Best Of
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community] [P3 Recruitment!]
Had a great time with this guild in both P1 and P2 doing PVP, world bosses and dungeons. Bring on phase 3!
1
Re: Human Looks
All the non human races look well proportioned and nice overall, but the human races look really off.
This is why i am firmly convinced that these MUST. BE. Placeholders. Around +50% of the Game's Popularity will depend on how well you create your Character and let it look.
Imagine having Nine cool Races at start and then You realise they are lesser fleshed out like in way older Games.
The have the same look as games like veilguard or other recent AAA titles that have ugly character models
Beware !!
This will be political for a short Moment.
Oh. Well " THAT " was intentionally created shitty by the eternal Developer Crowd of :
" I am a not goodlooking - most likely Single-Loser Developer - which hates the West and mainly male Playerbase, because i am probably a MORDIBLY obese, middle-aged or soon-to-be middle-aged Woman and i have feelings of Vengeance pent up in my because of my miserable Emotions and/or Life. "
I am not kidding You.
The Reason why things like "USAID" need to get hindered or even prevented, is that THESE. PEOPLE. need to have lesser Ressources.
Because they want nothing else than INTENTIONALLY ruining Franchises and Fun for as many People as possible all around them,
because they view it as "Justice" -> that when "THEY them/selves" (lol) in their Lifes aren't happy -> that they try to prevent AS MANY PEOPLE AS POSSIBLE from also being happy and having Fun in their Lifes.
But enough of the Reality that most People do not even DARE to address.
Is this something that will get fixed and im just a cry baby or is the intended look.
You are NOT a crybaby if you want the Characters to look way better in the finished Game.
If you are, then i am also a crybaby.
I know people will try and act like im calling it woke or something but thats not it,
... ... ... Veilguard WAS woke.
This is why it flopped so badly.
I just dont get* why they all have janky proportions and stand like they are kids asking their mom for phone games
Damn.
Here it is again.
The politic Aspect.
The "Males" in that Game were designed like "WEAK Stoner-Men" with happily smiling, sky-high Faces at times, right ?
That was intentionally made so -> that they look "LESS threatening" to the modern Audience which doesn't even really exist,
and which is expected to have Anxiety or even Panic Attacks if they would "EVER" have a Discussion with an angry, masculine Working-Class Man, which looks like he can beat everyone's behind with no problem.
I am NOT joking.
Because they were fed the "Nonsense" at some Time in their Lifes -> that in Order to be something like GIRLBOSSES or strong Women,
they need to "ERASE" any actual, capable, masculine and strong Men from their Lifes. If they can not do it in Reallife, they should at least do it in VideoGames.
This is also why they hate noticeably attractive, good-looking female Characters
Aren't we all tired of these "modern Audience VideoGames" ?
Which are something like a "REVENGE-CRUSADE" against the Western World.
Here comes the Fun-Part which i love to end my Comment with.
I don't even " NEED " - to ask or beg any of You - to boycott these beyond badly written and badly designed Videogames.
Because i need to look only at their Failure and non-existing Sales Numbers to " KNOW " that most of You share my Opinion and Worldview on VideoGames.
And who else is also smart ? And most likely a bit smarter than most of us ? The Developer-Team of Intrepid and Sir Steven himself from what i have observed and watched for the last Years.
Sir Steven "knows" : if he wants to see Ashes of Creation be a Success,
ALL HE NEEDS to do and have -> is decent developing-Time, decently developed Content -> and the Game must NOT. BE. WOKE.
Aszkalon
1
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
As far as I know (please correct me if I'm wrong), ur base stats increase with each level up, and every 10 levels you meet the requirements to wear better gear. I would remove this completely. Both the improvement of the base stats and the requirements to wear better gear. This would also make level progression much more non-linear, as is the case in true sandbox MMORPGs.
For character leveling, unlocking abilities and skill points should be enough motivation, and for vertical power scaling, gear progression itself should be enough.
For character leveling, unlocking abilities and skill points should be enough motivation, and for vertical power scaling, gear progression itself should be enough.
Re: Having Crowfall vibes 😞
There should've been no damn "new player experience" in A2 AT ALL. This is not the time for that shit. Intrepid should be making that at the end of the alpha, when all the systems are in, when all the content is in and when they can build that newbie path with all that in mind and with the most experience on their devs.
Open development was a mistake.
Open development could be good. I think the mistake was beyond the 'new player experience' issue. Despite how much it was said it was an alpha the interaction with the game/testing environment didn't feel like a test it felt like an early access or sneak peak. I assume this was done to keep people buying into the testing and generate more interest. Which just distracts from the actual development.
Thankfully the opened the PTR for everyone. I'll spend my time on that come p3. I'll test some progress stuff on the production server but I highly doubt I'll spend much time doing that until beta.
1
Re: Steven, Please Rethink “Not for Everyone”
I had a whole other answer (see spoiler section below) but realized it was getting rambly and the core was way simpler so here's the core:
MMORPGs aren't convergent in implementation anymore, only the 'memory of MMOs' is. In the end that's what it boiled down to. They stopped trying to be because they thought players would all keep playing even if they left out the weather and the 'fairness' and the crafting, the challenge, the econ stuff, the build/gear variation, all of it.
And for a while, we did, because there wasn't anything like them and we wanted the memory. People wanted to believe those things would come back, that the memories they had of [whatever aspect of the game they enjoyed] weren't going to be relegated to a subgenre where you couldn't interact meaningfully with different people in their different lanes.
And for a while after that we got fed the illusions. Games where you didn't interact meaningfully, but at least you shared the same world. The occasional hiccup of 'oh we remember that you guys like cool bosses, we too played Elden Ring we should add some of those' (BDO, right after Elden Ring, got new boss things, for example). Or the games where the joy of skill was replaced by the fantasy of skill (this is where the PvP games mostly went, but a few PvE ones too).
Ashes was the first 'nah we're going back to the big form where the game has everything in it all tied together properly and we're going to add the stuff from the space games too because why not, we have the technology!'
And everyone was SO DAMN HYPE FOR THIS. All the poor souls that only grew up in the age of relics or the age of illusions got to hear about all the incredibly cool shit that used to be in these games and for the most part said "Sign me up!"
And then somehow along the way Ashes started to show cracks. The Convergent implementation, the 'simple modern copy-form of what people already understood', seemed to get muddled, or to start from a different point than the obvious ones and no one seemed to have any answers as to why (for why that is important, see spoiler section).
These cracks 'belong to Steven' for the most part. Sometimes Steven doesn't like something, and he doesn't really need to justify why that something doesn't get into the game, so it doesn't. Even if that something is required to fix a problem that arises when you combine stuff that isn't normally combined.
This is how an MMO design can cease to be convergent.
"I don't like X." "We need X to prevent Y, based on these years of data/experience." "Well I don't like it, find another way."
My original answer to Margaret's prompt in this thread was the very short version of the above.
"Some of you may not like the result of [me disliking the thing required when you combine these two aspects of gameplay], but that's a sacrifice I am willing to make." -> "This game is not for everyone."
But we hope because everything is subject to change, too.
Enemies now have level-gap scaling. Hope, like the Phoenix, springs eternal. And so if I had to advise anything, it would be that Steven's excellent staff continue to teach him why some things he doesn't like are still necessary, and when things that impress him are old and therefore already have precedent for how they are done.
I don't think Ashes needs to pull 'in' the PvE players or hardcore PvP players. I believe in the PvX playerbase. If Ashes delivers , I believe they will come, and that Ashes is a viable 'slightly different younger sibling' to Throne and Liberty (or older depending on how you measure outcomes).
But when your 'older sibling' goes 'uh hey everyone's mad that I made it possible to have 280 people in one Alliance, it's stifling competition or something, they say' and you go 'But I like my Alliances big! It'll be fine, I think.' ... now what?
MMORPGs aren't convergent in implementation anymore, only the 'memory of MMOs' is. In the end that's what it boiled down to. They stopped trying to be because they thought players would all keep playing even if they left out the weather and the 'fairness' and the crafting, the challenge, the econ stuff, the build/gear variation, all of it.
And for a while, we did, because there wasn't anything like them and we wanted the memory. People wanted to believe those things would come back, that the memories they had of [whatever aspect of the game they enjoyed] weren't going to be relegated to a subgenre where you couldn't interact meaningfully with different people in their different lanes.
And for a while after that we got fed the illusions. Games where you didn't interact meaningfully, but at least you shared the same world. The occasional hiccup of 'oh we remember that you guys like cool bosses, we too played Elden Ring we should add some of those' (BDO, right after Elden Ring, got new boss things, for example). Or the games where the joy of skill was replaced by the fantasy of skill (this is where the PvP games mostly went, but a few PvE ones too).
Ashes was the first 'nah we're going back to the big form where the game has everything in it all tied together properly and we're going to add the stuff from the space games too because why not, we have the technology!'
And everyone was SO DAMN HYPE FOR THIS. All the poor souls that only grew up in the age of relics or the age of illusions got to hear about all the incredibly cool shit that used to be in these games and for the most part said "Sign me up!"
And then somehow along the way Ashes started to show cracks. The Convergent implementation, the 'simple modern copy-form of what people already understood', seemed to get muddled, or to start from a different point than the obvious ones and no one seemed to have any answers as to why (for why that is important, see spoiler section).
These cracks 'belong to Steven' for the most part. Sometimes Steven doesn't like something, and he doesn't really need to justify why that something doesn't get into the game, so it doesn't. Even if that something is required to fix a problem that arises when you combine stuff that isn't normally combined.
This is how an MMO design can cease to be convergent.
"I don't like X." "We need X to prevent Y, based on these years of data/experience." "Well I don't like it, find another way."
My original answer to Margaret's prompt in this thread was the very short version of the above.
MargaretKrohn wrote: »What’s one feature or system you think could help bridge the gap between hardcore and casual players without compromising the game’s vision?
I think Steven's already 'vetoed' everything that could.
And yes, I realize it's among the heights of arrogance to respond just to say 'nah it can't happen rn' but alas, I am bound to be the voice of a Seven...
"Some of you may not like the result of [me disliking the thing required when you combine these two aspects of gameplay], but that's a sacrifice I am willing to make." -> "This game is not for everyone."
But we hope because everything is subject to change, too.
Enemies now have level-gap scaling. Hope, like the Phoenix, springs eternal. And so if I had to advise anything, it would be that Steven's excellent staff continue to teach him why some things he doesn't like are still necessary, and when things that impress him are old and therefore already have precedent for how they are done.
Actually I have a really clear answer framing for all that which I often don't give for a borderline silly reason so let's ditch that reason...
Saabynator is absolutely correct, any game made with enough care and dedication and love which takes a serious approach to deciding what it needs and doesn't (from the space of what people enjoy) can be good. And someone will love it. In the MineCraft community, nearly every individual version has its fans, and many many modpacks exist with many different goals (this is the thing I don't bring up).
Yet nearly every MineCraft 'knock-off' failed. Not all, but a large number of them.
So since this lets me keep it short... 'why did these fail?'
A: Player Elasticity
A MineCraft player who changes their preferred style of play or plays with friends in one style on one server but with other friends in another style on another server is still not constantly subject to disruptive gameplay unless they chose this tradeoff. If the potential disruption is part of a requirement of the intended gameplay, the player often knows what this means.
"Why isn't this game toggle-flag PvP?" "Because players need to be able to attack you to drive you out of areas."
"Why isn't this game full-loot PvP?" "Because players need to be able to spend time building up toward challenges."
You can expect players who don't care about the answer to stop playing faster.
By Contrast there's stuff like:
"Why is this character/class unbalanced?" (in either direction) "Because I think that balance is unrealistic so we made a weak character to represent realism."
People don't take this well, in my experience. It stops being a question of 'everyone likes different things' and starts to become 'everyone likes different experiences'. Design is then a negotiation. 'What am I getting out of sometimes giving up this thing I enjoy?'
We have to assume at some point that players who can't find enjoyment in a game stop playing it. So it boils down to the designer's ability to answer the question.
"Why does this game contain this thing I don't enjoy?"
"To provide this other experience we believe you will enjoy."
The answer "Because I felt like it should work that way." only holds up until the player is offered a game where the designer had an answer.
It doesn't even have to be that the decision was made differently. Only that one game offers the tradeoff and the other doesn't. For features with no tradeoff, parity is enough. And then inertia kicks in. If I'm already playing TL, getting me to switch involves 'finding something I am not enjoying about TL, and offering a better answer for why I should come over to Ashes and not enjoy it there' (assuming they're the same). The big issue comes when your ideal is 'retention'.
If Game A lacks a feature a player wants they might still play it even if Game B has that feature, based on mood.
If Game A has a fault most players won't jump to Game B just because it doesn't have that fault if you can explain what the fault 'exists for' (enjoyment of something in the convergence).
If both Game A and B have a fault there is a higher chance of a player simply ceasing to play both games or not factoring for it at all.
Saabynator is absolutely correct, any game made with enough care and dedication and love which takes a serious approach to deciding what it needs and doesn't (from the space of what people enjoy) can be good. And someone will love it. In the MineCraft community, nearly every individual version has its fans, and many many modpacks exist with many different goals (this is the thing I don't bring up).
Yet nearly every MineCraft 'knock-off' failed. Not all, but a large number of them.
So since this lets me keep it short... 'why did these fail?'
A: Player Elasticity
A MineCraft player who changes their preferred style of play or plays with friends in one style on one server but with other friends in another style on another server is still not constantly subject to disruptive gameplay unless they chose this tradeoff. If the potential disruption is part of a requirement of the intended gameplay, the player often knows what this means.
"Why isn't this game toggle-flag PvP?" "Because players need to be able to attack you to drive you out of areas."
"Why isn't this game full-loot PvP?" "Because players need to be able to spend time building up toward challenges."
You can expect players who don't care about the answer to stop playing faster.
By Contrast there's stuff like:
"Why is this character/class unbalanced?" (in either direction) "Because I think that balance is unrealistic so we made a weak character to represent realism."
People don't take this well, in my experience. It stops being a question of 'everyone likes different things' and starts to become 'everyone likes different experiences'. Design is then a negotiation. 'What am I getting out of sometimes giving up this thing I enjoy?'
We have to assume at some point that players who can't find enjoyment in a game stop playing it. So it boils down to the designer's ability to answer the question.
"Why does this game contain this thing I don't enjoy?"
"To provide this other experience we believe you will enjoy."
The answer "Because I felt like it should work that way." only holds up until the player is offered a game where the designer had an answer.
It doesn't even have to be that the decision was made differently. Only that one game offers the tradeoff and the other doesn't. For features with no tradeoff, parity is enough. And then inertia kicks in. If I'm already playing TL, getting me to switch involves 'finding something I am not enjoying about TL, and offering a better answer for why I should come over to Ashes and not enjoy it there' (assuming they're the same). The big issue comes when your ideal is 'retention'.
If Game A lacks a feature a player wants they might still play it even if Game B has that feature, based on mood.
If Game A has a fault most players won't jump to Game B just because it doesn't have that fault if you can explain what the fault 'exists for' (enjoyment of something in the convergence).
If both Game A and B have a fault there is a higher chance of a player simply ceasing to play both games or not factoring for it at all.
I don't think Ashes needs to pull 'in' the PvE players or hardcore PvP players. I believe in the PvX playerbase. If Ashes delivers , I believe they will come, and that Ashes is a viable 'slightly different younger sibling' to Throne and Liberty (or older depending on how you measure outcomes).
But when your 'older sibling' goes 'uh hey everyone's mad that I made it possible to have 280 people in one Alliance, it's stifling competition or something, they say' and you go 'But I like my Alliances big! It'll be fine, I think.' ... now what?
Azherae
1
Re: Having Crowfall vibes 😞
There should've been no damn "new player experience" in A2 AT ALL. This is not the time for that shit. Intrepid should be making that at the end of the alpha, when all the systems are in, when all the content is in and when they can build that newbie path with all that in mind and with the most experience on their devs.
Open development was a mistake.
Open development was a mistake.
Ludullu
2
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
Even I, who loves burning gear through OEing and L2's approach to the design, and who's real fucking bad at math/approximations/extrapolations, think that the chart looks like absolute shit.I'm not even going to bother specifically claiming anything, I'm not interested in even doing the math for this particular probability obfuscation, especially since everything is subject to change. it's barely even worth having the conversation but I can at least let Intrepid know that I bet the consensus response from my group members will be [insert string of banworthy vitriol] when they see that chart.
Even though, supposedly, it's much "better" for the player, cause even at +9 the chance of item actually going away is only 3%, as opposed to L2's "at +4 your shit can go poof 1/3 of the time" (and even worse chances later on).
Sure hope we hear about some changes to this soon, though its ironic that the last change related to enchanting was mostly about the power scaling itself (at least iirc), so either changing the backend code for this shit is too cumbersome or changing it at all is nowhere near the upcoming plans for the development.
Ludullu
1
Re: Inspirational landscape material you find in the internet
Maybe for the future when they expand even more the map...
Atacama by Núria Vilà, no Flickr
Atacama 102 by Geert Van Canegem, no Flickr
Salar de Uyuni 9 by Mono Andes, no Flickr
Day 3: Rugged landscape below Inatye by Northern Adventures, no Flickr
Day 3: Rugged landscape below Inatye by Northern Adventures, no Flickr
Day 3: Views from Inatye peak by Northern Adventures, no Flickr
Day 4: Rural life around Tsyon by Northern Adventures, no Flickr
Old Dongola by Shaun Matthew Yeo, no Flickr
Sem título by Johan Assarsson, no Flickr
QWZ03223 by Nikolai Vassiliev, no Flickr
ethiopia - afar, danakil and tigray by retlaw snellac, no Flickr
Sem título by Johan Assarsson, no Flickr
Sem título by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Mikael Timba church by Rita Willaert, no Flickr
Sem título by Johan Assarsson, no Flickr
Cooco´s Den & Café, Lahore by Johan Assarsson, no Flickr
Façades of Old Sana'a by Dan, no Flickr
Buildings of Old Sana'a by Dan, no Flickr
Tower-House in the Walled City of Sana'a (صنعاء القديمة) by Dan, no Flickr
benin by retlaw snellac, no Flickr
benin by retlaw snellac, no Flickr
india - rajasthan by retlaw snellac, no Flickr
Pangong Tso Lake in Ladakh, India by Chandravir Singh, no Flickr
Mathura, Uttar Pradesh. India. by Raúl Barrero fotografía, no Flickr
Iskanderkul afternoon by Monique van der Lint, no Flickr
Drying food in a traditional village, Ethiopia by Eric Lafforgue, no Flickr
Big Almaty Lake by Joy Vannelia Hughes, no Flickr
Karakul Lake *
« *
Kyrgyz Felt Yurt Karakul Lake Muztagh Ata Xinjiang Uyghur Autonomous Region of China by In Memoriam Ngaire Hart, no Flickr
Kumtag Desert 庫姆塔格沙漠 by MelindaChan ^..^, no Flickr
118 Pyramid dune by Julian Fletcher, no Flickr
Sossusvlei, Namibia
Mui Ne White Sand Dunes
The famous Mui Ne sand dunes by Claire and Chris, no Flickr
KNA_2840 by Koorosh Nozad Tehrani, no Flickr
Hormuz
Madeira_Seixal Beach-1 by _futurelandscapes_, no Flickr
16 camels by Wandiyali Images, no Flickr
view from the dune.jpg by jane calthorpe, no Flickr
Purple Sand Verbena by John Frisch, no Flickr
Nothing But Dunes Alkali Flat by Cheryl Hamblin, no Flickr
White Sands, New Mexico by DrewGaines, no Flickr
Socotra-116 by jandcbarnes, no Flickr
Sand dune on the mountain - Qalansiya, Socotra, Yemen by mastahanky, no Flickr
Lagoon on Socotra Island, Yemen [1600 x 1200] by jeff peters, no Flickr
Yemen e socotra island by Mohammed Al Alie, no Flickr
Wadi, Socotra Island by Global Panorama, no Flickr
Mehrangarh by Dariela Romero, no Flickr
Mehrangarh by Dinesh Valke, no Flickr
White Hallway in Mehrangarh Fort by Jim Royal, no Flickr
Amer Fort by Raffaele Nicolussi, no Flickr
Udaipur City Palace by mahesh.kondwilkar, no Flickr
City Palace Udaipur by Vishnu Nath, no Flickr
Stone huts by Andreja Sever, no Flickr
Sindhi Women by Syed Irfan Ali Shah, no Flickr
India / Rajasthan * « * * « *
CHARYN RIVER (Чарын река) by mauro gambini, no Flickr
te silk road by retlaw snellac, no Flickr
Ushu River, Swat
Beautiful Pakistan by Rizwan_Saeed, no Flickr
[Group 0]-Termesos (1 of 45)_untitled (9 of 45)-66 images - Copy by geoffrey radcliffe, no Flickr
North Ossetia-Alania by Kvasov Vadim, no Flickr
North Ossetia-Alania by Kvasov Vadim, no Flickr
North Ossetia Alania. High in the mountains. Near the small Zeigalan waterfall. by Roman Churiloff, no Flickr
Mountains of North Ossetia Alania. Midagrabin waterfalls. by Roman Churiloff, no Flickr
Abandoned tower in Truso Valley, militarized border of Georgia / South Ossetia by Florent S., no Flickr
The drama about Hasankeyf by Richard, no Flickr
Derawar Fort by hanming_huang, no Flickr
Byblos Old Souq by hanming_huang, no Flickr
Bosra Roman Theater by hanming_huang, no Flickr
Shali Fortress by hanming_huang, no Flickr
Terra Nostra by Richard, no Flickr
Tash Rabat by hanming_huang, no Flickr
Tash Rabat by hanming_huang, no Flickr
Baltit Fort by hanming_huang, no Flickr
Goegap Natural Reserve, Northern Cape by peace-on-earth.org, no Flickr
Goegap Natural Reserve, Northern Cape by peace-on-earth.org, no Flickr
Guelta d'Archei by hanming_huang, no Flickr
Ntegdei by hanming_huang, no Flickr
Lake Katam by hanming_huang, no Flickr
Sem título by Nicole Daniliuk, no Flickr
Hampi, Elephant Stables by Arian Zwegers, no Flickr
Ala-Archa National Park by hanming_huang, no Flickr
Kerkini lake by Alkis Anastopoulos, no Flickr
Tuareg by gay biddlecombe Amberlight1, no Flickr
morocco by retlaw snellac, no Flickr
Overview Of A Village Merging With The Mountain And Terrace Cultivation, Hababa, Yemen by Eric Lafforgue, no Flickr
Atacama by Mariano Mantel, no Flickr
Botanical Garden, Furnas, São Miguel, Azores


Fanal Forest, also known as Laurel Forest of Madeira


Riad Dar El Malaika - Morocco
2022 Windows Spotlight_216 Hutt Lagoon-Pink Lake-Kalbarri, Western Australia by Brian Jakovina, no Flickr
181023091858_A7r2 by photochoi, no Flickr
181023091506_A7r2 by photochoi, no Flickr
181023091539_A7r2 by photochoi, no Flickr

Guelta Archei
Pano_Mousse fluo_Maelifellsandur_DSCF8457 - DSCF8460 by Ghuldur Islandis, no Flickr
Atacama by Núria Vilà, no Flickr
Atacama 102 by Geert Van Canegem, no Flickr
Salar de Uyuni 9 by Mono Andes, no Flickr
Day 3: Rugged landscape below Inatye by Northern Adventures, no Flickr
Day 3: Rugged landscape below Inatye by Northern Adventures, no Flickr
Day 3: Views from Inatye peak by Northern Adventures, no Flickr
Day 4: Rural life around Tsyon by Northern Adventures, no Flickr
Old Dongola by Shaun Matthew Yeo, no Flickr
Sem título by Johan Assarsson, no Flickr
QWZ03223 by Nikolai Vassiliev, no Flickr
ethiopia - afar, danakil and tigray by retlaw snellac, no Flickr
Sem título by Johan Assarsson, no Flickr
Sem título by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Petra by Johan Assarsson, no Flickr
Mikael Timba church by Rita Willaert, no Flickr
Sem título by Johan Assarsson, no Flickr
Cooco´s Den & Café, Lahore by Johan Assarsson, no Flickr
Façades of Old Sana'a by Dan, no Flickr
Buildings of Old Sana'a by Dan, no Flickr
Tower-House in the Walled City of Sana'a (صنعاء القديمة) by Dan, no Flickr
benin by retlaw snellac, no Flickr
benin by retlaw snellac, no Flickr
india - rajasthan by retlaw snellac, no Flickr
Pangong Tso Lake in Ladakh, India by Chandravir Singh, no Flickr
Mathura, Uttar Pradesh. India. by Raúl Barrero fotografía, no Flickr
Iskanderkul afternoon by Monique van der Lint, no Flickr
Drying food in a traditional village, Ethiopia by Eric Lafforgue, no Flickr
Big Almaty Lake by Joy Vannelia Hughes, no FlickrKarakul Lake *
« *
Kyrgyz Felt Yurt Karakul Lake Muztagh Ata Xinjiang Uyghur Autonomous Region of China by In Memoriam Ngaire Hart, no Flickr
Kumtag Desert 庫姆塔格沙漠 by MelindaChan ^..^, no Flickr
118 Pyramid dune by Julian Fletcher, no FlickrSossusvlei, Namibia
Mui Ne White Sand Dunes
The famous Mui Ne sand dunes by Claire and Chris, no Flickr
KNA_2840 by Koorosh Nozad Tehrani, no FlickrHormuz
Madeira_Seixal Beach-1 by _futurelandscapes_, no Flickr
16 camels by Wandiyali Images, no Flickr
view from the dune.jpg by jane calthorpe, no Flickr
Purple Sand Verbena by John Frisch, no Flickr
Nothing But Dunes Alkali Flat by Cheryl Hamblin, no Flickr
White Sands, New Mexico by DrewGaines, no Flickr
Socotra-116 by jandcbarnes, no Flickr
Sand dune on the mountain - Qalansiya, Socotra, Yemen by mastahanky, no Flickr
Lagoon on Socotra Island, Yemen [1600 x 1200] by jeff peters, no Flickr
Yemen e socotra island by Mohammed Al Alie, no Flickr
Wadi, Socotra Island by Global Panorama, no Flickr
Mehrangarh by Dariela Romero, no Flickr
Mehrangarh by Dinesh Valke, no Flickr
White Hallway in Mehrangarh Fort by Jim Royal, no Flickr
Amer Fort by Raffaele Nicolussi, no Flickr
Udaipur City Palace by mahesh.kondwilkar, no Flickr
City Palace Udaipur by Vishnu Nath, no Flickr
Stone huts by Andreja Sever, no Flickr
Sindhi Women by Syed Irfan Ali Shah, no FlickrIndia / Rajasthan * « * * « *
CHARYN RIVER (Чарын река) by mauro gambini, no Flickr
te silk road by retlaw snellac, no FlickrUshu River, Swat
Beautiful Pakistan by Rizwan_Saeed, no Flickr
[Group 0]-Termesos (1 of 45)_untitled (9 of 45)-66 images - Copy by geoffrey radcliffe, no Flickr
North Ossetia-Alania by Kvasov Vadim, no Flickr
North Ossetia-Alania by Kvasov Vadim, no Flickr
North Ossetia Alania. High in the mountains. Near the small Zeigalan waterfall. by Roman Churiloff, no Flickr
Mountains of North Ossetia Alania. Midagrabin waterfalls. by Roman Churiloff, no Flickr
Abandoned tower in Truso Valley, militarized border of Georgia / South Ossetia by Florent S., no Flickr
The drama about Hasankeyf by Richard, no Flickr
Derawar Fort by hanming_huang, no Flickr
Byblos Old Souq by hanming_huang, no Flickr
Bosra Roman Theater by hanming_huang, no Flickr
Shali Fortress by hanming_huang, no Flickr
Terra Nostra by Richard, no Flickr
Tash Rabat by hanming_huang, no Flickr
Tash Rabat by hanming_huang, no Flickr
Baltit Fort by hanming_huang, no Flickr
Goegap Natural Reserve, Northern Cape by peace-on-earth.org, no Flickr
Goegap Natural Reserve, Northern Cape by peace-on-earth.org, no Flickr
Guelta d'Archei by hanming_huang, no Flickr
Ntegdei by hanming_huang, no Flickr
Lake Katam by hanming_huang, no Flickr
Sem título by Nicole Daniliuk, no Flickr
Hampi, Elephant Stables by Arian Zwegers, no Flickr
Ala-Archa National Park by hanming_huang, no Flickr
Kerkini lake by Alkis Anastopoulos, no Flickr
Tuareg by gay biddlecombe Amberlight1, no Flickr
morocco by retlaw snellac, no Flickr
Overview Of A Village Merging With The Mountain And Terrace Cultivation, Hababa, Yemen by Eric Lafforgue, no Flickr
Atacama by Mariano Mantel, no FlickrBotanical Garden, Furnas, São Miguel, Azores


Fanal Forest, also known as Laurel Forest of Madeira


Riad Dar El Malaika - Morocco
2022 Windows Spotlight_216 Hutt Lagoon-Pink Lake-Kalbarri, Western Australia by Brian Jakovina, no Flickr
181023091858_A7r2 by photochoi, no Flickr
181023091506_A7r2 by photochoi, no Flickr
181023091539_A7r2 by photochoi, no Flickr
Guelta Archei
Pano_Mousse fluo_Maelifellsandur_DSCF8457 - DSCF8460 by Ghuldur Islandis, no Flickr
Kallysha
1
Re: SA servers
Unless I missed a recent update there won't be any SA server(s) before launch. If SA gets any server(s) at all, is supposed to be based on traffic:
https://ashesofcreation.wiki/Regions
https://ashesofcreation.wiki/Regions
Re: Steven, Please Rethink “Not for Everyone”
Saabynator wrote: »Its like making a good dish, you take a bunch of good food and put it together.
The issue here is that in both cases, with food and with game design, it still takes knowledge and experience to get this right on a large scale.
You could take all the best foods you like and put them in to one dish, but if you dont know how food works, there is no guarantee it will work.
I like taleggio cheese, and i like salmon. There is no world in which these two foods should ever be on the same plate. Ideally, there is no world where these two foods should even be in concurrent courses in a multi-course meal.
On the other hand, white chocolate and caviar go together incredibly well, if executed by someone that can get the balance perfect.
Same with game design, different aspects that are great in some games wont all necessarily fit together in one game and result in a good game.
Placing limitations on crafters being able to get to the top end of crafting that only organized guilds are likely to be able to achieve can be a good mechanic. Making the vast majority of items in your game be player crafted can be a good thing. Putting these two things together, however, isn't necessarily a good thing.
Ashes is full of contradictions like this.
Noaani
1

