Best Of
Re: Races feel disconnected from the node system / race identity vs gameplay meaning
I understand the reasoning behind removing racial passives to avoid forcing players into a race they don’t visually like. That concern makes sense.
My issue isn’t about min-max pressure, but about meaningful world design. In a game like Ashes of Creation, which is built around long-term progression, player dependency, and a living world, races currently feel almost purely cosmetic.
If races don’t meaningfully influence gameplay, economy, or how players interact with the world, then their existence becomes questionable beyond visual flavor. At that point, having fewer races—or even a single race with cultural variation—would achieve the same result.
The node architecture and visual theming tied to dominant races is interesting, but it’s mostly aesthetic. Without deeper systemic differences, race choice doesn’t really shape the world or player behavior in a meaningful way.
I’m not arguing for hard min-max racials, but for design depth. Long-term MMOs thrive when choices have weight, not just appearance.
Re: Races feel disconnected from the node system / race identity vs gameplay meaning
A lot of large, long-running MMOs have racial passives and they work perfectly fine. Players naturally choose between things like a strong, physical race, a nimble dex-focused one, or a more balanced option — and that choice becomes part of their identity, not just min-maxing.
The problem usually isn’t passives themselves, but when they’re tuned too aggressively. If racial differences are meaningful but not overwhelming, players feel they’re choosing who they are, not just what parses best.
Re: Races feel disconnected from the node system / race identity vs gameplay meaning
It's not just the races. The world building is non existent.
A world needs to live even if no player is present. AoC doesn't do that. It feels hollow. The world is not build. There is not just bad world building. There is no world building. There is no reasson for any given asset to be at any given location. NPC camps are not placed where they would settle in a living, breathing world, they are where the next set of quests is neccesary to enable advancement. They don't interact with one another at any level. Cultures are non-present and have no relation to each other and the greater world. Any ruin present is there because otherwise the place would be visually empty or a place for a group of mobs is needed, not because there is a history, some lore, some reasson at all for there to be a ruin here. Best example, south start, going left. Goblins need to be slain on the route to the next camp. Does anyone know what these goblins are even doing there? Where do they come from? No one knows. They are mentioned never again and aren't relevant to anything. They are merely there to get you, the player, to reach level 2 before the next camp. There you are tasked to kill some badints and get prove of a brewing revolution. There is no reasson for those bandits being there and no explanation as to why they are there in the ruins or what their goals are. There isn't even a reasson for them to rebel, as there is no government or society present to even rebel against. Not that it matters, they are immediatly irrelevant as soon as you hit level 4 and get pushed to the farm. The farm exists because otherwise the map would be empty. This is clearly the case, as it is placed in rocky, hilly terrain, where no sensable culture in the history of ever would even attempt to farm. Unlike the flat area directly next to it, perfectly suited for farming, but currently occupied by a random set of mobs that neither fit the biome nor the climate present at this location.
AoC is a big empty map where steven and his team place random assets in ordner to enable use of mechanics. Not because anything makes sense at all, in terms of geographical choice, cultural choices that would dictate the use of any space for any given purpose or anything like that. The dwarfs start in the mountains because thats what dwarfs do. Thats what all dwarfs did in all of media since the concept of a dwarf was introduced, so thats why they are in the mountains. Where they have to deal with mud dwarf golems that somehow bleed for reasson unknown to man and dwarf alike. Not that this matters, as these mud dwarfs get never reused or explained or become somehow relevant at all ever. They are just exp sacks with a different look, so you won't notice that they might as well replace all mobs with target dummies and it wouldn't make a lick of difference to the setting as a whole.
UI and Gameplay Feedback – Ashes of Creation Alpha
Context:
I’ve played most classes (primarily Ranger, Tank, and Fighter) and strongly prefer Action Cam. I also spend a lot of time grouping with and helping new players, so many of these notes come from both personal experience and recurring frustrations I hear from others. I’ve searched the UI for existing options before posting—if any of these already exist, apologies in advance.
1. Action Cam & Tab-Target Interaction Issues (High Priority)
Action Cam is fun and immersive, but several UI interactions frequently break control flow:
Cursor Forcing Issues
The mouse cursor is forcibly activated by many events:
- Need/Greed rolls
- Friend or guild invites
- Trade requests
- Inventory/vendor windows
- Mount despawn (instead of dismount key)
Problem: Losing camera control mid-combat or mid-movement feels awful—especially in group play.
Request:
Add a toggle such as:
“Do not force cursor on UI events while Action Cam is enabled.”
If Action Cam is active, it should stay active unless the player explicitly exits it.
Input Conflicts When Cursor Is Active
If Action Cam is enabled and I open inventory/vendor UI:
- Clicking in world space still swings my weapon
- RMB still guards
I’ve accidentally attacked players in town while interacting with UI (once while holding Alt), which resulted in guards killing me. Funny once—but extremely punishing for new players.
Request:
Whenever the cursor becomes active, disable combat keybinds entirely until Action Cam is re-engaged.
Cursor Positioning
Currently, when the cursor is released and re-captured, it remains wherever it last was.
Request:
Always return the cursor to the center of the screen when re-entering Action Cam.
2. Default Options & Quality-of-Life Settings
PvP Defaults (Critical for New Players)
ESC → Options → Gameplay → PvP
The first two PvP protection options should be enabled by default.
Why:
New players frequently get unintentionally flagged and griefed without understanding why—especially in places like Halls of Judication or Church of Seven Stars.
Common scenario I see repeatedly:
- High-level rogue flags
- Runs through lower-level players, flagging them when they cleave
- Chain-flags healers/supports
- Kills them, loots them, laughs
- New players log off frustrated and confused
Veterans shrug it off. New players quit.
These options can always be disabled later—but default protection would prevent a lot of early churn.
Suggested Default Toggles
- Auto-attack enabled
- Target-of-target enabled
- Show reticle on soft-lock target
- Equipment compare enabled (with option to require CTRL instead)
Additional UI Options
- Add mouse sensitivity sliders:
- Cursor speed
- Action Cam camera speed
- Hover bind customization
3. Artisanship & Processing QoL
Batch & Workflow Improvements
- Allow batch crafting without clicking each create individually
- Add a visual indicator when a station queue is complete or actively processing
- Tie reagent vendors directly to their relevant workbenches
Processing UI Pain Point
Current flow is frustrating when processing mixed rarities:
Example:
- 27 Common Timber
- 14 Uncommon
- 17 Heroic
- 6 Epic
You must:
- Choose sanding paper quantity first
- Then try to match timber via sliders
Request:
Let players select materials first, then apply reagents automatically or proportionally. This would dramatically reduce friction.
Larger QoL Request
Allow crafting/processing directly from local storage (warehouse or guild bank tied to that bench only).
This would:
- Reduce inventory juggling
- Help new players understand systems faster
- Remove unnecessary back-and-forth
4. Destiny Rewards UI
While the UI looks great aesthetically, reward claiming is unintuitive.
Issues:
- Hard to visually identify which star is the reward chest
- Small targets are difficult for laptop users or players with vision limitations
Requests:
- Add a “Claim All” button
- Allow opening stacked chests at once (Destiny, Commissions, etc.)
5. Grouping & Party Management
Open Party Option
As a frequent tank/group lead, I’d love the ability to:
- Set my party to “Open”
- Allow players to join/leave freely in farming areas
You already have similar functionality with caravans (“Join Attackers/Defenders”). Maybe this logic could be reused for parties?
Bonus:
Allow party leaders to set class filters for open parties.
Action Cam Friendly Invites
Inviting players while tanking in Action Cam is clunky.
Idea:
Allow soft-targeting a friendly player and holding F to bring up a contextual submenu (Invite, Inspect, Trade, etc.)—without leaving Action Cam.
6. Skill Trees
- Please allow saving and loading ability templates for quick swaps.
7. Chat Defaults
By default, these channels should have distinct colors:
- Global
- Citizen
- LFG
This would greatly improve readability, especially during peak hours.
8. Marketplace Vendors
Allow players to add items to an existing sell order.
Example:
- I already have 18 enchanted runes listed
- I farm more
- Let me add to that stack instead of canceling/re-listing
This would streamline trading significantly.
Closing Thoughts
Overall, the game is incredibly fun and promising! I am having a blast! Most of these are flow and friction issues, especially impactful for Action Cam users and new players. Addressing even a few of these would noticeably improve moment-to-moment gameplay and onboarding.
Thanks for reading—and for all the work going into Ashes!
Re: Sport Fishing - Broken AF
Don't give me that "it' an alpha" answer, after showcasing it…
Funnily enough, this IS an alpha, and it sure sounds like you've encountered a bug. So you should report this bug from the game itself, so that devs can directly look at your character's logs, instead of trying to figure out what your character is from your forum post.
Ludullu
New Forums = Bad?
Hi guys. I don’t know if it’s just my natural hate of change, but man I really hate these new forums. How do you guys feel about them? Completely killed my desire to participate.
Re: It is strongly recommended to add AI teammates
Your first sentence is just factually incorrect.
Yes, MMO's should force social interaction. Those not wanting social interaction should play a different genre.
The problem isn't that Ashes doesnt have this, the problem is that other games do.
Noaani
Re: Suggestion: Penal Labor & Node Work Camps – Enhancing the Corruption Loop
I really think this would be a amazing addition to the game!
Spyder
Re: Suggestion: Penal Labor & Node Work Camps – Enhancing the Corruption Loop
YES THIS SOUNDS AWESOME PLEASE DO