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: Combat - Why it feels basic right now.
Honestly, it's really a matter of personal taste. Personally, I find the dynamic animations pretty cool and well-crafted. But you have to keep an open mind and remember that we're talking about a game still in development, with work that's already been done and plenty more to come – like 25 more levels to unlock and a dual-class system that's on the way.
That being said, I get what you mean about the feeling of auto-attacks being too present, and you explain it very well. Having to combine it with combos makes things feel a bit messy – it's hard to tell where it's going. Plus, the weapon trees feel quite similar, and the fact that everyone can use everything, I'm not really a fan of that. I'm really looking forward to seeing improvements on that aspect for Phase 3.
That being said, I get what you mean about the feeling of auto-attacks being too present, and you explain it very well. Having to combine it with combos makes things feel a bit messy – it's hard to tell where it's going. Plus, the weapon trees feel quite similar, and the fact that everyone can use everything, I'm not really a fan of that. I'm really looking forward to seeing improvements on that aspect for Phase 3.

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Re: Combat - Why it feels basic right now.
TTK issue aside, I find weapon "skill" trees mostly disappointing. There is nothing interesting about the vast majority of passive bonuses.
What I dislike about combat fundamentals is how you often get little feedback about that you are getting targeted, hit, and what skill is being fired at you or in your direction. I also had cases of a clear desync between VFX, SFX and what is happening on your screen. I would hear a snipe being fired, only to get hit 1-2 seconds later with NO visual indication of a projectile flying at me. My latency to the server is more than fine, obviously no idea about other combatants.
Also I would like that if I'm actually targeting someone ALL abilities should be shown as being cast under my target's nameplate, and not just selected few.
What I dislike about combat fundamentals is how you often get little feedback about that you are getting targeted, hit, and what skill is being fired at you or in your direction. I also had cases of a clear desync between VFX, SFX and what is happening on your screen. I would hear a snipe being fired, only to get hit 1-2 seconds later with NO visual indication of a projectile flying at me. My latency to the server is more than fine, obviously no idea about other combatants.
Also I would like that if I'm actually targeting someone ALL abilities should be shown as being cast under my target's nameplate, and not just selected few.
Soooo are JM lumberjacks the only allowed to make boat hulls :P
Not sure if you thought this one through all the way but u need 500 oak timber to make a hull and only way to carry 500 timber atm is 3 JM lumberjacking bags cause you need 25 3x1 slots :P
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Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
Indeed, I fundamentally agree: flying mounts are problematic for many reasons beyond PvP alone. Personally, I've never liked this system because it negatively affects immersion, the thrill of exploring, and the feeling of moving independently through the world.
As for Ashes of Creation, flying mounts are already highly restricted, and I recall Intrepid mentioning they were still considering further limitations—for example, allowing only mayors to fly exclusively within their own territory.
On one hand, allowing a mayor to have a flying mount adds a nice heroic fantasy touch. On the other hand, limiting these mounts to their specific territories or better balancing their use would be ideal.
I do, however, have a fond memory from Phase 2 when our caravan was attacked by bandits, and the mayor came to our aid from the skies along with reinforcements. It created a memorable and enjoyable moment.
Overall though, I share your opinion: flying mounts absolutely shouldn't become commonplace, as this would risk severely unbalancing numerous core features of the game.
As for Ashes of Creation, flying mounts are already highly restricted, and I recall Intrepid mentioning they were still considering further limitations—for example, allowing only mayors to fly exclusively within their own territory.
On one hand, allowing a mayor to have a flying mount adds a nice heroic fantasy touch. On the other hand, limiting these mounts to their specific territories or better balancing their use would be ideal.
I do, however, have a fond memory from Phase 2 when our caravan was attacked by bandits, and the mayor came to our aid from the skies along with reinforcements. It created a memorable and enjoyable moment.
Overall though, I share your opinion: flying mounts absolutely shouldn't become commonplace, as this would risk severely unbalancing numerous core features of the game.

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Re: Inspection of other players
But half the game is built on "get off my lawn" designs. I don't see a reason why someone should be able to see my exact gear, especially considering that they'll already know my rough power lvl.There is no reason to be against full inspect that isn't akin to an old man yelling "get off my lawn". There are no valid arguments that I have ever seen, from players or from Intrepid.
As I've been saying for years, information is power. If you don't have full information about something - those who do are more powerful than you. You can have estimates and assumptions, but not the exact number. Our difference in views stem from that premise. You want pure precision and full knowledge, because you consider that good design. I want obscurity and lack of info, because I consider that good design.
So far, my opinions have been closer to Stevens than yours. And I know you believe that Steven will either have to change his opinions or end up with a shitty game (in your opinion), but I'd imagine that majority of people will already consider Ashes a shitty game, so I'd prefer if that shittiness was at least shitty in the way that I like


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Character Names
Ashes of Creation has the potential to be one of the most immersive MMORPGs ever created. That said, I believe there’s room for improvement in the way characters are named. While this may not matter to everyone, I think it would significantly enhance the immersion for players who want to feel like they’re part of the world, not just playing as an avatar, like in league of legends.
I propose, or request if it hasn’t already been considered, that characters should be able to have a first name, a last name, and a nickname. This would give players more flexibility and realism in how they identify themselves in the game world. For example, a character could have their full name displayed when interacting with NPCs or other players, and their nickname could be used in more casual interactions, giving a deeper sense of identity to the character.
Some players might still attempt to troll the system with silly or inappropriate names, the introduction of a more structured naming system would at least make it more obvious when players are intentionally undermining the experience. It would also give those who want a more immersive roleplaying experience a clear option to do so without interference.
Additionally, this system could work well with the title system, allowing for even more dynamic and personalized experiences. Players’ full names could be used in different settings, giving them an opportunity to feel more connected to the world and the story.
I propose, or request if it hasn’t already been considered, that characters should be able to have a first name, a last name, and a nickname. This would give players more flexibility and realism in how they identify themselves in the game world. For example, a character could have their full name displayed when interacting with NPCs or other players, and their nickname could be used in more casual interactions, giving a deeper sense of identity to the character.
Some players might still attempt to troll the system with silly or inappropriate names, the introduction of a more structured naming system would at least make it more obvious when players are intentionally undermining the experience. It would also give those who want a more immersive roleplaying experience a clear option to do so without interference.
Additionally, this system could work well with the title system, allowing for even more dynamic and personalized experiences. Players’ full names could be used in different settings, giving them an opportunity to feel more connected to the world and the story.
Re: Just a thought on XP
It is only a grind if it’s very repetitive. When more systems and quests come online it won’t feel that way.
Re: More rpg elements pls.
I would love so much to work for a game company like Intrepid, to shape and bring the world of Verra to life with all kinds of unique places. I truly hope this is planned.
Imagine inns styled like Stormwind, placed in remote corners of the map to offer shelter and rest to traveling adventurers. Mansions, towers filled with monsters and trinkets, chests spawning randomly with various rewards... The game already provides amazing atmospheres, so creating places filled with charm and history would be truly fantastic.
Currently, there's mostly bestiary and humanoids scattered everywhere, but I already really enjoy the points of interest. However, what I would truly love to see in the coming years are RPG elements taking over Verra.
Being able to sit at a tavern table, enjoying a cozy atmosphere... I know many features are being prepared, but bringing back the importance of "RPG" is essential, and it's something that has been lost a lot in recent years.
So yeah, a world shaped with charming places, exploration, ancient ruined cities like the ones we already have, but with furniture and lore. And I would love to be able to create them myself.
Imagine inns styled like Stormwind, placed in remote corners of the map to offer shelter and rest to traveling adventurers. Mansions, towers filled with monsters and trinkets, chests spawning randomly with various rewards... The game already provides amazing atmospheres, so creating places filled with charm and history would be truly fantastic.
Currently, there's mostly bestiary and humanoids scattered everywhere, but I already really enjoy the points of interest. However, what I would truly love to see in the coming years are RPG elements taking over Verra.
Being able to sit at a tavern table, enjoying a cozy atmosphere... I know many features are being prepared, but bringing back the importance of "RPG" is essential, and it's something that has been lost a lot in recent years.
So yeah, a world shaped with charming places, exploration, ancient ruined cities like the ones we already have, but with furniture and lore. And I would love to be able to create them myself.


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More rpg elements pls.
I would like to see more rpg elements in the game such as: epic class quests that reward you with special items or advanced spells. For example as a mage in order to learn lightning spells I have to locate a missing master/trainer who is the only known person to use this type of magic, or as a ranger to do a special quest that rewards you with a magical quiver that makes your arrows infinite,or to become a bounty hunter I have to complete an achievement to kill 3 red players first to prove I’m worthy and then I am rewarded with a magical map that shows all red players in the area.Little things like these that add flavor and/or reasons to travel and explore. Can you think of other rpg elements you would like to see? I’d like to hear your thoughts.
Dev Discussion #74 - Rogue Archetype

Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly livestreams, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!
In this thread, we’ll be discussing:
Dev Discussion - Rogue Archetype
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The Development Team wants your thoughts on the new Rogue Archetype! What are your first impressions of the Rogue? Do you have any thoughts or concerns regarding the Rogue? What are your favorite and least favorite aspects of the Rogue so far?
Edit - The team is looking for feedback on the following:
(As you share feedback, please note what level your Rogue is at!)
- General Rogue Feedback - What feels fun, and what doesn’t? Which abilities do you like best, and which abilities do you feel need the most improvement?
- Visual Effects (VFX) and Sound Effects (SFX) - How do you feel about current VFX and SFX for the Rogue archetype? While these are a work in progress, we want to know what you like, and what you don’t.
- Rogue Class Mechanic “Advantage” - How does it feel to generate this resource and spend it to empower abilities?
- Rogue Stealth - How does this feel to use in PvE? How does this feel to use in PvP?
- Dagger Weapon Combos - What do you like about Dagger weapon combos, and what do you feel needs improvement?
Please don't feel limited to the thought-starters above! Feel free to share any thoughts, concerns, or stories regarding gathering with us in this Dev Discussion.

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