Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: Incentives for players progressing a node
There are absolutely no incentives for players to progress a node. In fact there is more to destroy it, after you lets say crafted gear there, and as gear is NOT destructible, you can safely destroy buildings or the whole node, to deny those benefits to your opponents. The way node system is setup has been flawed from the start, and open to abuse.
Re: Melee Classes Survivability in Group PvP Needs Addressing
SmileGurney wrote: »Not really, if this is done smartly. If they get a mitigation buff scaling with number of enemy combatants near by you can easily make it close to null value in small scale pvp, whatever 1v1 or small group pvp.To be honest melee have way more survivability than range right now
The two ranged classes, ranger and mage are the two weakest classes in the game, I know this post is focused around group PvP but if you give melee more survivability they will be just unkillable in small scale PvP, there needs to be some balancing done but it's sort of pointless until we hit level 50
But this also makes the godlike against masses of enemies.
Also, if something was done to make melee more effective in large scale PvP, something else needs to be done to make them less effective in small scale PvP.
It would be horribly unbalanced if melee in general were king of small scale PvP, and on an equal footing in large scale. They need to either be roughly equal in both, or ahead in one and behind in the other.
Right now they are ahead in one and behind in the other.

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[NA&OCE] Duskhaven | Casual | PVX | Raiding | Crafting | Exploration
About US
Time Zone: EST and CST (Chinese Standard Time)
New guild looking for founding members during Alpha 2 Phase 3. Been playing since Alpha 2 Phase 1.
We are two dudes who are looking for a group of friends who will help us find our little haven in the world. The world is shrouded in dusk and darkness and we want to help people find the light. We are focused on casual play and have built communities in other games before such as Arma 3 and Fivem. We would like to try our hand at Ashes of Creation since we have fallen in love with the game, and are wanting to get our roots growing before the games eventual release.
Why you should join us?
We offer a casual and mature environment where we understand life comes first. We are willing to help new players, and our only requirement is that you want to help our guild grow. We also are in two different time zones across the world and are willing to build up communities in both times.
GOALS
Still unsure?
Come by and say hi see if you like it.
https://discord.gg/N58vYed3es
We hope to see you there
Time Zone: EST and CST (Chinese Standard Time)
New guild looking for founding members during Alpha 2 Phase 3. Been playing since Alpha 2 Phase 1.
We are two dudes who are looking for a group of friends who will help us find our little haven in the world. The world is shrouded in dusk and darkness and we want to help people find the light. We are focused on casual play and have built communities in other games before such as Arma 3 and Fivem. We would like to try our hand at Ashes of Creation since we have fallen in love with the game, and are wanting to get our roots growing before the games eventual release.
Why you should join us?
We offer a casual and mature environment where we understand life comes first. We are willing to help new players, and our only requirement is that you want to help our guild grow. We also are in two different time zones across the world and are willing to build up communities in both times.
GOALS
- Build a small - Midsized community for PVE and PVP content
- Have fun and enjoy what the game has to offer
- Complete all late game content, and offer mercenary services in PVP.
- Find a little home base, and make a tavern for the guildmembers.
- Provide assistance to other players who are struggling or looking for help from the larger Zerg swarms we have been encountering.
Still unsure?
Come by and say hi see if you like it.
https://discord.gg/N58vYed3es
We hope to see you there
Re: Econ-Friday Ranting (a Reference Post)
I had to think a bit about how to answer while staying in the general concept of a Reference post. So I'll answer you using questions. Questions that run through my head every time I see what I think is wonky Econ design. Assume that all the questions are 'targeted at Intrepid/MMO Devs in general'. Disclaimers in red.
1. Why don't y'all focus a larger amount of gear progression on things like augmented abilities to keep the stat spread as tight as possible?
a) Can't do it/don't have the skill or tech (FF11, most older games)
b) Value or believe most players value the feeling of getting higher numbers more than builds (WoW, themeparks)
c) Can't figure out how to make the economy work with so many complex incentives, or prefer timesink enhancing grinds (BDO, other Korean P2W, arguably Alpha-2 P2)
d) Feel that rewarding players with higher time dedication is required for retention (arguably Throne and Liberty, but not really clear)
I don't think MMORPGs need to entirely avoid 'number go up' but that PvP MMOs should avoid it whenever they reasonably can.
2. Given the way MMO gear drops generally need to be designed, why don't you use lesser gear as enhancement materials for more powerful gear directly in some way?
a) Going with the approach of absolute dedication to a different Econ type such as 'heavy use of consumables' and/or really want Adventure-focused players to have the option to just always move forward (FF11, WoW, other PvE games)
b) Unwilling or unable to design the open world/mobs/ecology with a generally flatter power curve to support this (Throne and Liberty)
c) Absolute dedication to forcing Adventurers to rely on Crafters/crafting, or unnecessary due to powerful gear-sinks (most Sandbox games, early New World sorta)
d) Just don't believe that gear drops need to be implemented such that even leveling players can get progression gear once or twice per hour of serious play (BDO, a few others)
I think the genre is kinda only now experimenting with how best to handle this new paradigm, so I'm biased toward the success type I see in TL.
3. Why not just make use of more materials from multiple tiers and spread out their availability more to solve the issue of invalidation of old content/Macro Slots?
a) Trying to avoid complexity due to the audience type that you believe your game attracts, or not having the design experience to know which things to put where even if you wanted to (Throne and Liberty somewhat, maybe Alpha P2.5 and apparently P3?)
b) Unwilling or unable to design workable sources and ecology due to the setting of the world or other design constraints (FF14 sorta, most failed, or even not-entirely-failed short lived UE4 era MMOs)
c) Want or need to keep stratification of players based on investment level and time, and/or strongly believe that Artisanship needs to be a long and arduous path of dedication (FF11 result, intended or not, for the crafts where this approach was less common)
d) Higher focus on instanced content and wanting to make sure to homogenize rewards as much as possible to avoid friction or complaints (various 'groupfinder' MMOs, certain times in WoW)
I'm super biased to think that 'suits' are the main reason this happens, I figure they devalue the the dev time involved because 'they can still get most of the money without doing this'.
4. Why avoid or limit robust economy options/opportunities for players to find niches where they excel and feel comfortable?
a) Fear of bots, abundance of caution regarding bots, alts, and other abuses (Throne and Liberty - this is moreso me desperately hoping that's their real reason)
b) Low or minimal incentive to offer players too much of this due to it being an easier way to get them to spend real money in the game Cash shop directly (BDO sorta, many other Korean MMOs)
c) Opposition to RMT or P2W elements to the point where the economy itself must be clamped/treated as a threat model instead of an important game aspect (nothing comes to mind directly but I'm sure most people know of a game like this)
d) Unwillingness to use arbitrary econ limiter clamps such as Labor, Energy, Contract Limits, etc to solve the soft versions of the 3 things above (Ashes of Creation)
I always worry/fear that games flinch at the idea of committing to a good deep economy because they often either rely on consumables (FF11), almost entirely fail to feel engaging because of design or ecology issues (BDO), or end up too exploitable (FF11 again, various bot-ridden MMOs).
I know that the above doesn't really 'answer your questions', that's because I really believe that Developers have to think about what their game can afford to do, sometimes those 'unpleasant options' above really are so important that they are valid answers.
So even if I really really want to see a game where low level gear 'has augments that can substitute for leveling up a skill, or offer a function that is seldom needed at higher levels... where when bandits drop Sheepskin Gloves with Accuracy +5 you can combine them into your own Reinforced Sheepskin Gloves and get that +5 Accuracy in a slot/trait like TL, where drops from older content are applied as materials to uncommon-but-still-useful higher level items, and where there are strong ecology niches and a carefully considered system for limiting the direct benefits of spending 9h a day grinding currency.
Oh wait I already almost have that game...
But that game is not Ashes of Creation, so for Ashes all I want is for them to have answers to those questions that most people accept. Because to me, in all arrogance, many of those answers are terrible, and 95% of 'answers I didn't write down' are also terrible.
I believe good devs can find ways to navigate most other problems, within their intended sub-genre, without constantly shrugging off requests for things to be better.
I want to believe that Intrepid has many good Devs. But as of now, the questions mostly still stand, and aside from the answer to question #4 being known to be 'D', I feel like we haven't received answers yet, so I'm just waiting and continuing to ask them.
1. Why don't y'all focus a larger amount of gear progression on things like augmented abilities to keep the stat spread as tight as possible?
a) Can't do it/don't have the skill or tech (FF11, most older games)
b) Value or believe most players value the feeling of getting higher numbers more than builds (WoW, themeparks)
c) Can't figure out how to make the economy work with so many complex incentives, or prefer timesink enhancing grinds (BDO, other Korean P2W, arguably Alpha-2 P2)
d) Feel that rewarding players with higher time dedication is required for retention (arguably Throne and Liberty, but not really clear)
I don't think MMORPGs need to entirely avoid 'number go up' but that PvP MMOs should avoid it whenever they reasonably can.
2. Given the way MMO gear drops generally need to be designed, why don't you use lesser gear as enhancement materials for more powerful gear directly in some way?
a) Going with the approach of absolute dedication to a different Econ type such as 'heavy use of consumables' and/or really want Adventure-focused players to have the option to just always move forward (FF11, WoW, other PvE games)
b) Unwilling or unable to design the open world/mobs/ecology with a generally flatter power curve to support this (Throne and Liberty)
c) Absolute dedication to forcing Adventurers to rely on Crafters/crafting, or unnecessary due to powerful gear-sinks (most Sandbox games, early New World sorta)
d) Just don't believe that gear drops need to be implemented such that even leveling players can get progression gear once or twice per hour of serious play (BDO, a few others)
I think the genre is kinda only now experimenting with how best to handle this new paradigm, so I'm biased toward the success type I see in TL.
3. Why not just make use of more materials from multiple tiers and spread out their availability more to solve the issue of invalidation of old content/Macro Slots?
a) Trying to avoid complexity due to the audience type that you believe your game attracts, or not having the design experience to know which things to put where even if you wanted to (Throne and Liberty somewhat, maybe Alpha P2.5 and apparently P3?)
b) Unwilling or unable to design workable sources and ecology due to the setting of the world or other design constraints (FF14 sorta, most failed, or even not-entirely-failed short lived UE4 era MMOs)
c) Want or need to keep stratification of players based on investment level and time, and/or strongly believe that Artisanship needs to be a long and arduous path of dedication (FF11 result, intended or not, for the crafts where this approach was less common)
d) Higher focus on instanced content and wanting to make sure to homogenize rewards as much as possible to avoid friction or complaints (various 'groupfinder' MMOs, certain times in WoW)
I'm super biased to think that 'suits' are the main reason this happens, I figure they devalue the the dev time involved because 'they can still get most of the money without doing this'.
4. Why avoid or limit robust economy options/opportunities for players to find niches where they excel and feel comfortable?
a) Fear of bots, abundance of caution regarding bots, alts, and other abuses (Throne and Liberty - this is moreso me desperately hoping that's their real reason)
b) Low or minimal incentive to offer players too much of this due to it being an easier way to get them to spend real money in the game Cash shop directly (BDO sorta, many other Korean MMOs)
c) Opposition to RMT or P2W elements to the point where the economy itself must be clamped/treated as a threat model instead of an important game aspect (nothing comes to mind directly but I'm sure most people know of a game like this)
d) Unwillingness to use arbitrary econ limiter clamps such as Labor, Energy, Contract Limits, etc to solve the soft versions of the 3 things above (Ashes of Creation)
I always worry/fear that games flinch at the idea of committing to a good deep economy because they often either rely on consumables (FF11), almost entirely fail to feel engaging because of design or ecology issues (BDO), or end up too exploitable (FF11 again, various bot-ridden MMOs).
I know that the above doesn't really 'answer your questions', that's because I really believe that Developers have to think about what their game can afford to do, sometimes those 'unpleasant options' above really are so important that they are valid answers.
So even if I really really want to see a game where low level gear 'has augments that can substitute for leveling up a skill, or offer a function that is seldom needed at higher levels... where when bandits drop Sheepskin Gloves with Accuracy +5 you can combine them into your own Reinforced Sheepskin Gloves and get that +5 Accuracy in a slot/trait like TL, where drops from older content are applied as materials to uncommon-but-still-useful higher level items, and where there are strong ecology niches and a carefully considered system for limiting the direct benefits of spending 9h a day grinding currency.
Oh wait I already almost have that game...
But that game is not Ashes of Creation, so for Ashes all I want is for them to have answers to those questions that most people accept. Because to me, in all arrogance, many of those answers are terrible, and 95% of 'answers I didn't write down' are also terrible.
I believe good devs can find ways to navigate most other problems, within their intended sub-genre, without constantly shrugging off requests for things to be better.
I want to believe that Intrepid has many good Devs. But as of now, the questions mostly still stand, and aside from the answer to question #4 being known to be 'D', I feel like we haven't received answers yet, so I'm just waiting and continuing to ask them.

1
Re: Alt characters effect on pseudo faction design
@Ludullu
Are you talking about time investment into node buildup or smth? I'm not sure what time sinks you're talking about here.
Yes the time investment to build a node up in general vs the time it takes to destroy one. Same with the guild exp ect. Really anything, your castle or freehold too. Overall this game is a massive time sync, which is GREAT, but also so much can be taken away and the player can be powerless to stop it or avoid it. It'll be punch in the gut. People will only take so many until they aren't having fun anymore.
The people who care enough about destroying someone else's gameplay to this degree will simply buy another account.
Nothing is stopping them from buying two accounts now and doing whatever with them regardless if there's a surname/tracking system or not. Paying for multiple accounts isn't really p2w in my opinion. Those who will do that will do it, many families play together and will use their family members account to gain an advantage in so way, even if it's just sitting around waiting for a lotus to spawn. Multiboxing is p2w though. I don't think this could qualify at least on my scale.
they would've left the game sooner rather than later either way.
People do often leave if their guild falls apart. In Ashes what I see happening is guilds falling apart because Nodes fall apart to overwhelming odds. Not just from spies but from many design pillars Ashes is currently looking at implementing. The question is why let the spies hide behind anonymity so freely? Yes Steven likes this game play, but this isn't AA or L2. The impact will be bigger.
You simply cannot stop this,
It's not an all or nothing concept, there are exceptions to every rule, and you can't stop all bad from happening, but that doesn't mean you do nothing.
The game won't live long without causals. I tend to be more on the sweaty side when free time permits. But if this game is just full of sweatys it's going to stink. Pun intended. So lets not design system to chase away causals...
Are you talking about time investment into node buildup or smth? I'm not sure what time sinks you're talking about here.
Yes the time investment to build a node up in general vs the time it takes to destroy one. Same with the guild exp ect. Really anything, your castle or freehold too. Overall this game is a massive time sync, which is GREAT, but also so much can be taken away and the player can be powerless to stop it or avoid it. It'll be punch in the gut. People will only take so many until they aren't having fun anymore.
The people who care enough about destroying someone else's gameplay to this degree will simply buy another account.
Nothing is stopping them from buying two accounts now and doing whatever with them regardless if there's a surname/tracking system or not. Paying for multiple accounts isn't really p2w in my opinion. Those who will do that will do it, many families play together and will use their family members account to gain an advantage in so way, even if it's just sitting around waiting for a lotus to spawn. Multiboxing is p2w though. I don't think this could qualify at least on my scale.
they would've left the game sooner rather than later either way.
People do often leave if their guild falls apart. In Ashes what I see happening is guilds falling apart because Nodes fall apart to overwhelming odds. Not just from spies but from many design pillars Ashes is currently looking at implementing. The question is why let the spies hide behind anonymity so freely? Yes Steven likes this game play, but this isn't AA or L2. The impact will be bigger.
You simply cannot stop this,
It's not an all or nothing concept, there are exceptions to every rule, and you can't stop all bad from happening, but that doesn't mean you do nothing.
The game won't live long without causals. I tend to be more on the sweaty side when free time permits. But if this game is just full of sweatys it's going to stink. Pun intended. So lets not design system to chase away causals...
1
Re: [LATAM] SOMBRAS DE VERRA | PVX | Comunidad Latina |
Quiero unirme. yo hablo solo un poco espanol, pero soy aprendiendo mas todos las dias.
1
Re: No EU server for phase 3...
I wish I played on the EU server during P1, just to have a comparison point. I've seen too many people complan that ping does affect them negatively though.How much of a difference does it make for Alpha gameplay?

1
Re: No EU server for phase 3...
Well, there's your problem. Never trust an Intrepid date. No matter what they say.HighCanFly wrote: »Bit sad to know about it only now because I took days off for it.
But yes, this is beyond shitty. Announcing this just before release FUCKING AGAIN is insane.
i remember them saying about a month ago or longer that there will only be one server for everybody and they might open one in europe..MIGHT.
1
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
I recently bought it, I'm trying it these days, I'm Italian so I struggle to understand the English language of the initial quests, there are some lags, I tried to optimize the game's performance, I have a 3060 rtx graphics card with 16 gb of ram and an 11th generation i5 processor, advancing levels at the beginning is difficult, I would put a compass with orientation on the main game window, in fact finding the places to go to do the missions becomes frustrating; but are there teleportation points? Ultimately the game seems quite well-crafted and valid to me, but there are still many things to improve.