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: Major Graphic Upgrade Needed.
The resolution seams fine. I think is needs to be more colorful and have more style.
Gpu driver update required
When launching the game it says I have outdated drivers but I am fully updated to the latest driver
1
Mount Movement like BDO
I want to give feedback to the current Mount system.
Imo its a decent starting point but not very engaging. the world will be huge so travelling for 10+min will be the norm. thats why i think the system should have a basic functionality like the auto walk we have right now. on top of that there are some skills for mounts planned. thats great.
what i would like to see is the ability to skillfully move faster from a to b like bdo has done it. there you can use drift and sprint in conjunction over and over to move faster around the world. that would make moving through the world more engaging and give the option to move slower when u do stuff on the side while giving the option to put in more effort to get to your group faster. it always gave me the feeling that i did all i could to be where i needed and that would fit really good in the world of verra.
i have no clue about coding so i dont know if its even possible within UE5 but you can just think about if its something youd like to adress.
thx for all your effort
Birqa
Imo its a decent starting point but not very engaging. the world will be huge so travelling for 10+min will be the norm. thats why i think the system should have a basic functionality like the auto walk we have right now. on top of that there are some skills for mounts planned. thats great.
what i would like to see is the ability to skillfully move faster from a to b like bdo has done it. there you can use drift and sprint in conjunction over and over to move faster around the world. that would make moving through the world more engaging and give the option to move slower when u do stuff on the side while giving the option to put in more effort to get to your group faster. it always gave me the feeling that i did all i could to be where i needed and that would fit really good in the world of verra.
i have no clue about coding so i dont know if its even possible within UE5 but you can just think about if its something youd like to adress.
thx for all your effort
Birqa

1
Re: Is taking too long to develop going to kill Ashes?
Nah.
With ArcheAge Chronicles releasing in 2026, did Intrepid miss its opportunity?
TL is out already, and regardless of how you perceive 'success', if a large number of people who don't hate P2W are still interested in Ashes, it's probably not because they're desperately clamoring for Nodes. i.e. those people are here and not in TL for the same reasons they're mostly probably not going to flock straight to ArcheAge (I think TL is technically closer to Ashes than ArcheAge will be, too)
If ArcheAge Chronicles is not pay to win is Ashes done?
Subscription model? Otherwise there's basically no chance, it would end up being New World style. An MMORPG that has no Microtransactions is either going to constantly make you pay for expansions (probably fine) or have only minor content updates. Just the nature of the game type. Unless you're including Battle Pass/Cosmetics charges, the sustainability of the game type is challenging if your definition of "Pay To Win" is even slightly strict.
With ArcheAge Chronicles releasing on both console and computer will the player base be so large that Ashes can't compete?
Console audience does help a lot, but this isn't even a playerbase size 'issue'? If we're assuming that ArcheAge is incredibly attractive to most console players, it would probably be people that... played AA before on PC but prefer to play the next version on Console? I could see this, we console gamers do be gamin'... but no, I have around 20 years of data to tell you that this shouldn't be too big a deal relative to AA, because many of the bigger non-WoW MMORPGs are available on console. You'll find a lot of people who aren't used to console MMOs thinking this will be some sort of change, but this is really just 'how it's been since 2002'.
Will it have superior graphics to Ashes being on UE5 and them putting so much effort into graphics?
Yes. Not even taking 'style' into account, ofc a big studio will have better graphics than a smaller one. But better graphical potential only matters if your artistic direction works well with it, and a lot of players don't care about how well your god-rays bloom if artistic direction is good enough.
So, no doomsaying plz, there are many things that could 'kill Ashes', but 'the release of other MMOs that aren't too similar' (and apparently even one that is kinda similar) probably won't be it.
With ArcheAge Chronicles releasing in 2026, did Intrepid miss its opportunity?
TL is out already, and regardless of how you perceive 'success', if a large number of people who don't hate P2W are still interested in Ashes, it's probably not because they're desperately clamoring for Nodes. i.e. those people are here and not in TL for the same reasons they're mostly probably not going to flock straight to ArcheAge (I think TL is technically closer to Ashes than ArcheAge will be, too)
If ArcheAge Chronicles is not pay to win is Ashes done?
Subscription model? Otherwise there's basically no chance, it would end up being New World style. An MMORPG that has no Microtransactions is either going to constantly make you pay for expansions (probably fine) or have only minor content updates. Just the nature of the game type. Unless you're including Battle Pass/Cosmetics charges, the sustainability of the game type is challenging if your definition of "Pay To Win" is even slightly strict.
With ArcheAge Chronicles releasing on both console and computer will the player base be so large that Ashes can't compete?
Console audience does help a lot, but this isn't even a playerbase size 'issue'? If we're assuming that ArcheAge is incredibly attractive to most console players, it would probably be people that... played AA before on PC but prefer to play the next version on Console? I could see this, we console gamers do be gamin'... but no, I have around 20 years of data to tell you that this shouldn't be too big a deal relative to AA, because many of the bigger non-WoW MMORPGs are available on console. You'll find a lot of people who aren't used to console MMOs thinking this will be some sort of change, but this is really just 'how it's been since 2002'.
Will it have superior graphics to Ashes being on UE5 and them putting so much effort into graphics?
Yes. Not even taking 'style' into account, ofc a big studio will have better graphics than a smaller one. But better graphical potential only matters if your artistic direction works well with it, and a lot of players don't care about how well your god-rays bloom if artistic direction is good enough.
So, no doomsaying plz, there are many things that could 'kill Ashes', but 'the release of other MMOs that aren't too similar' (and apparently even one that is kinda similar) probably won't be it.

2
Re: Is taking too long to develop going to kill Ashes?
Yes
or
No
We will find out!
I lean towards no.
or
No
We will find out!
I lean towards no.

5
Re: This guy's been using bugs to farm on the 4F of carphin tower.
mgl_hulunbior wrote: »This guy's been using bugs to farm on the 4F of carphin tower. Request admins to deal with this guy, affecting game balance
Its a test, stop being so salty.

1
Re: Mount Movement like BDO
I would start by improving terrain traversal in general. Getting stuck (mounted or not) on every ankle-height object is far from a smooth movement experience. Then maybe adding some sort of momentum based speed boost would be nice.
The problem with gear, waterfall stats and enchanting
I think everyone knows by now the meta is to enchant gear with base stats (str/con/int) rather than use the more specific stats (phs power rating, max health, armor, etc).
Issue
The way gear works right now together with the enchant system makes any gear without base stats not usable
Reasoning
It's a very obvious issue. When you enchant strength by 1, you get 3 physical power rating, 1 physical accuracy rating, and 1 physical penetration rating. When you enchant a piece of gear, even if it has all these 3 stats, it's still going to be worse. Not to mention you'd need 3 stat slots to do the job of 1. When you have both base stats and waterfall stats, with a system that enchants the gear to upgrade stats, base stats will always be more worth it.
Suggestion
Balancing it so waterfall stats get more value per enchanting would only create a bigger power creep than what we already have. If you enchant you increase str by 1, and let's say phs power rating by 5 to balance and make all gear valid, all you are doing is now creating the possibility to stack ridiculous amounts of phs power and break the system.
You could also make it so that gear has the same amount of waterfall stats. If one piece has str, another piece will need at least 5 waterfall stats (Ex: phs power, armor, max health, phs accuracy, magical evasion) to be equivalent. I also think this is a weird and bad solution because if you have gear with 2 base stats things get out of hand and you need gear with either 1 base stat and 5 waterfall stats or 10 waterfall stats.
I think the simplest solution would be just to remove base stats from gear. Having to build for specific waterfall stats makes much more sense, doesn't create power creep (probably reduces it), and creates much more build diversity (I can focus on critical chance or attack speed for instance, instead of just going for blanket stats like str or dex)
Base stats could be introduced in other parts of gear, parts that are not enchanted and don't create the same issue. Also, I think base stats could be something you put points in while leveling up (leveling could feel much better if you had the autonomy to spec your base stats when you level up)
Issue
The way gear works right now together with the enchant system makes any gear without base stats not usable
Reasoning
It's a very obvious issue. When you enchant strength by 1, you get 3 physical power rating, 1 physical accuracy rating, and 1 physical penetration rating. When you enchant a piece of gear, even if it has all these 3 stats, it's still going to be worse. Not to mention you'd need 3 stat slots to do the job of 1. When you have both base stats and waterfall stats, with a system that enchants the gear to upgrade stats, base stats will always be more worth it.
Suggestion
Balancing it so waterfall stats get more value per enchanting would only create a bigger power creep than what we already have. If you enchant you increase str by 1, and let's say phs power rating by 5 to balance and make all gear valid, all you are doing is now creating the possibility to stack ridiculous amounts of phs power and break the system.
You could also make it so that gear has the same amount of waterfall stats. If one piece has str, another piece will need at least 5 waterfall stats (Ex: phs power, armor, max health, phs accuracy, magical evasion) to be equivalent. I also think this is a weird and bad solution because if you have gear with 2 base stats things get out of hand and you need gear with either 1 base stat and 5 waterfall stats or 10 waterfall stats.
I think the simplest solution would be just to remove base stats from gear. Having to build for specific waterfall stats makes much more sense, doesn't create power creep (probably reduces it), and creates much more build diversity (I can focus on critical chance or attack speed for instance, instead of just going for blanket stats like str or dex)
Base stats could be introduced in other parts of gear, parts that are not enchanted and don't create the same issue. Also, I think base stats could be something you put points in while leveling up (leveling could feel much better if you had the autonomy to spec your base stats when you level up)
2
Re: The Problem with Fighter in Group Content
I played a bit of fighter in the previous phase. I find it ironic that a CQB class like fighter has to close the gap, stay up close, and build up momentum before because useful not a total liability. At the same time mage class has shit...of ranged dps instantly available, "pretty" short cooldowns, can blink away, can range sleep and has a shield which scales from its magic power.
I lean towards the opinion that the current extremely low TTK we are experiencing breaks the fighter archetype even more, and makes already extremely powerful mage a total easy mode. Your one hope as a fighter is using terrain and hoping people are stupid enough to close the gap for you.
I lean towards the opinion that the current extremely low TTK we are experiencing breaks the fighter archetype even more, and makes already extremely powerful mage a total easy mode. Your one hope as a fighter is using terrain and hoping people are stupid enough to close the gap for you.
The giant floating books
I haven't really searched for this topic but am I the only one or the minority of people who absolutely dislike the giant floating books? I feel like they're to distracting, they don't always go with a custom theme we're trying to achieve and all in all they just look ridiculous. I'd much rather a normal sized book being held in one hand or even just on my waistband so it gives more a No weapon type of look while I cast spells. But the giant floating books everywhere are such an eye-sore.

6