Talk:2020-05-29 Livestream

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hello everyone welcome to our ashes of creation development livestream for May it's already May crazy how are you both doing today oh sorry how are you both doing today sweet sweet I forgot to hold them my push-to-talk I'm used to streaming without having to like hold on my mouse down yeah we've we've been up to a lot of amazing things but today of course we always have our studio update from Steven we're going to be doing a little design update we've got some video footage for you as well we will be talking about housing because I know people have been asking about that we also have our character update and we will also have our environment update one second it looks like the oh yeah can you talk for me again hello there we go yeah are we good at secret yeah it's because the boys didn't happen to the channel before so I think it has thanks they they have a museum guide it's okay it's okay there we go yeah we got them so yeah we'll be doing we'll be doing all of that stuff we'll be talking about character art as well as environment art and will we answer some of your questions that you all submitted we have quite a few so we'll try to get through all of those as well as if you have any questions for us in chat you can toss them our way you may see dogs hear dogs hear children hear cats again we are working from home still so that is a thing but yeah we will we'll try to work around it sorry about that literally five minutes before the stream was supposed to start my USB ports died so I was like scrambling to get the get it fixed it's okay I think you're we got it work and it's fine people understand we're working from home so we're doing our best to get everything good to go but yeah so for quick updates we do have some things that we do want to chat with you all about we do have a new dev discussion coming up in June and we really appreciate everyone's feedback on the May 1 we've already compiled that and sent it over to the design team they've been enjoying reading over those again our monthly cosmetic swap over has been extended we've kept that going I think that was our March 1 since the kovetz stuff started so we well we won't have a date exactly for when it will return but we will notify you all in advance whenever we do have the next swap over we just feel like it's not a fair thing for you all to have to worry about you know like missing out on cosmetics whenever there's a lot of stuff going around and we completely understand there's a lot of people who you know are aren't as fortunate and who can't work right now and things of that sort we also have a little bit of an announcement we'll be posting this after the live stream as well on our social platforms but because you're here you get a little bit of a little bonus announcement we will have a stream we're gonna have a bonus stream tomorrow for one hour it will start Saturday May 30th 2020 at 1:00 p.m. PDT going till 2 p.m. PDT I'll have some time conversions on the forums and stuff like that I know toastin Danielle will be working on that for y'all yeah you know we just wanted to kind of I think show off a little bit of what you know our test session yesterday involved as probably a lot of you know we did have our first external play test with our Phoenix initiates and it went it went very well actually much better than I expected honestly yeah that's true in fact I don't know Jeff if you're on at the time but I summoned everyone to that dragon fight yeah that's right they were trying to do the dragon at like level two yeah and I kept I was like broadcasting to them this isn't gonna end well you know probably not the best idea but they they went at it and crude a significant amount of experienced debt which impacted them later but it was fun to see and watch it was pretty funny yeah I mean the service held up it was solid oh yeah absolutely we got a we got a ton of information from from it and you know as our community has always been very helpful in testing periods there's great amount of bug write-ups and analysis of the play test session we have our logs that we've been poring through and analyzing further ah yeah and we'll actually talk a bit more about that in the design section - I'll give Jeff you know time to talk about all the pie stuff that you know you that both of you are willing to talk about as well in detail yeah we're but yeah we we have we've been enjoying it like the feedback that we've gotten has been amazing and I think everyone's very very happy the office has been you know like the morale goes up whenever we have people who are very happy in the community so it's been exciting sharing everything and you know I think being able to showcase a lot of the stuff that we've been working on in a way that you all like to see has been very nice because it's kind of what you all have been waiting for but games take time oh you thank you for your patience for those of you who have been patient for the others no I'm just kidding I'm just kidding yeah so let's move on to our studio update and then we'll get right into all the other goodies so first and foremost even if you want to talk a little bit about the office and things of that sort had some new people join the it's been an interesting process for them during this work from home period you know I am keeping a very close eye and the production teams close eye on the progression of this working from home situation and back into yeah when will that be Steven I have no idea but but we are we are keeping a close eye on it the the team's been doing it I mean an amazing job I pulled them this over the past you know a couple of weeks now that a lot of stuffs been coming together it's just been very impressive I mean I think um you know we're obviously always a a fun time when we get to share the progress that's been made on the project with the B and especially when we have you know live testers in and in preparation for alpha one coming in the future having these types of kind of QA test these stress tests it's very rewarding I think for the team and you know I know they've been been loving watching the the feedback and a commentary and it's been it's been a pretty interesting interesting past couple of weeks but it was great to see the testers yesterday and you know we're still moving forward and in our hiring phase and advertising for those positions so if you if you know people feel free to spread the word yeah we actually had one person when it was their first day just like the whole chat is just Pham it because we likely have a chat that we all chat in and we were like welcoming them they're like this is the strangest welcome but also very hope only it's like a weird thing to experience I'm certain but yeah we're yeah beyond that talking about you know Cove it and the fact that we are working from home we did tell you all that we would be giving a statue a way I'll pop that up on screen and Steven can talk a little yeah absolutely so I know that we had mentioned in our I think it was a creative director creative directors letter correct yeah you know I mentioned there that I wanted to commissioned an in-game decor item a statue to kind of I think commemorate the experiences that you know many of us in real life have had to kind of go through during this period of time and it's you know it's very difficult not just from a isolation slash you know being at home standpoint but also you know more importantly people who have been having to deal with you know the impact on their daily lives the loss of loved ones I mean those that's it's very difficult thing and you know as a human race we're all going through it together so from a small gaming respective standpoint I think that you know I had Brian Richman who's our lead does concept artist go ahead and and just kind of free style this creation of this of this in home decor item so this will this will sit on you know a table or a mantel wherever you want to place it and really it has some symbology I think you know Ryan's goal here was to kind of commemorate the struggle and help that that the you know that we as individuals experience and that there's always you know a light at the end of the tunnel or a you know friend who has your back so here you see the one of the figures kind of helping up the other and it kind of symbolizes I think the struggle that the different civilizations in Vera experienced you know both during the time of the apocalypse and also the return and having that that divine gateway symbolize the connection across you know across any distance that we have with one another so I think it's pretty cool statue it's super cool it's beautiful I love the symbolism for it and I love just how it turned out I want it to be like a thing that I can have on my desk at work maybe some day that would be cool right mmm yeah that's beautiful and of course we hope that you all like it oh and that that is a commemorative statue that will be granted to all registered users yeah I think we had in the directors letter it said for him for during the portion of the pandemic so we'll definitely let you know when that cutoff date is that would probably be when we were back in the office but we'll let you all know whenever we are returning back to the office and also announcing that date as well we keep we try our best to keep you his informed as we can when we have those dates but we are at the whim of the government at the moment and Steven yes yes so I think that's kind of what we got for that but let's move on to our design stuff unless you had anything else you wanted to bring up Stephen no I know that we and acidified chimed in on it but yeah tomorrow the the one-hour gameplay session at 1:00 p.m. Pacific time you know we're just gonna run around you know might have a few of the devs with me in a group kind of playing and and just going through some systems and showing off some stuff just to give you guys a look at what some of the testers are experiencing so I also love whenever Stephen does is like our P stuff it cracks me up so I'm into it I'm here for cracks you up that's some real awesome I was telling the P I folks that if you all have watched some of our past videos like the the Raptor one where we're like attacking the town whatever there's like the two groups Steven liked it like this epic speech - couldn't quite get everyone to go in like the whole office is listening and he's got like this microphone like you know one of those like what are those things the megaphone bullhorn yeah RP through the bullhorn yeah it's good times though I think you know we work at a game studio I like seeing that you know I've worked at a lot of different companies so it's been nice to see you know people having a good time so now let's move on to our design hi guys so design you have you have had the PI play test already we kind of already let people know that that had happened we lifted to the text and voice NDA on that so those who are MPI are able to talk about the test they just cannot show any visual content so no I'd like to give a shout out on the reddit our community favorite Shea's went ahead and did a very thorough write-up of his experience in yesterday's play test so if you guys haven't had an opportunity to go take a look at that I'll give a little shout out here go to the ashes of creation subreddit there's a thread there created by Shea's and it's a Google Doc that has a I would say a fairly thorough write-up of the alpha one preview experience that he did so well done Shea's yeah and ashes post does a lot of great stuff in general like always keeping people up-to-date so you know if you want to check it out we do a lot of fan Fridays and we spotlight them as well as a lot of other people in our community who do a great job of you know keeping people informed about what we're working on if you don't have time to listen to a long live stream but we also have a newsletter so sign up for our newsletter because we do kind of put things into a more concise format for you that way as well so design how are you doing Jeff has it been exciting getting has been great actually to see everybody kind of cuz you know when you you're working up to an event like this a milestone like this where people are actually gonna be playing it live and without any rails on and everything's kind of exposed and raw like it's scary right like that's your baby and you were working on it for a long time I got blood and sweat tears into it speaking the baby in the background my daughter she's playing with a castle she's watching the drawbridge go down right now it's pretty cool she's getting ready for Castle sieges yeah training them you know so you know it's it's nerve-racking leading up to something like that but it went really well a lot of stuff that I was worried about happening didn't happen a lot of stuff that I didn't know was gonna happen happened you know plenty of bugs plenty of issues but I think overall the experience was really good and the things that needed to help hold up held up so it felt really good um I think the entire team is super stoked to see you know what the results were and get the feedback that we got there were some really great exploits that people found infinite money all sorts of things like that so good a good time yeah and we'll be compiling toasters probably doing that right now as she's watching compiling all the feedback and we'll be doing even more over the weekend we're giving people until Monday to put in their feedback and we'll be kind of forwarding that along to the design team as well as the rest of development team they can work on all the things and fix things and then we'll do more tests and when we're at a state where we're ready to start opening it up to some of those other groups we'll start doing that oh yeah Stephen do you want to add anything else on the pie plate aspirant oh is this that section I'm sharing my time with you thank you yeah no you know I think you guys will get a good look tomorrow and during this stream kind of you know I might I don't I might do a spot test with pi2 that time we'll see but yeah it was it was it was a good experience there was definitely a lot of obviously a lot of bugs it's very early you know access to that but it was definitely rewarding to see everybody running around and having fun so yeah all right and then kind of moving into things we're gonna talk a little bit about awful one but we have a video that we want to showcase first do you want to do that first and then go talk about housing okay so I'm gonna play the video fullscreen with just the audio from the video and then we'll have it kind of looping in the background while we talk about it if that sounds good to you all yeah that sounds alright Oh we'll be back in a moment after you watch this little video [Music] [Music] [Music] [Music] all right so we'll kind of have that video looping a bit for you all in the background while we talk about it I know Stephen has a lot I liked the comments about the painting people are laughing about it you want to walk us through a little bit so you know this this video is kind of intended to give you just a very very early look at some of the you know free whole layouts and and kind of expectations on just general size I think of these free holds as well to kind of show you you know the room from a design perspective you know Jeff and I have always kind of considered I think this to be a little bit of a a size micromanagement game with the whole layout right - kind of I can't think this morning but to kind of to kind of you know focus on what you know your layout is going to be because that determines kind of your capabilities from a processing standpoint and you and really utilizing that space on the artisan sip artisan ship side for processing perspective of materials and gather goals so you know there's a few gems that you kind of can see in this layout I mean obviously there's a house and inside the house you know the player has the ability to place down this furniture to put up paintings you know a while ago I kind of changed my mind on whether or not we would allow players to implement custom images and we will be allowing that so you can see like you know there's my image on that on that paint or the sandals that are part of the in the bedroom you know these these are kind of capabilities that we want to provide the players from a customization standpoint so that they can really make you know their their little piece of the world theirs and you know reflect reflect themselves should they choose to you know blend real life with with with the roleplay one additionally you guys are kind of watching this you're gonna see different you know components of this of the freehold itself you see a very early very early husbandry stable REE area where you know there's a couple of horses kind of hanging out there if you a few stable buildings behind that little grazing area I mean that's that's an example kind of a first-tier stage of the husbandry system where you know players will be able to kind of place the animals that they're trying to focus on from a husbandry perspective within the stable area and then over the course of time you know are going to be able to yield some type of you know results out of out of those pairings hopefully yeah and then you also see a small area of farmland where some crops are being grown you know crops and are intended and in ashes to be a rotational system that obviously is dependent on you know having the appropriate seedlings and/or you know any any of the necessary tools for that farming perspective and obviously you can devote more land to the farming components of the freehold you also see there a small pond which is actually another type of farmable area that we're going to have available on the freehold system which is essentially a fishery so to speak so you know fish play an important role from a gather whilst a standpoint but also again because a lot of the components of the freehold system are intended to be processing of raw materials you know the fishery allows for a focus on specific type of fish gather bowls that may only be gathered through the fishery blueprint and then you also see a little bit of a social area I think there's a little bit of like a fireplace or something that's over there you know the intent here on the freehold and housing in general again is to provide a lot of customization there is going to be a furniture type profession as well where you know furniture isn't just necessarily there for looks but also may contain certain bonuses if you you know on some rotational period as well and you know having the higher bonuses per se might be related to the efficiency in the profession of the furniture making that is had so you can see you know there's a lot of a lot of props that are kind of placed around the freehold and and you know this is gonna be kind of a grid based system most likely that's where we're leaning towards now which will allow a lot of versatility and the placement of these things you also see some storage chests in the houses and stuff yeah oh just trying to say that like pretty much everything you see on me the freehold is functional right you know that's kind of the whole goal of the freehold system is to to give everything a purpose and not just have it be like oh this is my pretty design but like it's a design towards something towards something for your character towards something for the world so that's the goal that's kind of what you're seeing here yeah and this video was put together by our resident Tristan who is an awesome amazing filmmaker not just in in ashes but also in real life too so yeah well you might have seen some whales that he's captured grab footage of the yeah I don't know if many of you guys know this but we have this like weird algae event happening in Southern California where the motion of the ocean triggers these transit the bioluminescence bioluminescence in the algae and Tristan grabbed this time-lapse period I thought was pretty cool on his it was really cool though there I mean we've talked about animal husbandry a bit but there was a cushion in chat regarding like how free will will it be like what kind of creatures will they be able to like conform into strange abomination so so the idea behind the husbandry is like you know just I think from a back end you know perspective to give you guys an idea each of these animals have you know unique ID right and there's going to be essentially this husbandry chart that takes into account potential combinations between animal that you have so there's gonna be a little bit of obviously trial and error as players begin to explore this genetic you know system to determine what yields are possible and those yields are obviously going to have an element of RNG to them as well so you know you may pick up on a more dominant genetic trait within the pairing or you may have a much smaller chance to unlock a specific a specific breed of species right and then those chances obviously get augmented by your advancement within the animal husbandry profession so you know person who's more experienced in pairing of certain animals and even the specific types of pairings will increase their likelihood there are G chances of essentially uh birthing a unique amount and and being able then to you know sell those on an open auction they can also be applied as certificates towards the construction of particular caravans as well so I know we talked about that in the past a little bit yeah and of course you know there will be some linear nough stew it in the sense of what you all allow as design allows regard but moving on from here let's talk a little bit about alpha one and the progress that y'all are making towards that obviously we talked a little bit about the p i-- test but i wanted to kind of open it up to allow you to talk about anything else you want to talk about Jeff and Steven we still got a long way to go but yeah I mean this is like an important first step on that way so like this is definitely not helpful one what we're talking about right now it's it's it's a step on the way there we basically got a lot of the foundational stuff in and then we'll just continue to work on expanding that until we get to a point where everything is stable enough and solid enough and there's examples of you know not just like a few of the systems but most of the systems before are going to be ready for that so just to set expectations this is a very important for a step though yeah anything else you want to add to that Steven no I would say you know I'm I think that you know and I expressed this to P I like tempering expectations understanding that there are a lot of first steps necessary before we reach the ultimate you know milestone goal which is releasing alpha one but you know each step we take is a very important part of that journey and allows us to you know iterate and fix things as we implement new designs and systems yeah we appreciate everyone working through the bugs and playing and reporting those things for us so it will be only more exciting when we get to open it up to even more players so moving on we're gonna move over to our character update so our first asset here is a dune your Caravan and I'll let Steven talk a bit about that yeah I think this was also a was this a cosmetic care man yeah this was right not sure hold by like yaks or something but you know saying look like yaks probably a biggest one cuz it's not one that I designed yeah so this is a junior Caravan and obviously you know there's going to be a lot of different you know Caravan designs that are out there and you know part of we've talked a little bit in the past about how you know caravans kind of get made this particular Caravan is obviously a skin so you know from a caravan perspective mechanically you know players are going to be responsible for providing certain component upgrades when they construct the or commissioned that Caravan so you know players will be able to to add specific types of wheels and axles and armor and you know maneuverability the speed of the caravan the hit point values the damage mitigation all of those things kind of get [Music] componentized where players have the ability to craft unique upgrades and adjust the stats of the caravan that way but this particular one obviously is a junior caravan and I think reflects a little bit of their their cultural designs they're definitely more sturdy more robust from a from a junior perspective they kind of got that more boxy vibe to it I do love the little like if you look at the little details the gold plating kind of stuff that's happening it's very very pretty by the way right shabbir an elf this particular model was if I recall correctly might have been a while ago I think it was concept by Ryan Richmond and this model here was modeled by Carson steel so Carson did a great job I think on yeah actually the concept piece yeah they've been doing amazing jobs on all of these assets whenever we look at them we're like it almost looks like the concept pieces sometimes it's crazy but yeah it's looking awesome we have some more care of her and stuff down the line in the environment update as well but I know design has been working very hard on a lot of the caravan stuff as well fixing some of the issues we have some very funny bugs maybe we'll do some outtakes when we're launched just you know a throwback to the old days when we spawned hundreds of caravans in one spot and they just all shaking somebody said how do you how do you turn this thing because the wheels can move but there's there's a magical device that rests under the caravan itself it's kind of a rotational stone they call it right and and the the rider has ability to augment that rotation magically so the wheels don't actually have to make a turn it's just like it like lifts and then turns isn't super extra that's great all right we're gonna move on to some of our armor and shields shield work you might have seen some of these pieces and I know we show some of them but were kind of showing you the progress of things and and all the work that our team has been working on so this first one I know Stephen you were kind of chatting with the dev team specifically about armor for females and I don't know if you want to talk a little bit about that and the body shape and stuff like that when it comes to like the plating armor oh yeah so you know right now from our from the characters perspective on this armor right you know we want to be realistic with the application of particular types of armor such as plate armor in this regard for you know the different sexes and you know there's a fine line that has to be drawn I think between accentuating the the form of the sex as well as making it you know somewhat realistic and actually applicable to the environment that they're experiencing so you know we had some iteration on that a lot of it had to do I think with the stance of the character itself from an animation standpoint but also I mean you know you have to make certain revisions and deformations on the armor itself when applying it to the female form so I think we we had some iteration on that front I think you know what was provided here that you're seeing is I think a nice a nice blend on that fine line of practical but also appealing you would also talk a little bit about the lighting I think this kind of showcases a lot of that lighting and what we're working on towards that and it to see a little bit of how that hits the armor and the reflection of it yeah absolutely I mean you know lighting is a very integral part in how you are seeing different materials you know reflect and/or just look in general in the world and you know there's a lot of different iterations that happen on the lighting front another you know component of that is also taking into consideration that ashes of creation will experience different time of days so as you're kind of creating these materials on the on the models themselves you're taking into account kind of what this what this gold is gonna look like you know at noon or at night right and there's a lot of you know iteration that's necessary from an hour standpoint not just on how the lighting of the of the level or the world exists but also and how the how the assets look in that lighting so you know it takes a lot of juggling between environment which usually holds the keys to the lighting front and character which is obviously holding the keys to the materials on on these different armor sets and I think you know our teams have great communication and iterate well together so that's how we kind of come up with this great piece of character art and modeling that you guys are seeing now it's come a long way obviously you know if you guys have been paying attention over the past few years from where we were to where we are now and it will continue to move forward on that front way but very capable and very very talented character team Chris Atkins who's leading our character team we have Keith we have Jen see we have Carson and you know they're doing a really good job in bringing the and bringing the world to to life yeah it's been amazing to watch the progression and I mean I've only been here for a year and a half and I've seen I've gotten to see a lot of that progression as well but it's been neat and I think one of the things that I've always loved seeing in character creators is being able to change the time of day because that gives you like it understanding of like oh well my character is gonna look like whenever it's you know morning wears this night time etc by the way I just want to apologize if I don't seem as sharp on the tired my wordings today it's because this week was a very very difficult week from a sleep perspective so yeah you've been actually really great Steven I think the the average sleep time civility two to four hours people have been you know working their booties off to get things in a state that we're all happy and but no one's working over the weekend other than Stephen live streaming so we'll be taking a good restful weekend for those who are maybe are concerned but yeah some sleep Stephen and Stephens also not drinking alcohol in that glass last time you were drinking it's out of that glass and people were like is he just drinking quiet and I was like no stinking waters my waters I guess too fancy I thought I would just call that out actually got a Dixie cup why would you get a Dixie cup don't waste paper and they won't think I'm drinking well you could just use a normal glass do you only have wine glasses if the stream will be on this yeah the stream will be on this channel tomorrow wine and well I think we're already gonna post that messaging after the stream yeah after the stream is over we'll post social posts and we'll also be posting the one hour reminder and the world we're live white reminder as per usual so as long as you follow us a dashes of creation actually right below me else in all those places will notify you whenever it goes live don't worry about that or you can fit it hit that follow button right here on Twitch and click the little bell so you get notified so want to move on to the next piece here so this is some armor that we've don't know if we've seen this one specifically this gives you a good comparison if you swap back and forth right about what I was just speaking with regards to the deformation of the armor to reflect the different you know body styles between the sexes this is essentially the same set right but you're seeing the same set you know on the different genders and kind of you know how we achieve I think the the appropriate look between practicality and appeal so yeah and seeing it in the like modeler versus like seeing it actually in game as well and then we have this beautiful shield and the progress of the creation of it and you can also see like the Little Dipper on one side and then on the other it's like a little scaly look France is a country and ashes of creation looks like a de fleur I don't know what you call that fleur-de-lis there you go seize Apollo's devoured I'll poof Ranse but yeah so this is a again kind of giving an example of you know I think that the different material and textures that can be swapped out on pieces to give them just a little bit of a different appearance this is originally a I think it's called the shield of reverence I think originally from a from a geo standpoint and then it just has these kind of swaps and and this might be something even in the future that we kind of give you know control over the players to to augment visually the appearance of certain items right but yeah and I think this is the last one kind of showing off more barding work on horses obviously our horses are beautiful they've been continually getting more progress on animations and things of that sort I know there's there were people running around on a bunch of different mounts during RPI play tests but yeah if we are we're working towards all the different kinds of barding I don't know if we talked a little bit about this one in particular yeah so this is an early this would be a essentially kind of an early silhouette of barding right early level wise so like you know if you're getting barding for your horse this might just be kind of the low level representation obviously the barding the armor for the horses in the mounts in general are going to try to take a similar approach that we do with the player-character armor where as the level of the gear increases that you get access to so does the the silhouette you know overall it increases with it to kind of represent you know in combination with the flashy or materials and you know better-looking things kind of show that upper end gear so too will the barting advance in that regard so this would be just to give you context a lower level version yeah the the I think the armors of you know mounts are obviously we've discussed this before intended to have multiple components pieces that can be equipped and you know that enhances the stats the hit points the you know potentially the speed and the stats of the horse the mount itself yeah and we've shown of different barding for different creatures like bears and other ones as well so if you've been keeping your eye out you definitely been seeing a lot of different armor and barding for different creatures not just horses but um a lot of people are commenting on how beefy this horses they're like this horse has worked out it's funny actually because that was a kind of a last-minute swap for this test yesterday last week you know we we had another version of the of the horse that was smaller and it's still going to be present right there's gonna be different size it's different different you know species of mounts and stuff but this was a little bit beefier one so you know we still have the smaller gelding kind of horse but this one's more of a like warhorse sort of present so it's much beefier my favorite ones though are still like I don't know if we've showed them all yet but you you can definitely go find them on our other game updates we've shown a lot of different horses and a lot of different creatures in general but ghin see did a really great job with some of the hair and the braiding in some of them and I'm like I want one with like magical flowers bringing it into the hair so pretty to match my dwarf beard of course and this is I think this was gents gents ease work by the way both the horse model as well as the barding such a hippie maybe I don't I just like flowers man nature's awesome alright moving on to our environment goodies first things first most is you know we have a lot of vendors and and you know even players will be able to pop up little player stalls in the world so the environment team has been working on a lot of cool of this sort and you're gonna see a lot of different styles of these we've shown off quite a few different ones in the past as well and then also the cloth that's on them I mean I love how they'd you're like this one specifically like traipse on on these poles which looks really beautiful and the fact that we can like swap out this texture so right now you know you have this like white cloth with like red stripes but they can always swap this out to be other things as well which has been really neat seeing all the different customizations you can have with stahls as well this is Adam will I believe worked on these particular stalls and yeah the cloth looks good I think I think there was maybe an old iteration of these particular stalls that he brought up to speed from a material and and just I guess suggesting the model a bit you know obviously the key to cloth is folds and you know you can see there's some added folds in some of these cloth but I think the caravan one you're gonna show next is really I wish we had a before and after on the old Caravan to what Adam will brought it up to you oh yeah if someone can toss it to me really fast I maybe I could show but um or maybe we can show it on our next slide stream if you remember to snag that and doodads and chains or I'm certain someone from the community will end up doing it I saw no Fox gaming or no given gaming asked will the cloth be static so I assume you mean with regards to like simulating cloth physics you know there's a lot of a lot of cloth that's in the game particularly when it comes to armor and NPCs or players where you know we have simulated cloth physics some of these some of the building pieces will likely have more static looking cloth for example I believe this cloth does not have a simulated physics on it but you know they'll be blended the two yeah just keep in mind that kind of stuff is really expensive so we need to kind of pick and choose where we choose to put it yeah I was just gonna say it's very performance that's more of a performance thing too is like if every piece of cloth is you know moving it's much different one you know you're making like a single-player game whenever you have an MMO with like hundreds of thousands of people on a server it gets a little crazier and especially if those people are all spread out yeah we're grab some big castles yeah well you know hopefully moving on to this Caravan which just even kind of talked a little bit about this is a different style and you can also see two different versions of this here if you wanted to continue on that train of thought you were talking about yeah oh yeah like I said I wish we had it before and after I mean this is it almost it's a completely different model really looks yeah I think it looks completely different but you know a lot of adjustments made here I think it's a you know great example I think it really looked very good it captures kind of that medieval fantasy presence you know that we're traditionally used to seeing the cloth looks great with the additional folds that we're at it and you can see some stylization that he put into the beams that hold the cloth you know there we're not you know a hundred percent obviously we're not on the far side of the realism spectrum so I think it's cool to see that a little bit of accent and character add it to the piece yeah I mean obviously we're creating some you know semi fantasy world I think it's fun I like the idea of going into that stuff or Stephens explaining away stuff with magic mm-hmm anything else II y'all want to talk about on this front I like the little chair and the one version like the like upgraded version with like the cover on it little window job and then we have waterfall Jim yeah yeah so if you had seen what our waterfalls look previously compared to what they look now it's just like night and day don't judge him for his camera work either he's no tristan and in regards to that yeah jim has upgraded our particle effects night and day and he's starting to sort of attack the environment now and just what he's able to do with making it more performant what this looked like before was extremely expensive for the client to render and now what he's got looks about ten times better and there's also way more efficient so it was really great to see you yeah and what's Adam gets to do a pass on the audio for like making it off it's gonna be so beautiful I just want stand there and the interaction for players like when you walk through and that effect be cool to see that anything else you want to add on that front Stephen no I mean Jim is a very talented artist and you know very technically minded as well so when those two things come together from a single individual it's always very beneficial for the project because you know not only are they making things look nice but they're also cognizant of performance so yeah and he definitely does that I think even when he was looking back at like some of the particle effects for the classes he was like hey this is taking up way too much on performance let's you know edit it down I also really love if you like pay attention closely you can see how some of the waters like splashing on to the side of that rock like that's cool seeing that type of like physics being I think yeah notorious soul asks in chat will the release of Yui 5 have any impact on the OSC so we have that industry guys yeah I know it's in our QA but you know here we'll reach a larger audience I think than those who visit the QA oh we have it in the QA sorry I can answer it twice man go for it all right well just answer it now you know obviously as a as a develop as a project in development we're always keeping up to date as as as we can in moving forward with different engine upgrades and updates that are made it's very beneficial for the project in general with regards to the you know new Unreal Engine it's obviously something that we we take a look at I mean it's it's it's something that you know we're going to evaluate as we do with all new technology and you know when we have an answer kind of in the future for whether or not that's something we can possibly migrate the project towards you know we'll let you guys know right now there's no definitive answer on that front we're still going to wait and see it's a ways off before even a preview is available to developers from epic but it's very promising you know what it looks like I think it's pretty cool yet again another cool thing out of unreal that they're working on there they're really you know a benefit at blessing to I think games and development in general with their commercial engine so it's something we're watching yeah I mean we've we've answered that question before in the past so we've definitely continually said when it comes to new tech you know you know what ray tracing came out people were asking us about that we're on it man if we're definitely checking out all this things seeing how we would like to incorporate those and whether we should or not especially at different development phases so we're keeping an eye on it we have one more thing I think oh and actually think that's it for this so we can move into the QA well before we get into QA by the way I just want to I want to mm-hmm you know mention something so you know what you guys see here is very visual these updates you know you see from our amazing character team or awesome environment team the animations that you know you guys have been watching that you know getting iterated upon our amazing concept artists you know all of those things our designers who implement you know these systems and mechanics and the game that you get to experience they're all very very very talented developers and I've obviously just been so impressed with the with the accomplishments that the intrepid team has has been able to to yield but you know I want to take the time to kind of point out something specific there they're in the background you know you don't often get to see lines of code you don't get to see you know the the nitty gritty of really what makes all of these things possible the backbone of any project really is the engineering team so you know we have you know an unbelievable engineering team who who have put a lot of time and extra hours and - you know making sure that you know our servers are standing up our login and patcher process is getting better our optimization you know between communication networking from the players client to the server is tip-top shape our customer service tools our service tools a database you know every really everything that that makes a game a game in the background the engineering team has been amazing with even on the you know the UI front you know you see amazing UI art but a UI engineer like like grat amazing grad Crabtree you know he as a programmer he implements that art and makes it you know usable and functional from a UI standpoint so you know big kudos to the engineering team Kevin McPherson and and Mark store to our leads they do a great job and and everybody else on that team so well done to them I was actually saying yesterday how I feel good yeah I get some sleep I feel like a mama bear like I just feel so proud of everybody you know and I try to like write little post for people just just thank them for how much amazing work they've been doing but you know I think a lot of people want to see all these systems and things of that sort on these live streams and you know we've talked about it in the past but I think people don't realize that like what you said Stephen that the stuff that we're showing you on the art front has a ton of programming stuff and design things that are on the back end of it yeah not only not only to mention that you know aside even from the engineering team another group of individuals who don't see often and games but are very very there because of the bugs that you didn't find is our QA team so yeah you know Sean Sean Farren's and and Ryan finned all have done a great job and in staying up late and catching these you know midnight build just a couple nights ago to give you guys heads up you know how we kind of approach these these types of milestones especially from a testing perspective you know we were up until I think 4 a.m. on on Wednesday you know some of the engineers myself and the QA team you know waiting for certain change lists that kind of takeout critical bugs before these test periods and you know kicking off those builds and waiting for you know that package bill to to cook and and and and be deployed you know that's a that's a process and and our QA guys are really great and sticking through checking all those things and smoke testing it and running you know a sanity check on these builds before they get out yeah and I you know everyone on our team is so passionate that like you've people from community even like toast and I like hang out we wait until the builds to help test you so I think you know when you work in certain companies that not everyone's on board with that you just have your QA team that does it but I think for us too we just I think everyone kind of like works together and tries their best to help each other and try to figure out solutions for things so you'd shout out to everybody like our entire team I'm just so proud of them like I could cry but let's get through these questions will see our we'll do our best we're definitely going to go overtime because we've got like about 14 of them and if I see the stuff that is follow-up stuff in the twitch chat we'll try to get to them if we can so our first one here is Magic Man from the forum saying can you elaborate more on how you plan to prevent one-shotting and ashes of creation well I think you know obviously a very important aspect of design is balancing and and you know creating I think what our you know I think when you hand a designer and Jeff you speak to this but when you hand a designer kind of the goal and say like you know here's what we want our average time-to-kill to be between this class in this class or this role in this role right you know they take that in mind that's their overarching you know objective and then they kind of get into the nitty-gritty of how stats affect you know combat bonuses how the baseline attack power-on up a specific weapon yields against a skill usage right like all of those things are kind of the nitty-gritty and what makes ultimately the intended goal of time to kill right specifically for that one-shot question so there's a lot of iteration that happens on that front you kind of get your finger in the wind approach on an excel sheet and then you implement it into the engine you get a test on it and then you take a look a did this perform like the spreadsheet said it was going to or did it not and what you know what bugs were implemented what changes do I need to make you know that's kind of the process that happens on a balancing side and obviously a lot of the balancing can't be done you're not going to see balance really in these early tests or even and you know you're gonna see an ass a bat balance when alpha-1 comes but you know part of that testing is to give that live feedback and allow iteration to occur after those metrics are taken yeah I mean it's it's ashes of creation is a very complex game and we're giving a lot of power to players in terms of you know what they gear how they gear what build they build what kind of skills they spec into so so there's a lot of freedom on the part of the player and I wouldn't be surprised if there are some situations that end up where somebody is severely under gill geared have gone completely glass cannon and have kind of built their character in such a way to show me one shot me right we won't be able to cover all of those bases but like Stephen said like there's gonna be a big effort on on our side to prevent that or to corral that but right because of the freedom that players will have in this game one shots are probably a possibility absolutely yeah especially if you have like a group right you've like 10 people versus one that's like a 10 shot potential but specifically specifically I think Jeff gave a great scenario because there's such flexibility and customizability that's present around the characters end you know they could spec themselves out in such a way that just screams one shot me mmm all right our next question is from Karthus on the forums what is a feature you're excited to buy that no one has asked about yet but no one has asked about that's a very specific caveat item yeah probably achieve I think we've been we've we've answered so many questions over the past few years that almost every part of this game has been touched that's just yeah we've also announced all of the main things that everyone's going to experience yeah trying to think I'm sorry yeah I'm trying to think of something specifically that no one has asked about they said there's no I mean there's there's specifics and granularity that we haven't touched you yeah maybe let's let's change the question of it to be what is a feature that you're just excited about like something that you are excited to work on that you know maybe we've talked about the past or not that's that's top to you like too many things like I don't know maybe the naval system is you know I'm particularly excited about because you know there have been other games where I've had naval experiences that I thought were we're great fun and provided a very different dynamic and feel to what traditionally mmo's have been all land kind of based and I think that that's a cool you know side of the game like I guess maybe the crafting system gathering system right I think it's it's going to harken back to you kind of like a different period in in the crafting genre and I think that people are gonna dig it it's certainly a system that I'm excited to play and I don't normally get excited about crafting so so I think that's cool to me not something it really don't have I'm excited to see all the variety in classes I'm the type of person who will level up every class to the max level in various race and gender options but I can pick and choose what I feel is best or what's best at that current moment in the meta so I think for me like I'm excited for that and gearing up those characters one of my favorite things in mmo's is you know the experience of writing and being of my guild and doing things as a group I think for me those features the features that bring us together as a group and kind of put us into the place where we want to log in every day and see each other and play with each other and meeting new people I think for me that's what makes an MMO let's move on to our next question we actually have two people who have asked this question we had Jill on and Draco Callan who asked and I apologize in advance if I ever pronounced anyone's names wrong how do you craft in a node when a siege has been declared if all your gather Buhl's are locked in storage so the gather bowls and materials that are utilized to craft specific siege equipment the siege equipment crafting stations are within a node and when you access the crafting bench for those particular types of vehicles you are able to X access from that crafting station the depository you have within the actual city sorry my kids just probably excited about the siege yeah exactly the cat's very excited about the siege and kartha said that we did answer the question better than they could they could have expected so they were happy with our answer all right did you want to add anything else to that Jeff no I mean that's cool our next question is from Patra Patra wants to know will we be able to use /m e or something similar in chat for text emotes slash roleplay so in a lot of games you can kind of like write whatever you want by doing /m e and then then whatever the text is yeah like I dance that's something we discussed in the past wasn't that like a stretch or not a stretch Scoville isn't that like a backer reward oh we had emojis yeah but we're gonna have a whole key mode system so I would say it's pretty yeah pretty likely yeah all right cool I can't actually get him y'all want to see him but like the cat is like in the other room and he's just yelling in the other room I have a different cat I can bring in that camera so our next question here is from Sun frog saying will the npcs befriend you and give you stuff oh some animal crossing' stuff in here so no I mean probably not as you are thinking in that sense there's definitely reputations that are housed within specific societies and organizations and those types of you know your achievements within the that quest path and and organization will yield unique narratives unique access to you know goods unique store accesses but not probably in what you're thinking is the traditional way that a reputation slash you know reward system would look like awesome awesome and then we have Amex ire or make sure Shire makes your share there we go so far it appears most abilities use ground visuals or animations to represent cast time will that be the standard or will we eventually see traditional casting bars as well yeah you're going to see I think casting bars get implemented a little later and the march towards alpha one you know obviously that's an important visual indicator of timing for you so that you can plan next moves also you know it's important to note like you know as you see some of the animations speeds of these skills and attacks you know you're seeing it from the perspective of a low-level character and there are support abilities that will be implemented from a roll slash class standpoint that have the ability to augment those types of cast times so what you're going to see later in game as you get higher level are much I think quicker paced skills I know I like Kaelin TV said acumen baby that's a great yeah to they had acumen and berserker forecast times as well as I think they had a Blade Dancer dance too but yeah that's it that's a great kind of comparison I think to kind of understanding where base cast times exist and where supported cast times will end up and then our next question is from Leon or Lian and they want to know who is currently who is currently the most skilled ashes of some player in the company it's an interesting question really like done a competitive I would I would like to say that hopefully it's Q way because they've had the most time to play the game yeah yeah I think it depends on you know what you're talking about from a skill standpoint if you're talking about like overall broad knowledge base because an MMO is is you know the powers and the knowledge I would say probably is going to be QA and that's because you know QA has to remain vigilant over every aspect of development when their smoke testing builds right so they kind of touch everything whereas you know other other developers are more fine-tuned to their specific field of work yeah after yeah yeah that's it that's a bad question I don't like I don't either I don't like I don't like questions that make us compete against each other either I think it's you know everyone's working hard and doing their thing and um I think also the for me obviously I'm a competitive player so I like being like being a really good at what I do but I think that also I don't like demoralizing other players just because they play differently because I think every we want everyone to be able to play an MMO and have fun in their own way that's my take on it chef Shire different one this has a Z in it and George black had a question regarding is there a plan to include your weapon in skill and cast animations rather than the character only using it in the basic attack slash combo so it depends on the skill in question there are absolutely skills that currently a keep your weapon out such as a lot of the tank abilities or you know utilizing certain weapon instruments the difficulty though is you know we can't always predict what weapon the player is going to use so a lot of times you know that that is safeguarded against when you know we especially at least I think on the on the magical cast animation stuff that more inherited probably by mages and stuff or clerics and whatnot is you know spells I don't know if you're familiar with like the Indian path lighter spells oftentimes have a somatic component which is like the movement of hands in the ritual of incantation right and you know from from a lower slash story perspective into why cast animations don't include the weapons and whatnot it's they you know the the caster is trying to focus on manifesting the essence to create the type of magic he wants it to or she wants it to so that would be the story behind that but then you know from a purely technical standpoint it's sometime difficult to predict what weapon the caster is going to have yeah I was just gonna say the animation is where it's really at because think about you have like you know 64 classes you have you know a bunch of abilities per class and then you also have any class can use any of like weapon so you have to think about how many animations that equals that's a lot of work and I know the design team and animation team have been working out how they want to solve that and I don't forgot to talk further about that Jeff where you think Stephen covered basics I was going to say what you said Maggie it's like that that that multiplies and turns into a gigantic number and you know if we want to do things like add a weapon a new type of weapon later on down the road then we have to reauthorizations to account for that weapon you know we have weapon classes and weapons can share animations between those classes but at the end of the day right using a spear is very different than using a staff which is very different from using a one-headed sword so those animations need to capture those differences and and it's just not feasible to kind of do that across all abilities across all classes across all rays types so it's one of those things that we've decided to do to sort of keep our our scope sane and to get this thing unreleased eventually yeah our next question is from unknown system error which I always love that name well stack limits be based on weight or volume for inventory management stack limits there's not probably gameplay more than anything else yeah I was gonna say like it depends on what types of stacks we're talking about like if it's material and gather both stacks there is obviously a quantity limit that's not based on weight that the player will have available to them before they need to utilize the transportation efforts of a mule or a caravan that's a pretty integral component into the economic systems but from a general item you know stacking like potions and stuff like that I would say that that is single stacks gonna have a quantity limit probably and those quantity limits are going to be based on the item per se so the stacking limit of a potion might be a hundred but the stacking limit of you know something food or something right might be you know a thousand or 900 I have 999 muffins in my pockets I wish yes our next question is from ravu de and they want to know Knable caravans only be summoned at a port / Harbor like other ships or are they an exception to that rule and there's a good question for you Stephen you want to talk about neighbors naval caravans are an exception to that rule they at the point in which your character or model intersects with an ocean it will spawn a conversion mesh or a conversion structure and there will be a period of time you know up to several minutes depending on the capacity of the caravan with the resources and/or materials that is necessary for the conversion dammit take place and then the naval Caravan will be available and you can intersect that line again with land to to try to convert back to a land based care of him alright our next question is jamesha and wants to know what has been the most challenging part of working from home during this time just to give by the way and follow up there Karthus attack and while the structure is up yes the the structure becomes the attackable point and there is a danger during that transition you know normally the caravan would benefit either on the naval side or on the or on the land side it would benefit from those upgraded components however when you're a structure you are much more exposed so you do not get the benefits of the added damage mitigation or the additional hit points you know that is a it's a very it's a very weak position to be in all right I'll ask the question again which is what has been the most challenging part of working from home during this time for me you know I like to walk around and chat with people and you know take a look at what they're working on and you know just be able to talk kind of in person and point to things on their screen and you know that kind of thing and not being able to do that is very very very very difficult my toddler she is she's a very very awesome very amazing little girl but she is also very demanding and she wants things her way when she wants them very toddler behavior so it can be tough sometimes to concentrate on what I'm doing yeah well does she now are you hitting the terrible twos she's just doesn't quite know what's right what's wrong yet so yeah I think from my perspective I'm similar to to Stephen in regards to that I think a lot of communication can be done through you know facial expressions and you know being there in person and being able to explain stuff and draw things out and obviously we've found ways around that through virtual means but it's just not the same as being able to I communicate with somebody in person and I think you know I'm in the same boat as well we're like walking around and seeing something cool that someone's working on and being like hey can we make that into something has been really rough because I think from my perspective I love making little creation videos for you all and things of that sort and a lot of that is you know be kind of telling people hey you need to record your process so that I can create these things and right now we're just trying to like work as quickly as we can and understanding people and being very understanding of people's personal lives like you know Jeff having a child and being like hey I got a step away for a couple hours because kids going crazy you know just being understanding of those things and trying to work around people's schedule squad schedules in general to accommodate for them one of the one of the benefits though of working from home is being able to spend time with the dogs because I always feel terrible when I'm out the door it's super early and then get back super late and the dogs are just looking like you've been gone all day every day all week do they stand like it right in the door cuz our cats like they're just right in the doorway and you're like trying to open the door and you know what I'll hit them you're like hey back up oh yeah you gotta always be careful while we open the door cuz Riley usually lays right in front of oh because they miss you and if you have cameras like you can see them just laying there waiting so bad yeah I'm worried about what they do when we go back to work Jeff's got mischievious pets meanwhile Stephen and eyes pets are just laying next to the door like come home our next question here is from Sol one two three that says will there be any best in slot weapons or armor for specific types of monsters and I feel like we may have talked about this in the past but maybe not specifically it's that's two questions so one will there be best in slot items in general and then two you know our specific weapons and/or armors better catered towards specific types of monsters so the first question is will there be best in slot items I think there will yes there will be best in slot items and what determines I think they're best in slot scenario is based off of the customization and role you want your class to achieve because there is there is a you know some autonomy between your your skill tree choices and your augment choices those kind of allow you to flirt the line with what may be the traditional role of the archetype is and then based on those decisions certain items will you know be considered best in slot for those types of agendas and then the second part that question how well items interact I think with specific monster types you know monster tights will have weaknesses and strengths and because of that you know that that type of setup you know they're going to be areas where you can hunt that might be better suited for your particular class so you know if you're a cleric and and you're using this kind of radiant energy descriptor on your on your abilities you know you might be better suited for an undead or you know certain type of area because you will have an added effect against the weakness of those types of creatures the dogs were very interested in what you were saying Steven they were standing pretty still in chokes camera live looking our direction did you want to add anything else to that Jeff no I just again they were certainly I don't think we can get away with not having bets and stuff just because we're sad bass game and if you have higher stats that's better for you but what that means will be different for different classes and different builds so it will be best in slot for like students at you over particular character and you know will constantly be adding more equipment more monsters more stuff into the game so you'll constantly be going for a new chase right our next question is from an to victus and they want to know after all the recent leaks and seeing the overall reaction how does it feel for you to see all your soon-to-be players excited I think we've talked about this in the beginning a bit but yeah yeah you know it definitely did feels very amazing and I think um you know I've said this often in the past that our motivation you know not only is is exists within our own personal desires to see you know this type of game be made because it hasn't in the and we feel that it should and it will resonate with players but but really the driving force behind our gung Honus to get things done motivated to ship this game is is predicated entirely on the reception of you as our community I mean your excitement fuels our excitement so it's always it's always great you know and we have to there's a fine line we have to walk between how much we show I mean it is a competitive market you know there are other games that are out there and you know we want to we want to share just enough to kind of give you guys a progress update and we want to answer questions on systems and designs so that we can get feedback but at the same time we have to be cognizant of the fact that it is a competitive market and we're watching us so you have to take I think that with a little bit of grain of salt it's it's definitely you know I will say in the process of the years we've we've we've conducted this development thus far it's difficult to see certain things said obviously it can be de motivating it can be it can be a little upsetting to kind of have to understand that there's a bridge that divide between you know players and developers in the you know course of actions that we choose to take because it's we feel it's good for the product or the direction of of our goals and making sure that we release a stable / you know attractive game and you know we take obviously though that type of negative response with a grain of salt but it's very uplifting when we see events like yesterday and we get the feedback and excitement from the players for sure did you want to say your side of it Jeff I thought it was awesome okay you can keep it there I just don't know if you wanted to add anything no I mean it's it's again it's it's a fulfillment of its validation for what we've created and what we decided to do you know four years ago four and half years ago it's it's this is the fruition of at least a part of that fruition and like Steven said like the negative kid you know I don't know a little bit but like get to you we're like okay people are saying these things we all we need to do is just put out a good product and they'll stop saying those things and that's kind of proved out by well if that's your ID it'sit's we put it out in front of people people like it it's like okay see we told you we were gonna get here you know from the community perspective we're very used to seeing this kind of stuff so we get to see all the negative and we get to see the positive comments all the time so I think for us we we've kind of grown a thick skin in that regard but there are moments where it gets kind of frustrating especially when it's stuff we can't talk about I think is probably the hardest part I'm my friend is when it's like I want to be able to answer that person's question but I just can't because it's just not the right time why do you think I leak sometimes that's the the dam of decision like that exists on the flow of information for me sometimes just little water falls over I mean the dam is there to tell me that the dam is really for me is like Margaret's face-on alike don't do that Stephen Stephen I'm a little one on the shoulder be like and my thing is it's not that I don't want to leak things or showcase things I just want to be able to showcase things in a way that hits all the people I think whenever you know we share something that's like specific to discord or you know we only share it to a small group of people sometimes it can have an effect from the community perspective that I know because I'm like hey I experienced this in the past is like we need to be able to share that information widely in order to be able to hit a lot of people and then also not only that it's the quality that you're putting out right like when you're certain things get put out maybe they don't have a watermark that they should have and now someone else can take that asset and be like this is our game and so there's just like more of the thing am i an i I go through like a whole different train of thought because I have like a different mindset when I'm looking at it but in regards to this question specifically I think being able to see people's reaction and having them be very welcoming of what we create has been amazing I I think one of the most beautiful things in any industry whether you're working in games industry or any other creative industry when you create something having people see that creation and enjoy it is one of the most truly beautiful things that you can experience I don't I think I feel like everyone can you agree with that right and it does hurt if someone doesn't like it no matter even you have like one comment that doesn't like it and 3,000 people who love it you still focus on that one person you're like how could I make that one person like it and so I think I can totally see the perspective of that as well alright moving on to our next question here which is from zeppler they want to know will there be airship travel between two scientific metropolis is it from metropolis one is in the under realm so we have yes so there will be there will be I mean obviously even even though in a city exists within the under realm you can see this even in the current alpha island and that we're testing and there's there's large expansive entrances that exist so the route of the airship will just utilize those and there may also even be you know not necessarily even entrances but the that normal players can take but they're large kind of overhead openings that might exist at the airship we'll be able to to enter through and if there isn't then the airship will just convert into an underground like tremor monster that you live inside that would be so cool I would actually be down for that like like a worm bust like you'd sit inside a little worm that'd be adorable and weird and I love it I'm into it's almost like Gimli stuff I'm into it the cat bus okay sorry our next question is from Blake well the demonic angelic fire and I skins on the race the character is or will they have their own unique look specific from the playable races will have a kin Kayla with the end gel angel' skin applied look the same or different so that's a racial skin there's only two racial skins we released what was the angel and the fire and the ice one which means essentially from a visual perspective you're changing your race over to that which means that you won't look uniquely different if you were a Veck you know angel or a human angel yeah that's a full transmutation yeah all right and then we have Dimitri from our Russian community who wants to know will we be able to manually change our primary stats strength deck set cetera during the game or only add character creation and then modified with gear so you can modify stats with gear you can directly change the base stat with certain type of alchemical permanency potions and/or tattoos and you are also able to allocate skill points as you level and that allocation allotment that's granted actually that way we will remove the allocation thing didn't we okay sorry I was my mind had a small stroke back to 20 no you won't be able to to manually change there's a stat progression now I think we're using right from a racial class yeah right yeah so stop progression on racing classes is static and then you have the ability to augment your base stat values with those out chemical permanence ease that are available there we go those are given takes so if you're going to boost a particular stat you're going to have to draw from another and that our last and final question here is from a Natale and they would like this is another one of our Russian community members would like to know will you use geo data to calculate damage or interactions with enemies such as pushing an enemy from a cliff this is ashes of creation and kick them down the hill will it be fall damage there will be fall damage yes I guess that's kind of basically what they're asking right right right so if you're in an area is like has a magical storm like certain abilities well how different effects yeah I think some of our some of our testers yesterday saw a little surprise there they wandered too close I think to an ancient head that was in the world and there was some water around it that instantly killed them they didn't have the inoculating resistance all right and I think that's gonna wrap it up for us today we answered a lot of questions we've answered more than 10 but we hope that you you liked then we added a few extra ones in there we have a whole bunch of stuff that's coming along the line so definitely stay tuned we'll have more things coming next month it is crazy if we're already in June like we're moving into June so we'll have another June development update we hope you tune in and we'll let you know whenever that is live of course follow us on all of the places over here and ashes of creation we like to post a lot of our updates on Twitter and Facebook we'll have this video up on YouTube as well and if you're watching here on Twitch it'll be up as soon as we're done and then we I think we might put the other the housing video as a separate video as well if even if you're cool with that yeah I think that's fine just just let me write the description on it then before we post it but yeah that's fine yeah toss me a description if you want to edit that and then we also have quite a few other things that are coming in on the line we keep our Instagram pretty updated if you want to go check out our Instagram over in ashes of creation we've been putting stuff on our stories for instance on Instagram Twitter or Instagram Facebook and snapchat