Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Dev Discussion #74 - Rogue Archetype
Stealth feels really bad. If your in a popular farming spot you can never use it cus other players too close. 20m away and your visible? Seems like stealth is just a self applied movement debuff. Range needs to be 5-10m. Maybe should even vary by level difference. Being spotted 20m away while stealthed is insane. Also no timer on stealth or something ridiculously long. Also being observed while being in stealth and cant recast is silly as well. Your stealthed but being observed. Stealth seems to be a self sustain pve ability and it shouldn't be that. Stealth is to set up ambushes or to get away. Not being a self healing ability. Doesn't feel like a rogue. Everything else about the rogue feels absolutely fantastic. But stealth is real big issue for me.
Re: Dev Discussion #74 - Rogue Archetype
The 20m range for Stealth in crowded areas feels bad. Most of the time you are not too sure what's the thing preventing it and you have to start moving and looking around to find, if you are lucky, the exact spot where you are 20m from everyone. It's specially bad that mounts are factored in.
The red outline you developed helps, but it's still not great. I'm used to Classic WoW where if you're out of combat you can always Stealth, and if you are in combat you need to use a long cd called Vanish. That feels better for me.
Speaking of that, getting out of combat needs to be faster. There's always some annoying delay after the mob dies where you're still in combat, but that's not a Rogue thing.
The red outline you developed helps, but it's still not great. I'm used to Classic WoW where if you're out of combat you can always Stealth, and if you are in combat you need to use a long cd called Vanish. That feels better for me.
Speaking of that, getting out of combat needs to be faster. There's always some annoying delay after the mob dies where you're still in combat, but that's not a Rogue thing.
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Re: Questions About Freedom of Progression, Nodes, Gathering, and Playing Solo
Hello Pplmfxy, from everything we’ve seen so far, the game doesn’t follow a linear questline or force players down a specific path. There’s no classic "main story" like in theme park MMOs. You can absolutely take your time, focus on gathering, crafting, exploring, and just exist in the world at your own pace. The Node system helps with that too, since the world grows and changes based on what players do, not on a fixed script.
You won’t be forced to become a citizen of a node to enjoy the game. Sure, being a citizen gives you certain perks like owning a home or being part of that node’s government, but you can still travel freely, trade, explore, and even participate in content tied to other nodes. Some events or dungeons might be available only when certain nodes develop, but that’s more about player-driven world progression than locking people out permanently.
On the crafting and gathering side, you’ll be happy to hear that specialization is actually encouraged. You don’t have to do everything. You can go deep into something like herbalism or alchemy, and there’s a whole artisan progression designed around mastery. The idea is that players rely on each other and trade, instead of everyone doing all professions themselves.
As for playing solo, yep, that’s possible too. You might miss out on certain big social systems like wars or node politics, but there’s still a lot of space for someone who wants to grind, explore, and craft on their own. You won’t be blocked from progressing, and the game seems to respect different playstyles, even if you’re more of a lone wanderer.
So yeah, from what we know so far, it sounds like Ashes is building the kind of world you’re hoping for. Looking forward to seeing you out there in Verra, I’ll probably be off mining somewhere while everyone else is fighting over a node.
You won’t be forced to become a citizen of a node to enjoy the game. Sure, being a citizen gives you certain perks like owning a home or being part of that node’s government, but you can still travel freely, trade, explore, and even participate in content tied to other nodes. Some events or dungeons might be available only when certain nodes develop, but that’s more about player-driven world progression than locking people out permanently.
On the crafting and gathering side, you’ll be happy to hear that specialization is actually encouraged. You don’t have to do everything. You can go deep into something like herbalism or alchemy, and there’s a whole artisan progression designed around mastery. The idea is that players rely on each other and trade, instead of everyone doing all professions themselves.
As for playing solo, yep, that’s possible too. You might miss out on certain big social systems like wars or node politics, but there’s still a lot of space for someone who wants to grind, explore, and craft on their own. You won’t be blocked from progressing, and the game seems to respect different playstyles, even if you’re more of a lone wanderer.
So yeah, from what we know so far, it sounds like Ashes is building the kind of world you’re hoping for. Looking forward to seeing you out there in Verra, I’ll probably be off mining somewhere while everyone else is fighting over a node.

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Fresh Eu server on may 1st?
In the post about phase 3 being delayed to august 4th it states that the american realms will be merged and that "Additionally, for those who prefer a clean slate, a fresh start Realm will be available on May 1st, offering a completely untouched experience."
Does this mean it's only a fresh start server in america or does the EU get one as well?
Does this mean it's only a fresh start server in america or does the EU get one as well?
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Re: [ROGUE] melee weapons
I think they're being conservative/cautious, because it's really easy to make daggers a source of complaining.
I think most MMO players expect/agree that Daggers are the 'on-Hit' weapon. They either apply debuffs on most hits or trigger effects that are on the enemy which 'pop' when you hit them.
In games where the daggers are themselves a form of 'limitation' on Rogues, this might be lessened, but in AoC where everyone can use everything, they have the opportunity to go in the other direction, and let the Daggers shine as the main on-Hit build weapon of choice.
For this purpose, it wouldn't really require the Finisher to be different, the issue would be 'the lack of the on-Hit function'.
I've seen this play out this way in many games as a dagger user myself quite often. Tuning and balancing on-Hit stuff is hard so it gets done later, and for Ashes, which needs to consider this across all 8 Archetypes, I'm sure it would be even more.
I think this is one of those cases where 'it's an alpha' is actually a fair answer (though I'm not disagreeing at all with telling them that they're not really doing much right now, they did ask, after all)
My contribution is the same as always, Intrepid. Darkblighter is great. Minzerok's Daggers are great. Venom hit stacking... you know the deal. If Daggers are doing little to none of that, they're just going to feel like you added them for the sake of it, which is fine at this stage as long as you're clear that it's underwhelming, as Tamalou says.
If your intent is for Rogues to use Spears or Greatswords or Warhammers too, I'm not against it, but obviously the dagger-dance people need something.
I think most MMO players expect/agree that Daggers are the 'on-Hit' weapon. They either apply debuffs on most hits or trigger effects that are on the enemy which 'pop' when you hit them.
In games where the daggers are themselves a form of 'limitation' on Rogues, this might be lessened, but in AoC where everyone can use everything, they have the opportunity to go in the other direction, and let the Daggers shine as the main on-Hit build weapon of choice.
For this purpose, it wouldn't really require the Finisher to be different, the issue would be 'the lack of the on-Hit function'.
I've seen this play out this way in many games as a dagger user myself quite often. Tuning and balancing on-Hit stuff is hard so it gets done later, and for Ashes, which needs to consider this across all 8 Archetypes, I'm sure it would be even more.
I think this is one of those cases where 'it's an alpha' is actually a fair answer (though I'm not disagreeing at all with telling them that they're not really doing much right now, they did ask, after all)
My contribution is the same as always, Intrepid. Darkblighter is great. Minzerok's Daggers are great. Venom hit stacking... you know the deal. If Daggers are doing little to none of that, they're just going to feel like you added them for the sake of it, which is fine at this stage as long as you're clear that it's underwhelming, as Tamalou says.
If your intent is for Rogues to use Spears or Greatswords or Warhammers too, I'm not against it, but obviously the dagger-dance people need something.

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Feature Proposal: Permanent map markers
I am under the impression permanent map marker could, drastically, improve the exploration experience.
This would tie very well with the mob grinding and gathering systems.
Exploration is very much an enjoyable activity in AoC, and still I cannot shake off the feeling, some of the things found in the world, will be lost in my memory by the time I can really use them.
Oh, this looks like a great level 18 grind spot, too bad I am still 12, hopefully I'll remember this spot.
Ideally the markers should have icons and colours and possibly a note attached. It is easy to imagine super cluttered maps, containing invaluable knowledge, you build in time with patience and dedication, exactly how it happens with your character power.
This would tie very well with the mob grinding and gathering systems.
Exploration is very much an enjoyable activity in AoC, and still I cannot shake off the feeling, some of the things found in the world, will be lost in my memory by the time I can really use them.
Oh, this looks like a great level 18 grind spot, too bad I am still 12, hopefully I'll remember this spot.
Ideally the markers should have icons and colours and possibly a note attached. It is easy to imagine super cluttered maps, containing invaluable knowledge, you build in time with patience and dedication, exactly how it happens with your character power.
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Re: Dev Discussion #74 - Rogue Archetype
Rogue re-stealth should be 30m. Shouldn't be able to re-stealth if you have active dots on you, though balance that with giving the class a 2min cooldown purge. AoE kick stun should only be 1 sec until ttk is adjusted.
Additionally: mage arcane eye doesn't work atm, needs fix. AoEs don't seem to work against rogue reliably when in stealth. Tab-target also seems to have issues finding rogues even when no longer stealthed.
Additionally: mage arcane eye doesn't work atm, needs fix. AoEs don't seem to work against rogue reliably when in stealth. Tab-target also seems to have issues finding rogues even when no longer stealthed.

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Re: TAA - The Problem with UE5 and Modern Gaming
After playing A2, I have to say that the current state of the TAA/DLSS/FSR is extremely blurry, hope they can let us disable it.

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Re: Game Crashes after Launcher
Did some rooting around in the appdata/AOC crash logs, and found the thing it's erroring out on. Here's what the log says about it:
{"timestamp":"2025-04-17T19:04:53.526Z","frame": 15,"category":"LogRHI","verbosity":"Error","severity":"Error","message":"RHI validation failed for resource: "PageTableIndirection" (0x0000019362697328) (Whole Resource):
RHI Resource Transition Validation Error
Attempted to access resource "PageTableIndirection" (0x0000019362697328) (Whole Resource) whilst an asynchronous resource transition is in progress. A call to RHIEndTransitions() must be made before the resource can be accessed again.
--- Pending access states for this resource are: SRVCompute|SRVGraphics
--- Attempted access states are: SRVGraphics
--- Pending pipelines for this resource are: Graphics
--- Attempted pipelines are: Graphics
--- Enable barrier logging for this resource to see a callstack backtrace for the RHIBeginTransitions() call which has not been completed. Use -RHIValidationLog=X,Y,Z to enable backtrace logging for individual resources.
{"timestamp":"2025-04-17T19:04:53.526Z","frame": 15,"category":"LogRHI","verbosity":"Error","severity":"Error","message":"RHI validation failed for resource: "PageTableIndirection" (0x0000019362697328) (Whole Resource):
RHI Resource Transition Validation Error
Attempted to access resource "PageTableIndirection" (0x0000019362697328) (Whole Resource) whilst an asynchronous resource transition is in progress. A call to RHIEndTransitions() must be made before the resource can be accessed again.
--- Pending access states for this resource are: SRVCompute|SRVGraphics
--- Attempted access states are: SRVGraphics
--- Pending pipelines for this resource are: Graphics
--- Attempted pipelines are: Graphics
--- Enable barrier logging for this resource to see a callstack backtrace for the RHIBeginTransitions() call which has not been completed. Use -RHIValidationLog=X,Y,Z to enable backtrace logging for individual resources.

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