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These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats. Lower level characters will have usefulness in mass combat (such as Node sieges) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. Alpha-2 expects progression to level 35 (subject to change).On release the developers anticipate max level should be attainable in approximately 45 days if playing 4-6 hours per day.The level cap at launch is expected to be approximately level 50. The whole journey is important to us, in order to maximize the fun people have during different stages of the game. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. We want the game to be a living game, which means that all content should be relevant at all times. Month one is going to be really different from month two and that's for the level 50s and level 1s. Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day.
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There is not going to be a typical end-game in Ashes of Creation.
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One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up. 15.2 Ashes of Creation Apocalypse cosmetic rewardsĪlpha-1 early iteration of the level-up effect by Jim Sanders.15.1 Ashes of Creation Apocalypse adventure paths.15 Ashes of Creation Apocalypse progression.It may not be entirely, because there could potentially be a meta if balancing isn't done correctly but the objective there is to make sure we have both vertical and horizontal progression in the game. That's a way to kind of reach a horizontal type of progression. Having the ability to gain power at a sacrifice. And all of those types of progressions will make us relevant in some way shape or form to the general world. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. The progression path in a society or religion is more conducive to the time we have to play. Additionally, you have a spread between casual players and hard-core players and most of us exist somewhere on that spectrum. Multiple playstyles should be relevant and viable. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around. The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in and you're not going to be able to become the master of everything. Progression pathways in Ashes of Creation are per- character.
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Repetition will not be part of progression in Ashes of Creation.The objective is to provide both vertical and horizontal progression.Progression occurs through a variety of pathways.