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: PVP Jumping
The forum cop Noaani using yet another bad faith argument. He said it looks bad, not that he doesn't want people to have fun. There are people that enjoy immersion and find the popcorn battles immersion breaking.
I too enjoyed this toy when I was 1.

I too enjoyed this toy when I was 1.

4
Re: Node Level Confusion.
@ELWOW
You're always welcome to your opinion, but I think there may be a few misunderstandings about what I’m saying.
There are already starting zones—Lion’s Hold, the Anvils (coming soon), and more. These areas act as static, low-level nodes. They’re not very large, but they’re enough to get players to the point where they can handle level 10 mobs near the roads in active nodes.
I don't think that most goblins would just remain goblins and scale up in level. The design was that goblins would be replaced by stronger enemies—like trolls or ogres—as nodes level up. This was part of the original design intent. If you’re curious, I recommend watching the two videos from the “Four-Part Node Series.”
To my knowledge no one is asking for level 50 ravens one-shotting players in town. The intended idea is that stronger mobs would appear the farther you venture from roads and towns. And honestly, regular overworld mobs aren’t even the central concern—they could stay low-level near towns and roads. What matters more is that points of interest (POIs) and Underrealm content scale appropriately. Keeping overworld mobs low-level around major travel paths would actually be a good thing—it helps low-level players progress and settle in any node.
When I bring up a "player-driven world," it’s not meant as a debating point—it is the core selling point of this game. There are plenty of more complete MMORPGs without player-driven worlds already on the market. What sets Ashes of Creation apart is that promise. Without it, Ashes risks becoming just another forgettable Kickstarter MMO.
You're always welcome to your opinion, but I think there may be a few misunderstandings about what I’m saying.
There are already starting zones—Lion’s Hold, the Anvils (coming soon), and more. These areas act as static, low-level nodes. They’re not very large, but they’re enough to get players to the point where they can handle level 10 mobs near the roads in active nodes.
I don't think that most goblins would just remain goblins and scale up in level. The design was that goblins would be replaced by stronger enemies—like trolls or ogres—as nodes level up. This was part of the original design intent. If you’re curious, I recommend watching the two videos from the “Four-Part Node Series.”
To my knowledge no one is asking for level 50 ravens one-shotting players in town. The intended idea is that stronger mobs would appear the farther you venture from roads and towns. And honestly, regular overworld mobs aren’t even the central concern—they could stay low-level near towns and roads. What matters more is that points of interest (POIs) and Underrealm content scale appropriately. Keeping overworld mobs low-level around major travel paths would actually be a good thing—it helps low-level players progress and settle in any node.
When I bring up a "player-driven world," it’s not meant as a debating point—it is the core selling point of this game. There are plenty of more complete MMORPGs without player-driven worlds already on the market. What sets Ashes of Creation apart is that promise. Without it, Ashes risks becoming just another forgettable Kickstarter MMO.
Vhaeyne
4
Re: Node Level Confusion.
This is the big issue with open development. You have the overall plan on the wiki that defines a general outline of the endstate of all these systems. Then these dev streams come out and the dev might misspeak or not completely understand what the end state should be. Leading to needless confusion.
One of my major complaints is the information flow from the devs to the testers. Any shifts in design should be communicated, that's if we were actual testers. In truth we're just early adopters.
I hope there won't be any permanent level 50 zones or any static zones really, just the starting areas need to be static to get the players to 10, then they venture out. That would be a big shift on the planned design. Maybe they could be doing this to make it a contested area to build a Node? I don't see this being needed and completely against the planned design.
One of my major complaints is the information flow from the devs to the testers. Any shifts in design should be communicated, that's if we were actual testers. In truth we're just early adopters.
I hope there won't be any permanent level 50 zones or any static zones really, just the starting areas need to be static to get the players to 10, then they venture out. That would be a big shift on the planned design. Maybe they could be doing this to make it a contested area to build a Node? I don't see this being needed and completely against the planned design.
4
Re: How much does the quality of the game drop
I don't think you're understanding my posts
The problem isn't that we're testing, it's that they forget that we're primarily players anyway
So if we were employees it would look like you live in Florida but from this day forward you have to work in the NewYork office come as you please it's not the company's problem or leave in general.
So it's easier for them to offend and chase away 60% of all players in order to increase online on one server by 10%.
They don't think about their users (maybe only at this stage but it's a fact:)).
There's nothing stopping them from keeping those servers and doing a sale promotion in the right region.
The problem isn't that we're testing, it's that they forget that we're primarily players anyway
So if we were employees it would look like you live in Florida but from this day forward you have to work in the NewYork office come as you please it's not the company's problem or leave in general.
So it's easier for them to offend and chase away 60% of all players in order to increase online on one server by 10%.
They don't think about their users (maybe only at this stage but it's a fact:)).
There's nothing stopping them from keeping those servers and doing a sale promotion in the right region.
1
Make PvP Viable
Starting from P2 we mostly had PvP in form of caravans PvP to fight over Gold basically, which was fine although from someone who played AA I still wish they would just copy paste that system, currently with flagging on a caravan event let alone 10 is just way worse than force flagging and ganking those caravans esp when you summon your own caravan in order to claim the goods it becomes very messy with people flagging wrong and be in 15 events which some you might be attacker and defender, I honestly don't see the point of an extra system rather then just force flagging and killing it. While you will go corrupt for it, which is the next problem. (not even considering outsiders or people flagging your side in order to crowbar the goods so no one can have it, like wtf is that?)
In this game when going corrupt you will lose your gear and eventually this will be regulated with the Blight system where you can kill some people before losing your gear which will always be the cutoff point. As soon you risk losing your gear you cannot kill someone anymore, you just wont and this is not a good thing. Going back to AA where you would face jail time aka real time you wont be able to play which people would mind less than losing their gear however you faced punishment so people would't go out just killing people for no reason. In addition you faced a jury which was just a bonus to get some player interaction where you could slightly rp and or decide the verdict of people which some had good or bad reputation, just a bonus addition towards the jail system. I rather sit in jail for 2 hours and do manual labour task then losing an item which i farmed for (lets be real, couple days) while it does desensitise to just randomly murder people.
Going back to caravans you also have no real downside to attack someones caravan which would be the case if you just need to force flag. I don't know about you guys but in P2 we murdered so many caravans Steven didn't even showed us the statistics in EU, there was no reason not to and I think that's lame, there should be some "risk and reward" to it. There was also big problem with caravans where a lot of battles became "throw your body against it " battles. With so many embersprings around you could just respawn with spawn protection and go to the caravan and hit it til it was dead (which is significantly harder now in P2.5 tbf). Next point would be embersprings and respawn time, in current game I do think there are too many embersprings which makes killing someone less impactful, when fighting someone in lets say in Jundrak over the hawk bow or daggers where you always could be back than less than 5 minutes (daggers even 1 Minute) that also goes for every POI or almost everywhere developed zone in the game which I saw mainly in P2 due to caravan pvp which happened everywhere.
Going to P2.5 where gold doesn't matter due to no goldsinks and broken economy you fight over named mobs which you cant because how the corruption system works, so you have to dps race which is just lame. In Jundrak til recently we could do that which actually was pretty fun, we fought over the named mobs in order to obtain the kill and hopefully the loot (which made the tedious grind at least fun), which was a good thing you fought over a limited resource which is what Steven wants (at least he said that) and a lot of the core Playerbase. I'm not advocating to make everything lawless or something but pvping should be viable, be it some lawless POI or some lawless zones with good resources or make a viable corruption system because the risk of losing your gear is not viable and never will be.
Right now the pvp system is inferior across the board compared what we had in AA and without some major changes I don't see it being better in the future
In this game when going corrupt you will lose your gear and eventually this will be regulated with the Blight system where you can kill some people before losing your gear which will always be the cutoff point. As soon you risk losing your gear you cannot kill someone anymore, you just wont and this is not a good thing. Going back to AA where you would face jail time aka real time you wont be able to play which people would mind less than losing their gear however you faced punishment so people would't go out just killing people for no reason. In addition you faced a jury which was just a bonus to get some player interaction where you could slightly rp and or decide the verdict of people which some had good or bad reputation, just a bonus addition towards the jail system. I rather sit in jail for 2 hours and do manual labour task then losing an item which i farmed for (lets be real, couple days) while it does desensitise to just randomly murder people.
Going back to caravans you also have no real downside to attack someones caravan which would be the case if you just need to force flag. I don't know about you guys but in P2 we murdered so many caravans Steven didn't even showed us the statistics in EU, there was no reason not to and I think that's lame, there should be some "risk and reward" to it. There was also big problem with caravans where a lot of battles became "throw your body against it " battles. With so many embersprings around you could just respawn with spawn protection and go to the caravan and hit it til it was dead (which is significantly harder now in P2.5 tbf). Next point would be embersprings and respawn time, in current game I do think there are too many embersprings which makes killing someone less impactful, when fighting someone in lets say in Jundrak over the hawk bow or daggers where you always could be back than less than 5 minutes (daggers even 1 Minute) that also goes for every POI or almost everywhere developed zone in the game which I saw mainly in P2 due to caravan pvp which happened everywhere.
Going to P2.5 where gold doesn't matter due to no goldsinks and broken economy you fight over named mobs which you cant because how the corruption system works, so you have to dps race which is just lame. In Jundrak til recently we could do that which actually was pretty fun, we fought over the named mobs in order to obtain the kill and hopefully the loot (which made the tedious grind at least fun), which was a good thing you fought over a limited resource which is what Steven wants (at least he said that) and a lot of the core Playerbase. I'm not advocating to make everything lawless or something but pvping should be viable, be it some lawless POI or some lawless zones with good resources or make a viable corruption system because the risk of losing your gear is not viable and never will be.
Right now the pvp system is inferior across the board compared what we had in AA and without some major changes I don't see it being better in the future
2
Re: Steven, Please Rethink “Not for Everyone”
What barriers did BG3 have to knock down? Isn't it just a slightly more shallow Dragon Age: Origins, with flirtier characters added to make it more marketable?
->
That seems awfully reductive. The essence of Ashes's niche is defined by more more than PvP balance.
C'mon...
Azherae
1
I made a song
Hey gang, its been a long time. I am back I think. Anyway, I been messing around with music, and made one about Ashes. Have a listen and tell me what you think?
https://www.youtube.com/watch?v=e8aadX3X1bU
https://www.youtube.com/watch?v=e8aadX3X1bU
granthor
1
Re: [Fan Art] game-inspired paintings
Py'rai Learning how to summon , using Ashes on Ritual Altar 

Sajrajt
1

https://www.youtube.com/watch?v=FdOHR5T8KDk