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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: Rethinking Corruption and PVP within Verra
I believe you will be added to the 'Arya Faction', OP.
Great clear wishes/feedback though, no sarc.
Great clear wishes/feedback though, no sarc.

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Re: Dev Discussion #74 - Rogue Archetype
i spent a lot of time on rogue,i love this character .but it still have some issues need to be fixed
○ [ Feint ]
○ [ Death's mark ]
○ [ dagger design issue ]
○ [ camera issue ]
○ [ weapon-switching ]
○ [ Feint ]
- after 8.0 update the feint is getting batter,but still have some issue need to fix,when you use this
ability on the moving target, sometimes it will fly you away,the final location is not accurate as well.
please check this ability on the moving target as well as The target on the rocky slope.you will find
out what's going on. also can check the video below
https://tv.sohu.com/v/dXMvNDM2OTY0OTY1LzYzNDY5MTg2Ny5zaHRtbA==.html
○ [ Death's mark ]
- reset the cooldown and heal my hp effect is unreliable after killed the targhet with this ability.sometimes nothing happened.
○ [ dagger design issue ]
- i have to use 2H sword too due to its physical power rating far more than dagger. attacking speed
attribute looks like useless,please make good balance of this two weapons.i prefer dagger for
rogue.It feels really strange and uncomfortable for me as a rogue player to be forced to use a two-
handed greatsword as my weapon just because of the attribute reasons. Just imagine how odd it
would be for a rogue stealthily getting ready to launch a backstab while holding a two-handed
greatsword. This also goes against the characteristics of the rogue class, which is supposed to be
flexible and stealthy.
I suggest that the weapon design should return to the nature of each class. For example, mages
should use staves, warriors can use either one-handed swords or two-handed swords, and rogues
should use daggers or two one-handed swords. I believe this kind of setting would be more
reasonable. Another advantage of such a design is that during group PvE, there will be less conflict
and competition for equipment requirements, allowing players to enjoy the game more.
I've also seen two-handed swords that are suitable for spellcasters. In my opinion, this is really
strange and doesn't seem to fit in well either. Please readjust the attribute characteristics of the
weapons. Thank you so much.
○ [ camera issue ]
- the Feint ,Grappling hook and shadow cascade ability will cause camera waggling and it will make you feel the movement is not smooth enough,pls fix that issue ,thanks .what's going on. also can check the video below https://tv.sohu.com/v/dXMvNDM2OTY0OTY1LzYzNDY5MTg2Ny5zaHRtbA==.html
○ [ weapon-switching ]
- I hope that a function option to turn off the automatic weapon switching can be provided, because the automatic switching between melee and ranged weapons is not useful for a class like the Rogue, which requires frequent close-quarters combat and also needs to create distance. In actual battles, it often occurs that after getting close to and then distancing from the enemy, the system still defaults to using two-handed weapons. The system is unable to accurately determine which weapon you need for automatic attacks. Therefore, I hope that a function button to turn off the automatic weapon switching can be provided, or it can be directly changed so that automatic attacks are only effective for melee weapons.

1
Re: Do not gate deconstruction.
I fully expect Option B. Again, mainly because L2Given everything else about the game I was definitely assuming we were going to get option A, but lately I'm wondering if even AoC people would actually accept that.
And also cause this
https://ashesofcreation.wiki/Player_stalls
Renting a player stall enables players to provide repair and enchanting services, even when they are not online.[9]
Where Steven's language is pretty much just an advanced version of what L2 had.
Sure but I ask because if there's one thing I'm confident that their Econ Designer will tell them whenever he/she arrives, it will be 'you shouldn't have this as an easy option'.
So, with that faith, I ended up interested to ask if people actually would care enough to pressure Intrepid into letting it be basically afk repairs.
Players pressure devs into making the game worse all the time, you can often tell if a game is going to get worse purely by which complaints get a mob instead of getting pushback in worldchat or forums.

2
Re: Lawless Areas Should Exist
The only way for that to happen, that I see, is corruption getting even stricter, at which point all the pvpers will complain even more, cause no casual will go into the lawless zones, while they'll be easily farming all the other zones. And now it's less of a pvp game than it could've been.Or can we count on all the people who want Lawless zones to also want proper changes to non-PvP conflict options? Because I'm actually fine with more Lawless areas if the 'Building' and 'Trading' parts of the game also get empowered.
Just a classic situation of people trying to push their own fun out of the game by not knowing that what they're suggesting is completely opposed to what they want.

1
Re: Lawless Areas Should Exist
100% agree with this. Lawless zones should be the main risk vs reward content in the game.
Lawless zones literally remove the risk.
The point of corruption is so that there is still a loss if you PvP - you need to make sure you stand to gain more than you stand to lose.
Lawless areas remove the cost associated with PvP, as long as you are winning. This is an inherently bad situation for a PvP game to be in, as it means the strong get stronger and the weak get weaker.
There needs to be a penalty/cost to winning PvP.

3
Re: Lawless Areas Should Exist
Y'all really want another PvP fairytale game?
Or can we count on all the people who want Lawless zones to also want proper changes to non-PvP conflict options? Because I'm actually fine with more Lawless areas if the 'Building' and 'Trading' parts of the game also get empowered.
But as it is planned now, I'm opposed to Lawless areas because if they're rewarding, the game is bad, and if they're not rewarding, 90% of the discourse about the game will be PvP-ers upset that their bedtime story is too realistic and not fun enough.
Or can we count on all the people who want Lawless zones to also want proper changes to non-PvP conflict options? Because I'm actually fine with more Lawless areas if the 'Building' and 'Trading' parts of the game also get empowered.
But as it is planned now, I'm opposed to Lawless areas because if they're rewarding, the game is bad, and if they're not rewarding, 90% of the discourse about the game will be PvP-ers upset that their bedtime story is too realistic and not fun enough.

2
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
This topic could be about nearly anything. Flying mounts are just the representation of the basic issue.
Some people want more fairness than Ashes of Creation is designed to provide.
This game has open world bosses, player to player trading, situations where items drop but currency doesn't, and at least three situations that have persistent, recurring bonuses with no true responsibilities.
How are flying mounts even a real problem here? They're there almost specifically for the types of people who need them to compete with other players of similar levels of organization.
The 'oppressive nobles' in the types of story Ashes is close to, need some way to actually be oppressive nobles or you don't have a story. And if this game doesn't even have Node drama, what does it actually have?
Thats the problem. Too many things benefit Mega guilds and will have negative effect on smaller guilds.
But the problem with fly mounts is that - even tho the other things are unfair against the smaller groups - you still have the feeling that you are put in fair environment, and just the number of players on the opposite side is the difference that makes the disadvantage.
With fly mounts you are put in unfair environment since small groups will never have those. So this is the response from the community about unfair game mechanic that is exclusive to Large guilds.
But what's unfair about it?
If group A has a flying mount user for scouting to check for people who might attack their caravans, group B would probably have a flying mount user to check for the caravans.
Obviously Ashes is not going to do well if the automatic best gameplay is 'I have flying mount therefore my group just raids all caravans'. You gotta believe in server politics and so on at some point. It works in L2, it works in TL, I can't think of a decent PvP game where it doesn't work at all, even BDO server politics did something for that short period before it became a PvP-fairytale game.
I've also got a long-ass explanation about how actually using flying mounts like this has a real cost, but I don't wanna derail into that one.
EDIT: Realized my first line implied it might not be unfair, that's not my intention, defining how it matters is important because AoC design doesn't care about things simply being unfair, losers are losers.

2
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
On the entire server. And 20 is only when someone got lucky and dropped a few from the world bosses.20 flying mounts in every guild? In every node? across the whole server? Wanna provide some actual information? These make huge differences.
Birqa literally gave the source and the quotes already.

2
Re: Proposal for Introducing a Teleportation System on Servers
There won’t be any teleportation system in the game as the wiki states, this has been said and repeated multiple times by the developers, and it's part of the final vision for the game. And once again, I fully support the idea of traveling normally in a game.
In terms of transportation, you’ll have:
So no, you're not speaking for the whole community a part of it is also against teleportation, and there will always be differing opinions. The game isn't finalized yet, but the whole concept of dynamic nodes, the immersive work behind it, and the uniqueness of each node in terms of gathering, crafting, etc., will naturally force players to prioritize and progress that way and that’s a good thing. Not just jumping from one node to another with the click of a button...
In terms of transportation, you’ll have:
- Scientific metropolises connected to each other
- Mounts
- Ships
- Family summons
So no, you're not speaking for the whole community a part of it is also against teleportation, and there will always be differing opinions. The game isn't finalized yet, but the whole concept of dynamic nodes, the immersive work behind it, and the uniqueness of each node in terms of gathering, crafting, etc., will naturally force players to prioritize and progress that way and that’s a good thing. Not just jumping from one node to another with the click of a button...

1
Re: [EU/ENG] Absit Invidia | PvX | Semi-Hardcore & Casual
Hello,
Are you playing by static teams, or its more as a free team?
And BTW, are you LGBT Friendly? 👉🏻👈🏻
Are you playing by static teams, or its more as a free team?
And BTW, are you LGBT Friendly? 👉🏻👈🏻
1