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: For the love of casuals PLEASE
Was this topic discussed in the last interview?
I cannot watch it. I am allergic to something and I close it fast each time I try.
I cannot watch it. I am allergic to something and I close it fast each time I try.

2
Re: For the love of casuals PLEASE
I dunno. All I've done is solo caravans and I haven't lost one yet. I even hopped out of my caravan at one point, left mine on the roadside, to defend another caravan that was being attacked; still didn't lose mine somehow. I really don't enjoy the caravans because of speed, time, and forced necessity. I'd enjoy them less if I were losing loot. When mules are released, I'll probably abandon the caravan system altogether.
...
It's just not working as a PvP event right now.
Fair points. I don't think caravans are either fun or effective (for me). That said, my sense of caravans is that once corruption has been calibrated better (i.e. not perfect), ow pvp will be MUCH more common, and moving mats as individual players will become more dangerous - in terms of risk of loss. This will naturally push players toward caravans to 1) consolidate security and 2) carry more materials faster with less risk.
Both of these outcomes are closer to the end state vision of caravans than what we're currently playing in A2.

1
Re: For the love of casuals PLEASE
Caravans is a group activity. Strongly disagree with taking making them something you can do solo. What's next a solo castle siege?


2
Re: Power Scaling: A Controversial Take
Ok so this was the kind of post I was almost too scared to make because I expect massive backlash but I'm fully agreeing with your point and even dare push harder: Should levels even give you a direct stat advantage in pvp at all? As far as I'm concerned you already get a massive power spike because you have a more rounded set of abilities and likely have better gear because you've been playing for much longer. PvE enemies could take more damage from you based on your level, making it so that they're still a proper challenge and that level up still rewards bigger challenges in the future.
I think it's much more interesting if everyone can put up a fight. It'd make every pvp encounter a challenge and allow even the most veteran of veterans to slip up and die sometimes. I don't think we're doing anyone a service by offering them a pvp scenario that they have no way of winning (or no way of losing, for that matter)
I think it's much more interesting if everyone can put up a fight. It'd make every pvp encounter a challenge and allow even the most veteran of veterans to slip up and die sometimes. I don't think we're doing anyone a service by offering them a pvp scenario that they have no way of winning (or no way of losing, for that matter)

1
Re: [+] Runic steed
The cosmetics will need to be applied to a base mount of the proper quality (speed) as things progress.
As to FOMO. A friend of mine like to say "What are you, 5?"
People need to get and be better. Stop making excuses for poor behavior.
As to FOMO. A friend of mine like to say "What are you, 5?"
People need to get and be better. Stop making excuses for poor behavior.
Re: For the love of casuals PLEASE
I dunno. All I've done is solo caravans and I haven't lost one yet. I even hopped out of my caravan at one point, left mine on the roadside, to defend another caravan that was being attacked; still didn't lose mine somehow. I really don't enjoy the caravans because of speed, time, and forced necessity. I'd enjoy them less if I were losing loot. When mules are released, I'll probably abandon the caravan system altogether.
They're advertised as this group play event, but the only side that ever has numbers is the attackers, because it's not practical to spam in general or city or anywhere public that I'm about to launch a caravan. It's too risky. Getting a defender group is hard, unless you join a caravan of caravans through a guild. One box of the lowest commodity (3s6c?) from Halcyon to New Aela was about 36s on arrival. If I had a full group of defenders, I'd be making 1.5s in profit for a 3+ hour trip if we split evenly. And any defenders would be making 4-ish silver for a 3+ hour trip. That's not including that you often don't even know what you will make upon arrival. Really doesn't feel worth it for any defenders. Ever. It's scrap change at best.
On the other side, attackers can get groups together without risk. They can attack and overtake the caravan with lowered risk, because of lack of defenders (because of lack of defender incentives.) At worst, they risk armor repair, but so do the defenders, and they don't really risk it if they always outnumber the defenders, and you only attack caravans that you can see that you can out number or overpower (out-level) and will leave well-defended caravans alone. So there's not really any risk when the only attacks happen when there is no risk for the attacker. Then when they win, because they will because they only picked a fight they knew they would win, they can take the caravan to the nearest town with less travel time and less time sink and no gold sink, and make a greater profit than the caravan owner would make. Provided the defense was splitting evenly.
(And if you aren't splitting evenly, how do you expect to win any defenders to your side? When they could just attack you for an even split of the share?)
So say you take the lowered profit as the caravan launcher, you get a full defender group together somehow. You will not encounter an attack the entire trip, because attackers don't attack defended caravans. So I've just paid a bunch of people to be bored with me and RP walk for 3+ hours. A boring trip, a walking simulator, with lowered profits for everyone. It feels like a huge time waste for all involved.
I'd would like the caravan event; if it were a team vs. team PvP event. But it's not that. It greatly falls short of that goal. Burden to get a defender group is too high for the launcher. It comes down to will you risk a loss for full profit and the possibility of an interesting trip, or make chump change for a long, boring trip with no events?
I do like the aesthetic of watching other people pull them along the roads, though. However the caravan defenders need more. Anything to make defending a caravan seem like a decent option would be nice. Commissions so other people would just join of their own volition or you get a 'badge' or something you can turn in at the destination saying you defended an incoming caravan, that the city will reimburse you for with some silver or gold. Maybe you get more reimbursement the longer you were with the caravan. Something that would help the caravan-launcher keep some of their profit and make putting a team together seem reasonable in the first place
Or the attackers need more risk. Something the defender can profit off of them from. Maybe defeated attackers get pulled along with the caravan, and I turn them in as criminals for bounty-profit at my destination xD
It's just not working as a PvP event right now.
They're advertised as this group play event, but the only side that ever has numbers is the attackers, because it's not practical to spam in general or city or anywhere public that I'm about to launch a caravan. It's too risky. Getting a defender group is hard, unless you join a caravan of caravans through a guild. One box of the lowest commodity (3s6c?) from Halcyon to New Aela was about 36s on arrival. If I had a full group of defenders, I'd be making 1.5s in profit for a 3+ hour trip if we split evenly. And any defenders would be making 4-ish silver for a 3+ hour trip. That's not including that you often don't even know what you will make upon arrival. Really doesn't feel worth it for any defenders. Ever. It's scrap change at best.
On the other side, attackers can get groups together without risk. They can attack and overtake the caravan with lowered risk, because of lack of defenders (because of lack of defender incentives.) At worst, they risk armor repair, but so do the defenders, and they don't really risk it if they always outnumber the defenders, and you only attack caravans that you can see that you can out number or overpower (out-level) and will leave well-defended caravans alone. So there's not really any risk when the only attacks happen when there is no risk for the attacker. Then when they win, because they will because they only picked a fight they knew they would win, they can take the caravan to the nearest town with less travel time and less time sink and no gold sink, and make a greater profit than the caravan owner would make. Provided the defense was splitting evenly.
(And if you aren't splitting evenly, how do you expect to win any defenders to your side? When they could just attack you for an even split of the share?)
So say you take the lowered profit as the caravan launcher, you get a full defender group together somehow. You will not encounter an attack the entire trip, because attackers don't attack defended caravans. So I've just paid a bunch of people to be bored with me and RP walk for 3+ hours. A boring trip, a walking simulator, with lowered profits for everyone. It feels like a huge time waste for all involved.
I'd would like the caravan event; if it were a team vs. team PvP event. But it's not that. It greatly falls short of that goal. Burden to get a defender group is too high for the launcher. It comes down to will you risk a loss for full profit and the possibility of an interesting trip, or make chump change for a long, boring trip with no events?
I do like the aesthetic of watching other people pull them along the roads, though. However the caravan defenders need more. Anything to make defending a caravan seem like a decent option would be nice. Commissions so other people would just join of their own volition or you get a 'badge' or something you can turn in at the destination saying you defended an incoming caravan, that the city will reimburse you for with some silver or gold. Maybe you get more reimbursement the longer you were with the caravan. Something that would help the caravan-launcher keep some of their profit and make putting a team together seem reasonable in the first place
Or the attackers need more risk. Something the defender can profit off of them from. Maybe defeated attackers get pulled along with the caravan, and I turn them in as criminals for bounty-profit at my destination xD
It's just not working as a PvP event right now.
5
Re: Weekly Feedback - 01/20/2025
Time To Kill values especially in group play are insane, even before we factor in few other broken systems. This is Phase1 rarity gear situation all over again.
There is no space for player skill expression in the game, there is no space for being an underdog player or guild if stats dominate everything else. There is no space to even start talking about class balance in the context of 1v1 or group pvp.
It's all out damage stat race, which brings up your damage output to insane levels from single ability casts. We are back to a scenario, where you are able to 1-2 shot people.
We had the rarity gear nerfs during Phase 1, those came pretty late. The current issues are equally as obvious. Why aren't those issues closely tracked? Why the math behind the stats, the damage output and defensive stats has not been done?
This should have been hot fixed weeks ago, I mean the power gap between geared and not geared players is surely not intended. I have little interest in a game which allows me to 1 shot my opponents due to stat differences. The life of underdog in Ashes has to offer a sensible access to the game content or the population will just die.
If the power gap is intentional, please can we have a statement about it, so those of us who care about balanced and fun pvp experience can direct our attention elsewhere?
Thanks
There is no space for player skill expression in the game, there is no space for being an underdog player or guild if stats dominate everything else. There is no space to even start talking about class balance in the context of 1v1 or group pvp.
It's all out damage stat race, which brings up your damage output to insane levels from single ability casts. We are back to a scenario, where you are able to 1-2 shot people.
We had the rarity gear nerfs during Phase 1, those came pretty late. The current issues are equally as obvious. Why aren't those issues closely tracked? Why the math behind the stats, the damage output and defensive stats has not been done?
This should have been hot fixed weeks ago, I mean the power gap between geared and not geared players is surely not intended. I have little interest in a game which allows me to 1 shot my opponents due to stat differences. The life of underdog in Ashes has to offer a sensible access to the game content or the population will just die.
If the power gap is intentional, please can we have a statement about it, so those of us who care about balanced and fun pvp experience can direct our attention elsewhere?
Thanks
Re: Weekly Feedback - 01/20/2025
======================
Alpha Two Phase II Feedback - Disclaimer: Basically didn't play this week.
Top 3-5 Most Important Bugs:
1. Untargetable or otherwise glitched mobs
2. Bizarre character inventory behaviors
3. Storage bugs
Top 3-5 Most Important Feedback Topics:
1. Still don't know which way to test even basic economy stuff (went with UBI-Caravans and therefore didn't bother) - https://forums.ashesofcreation.com/discussion/64234/econ-friday-ranting-a-reference-post
2. Artisanship system still seems so disconnected from mostgameplay for non-Gatherers that it's painful
3. Still no comfort login triggers to mitigate the first two things - https://forums.ashesofcreation.com/discussion/64692/splinter-topic-the-comfort-nostalgia-login
4. Somehow, the current focus on Treasure Map content is just straight up annoying me (entirely a 'me' issue, pretty sure, but mentioning anyway)
======================
Alpha Two Phase II Feedback - Disclaimer: Basically didn't play this week.
Top 3-5 Most Important Bugs:
1. Untargetable or otherwise glitched mobs
2. Bizarre character inventory behaviors
3. Storage bugs
Top 3-5 Most Important Feedback Topics:
1. Still don't know which way to test even basic economy stuff (went with UBI-Caravans and therefore didn't bother) - https://forums.ashesofcreation.com/discussion/64234/econ-friday-ranting-a-reference-post
2. Artisanship system still seems so disconnected from mostgameplay for non-Gatherers that it's painful
3. Still no comfort login triggers to mitigate the first two things - https://forums.ashesofcreation.com/discussion/64692/splinter-topic-the-comfort-nostalgia-login
4. Somehow, the current focus on Treasure Map content is just straight up annoying me (entirely a 'me' issue, pretty sure, but mentioning anyway)
======================

3
Re: Weekly Feedback - 01/20/2025
Alpha Two Phase II Feedback
1. Node Stealing, You hit node, another player higher rank hit resource node and completes first and gets item.Way to lock node to the person who hits it first?
2. Ghost mobs, getting hit and chased by mobs you can't see. Many mobs are in rocks, in the ground or are invisible. they attack you and you can't hit them or sometimes even see them.
3. Mob aggro. mobs are too aggressive and attack even when they can't see you. No line of sight. If a mob is green or light blue - why are they attacking - they are just annoying.
Top 3-5 Most Important Feedback Topics:
1. Artisan xp / leveling - craafting is just too expensive an cumbersome
2. Copper - Copper - where is that dang node anyways - this has been an issue since day 1 and yet not fixed
3. mob trains - they still happening even after so called fix. Griefing in the game will never allow the game to be a success. This issue was fixed in all other major games - why can't you fix it?
4. Goes with 3 - death looters. need to lock loot for a period after death so we can retrieve n discourage looting. If not in PVP mode, why is our death loot available anyways
1. Node Stealing, You hit node, another player higher rank hit resource node and completes first and gets item.Way to lock node to the person who hits it first?
2. Ghost mobs, getting hit and chased by mobs you can't see. Many mobs are in rocks, in the ground or are invisible. they attack you and you can't hit them or sometimes even see them.
3. Mob aggro. mobs are too aggressive and attack even when they can't see you. No line of sight. If a mob is green or light blue - why are they attacking - they are just annoying.
Top 3-5 Most Important Feedback Topics:
1. Artisan xp / leveling - craafting is just too expensive an cumbersome
2. Copper - Copper - where is that dang node anyways - this has been an issue since day 1 and yet not fixed
3. mob trains - they still happening even after so called fix. Griefing in the game will never allow the game to be a success. This issue was fixed in all other major games - why can't you fix it?
4. Goes with 3 - death looters. need to lock loot for a period after death so we can retrieve n discourage looting. If not in PVP mode, why is our death loot available anyways
Re: Weekly Feedback - 01/20/2025
Top 3-5 Most Important Bugs:
1. People training mobs onto groups easily
2. Quests that appear to be bugged like quick teddy not spawning (sat around for over an hour even at night and no spawn) A few others that are received early.
Top 3-5 Most Important Feedback Topics:
1. Hunting feels very weird as a mechanic at the moment as its not easily understood how it works IMO. Would prefer a typical skin defeated mob thing that perhaps only procs x% of the time. Or use special weapon to hunt.
2. Some gathering nodes around starter level are too high for anyone to get anything interesting. Feels bad to be like ok let me mine and you see all the shiny but got to go a some boring static cluster of basic rocks. Let the starting gathering levels be able to mine or gather more type of nodes even if it means it has a failure rate with it.
3. Please put more tools in to stop mob training on groups, you made mobs challenging, now solo players can very easily wipe groups by simply pulling a few extra mobs and running them into groups. Maybe create a skill or item that is literally a flag that a group can place down and it creates maybe something similar to the caravan mechanic you have. Its a clearly defined zone, higher tiers have larger radius or maybe some perks, any player that enters that is not part of the group gets a warning that they will become flagged in 15 seconds to that group for pvp. Also for players of that group they can only agro and damage mobs that spawn within the radius and anything pulled into that circle has to meet some other criteria before it can be attacked. Simply put, give a tool that lets the group decide to pvp any player that wants to train mobs but also make it a pain to even try if at all possible to train mobs.
4. I am sure more is planned but would prefer there to be more to a lot of the grind spots such as events, or extremely difficult to clear areas that lead to better grinding spots and bosses. Just need something more to the grind than kill respawns for 50 hours.
1. People training mobs onto groups easily
2. Quests that appear to be bugged like quick teddy not spawning (sat around for over an hour even at night and no spawn) A few others that are received early.
Top 3-5 Most Important Feedback Topics:
1. Hunting feels very weird as a mechanic at the moment as its not easily understood how it works IMO. Would prefer a typical skin defeated mob thing that perhaps only procs x% of the time. Or use special weapon to hunt.
2. Some gathering nodes around starter level are too high for anyone to get anything interesting. Feels bad to be like ok let me mine and you see all the shiny but got to go a some boring static cluster of basic rocks. Let the starting gathering levels be able to mine or gather more type of nodes even if it means it has a failure rate with it.
3. Please put more tools in to stop mob training on groups, you made mobs challenging, now solo players can very easily wipe groups by simply pulling a few extra mobs and running them into groups. Maybe create a skill or item that is literally a flag that a group can place down and it creates maybe something similar to the caravan mechanic you have. Its a clearly defined zone, higher tiers have larger radius or maybe some perks, any player that enters that is not part of the group gets a warning that they will become flagged in 15 seconds to that group for pvp. Also for players of that group they can only agro and damage mobs that spawn within the radius and anything pulled into that circle has to meet some other criteria before it can be attacked. Simply put, give a tool that lets the group decide to pvp any player that wants to train mobs but also make it a pain to even try if at all possible to train mobs.
4. I am sure more is planned but would prefer there to be more to a lot of the grind spots such as events, or extremely difficult to clear areas that lead to better grinding spots and bosses. Just need something more to the grind than kill respawns for 50 hours.
1