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: When Rogue and Summoner Showcase ?
I would expect rogue showcase this month considering its supposed to hit a2 at the end of this month.
Summoner will probably be around July/August
Summoner will probably be around July/August
Re: Why The Game Needs Fast Travel
Fast travel and flying mounts make MMOs with open world PvP awful. If it were only a PVE game, fast travel would be more or less ok, though itd still effect the economy. But this is a PVX game, so fast travel (and I would also argue any form of flying, even as limited quantity as it currently is) would be one of the worst things to add. Fast travel would end up enabling massive guilds to quickly move around to map to claim areas and resources and quickly respond as a whole unit to war declarations while also allowing them to spread out across the worlds nodes instead of staying together. It would also result in players quickly traveling to any world boss, and jumping back and forth to different resources theyd otherwise have to rely on others to gather and transport across the world for profit.
TLDR: All forms of fast travel are bad for PVP/PVX games
TLDR: All forms of fast travel are bad for PVP/PVX games

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Re: Why The Game Needs Fast Travel
I understand the concern about long travel times in Ashes of Creation, especially for players with limited time. But Ashes isn't just another MMO—it's built around a player-driven world where logistics, exploration, and meaningful travel choices are core mechanics.
🚫 Why Ashes of Creation Doesn’t Have Global Fast Travel
1️⃣ Maintains the Integrity of the Economy 💰
In most MMOs with fast travel, markets become centralized, and resources lose value because players can instantly jump to farming hotspots.
Ashes prevents this by making resource transportation an actual gameplay mechanic—you need to physically move goods across the world, leading to trade routes, caravan escorts, and PvP ambushes.
2️⃣ Encourages Meaningful Conflict & Strategy ⚔️
Without instant teleportation, wars and sieges require planning. A zerg guild can’t just teleport their entire force in seconds.
This means guilds must strategically position their members, reinforcing Ashes’s vision of regional control and player-driven conquest.
3️⃣ Supports the Node System & Player Settlements 🏰
If everyone could teleport instantly, most of the world would be ignored, with players clustering in a few key areas.
Instead, nodes develop based on where players actually live and play, making every server’s world unique.
✅ What Travel Options Do Exist?
While Ashes doesn’t have global fast travel, there are several travel systems that make movement easier without breaking the game’s core mechanics:
🔹 Scientific Metropolis Teleports – If a scientific node reaches metropolis level, it provides limited teleportation.
🔹 Flight Paths & Airships – NPC-controlled transport between major hubs.
🔹 Family Summon System – Limited group teleport for small parties.
🔹 Mount Breeding & Speed Upgrades – High-tier mounts will significantly reduce travel time.
🔹 Caravan & Ferry Systems – Transport not just goods, but players as well.
🎯 Balancing Player Convenience vs. Game Depth
I completely understand that some players don’t want to spend half their play session traveling. That’s a valid concern. But Ashes of Creation is built around deliberate, strategic travel, where choosing where you live and play matters.
Rather than teleporting to any dungeon instantly, players are encouraged to establish local bases, use guild coordination, and plan their adventures—just like in a real living, breathing world.
🔥 Final Thought: Would Fast Travel Kill the Experience?
MMOs like New World and ESO rely on convenience mechanics, but at the cost of world depth and immersion. Ashes aims to create something different—an MMO where travel isn't just a loading screen, but a meaningful part of the adventure.
It’s not for everyone, and that’s okay. But if Ashes of Creation can successfully balance travel mechanics, while keeping the world engaging and dynamic, it has the potential to be one of the most immersive and rewarding MMOs in years.
Would love to hear thoughts—what travel mechanics would feel balanced to you without ruining the game’s depth? 🚀
🚫 Why Ashes of Creation Doesn’t Have Global Fast Travel
1️⃣ Maintains the Integrity of the Economy 💰
In most MMOs with fast travel, markets become centralized, and resources lose value because players can instantly jump to farming hotspots.
Ashes prevents this by making resource transportation an actual gameplay mechanic—you need to physically move goods across the world, leading to trade routes, caravan escorts, and PvP ambushes.
2️⃣ Encourages Meaningful Conflict & Strategy ⚔️
Without instant teleportation, wars and sieges require planning. A zerg guild can’t just teleport their entire force in seconds.
This means guilds must strategically position their members, reinforcing Ashes’s vision of regional control and player-driven conquest.
3️⃣ Supports the Node System & Player Settlements 🏰
If everyone could teleport instantly, most of the world would be ignored, with players clustering in a few key areas.
Instead, nodes develop based on where players actually live and play, making every server’s world unique.
✅ What Travel Options Do Exist?
While Ashes doesn’t have global fast travel, there are several travel systems that make movement easier without breaking the game’s core mechanics:
🔹 Scientific Metropolis Teleports – If a scientific node reaches metropolis level, it provides limited teleportation.
🔹 Flight Paths & Airships – NPC-controlled transport between major hubs.
🔹 Family Summon System – Limited group teleport for small parties.
🔹 Mount Breeding & Speed Upgrades – High-tier mounts will significantly reduce travel time.
🔹 Caravan & Ferry Systems – Transport not just goods, but players as well.
🎯 Balancing Player Convenience vs. Game Depth
I completely understand that some players don’t want to spend half their play session traveling. That’s a valid concern. But Ashes of Creation is built around deliberate, strategic travel, where choosing where you live and play matters.
Rather than teleporting to any dungeon instantly, players are encouraged to establish local bases, use guild coordination, and plan their adventures—just like in a real living, breathing world.
🔥 Final Thought: Would Fast Travel Kill the Experience?
MMOs like New World and ESO rely on convenience mechanics, but at the cost of world depth and immersion. Ashes aims to create something different—an MMO where travel isn't just a loading screen, but a meaningful part of the adventure.
It’s not for everyone, and that’s okay. But if Ashes of Creation can successfully balance travel mechanics, while keeping the world engaging and dynamic, it has the potential to be one of the most immersive and rewarding MMOs in years.
Would love to hear thoughts—what travel mechanics would feel balanced to you without ruining the game’s depth? 🚀

2
Re: losing 25% of loot when half my deaths are due to bugs is getting annoying
slyduckfpv wrote: »a VERY high percentage of my abilities get canceled/cast but do no damage and gets me killed if i don't farm slow as a snail then if 2 abilities don't cast I'm basically guaranteed to die. i do not understand why we have a system to punish players for bugs. love the system in general for the full release but when I'm constantly dying to bugs and other bs it really takes from the enjoyment
🛠️ Alpha Testing & Death Penalties – A Necessary Frustration?
I get it—losing 25% of your loot due to game bugs is frustrating, especially when it feels like the system is punishing you for something out of your control. However, there’s a reason why Intrepid is implementing these mechanics during Alpha instead of waiting until Beta or launch:
🚧 Why Death Penalties Exist in Alpha
🔹 Economic System Testing – Ashes of Creation is designed around a risk-vs-reward economy. The item sink mechanic (losing resources on death) is a major part of the game’s economy and player-driven markets. Without testing it now, they wouldn’t get accurate data on how it affects the economy.
🔹 Learning Curve & Adaptation – Right now, everyone is still learning the systems, and part of Alpha is understanding your limits. Whether it’s mob difficulty, PvP survival, or gathering risk, learning when and where to engage is crucial.
🔹 Bug Reports & Fixes – This phase isn’t just about playing; it’s about reporting these ability bugs so they get fixed before launch. If people aren’t actively testing under real conditions, the devs won’t see the real impact of these systems.
💀 Death in AoC: Not Just a Penalty, But a Learning Tool
In Ashes, dying isn’t just an inconvenience—it’s meant to be part of the experience:
⚔️ Caravan Raids & Sieges – Defenders need to be wary of high-risk engagements.
🏹 PvE & Boss Fights – Grouping up is often the safer route for survival.
🏛️ Tanks Are Guild Leaders' Role – Tanks thrive with organized groups, but they struggle solo. If you're tanking, it's meant to be for guild leadership, not for grinding alone.
🛡️ What Can Be Improved?
While testing death penalties is necessary, there are fair concerns about bugs making it worse. A few things Intrepid could consider:
🔹 Bug-Related Death Forgiveness – If a bug report is verified, maybe refund part of the lost loot.
🔹 Temporary Reduced Penalty – Lower the death penalty in Alpha until abilities are more stable.
🔹 Encouraging Party Play – Tanks and squishy classes could get small group buffs to make partying more rewarding.
🔥 Final Thoughts
Right now, the death penalty isn’t just about punishing mistakes—it’s about testing a hardcore economy & survival system. If you’re struggling with ability bugs, the best move is to report them so the devs fix them before full release.
And hey—Ashes is all about adaptation. If half your deaths are from bugs, then strategize to reduce risk:
✅ Bank loot more often
✅ Play with others when possible
✅ Use tank builds only if you have party support
The world of Verra is unforgiving—but it’s meant to be. The strongest players will learn how to survive it.
And remember, game is in alpha status! 💀🔥

2
Re: Not looking forward to node destruction...
I totally get that feeling—there’s always a level of guilt when destroying something someone worked hard on, especially in a world where players are shaping the environment. But at the same time, that’s what makes Ashes of Creation different.
A world without loss is a world without real victories. If nothing is at stake, then winning loses meaning. Every destroyed node, every toppled guild, every reclaimed city—they aren’t just about tearing something down. They’re about new opportunities, revenge arcs, and the ever-shifting political landscape.
⚔️ Competition vs. Griefing
It’s important to remember that PvP, node wars, and caravans aren’t about ruining someone’s fun—they’re about strategic competition. You wouldn’t feel bad about winning a siege in a strategy game or outmaneuvering an opponent in chess, right? Ashes operates on that same philosophy—a battle of wits, alliances, and calculated risks.
Yes, some people will get mad—that’s inevitable. But emotions in competition are part of what makes victories so rewarding. When your guild defends a node against impossible odds, or rebuilds a fallen city stronger than before, those moments will feel legendary.
So yeah, maybe node destruction stings in the moment, but in the grand scheme of things, it’s just one chapter in an evolving story—a story written by players, for players. And if you’re part of that, you’re not just playing Ashes of Creation—you’re making history in Verra. 🔥🏰
I apologize, but I love the world of Verra, and I already have my path set: creating a defensive and economic big guild with ex WoW, Albion, Archeage, Lineaje ll players. While others kill each other, I plan to accumulate strength and wealth… and when the time is right, I will fight back. ⚖️💰🏹
A world without loss is a world without real victories. If nothing is at stake, then winning loses meaning. Every destroyed node, every toppled guild, every reclaimed city—they aren’t just about tearing something down. They’re about new opportunities, revenge arcs, and the ever-shifting political landscape.
⚔️ Competition vs. Griefing
It’s important to remember that PvP, node wars, and caravans aren’t about ruining someone’s fun—they’re about strategic competition. You wouldn’t feel bad about winning a siege in a strategy game or outmaneuvering an opponent in chess, right? Ashes operates on that same philosophy—a battle of wits, alliances, and calculated risks.
Yes, some people will get mad—that’s inevitable. But emotions in competition are part of what makes victories so rewarding. When your guild defends a node against impossible odds, or rebuilds a fallen city stronger than before, those moments will feel legendary.
So yeah, maybe node destruction stings in the moment, but in the grand scheme of things, it’s just one chapter in an evolving story—a story written by players, for players. And if you’re part of that, you’re not just playing Ashes of Creation—you’re making history in Verra. 🔥🏰
I apologize, but I love the world of Verra, and I already have my path set: creating a defensive and economic big guild with ex WoW, Albion, Archeage, Lineaje ll players. While others kill each other, I plan to accumulate strength and wealth… and when the time is right, I will fight back. ⚖️💰🏹

3
Re: Not looking forward to node destruction...
🔥 The Philosophy Behind Node Destruction
The idea isn't to grief or make players miserable—it's to create a world where nothing is permanent, and every victory or loss has weight. The alternative would be a static world where once a node reaches max level, it can never be challenged, leading to a stale and predictable experience.
Political & Strategic Play 🏰 –
The destruction of a node isn’t just a random act of cruelty. It’s usually part of larger conflicts over resources, trade routes, and alliances. The best guilds and nations will protect their territories, forming diplomacy, coalitions, and defensive strategies.
Risk vs Reward ⚖️ – A world where cities can't fall would create unshakable monopolies. Ashes forces players to stay active, always engaged in politics, economics, and war.
Player-Driven Narrative 📜 – Every major siege shapes the history of the server. If a metropolis falls, a new civilization can rise. That’s the core of Ashes—it’s about stories written by players, not scripted content that repeats endlessly.
You might not want to destroy someone’s hard work, and that’s fair. But in a player-driven world, there will always be groups with different motivations:
Conquerors & Warmongers – Those who want to rule and expand their influence.
Defenders & Guardians – Players who form alliances to protect key locations.
Economists & Traders – Who will thrive in times of war, managing supply chains.
Nomads & Survivors – Who adapt and rebuild when change comes.
I really like this response!
Still going to feel bad about destroying people's hard work though... =(
But, I guess I like to PVP and PVX and mob train etc. Not because I want to make people mad or feel bad, but because I consider it a fun competition. Sometimes we win, sometimes we lose. I suppose I can think of node destruction in the same way. Not sure how many others will view it like that, people get mad from just simple fights over grind spots, or caravan ganks.

1
Re: Not looking forward to node destruction...
🔥 The Philosophy Behind Node Destruction
The idea isn't to grief or make players miserable—it's to create a world where nothing is permanent, and every victory or loss has weight. The alternative would be a static world where once a node reaches max level, it can never be challenged, leading to a stale and predictable experience.
Political & Strategic Play 🏰 –
The destruction of a node isn’t just a random act of cruelty. It’s usually part of larger conflicts over resources, trade routes, and alliances. The best guilds and nations will protect their territories, forming diplomacy, coalitions, and defensive strategies.
Risk vs Reward ⚖️ – A world where cities can't fall would create unshakable monopolies. Ashes forces players to stay active, always engaged in politics, economics, and war.
Player-Driven Narrative 📜 – Every major siege shapes the history of the server. If a metropolis falls, a new civilization can rise. That’s the core of Ashes—it’s about stories written by players, not scripted content that repeats endlessly.
You might not want to destroy someone’s hard work, and that’s fair. But in a player-driven world, there will always be groups with different motivations:
Conquerors & Warmongers – Those who want to rule and expand their influence.
Defenders & Guardians – Players who form alliances to protect key locations.
Economists & Traders – Who will thrive in times of war, managing supply chains.
Nomads & Survivors – Who adapt and rebuild when change comes.
The idea isn't to grief or make players miserable—it's to create a world where nothing is permanent, and every victory or loss has weight. The alternative would be a static world where once a node reaches max level, it can never be challenged, leading to a stale and predictable experience.
Political & Strategic Play 🏰 –
The destruction of a node isn’t just a random act of cruelty. It’s usually part of larger conflicts over resources, trade routes, and alliances. The best guilds and nations will protect their territories, forming diplomacy, coalitions, and defensive strategies.
Risk vs Reward ⚖️ – A world where cities can't fall would create unshakable monopolies. Ashes forces players to stay active, always engaged in politics, economics, and war.
Player-Driven Narrative 📜 – Every major siege shapes the history of the server. If a metropolis falls, a new civilization can rise. That’s the core of Ashes—it’s about stories written by players, not scripted content that repeats endlessly.
You might not want to destroy someone’s hard work, and that’s fair. But in a player-driven world, there will always be groups with different motivations:
Conquerors & Warmongers – Those who want to rule and expand their influence.
Defenders & Guardians – Players who form alliances to protect key locations.
Economists & Traders – Who will thrive in times of war, managing supply chains.
Nomads & Survivors – Who adapt and rebuild when change comes.

2
Re: PLEASE Don't make AoC subscription mandatory
I know it sucks not being able to pay a sub fee I was there too growing up, but regardless this game was sold on a sub fee, and one thing I've noticed is that the community is a lot different when it comes to sub vs f2p games.
A f2p community isn't what people paid for and I don't think changing that would be a good idea. This is along the lines of flying mounts and fast travel, no point in really arguing it.
A f2p community isn't what people paid for and I don't think changing that would be a good idea. This is along the lines of flying mounts and fast travel, no point in really arguing it.

1
Re: PLEASE Don't make AoC subscription mandatory
Ashe's doesn't needs to appeal to F2P players, nor do they deserve it. There are plenty of players that will sub. If they move to a F2P model, sure you'd get a lot of players for a little bit, but after the 5 minute enthusiast quit, the game would be left with less players than if they just went with the sub model, and less money, and more bots.
Wow Classic launch doubled or tripled the subs for WoW. Players want a return to that system. The status quo of the current gaming industry (as a whole, with a few exceptions) is moving more and more towards a mobile gaming structure to cash in. But the games themselves are just reskins of previous successful game and blown out IPs like Hope Solos chocolate star fish. This attracts the crowd that needs instant gratification and rewards to stay focused and engaged. Leading to players plowing through content and devaluing any meaningful achievement. And the first step towards this is F2P, then cash shops, then P2W, then ads, then pay for no ads, then non skippable ads, then a kidney donation requirement.. All because people didn't want to spend 15 dollars a month to play a game.
If a MMORPG isn't worth 15 dollars a month to play than it's not worth playing at all.
Wow Classic launch doubled or tripled the subs for WoW. Players want a return to that system. The status quo of the current gaming industry (as a whole, with a few exceptions) is moving more and more towards a mobile gaming structure to cash in. But the games themselves are just reskins of previous successful game and blown out IPs like Hope Solos chocolate star fish. This attracts the crowd that needs instant gratification and rewards to stay focused and engaged. Leading to players plowing through content and devaluing any meaningful achievement. And the first step towards this is F2P, then cash shops, then P2W, then ads, then pay for no ads, then non skippable ads, then a kidney donation requirement.. All because people didn't want to spend 15 dollars a month to play a game.
If a MMORPG isn't worth 15 dollars a month to play than it's not worth playing at all.
1