Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Linux Tips, Tweaks and Troubleshooting Thread
It seems Proton EasyAntiCheat Runtime is unnecessary.
Follow the previous instructions for running the launcher with Bottles/Lutris and AOCClient.exe with Steam using Proton Experimental.
I'm just using the old launch options for AOCClient.exe:
eval $(%command% LauncherTetherPort=$(ss -ulpn | grep wineserv | awk '{split($4, a , ":"); print a[2]}' ) -NOSPLASH -USEEOS=0)
1
Re: Splinter Topic: 'RP-Frames' (mostly about quests/oneshots)
I'd expect Ashes, given Steven's style, to make some 'black sun cult' if that happened and they wanted to do this type of thing.
@Ludullu - obviously the answer is different for each situation, but in this case the Black Sun RP-frame is most fun for us because it isn't deep narrative, and it can therefore incorporate a lot of theories.
Since Throne and Liberty already has their equivalent of a 'Black Sun cult', as well as at least 4 other groups that could theoretically be at least tangentially involved, it is a situation where adding a 'canon solution' from the Developer side is not necessary or strong positive for us.
It wouldn't hurt too much though, especially if it 'adds a whole new group or something'. That comes down to RP style though. There are RP-ers who would 'take the reins' and absolutely canon-ize their 'ending/conclusion' and then be thrown off by a Dev-provided one (e.g. Armored Core 6 ending), and others who just 'allow the world to keep mystery' (think moreso Elden Ring lore).
I'd say the good thing for a really fleshed out MMORPG is that it can split those things into 'Quests and Main Story' and 'Environmental Storytelling' for the most part, because I believe personally that Roleplayers tend to roughly split themselves across those lines. I don't have enough data though, because I don't spend a lot of time with 'Quest Driven' type Roleplayers outside of TTRPGs and Neverwinter.
tl;dr for me personally, I prefer that, and TL therefore works for me because I can skip the 'very directed' quests they give me until I encounter them entirely naturally as part of my own RP, which massively increases my appreciation for them.
On the other side they put in at least FF11-tier effort on the world dynamics (and they've reassured us that we've only seen maybe half of what they have planned, TL has more than FF11 had at the equivalent stage of development).
I did the same thing in FF11, and yet I think I did most of the quests in that game eventually, with only the 'huge epics meant to make a different style of player feel good' sometimes being missed or 'just done to unlock the thing required and sorta-excluded from the RP-frame'. I think most Narrative Designers know this though, i.e. that their big epics are their stories and we player characters are moreso supporting characters (even if we often do all the heavy lifting and face-smashing).
Azherae
1
Re: Drops, quest rewards
Noblotavious wrote: »Also, drops/rewards in the game should be mostly (around 80%-90%) "bind on acquire" so they can't be sold or given to an alt. Some proportion of crafted gear should also be BOA to keep the economy moving.
Ludullu
3
Re: Tank as a Role not an Archetype
I got thrown in the drunk tank last night.
The tank is drunk and can't hold threat!
The tracks on this tank are bad
The fish tank is broken.
Okay my tank is empty someone else go.
The tank is drunk and can't hold threat!
The tracks on this tank are bad
The fish tank is broken.
Okay my tank is empty someone else go.
1
Re: Make PvP Viable
For Intrepid here, this "we" does not include everyone. Some of "us" DON'T want useless lazy dumb lawless zones.We at a minimum would like some pvp zones.
Ludullu
4
Re: Tank as a Role not an Archetype
daveywavey wrote: »
As we all know, 'this name is not for everyone'.
Hahaha, if you don't like the archetype name "Tank", then maybe this game isn't for you!
Re: Tank as a Role not an Archetype
" I'll tank your Mom!! lol "
" What's up ? Not being able to "tank" how the Game is gonna be ? "
" I see the Game is "tanking" while People still care. How is it ever gonna be great ? "
" Oh Man. If i would have known the Game would "tank" so much, i would have never bought all Cosmetic Packs since 2018 and other kind of packs. "
I wrote everything i could think of, so that Others won't have to.
" What's up ? Not being able to "tank" how the Game is gonna be ? "
" I see the Game is "tanking" while People still care. How is it ever gonna be great ? "
" Oh Man. If i would have known the Game would "tank" so much, i would have never bought all Cosmetic Packs since 2018 and other kind of packs. "
I wrote everything i could think of, so that Others won't have to.
Aszkalon
1
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
- Early levels a 3, later levels 2
How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
- They seem uneven...some quests have a lot of hoops to jump through but the reward at the end might be "meh." The rewards also do not seem to take into account the user's class. Can't wait to see the actual quest system in A3, the current placeholder is a source of frustration
In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
- There need to be drops in the game and decent quest rewards. However, the BEST equipment should almost always be player crafted. The one exception to this would be a quest reward for an epic quest, these rewards should also be among the best obtainable. Also, drops/rewards in the game should be mostly (around 80%-90%) "bind on acquire" so they can't be sold or given to an alt. Some proportion of crafted gear should also be BOA to keep the economy moving.
Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
- This depends on how good the quests are. If your writers are really creative then I would love a large proportion (>50%) of exp come from quests. If they aren't engaging or are grindy, then less than that. Also, quests should lead players to level-appropriate content, dungeons, resource/monster areas and so on.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
- Of course having an epic story backdrop where the player feels they play an active role. All MMOs say they do this but very few pull it off. LotRO did a decent job with this concept.
I really hope AoC is the first MMO to utilize AI to create player-specific, instanced quests. Imagine a player being offered a unique quest line that is not available to anyone else (except perhaps the player's party), where the player has no idea what is coming, and is never repeated exactly the same again. This sort of dynamically generated unique content would really help make the world seem "alive."
- Early levels a 3, later levels 2
How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
- They seem uneven...some quests have a lot of hoops to jump through but the reward at the end might be "meh." The rewards also do not seem to take into account the user's class. Can't wait to see the actual quest system in A3, the current placeholder is a source of frustration
In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
- There need to be drops in the game and decent quest rewards. However, the BEST equipment should almost always be player crafted. The one exception to this would be a quest reward for an epic quest, these rewards should also be among the best obtainable. Also, drops/rewards in the game should be mostly (around 80%-90%) "bind on acquire" so they can't be sold or given to an alt. Some proportion of crafted gear should also be BOA to keep the economy moving.
Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
- This depends on how good the quests are. If your writers are really creative then I would love a large proportion (>50%) of exp come from quests. If they aren't engaging or are grindy, then less than that. Also, quests should lead players to level-appropriate content, dungeons, resource/monster areas and so on.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
- Of course having an epic story backdrop where the player feels they play an active role. All MMOs say they do this but very few pull it off. LotRO did a decent job with this concept.
I really hope AoC is the first MMO to utilize AI to create player-specific, instanced quests. Imagine a player being offered a unique quest line that is not available to anyone else (except perhaps the player's party), where the player has no idea what is coming, and is never repeated exactly the same again. This sort of dynamically generated unique content would really help make the world seem "alive."


