Group dynamics

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Group dynamics aim to bring players together.[1]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[2]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[1]

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[3]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[4][5]

  • Parties have up to eight (8) players in a single group.[1]
  • Raids will have 40 man groups.[6]
  • Content will be tailored for 40, 16 and 8 person group sizes.[7]
  • Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[8]
    • There won't specifically be guild vs guild arenas but team-based matchmaking allows teams to face other teams.[9]
  • Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[3]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[1]

Content isn't locked behind guilds.[10]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[11]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[11]


Balancing in Ashes of Creation is group focused not based on 1v1 combat.[12][13]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[13]Steven Sharif

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[12][15]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[15]
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[12]Steven Sharif
We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[12]Jeffrey Bard
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[16]Steven Sharif

Group finder

There will not be a generalized group finder in Ashes of Creation, instead Bulletin boards are used to encourage localized grouping.[17]

Bulletin boards

Bulletin boards are available within nodes[17] and player taverns.[19]


Loot tables (drop tables) of world bosses or dungeon bosses have a small RNG chance of dropping gear (completed items).[26][7] Monsters drop hunting certificates, Items and crafting materials rather than gold.[27][28]

harvesting resources with a gathering profession.[32]

Loot tagging

Looting rights (also known as Loot tagging) is based on a blended tag and damage done system.[39][40]

  • The first party to obtain a tag (on a mob or boss) will gain an approximately 5-10% edge over competing parties in terms of the total damage done when determining looting rights.[39][40]
    • These numbers will be balanced based on testing.[39]
  • At the end of the fight, the party with the highest damage done, including first tagging bonus, will be granted looting rights.[39][40]
We have a blended approach of damage done and a tag benefit. So if you tag the boss first, or you tag the loot- whatever the loot target is first- you're gonna get a benefit in the damage overall determination. So if you need to have 51% of damage done in order to qualify your raid, or the plurality of damage done if there's even three or four raids, then tagging first might give you a five or ten percent edge. We'll play with that number- balance it based on testing, but generally that's our approach in competing loot rights[39]Steven Sharif
Q: If looting rights are based on a blended tag and damage done system, will there be any mechanics in place to ensure roles like tanks and healers have an equal shot even when they haven't dealt as much damage?
A: That's the reason for the blended approach. The reason that we're doing a hybrid system between tag and damage done is for the purposes of those classes who may not be as DPS oriented as other classes. The tag system- all classes are going to have a sprinkling of immediate effects- of instantaneous casts and they can use that to tag a target, and that'll give them a modifier on the looting rights: So plus 10 or plus 15 will balance that, but it'll give them plus 10 to 15 on overall damage done if they tag the target and then their damage will make up the remainder of that percentage completion. So if I do 50 damage to a target but someone else has the tag I'm not going to be able to claim that looting right. They'll have done the other 50 plus 10 or 15.[41]Steven Sharif

Master gatherers may have the ability to "spoil" a boss' loot.[42]

If you want to be able to get those mats from the boss, they're just not going to drop for anybody. They will only drop for a master gatherer who is capable of extracting those resources from the creature itself... The reason why we say there's a lot of interdependencies between the crafters of the world and the raiders of the world and our PvPers of the world is because we don't want to house the capability to attain these things all within the adventuring class. We want there to be an influence necessary from the craftsmen's guild to come in to either come and participate and spoil the boss and gather the goods or something along those lines.[42]Steven Sharif

Loot rules

Ashes of Creation intends to use traditional loot rules, selected by the party or raid leader.[44][40][1]

Whoever is first to loot gets the loot.[44]
A master looter (or lootmaster) is a player designated by the party leader to decide how loot is distributed in a dungeon or raid party.[1]
With round-robin looting, party members take turns looting.[1]
Need before greed
This is a traditional need before greed system based on dice rolls.[1]
Since there is very little gear binding in Ashes of Creation, it's left to the party to deal with players who excessively roll Need on loot.[45]
Bidding system
Intrepid are investigating a potential bidding system, which allows players to bid on items instead of rolling for them.[1]
  • The highest bidder wins the item.[1]
  • The gold then goes into a pool that is split among the rest of the party members.[1]

Party roles

Ashes of Creation has the traditional trinity of Tank, DPS (damage dealers) and Support (healer or non-healer) roles.[46][1][47]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[48]Steven Sharif

Target markers

The UI will potentially incorporate target marker symbols above player's heads that are visible by other party members.[49]


Ashes of Creation kan specifieke inhoud hebben die rondom Allianties draaien.[50]

  • Progressie Meerdere wegen binnen allianties.[50]
  • Guilds Het delen van gemeenschappelijke diensten met Alliantie leden.[50]
  • Allianties kunnen de relaties met nodes aan- en uitschakelen.[50]

De inhoud die specifiek rondom allianties, en hun progressie binnen de ontwikkelingen van allianties draaien; en de mogelijkheid tot het delen van gemeenschappelijke diensten tussen guilds die deel uitmaken van de alliantie. Daarnaast denk ik dat het toelaten om allianties bepaalde relaties met de Nodes aan en uit te schakelen als een interactie, toegevoegde waarde kan hebben. Dat gaat zeker een interessante dynamiek geven voor de spelers die deel uitmaken van die specifieke Node waarvan de relatie is aangezet, of van leden van de alliantie. Dus ik denk dat het bouwen van systemen uiteindelijk gaan draaien over het opbouwen van relaties en de kanalen zodat deze spelers een band kunnen creëren, en hoe meer lagen je hebt tussen alle verschillende guilds en spelers, hoe duurzamer de relatie.[50]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a certain level by completing a quest.[51]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[52][51]
  • A guild may only be a member of one alliance.[53]
  • There is no member cap in an alliance, only a maximum of four guilds.[51]
  • Guild leaders will be able to pool resources into a guild alliance bank.[54]
  • There will be alliance specific quest lines.[54][55]
  • Alliance members will share a common chat channel.[54][55]
  • Alliances will have affiliations and gear that can be attained.[54]
  • Guilds may enter into trade agreements.[55]

You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[54]Steven Sharif

We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[55]Steven Sharif

Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[56]

There's going to be some mechanics at play that could have even Alliance Wars so to speak: A war between guilds and a war between alliances maybe. When we delve into the blog about Guild Wars we're going to talk about alliances.[57]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[58]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[59]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[60]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[60]Steven Sharif


Een "affiliation tree" is in ontwikkeling en bepaalt welke entiteiten mee kunnen doen met aanvallen tegen andere entiteiten binnen hun hiërarchie.[61]

Je kan je aansluiten bij een Guild, je kan je aansluiten bij een party, je kan je aansluiten bij een raid, je kan je aansluiten als een bewoner van een bepaalde stad, je kan je aansluiten bij een bepaalde maatschappij, en je kan je aansluiten bij een bepaalde religie. Al deze dingen hebben een bepaalde hiërarchie; en binnenin deze hiërarchie is de mogelijkheid om mee te doen binnen bepaalde systemen. Als voorbeeld, als je een node hebt die deel uitmaakt van een marionettenregering, en jij bent een bewoner van de hoofd node, dan zou je kunnen deelnemen in een gevecht tegen de node met de marionettenregering. Maar als je een bewoner bent van de marionettenregering kan je niet deelnemen aan een aanval tegen je hoofd node; dus er is een hiërarchie, behalve wanneer je ervoor kiest om niet langer een bewoner te zijn.[62]Steven Sharif

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[63]

Zie ook


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Group dynamics blog.
  2. About Ashes of Creation.
  3. 3.0 3.1 castle-siege-scale.png
  4. Livestream, 2020-11-30 (1:20:25).
  5. solo2.png
  6. Livestream, 2017-05-09 (34:38).
  7. 7.0 7.1 February 8, 2019 - Questions and Answers.
  8. partysize.png
  9. Livestream, 2017-05-26 (48:12).
  10. Livestream, 2017-05-08 (28:48).
  11. 11.0 11.1 solo.png
  12. 12.0 12.1 12.2 12.3 Livestream, 2020-10-30 (33:26).
  13. 13.0 13.1 13.2 Podcast, 2018-04-23 (59:28).
  14. Livestream, 2021-05-28 (1:13:05).
  15. 15.0 15.1 Interview, 2018-10-20 (2:40:17).
  16. 16.0 16.1 Podcast, 2018-04-23 (1:01:01).
  17. 17.0 17.1 17.2 Livestream, 2017-10-31 (28:58).
  18. Livestream, 2017-05-19 (33:57).
  19. 19.0 19.1 The mighty beard!
  20. Livestream, 2017-05-12 (53:08).
  21. Livestream, 2017-05-05 (35:16).
  22. Livestream, 2020-07-31 (1:34:06).
  23. Livestream, 2017-05-05 (16:37).
  24. Livestream, 2017-10-31 (30:34).
  25. dungeons-leak.png
  26. 26.0 26.1 Interview, 2020-07-19 (8:43).
  27. Interview, 2020-07-18 (27:11).
  28. Livestream, 2017-05-24 (44:14).
  29. Interview, 2020-07-20 (21:57).
  30. Livestream, 8 April 2018 (PM) (55:49).
  31. Livestream, 2022-06-30 (1:18:55).
  32. Interview, 2020-07-18 (1:00:15).
  33. Livestream, 2020-07-25 (46:08).
  34. Livestream, 2020-12-22 (1:15:01).
  35. Livestream, 2017-05-03 (35:25).
  36. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  37. Livestream, 2022-05-27 (1:14:46).
  38. Video, 2022-05-27 (2:21).
  39. 39.0 39.1 39.2 39.3 39.4 Livestream, 2022-03-31 (1:23:06).
  40. 40.0 40.1 40.2 40.3 Livestream, 2020-07-25 (1:24:56).
  41. Livestream, 2022-06-30 (1:16:22).
  42. 42.0 42.1 Podcast, 2018-08-04 (1:44:54).
  43. Livestream, 2021-03-26 (26:40).
  44. 44.0 44.1 Livestream, 2020-11-30 (1:01:40).
  45. Livestream, 2020-11-30 (1:12:03).
  46. Podcast, 2021-04-11 (13:30).
  47. 47.0 47.1 47.2 47.3 Livestream, 2017-05-22 (46:04).
  48. 48.0 48.1 Interview, 2018-10-20 (2:40:16).
  49. Livestream, 2022-05-27 (2:33).
  50. 50.0 50.1 50.2 50.3 50.4 Podcast, 11 mei 2018 (21:07).
  51. 51.0 51.1 51.2 Interview, 2018-08-08 (16:12).
  52. Livestream, 2021-06-25 (1:25:55).
  53. Livestream, 2021-06-25 (1:29:26).
  54. 54.0 54.1 54.2 54.3 54.4 Interview, 2018-08-08 (17:13).
  55. 55.0 55.1 55.2 55.3 Livestream, 2019-01-11 (1:04:32).
  56. Livestream, 2017-05-05 (23:26).
  57. Livestream, 2017-05-26 (36:17).
  58. siege alliances.png
  59. siege auto defenders.png
  60. 60.0 60.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  61. 61.0 61.1 61.2 61.3 61.4 61.5 61.6 61.7 Interview, 11 mei 2018 (58:07).
  62. Interview, 2018-05-11 (58:07).
  63. Livestream, 2017-05-15 (29:30).