Best Of
Re: Want PvX gathering? This is how you do it.
I was kinda on board with the suggestion until that last paragraph. Just sounds like you want a corruptionless robbery there.
Just another way to incorporate the risk/reward aspect. You can easily only make this for legendary or ignore it completely. But the other 2/3rds of the post I am more on board with.
1
Alpha Two Update Notes 0.15.1 - Wednesday, August 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
ALPHA TWO UPDATE NOTES 0.15.1 - WEDNESDAY, AUGUST 27, 2025
ALPHA TWO UPDATE NOTES 0.15.1 - WEDNESDAY, AUGUST 27, 2025
- Fixed a bug that was causing some people to crash when loading into the game
- Some mount and costume cosmetic items are being sent to characters. If you have these on your account, check your mailbox after today’s update. See here for a list of mount and costume cosmetics that are ready for testing
- Recipes are no longer bound to characters. These are intended to be tradable
- Some adventure XP consumable scrolls were giving too much bonus experience, and these have been fixed
- The Old Stones quest has been fixed, and the interact needed for this quest can now be reached by characters
- Commodity Prices window no longer shows 0 as the sell price for the Commodity prices in all Settlements
- Granite Grinding Stone vendor sell prices have been fixed
- Beta Hauler C3-82 enemy has had its loot drop table adjusted
Roshen
3
Game Design Issues
Played Alpha 2.3 yesterday a good amount. Here are some issues and/or questionable decisions I have with the game design direction presented:
a) Why is the game being pushed to a hyper grindy survival craft co-op? Pax Dei was a complete joke and that's the direction this game is being pushed towards. Why? Why make the game for a tiny niche player type block? The game design choices are alienating the bulk of mmo players.
b) Why is the vision of the game shifting so drastically in what's presented to testers? Is the current grindy survival Pax Dei crafting vibe game implemented just for testing to give us something to log hours doing or is this your new intended direction for the live game?
c) Why remove adventuring / combat loot when the bulk of the players play mmo's for group oriented combat activities? You're killing your own player base and game health. This is not viable for a mmo.
d) "Crafters make the best shit" has morphed into crafters make the only gear available in the mmo to do combat with. How did this garbage get past the drawing board? Honestly, how do you expect to grow an mmo without loot worth doing combat activities for that excite players to log in and do? How is this a viable live game launch model in your eyes as a dev team? Oh boy, I'm excited to log in and get schematics as loot that are BOUND, and I'm not a crafter. Sweet loot, 100% jacked to get a piece of paper the only thing I can do with is vendor for a pittance.
e) Why are Processing costs completely absurd? This devalues gathering mat values as processing is a major cost sink. Processing requires a metric ton of mats and high coin cost and high time cost. Ie. very few will pursue Processing because it is such a major cost, ie. markets will be flooded with gathered materials selling for very little. Lower tier/grade gathered materials will be unused except for bulk crafters power levelling because the processing costs are too exorbitant.
f) The game's direction seems to be a game designed for no one to play. The game design choices are alienating, where they should be made accessible and fun for all. If you want everyone to do the survival crafting loop don't make it insanely cost prohibitive to do.
g) This is the second phase in a row where combat player loot has been crippled and now removed nearly entirely. Unless you want to play this game with the only seven other players on the server fix combat loot. This is a dead game design without loot worth player time to pursue. If you think building a survival crafting game is going to sell well, why wouldn't players actually just go play true survival games. Hell, New World's is light years ahead. What is the vision for this game now? Its going off the rails in what is presented to testers.
Feedback suggestions that are simple:
1) Restore gear drop rates to Alpha 2 phase. Feeding crafters and starving combat enjoyers makes for a DOA game. Find a way to balance this without fucking over one side or the other as harshly as has been done the past two phases. These phases are not worth even testing for game design. This would be a non-starter for me for a live launch, I would not play these systems for gear, loot, econ as is.
2) Get rid of the first node phase where there is no storage. Advance straight to the tier where there are NPC's and storage and town board combat/artisan missions. This is the most frustrating pain point I encountered this phase. We have to keep running back to the starter towns of Sam Hope and Lionhold, etc. to bank our materials. 100% every node needs a storage and town board and repair NPC vendor at the very start. This is horrible design currently, making everyone keep returning over and over and over and over to the damn starter towns ruining the new player experience for everyone because the servers are stressed with us all in consolidated towns.
Spread the player base out by putting storage, Repair NPC, and town board missions at every node so players can immediately spread out on the server and level up nodes. Forcing everyone to do town board missions only in the starter towns pre-determines which nodes will be levelling and congests server performance issues with lag, rubber-banding, desync, etc.
3) Crafters can make the best items. There still needs to be fun and frequent drops to motivate players to play the game and do combat. Please stop listening to the selfish idiot crafters who ask for there to be no drops for combat in the game so that they can get wealthy. THE GAME WILL DIE IF YOU LISTEN TO THESE IDIOTS THAT DON'T CARE ABOUT GAME HEALTH, THEY JUST WANT TO MAKE A QUICK BUCK AND DON'T CARE IF THE GAME IS A DUMPSTER FIRE AS LONG AS THEY ARE WEALTHY IN IT.
If you only make a game for crafters, that's the only player type you will have playing your game. You don't need a massive world environment for a gathering, processing, crafting sim. Why make this massive world with no loot worth chasing for? What was your team smoking when you decided let's make a vast empty world with no drops and have everyone buy our game to play Pax Dei artisanship grind as the core game play there is?
4) Stop developing place holder garbage systems and especially economies. Work towards the actual products with sound game design loops and economy for all player types. Make artisans excited to play their loops without fucking over combat oriented mmo players that like good loot to chase and gear progression via combat activities.
If you ask someone how should I build crafting in our mmo we're developing and they respond 'fuck over the combat players and remove all of their loot'. Obviously you shouldn't listen to players that only care about their own self-interest in making money in the game at the expense of others. That this needs to even be said makes me lose respect for your dev team and faith in the direction of the game. Fix your shit. Mob grinding for glint is not a sustainable mmo model.
a) Why is the game being pushed to a hyper grindy survival craft co-op? Pax Dei was a complete joke and that's the direction this game is being pushed towards. Why? Why make the game for a tiny niche player type block? The game design choices are alienating the bulk of mmo players.
b) Why is the vision of the game shifting so drastically in what's presented to testers? Is the current grindy survival Pax Dei crafting vibe game implemented just for testing to give us something to log hours doing or is this your new intended direction for the live game?
c) Why remove adventuring / combat loot when the bulk of the players play mmo's for group oriented combat activities? You're killing your own player base and game health. This is not viable for a mmo.
d) "Crafters make the best shit" has morphed into crafters make the only gear available in the mmo to do combat with. How did this garbage get past the drawing board? Honestly, how do you expect to grow an mmo without loot worth doing combat activities for that excite players to log in and do? How is this a viable live game launch model in your eyes as a dev team? Oh boy, I'm excited to log in and get schematics as loot that are BOUND, and I'm not a crafter. Sweet loot, 100% jacked to get a piece of paper the only thing I can do with is vendor for a pittance.
e) Why are Processing costs completely absurd? This devalues gathering mat values as processing is a major cost sink. Processing requires a metric ton of mats and high coin cost and high time cost. Ie. very few will pursue Processing because it is such a major cost, ie. markets will be flooded with gathered materials selling for very little. Lower tier/grade gathered materials will be unused except for bulk crafters power levelling because the processing costs are too exorbitant.
f) The game's direction seems to be a game designed for no one to play. The game design choices are alienating, where they should be made accessible and fun for all. If you want everyone to do the survival crafting loop don't make it insanely cost prohibitive to do.
g) This is the second phase in a row where combat player loot has been crippled and now removed nearly entirely. Unless you want to play this game with the only seven other players on the server fix combat loot. This is a dead game design without loot worth player time to pursue. If you think building a survival crafting game is going to sell well, why wouldn't players actually just go play true survival games. Hell, New World's is light years ahead. What is the vision for this game now? Its going off the rails in what is presented to testers.
Feedback suggestions that are simple:
1) Restore gear drop rates to Alpha 2 phase. Feeding crafters and starving combat enjoyers makes for a DOA game. Find a way to balance this without fucking over one side or the other as harshly as has been done the past two phases. These phases are not worth even testing for game design. This would be a non-starter for me for a live launch, I would not play these systems for gear, loot, econ as is.
2) Get rid of the first node phase where there is no storage. Advance straight to the tier where there are NPC's and storage and town board combat/artisan missions. This is the most frustrating pain point I encountered this phase. We have to keep running back to the starter towns of Sam Hope and Lionhold, etc. to bank our materials. 100% every node needs a storage and town board and repair NPC vendor at the very start. This is horrible design currently, making everyone keep returning over and over and over and over to the damn starter towns ruining the new player experience for everyone because the servers are stressed with us all in consolidated towns.
Spread the player base out by putting storage, Repair NPC, and town board missions at every node so players can immediately spread out on the server and level up nodes. Forcing everyone to do town board missions only in the starter towns pre-determines which nodes will be levelling and congests server performance issues with lag, rubber-banding, desync, etc.
3) Crafters can make the best items. There still needs to be fun and frequent drops to motivate players to play the game and do combat. Please stop listening to the selfish idiot crafters who ask for there to be no drops for combat in the game so that they can get wealthy. THE GAME WILL DIE IF YOU LISTEN TO THESE IDIOTS THAT DON'T CARE ABOUT GAME HEALTH, THEY JUST WANT TO MAKE A QUICK BUCK AND DON'T CARE IF THE GAME IS A DUMPSTER FIRE AS LONG AS THEY ARE WEALTHY IN IT.
If you only make a game for crafters, that's the only player type you will have playing your game. You don't need a massive world environment for a gathering, processing, crafting sim. Why make this massive world with no loot worth chasing for? What was your team smoking when you decided let's make a vast empty world with no drops and have everyone buy our game to play Pax Dei artisanship grind as the core game play there is?
4) Stop developing place holder garbage systems and especially economies. Work towards the actual products with sound game design loops and economy for all player types. Make artisans excited to play their loops without fucking over combat oriented mmo players that like good loot to chase and gear progression via combat activities.
If you ask someone how should I build crafting in our mmo we're developing and they respond 'fuck over the combat players and remove all of their loot'. Obviously you shouldn't listen to players that only care about their own self-interest in making money in the game at the expense of others. That this needs to even be said makes me lose respect for your dev team and faith in the direction of the game. Fix your shit. Mob grinding for glint is not a sustainable mmo model.
The Removal of Additional Rarity-Based Stat Lines
I don't understand the reasoning behind this decision. Previously, it was well worth the effort to craft items up to Heroic rarity to unlock all of the item's stat lines.
This was also a good system to ensure that the effort to craft advanced rarity items wouldn't be quickly surpassed by items a couple of levels higher.
But now a level 19 Heroic bow (Tier: Adept) can be surpassed by a level 23 Common bow (Tier: Radiant). Not only does it have higher damage, but all of the additional stat lines are also better.
Doesn't this massively discourage item crafting? It's only worth the effort to craft the first item of the Tier during leveling, waiting another 10 levels without changing gear.
To be honest, I don't understand this change at all.
This was also a good system to ensure that the effort to craft advanced rarity items wouldn't be quickly surpassed by items a couple of levels higher.
But now a level 19 Heroic bow (Tier: Adept) can be surpassed by a level 23 Common bow (Tier: Radiant). Not only does it have higher damage, but all of the additional stat lines are also better.
Doesn't this massively discourage item crafting? It's only worth the effort to craft the first item of the Tier during leveling, waiting another 10 levels without changing gear.
To be honest, I don't understand this change at all.
5
Re: Linux Tips, Tweaks and Troubleshooting Thread
Anyone on PTR side, see this error message, think it has to do with WineIf it is, who gets this? Will send to Intrepid. When it happens majority of the time it is when I open the map. Before it happened seemed to have my FPS starting to drop.
What came to my eye is your Z:/ folder. I remember this folder is for Wine/Proton something like a cache folder. I installed years ago a game wrongly on this emulated drive and got some weird errors, when it is installed outside the defined prefix.
Please try to completely reinstall Ashes and be sure that you Select C:/ for your installation. Sometimes this is preselected and sometimes not.
Maybe this will fix your issues. Try it with the updated Tutorial on the first page.

got the same error today, however I believe my installation is alright
1
Re: Alpha Two Third Wave Bundle - Base Game?
Heya, purchasing the Third Wave Bundle grants you unlimited access to all testing phases.
The release version won't have a box cost, but you'll have to pay a monthly fee in order to play. The bundle includes one month of game-time which allows you to play the release version of AoC one month for free, after that you'll need an active subscription.
The release version won't have a box cost, but you'll have to pay a monthly fee in order to play. The bundle includes one month of game-time which allows you to play the release version of AoC one month for free, after that you'll need an active subscription.
Re: Server start up gear progression problem
That's what you get w/o a Principal Econ Designer, that they've been looking for FOR YEARS now.daveywavey wrote: »It's still fricking ridiculous, isn't it. I dunno who's deciding the Recipe values, but I'd like for them to stop making decisions! Hahaha
Ludullu
1



If it is, who gets this? Will send to Intrepid. When it happens majority of the time it is when I open the map. Before it happened seemed to have my FPS starting to drop.