to get rare node resources, mobs etc. Risk Reward.
7. I like the fact the if you decide to go on a rampage and kill 50 level 10 players being lv50 yourself that eventually you will reap what you have sown
8. I like the fact that other competing nodes can start taking your node resources to slow your nodes progress or hamper a node from repairing growing etc.
Gathering:
1. I really like the new gathering animation and ore veins in rocks. Keep that up please.
2. I really like seasonal resources
3. I really like the dynamic spawning of rare or hard to find nodes. So bots cannot setup repetitive farming of more rare materials. Add Geod rocks that are packed with gems please.
4. Surveying looks like it will be fun and rewarding
5. I like the rares you might find in random rocks
6. The New World approach to finding gems or rare gatherables is good.
7. I like the direction for the skills based system of gathering
8. It is nice that you can PK farming bots to stop them from ruining the economy and stealing all the resources in your node. New World farm bots were terrible outside of towns.
9. Having another node send 100 farming bots into your node to decimate resources would not be cool if there was no way of dealing with them.
10. Personally, I will flag them and PK them when I find them.
Would like to see:
1. I would like to see that this game does not become bot city like New World did with all the farming bots.
2. I would like to see a large variety of gatherables. Iron, Copper, Silver, Gold, Platinum, mithril, adamantium, obsidian and other uncommon, rare, and legendary rare ores.
3. I would like to see tree variety like New World had. Iron Wood, Star Wood etc.
4. Rare gems, food items, herbs to make potions etc.
5. I would like to see the ability to craft gathering tools with status effects and increase rarity to boost speed, increase chance to find rare drops, durability, amount gathered etc.
6. I would like to see where some trees, rocks, and plants you try to gather are real creatures. Like a tree that is a treant, or a rock elemental we saw coming to life during melee combat demo.
It would be fun to hit a tree that agroos you from time to time or a rock elemental that is nuetral until you hit the rock with your pick ax. Upon killing said create you get resources rares etc.
7. I would also would like to see if you cleared out say all the rare trees from a spawn node that once in a while it would spawn a epic or heroic giant create that attacks etc.Risk reward hidden surprise.
It seems like things like iron and gold should be inside mines. Maybe caves that you have to dig yourself. In what world are there big rocks that you split open to find iron/gold?
It is a great job that you do, thank you very much, I hope to be able to follow in your footsteps one day. On the subject of video, I think you should seriously look at the satisfaction that gathering produces in New World. The sound of the axe impacting against the stone or tree, the echo that this produces around the area ... That kind of thing. Since we are going to spend a lot of time in the forests and mountains collecting, it is better that it is satisfying to do so and I think New World did very well this aspect. Maybe is something more than the sound.