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: Resource Respawn Issue: Broken Balance and Game Economy
Yeah, static respawn locations, and static timers. This is NOTHING like what was promised in the design discussions. I would imagine this is a placeholder of a placeholder atm.
Re: No Zinc or Copper anywhere
I was able to get copper and ruby in addition to basalt as a rare chance. Not sure if this was put in place as a stop gap or actually intended.
Lack of soft and hard stat caps is killing the pvp - stat stacking, gear rarity, enchanting & buffs
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: High quality AoC memes
I need a bot to autoreply this to all these threads. I'm getting so triggered by the concern-trolling. They take up so much energy just to answer fake concerns about Ashes's potential future popularity, raised by people who themselves will never like what Ashes is going to be, just to give them a pretext to suggest knocking over Ashes's pillars.Arya_Yeshe wrote: »Tired of weekly concern threads and then I go read it and I get flabbergasted about how devoid of reason and relevancy their concerns are
Re: Economy in Ashes (Solving MMORPG Inflation)
Gear should be fixable only x amount of time before it permanently breaks. Mounts should have maximum number of deaths, before they permanently die. Gatherable resource rates should be adjusted upwards to compensate. There is no MMORPG inflation problem anymore.
Re: How to fix the EXTREME server drop off we are experiencing.
It's my bad for equating the two, but that first one is what I'm talking about. Push newbies towards guilds, while guilds themselves benefit from it as well. Newbies get to learn the game in a community, while guilds want to provide that community cause it's beneficial for them as well.I would have to assume there is a system, mechanic or some such other than a mentor program that encourages guilds to hunt new players out to see if they would like to join. I don't see it as a direct result of a mentor system.
That's what I want from the mentor system.
I agree that a system that accomplishes this would be great, I just don't know what that system looks like.
To me, if EQ2 players were doing this before the game had a mentor system, and Archeage players were never doing this despite having one, it isn't the mentor system you need to look at.
Perhaps it is more to do with the over all player culture than any one system - though right now, I really don't know.
Edit; thinking on this some more, I think it comes down to basic respect - but respect that the game shows it's players.
EQ2 treated it's players with a level of respect, and it's players treated each other with a level of respect as a result. Archeage never treated it's players with any respect.
I don't see a lot of respect for players in Ashes so far.

1
Re: How to fix the EXTREME server drop off we are experiencing.
The thing is that I'm talking about the very lowest beginner levels of social gaming skill.
"The ability to understand your role, communicate, and have enough control over your emotions to reach a small goal after a setback."
Many veterans think of those who lack these things as 'weak people who should be weeded out' (not saying you do, since your 'weed out the weak or at least don't reward them' is much more sensibly targeted), and this causes issues, or rather, it would...
If most of those players weren't out there frothing at the mouth and ragequitting over pings in Pred/SMITE/LoL.
It's a skill one has to learn (not everyone does) when under frustrating pressure, and it's a skill that is actually easier to learn in MOBAs because you don't have to deal with the fallout of 'losing your temper at your team and it making things awkward for a week for you to even log into the game'.
Sure, there's the bad side to this, that some people 'never learn and get to keep being terrible at it' if the game doesn't penalize them (i.e. the thing that serious devs are referring to when they talk about managing toxicity) but in short, yeah...
NOOB level teamwork and emotional control in groups with unknowns/strangers used to be an MMO thing, now it's a Battle Arena Shooter/MOBA thing ('tactical' shooters less so because sometimes the low TTK means that a single player can absolutely stomp an entire enemy team).
The thing is that it actually isn't that well known/understood outside of studios that make these games simply because the 'average rando' doesn't ever 'finish the Teamwork 101 course' in MMORPGs now.
"YouTube the fight to know what you should do, assume everyone else did that too, yell at/kick whoever didn't, requeue."
The most popular MMORPGs right now don't even require you to clear anything that would ask for a 'passing grade' in that 'class' to actually do most of their content. So you get this weird split of 'people who don't have those skills' and 'people who have them, but didn't get them from MMOs and therefore probably enter the MMO with a gaming friend group who they know also has them'.
It's really rough on designers right now because of this. Those who like challenge don't come to MMOs to make new friends to face challenges with, and those who 'like MMOs' don't necessarily like challenges.
"The ability to understand your role, communicate, and have enough control over your emotions to reach a small goal after a setback."
Many veterans think of those who lack these things as 'weak people who should be weeded out' (not saying you do, since your 'weed out the weak or at least don't reward them' is much more sensibly targeted), and this causes issues, or rather, it would...
If most of those players weren't out there frothing at the mouth and ragequitting over pings in Pred/SMITE/LoL.
It's a skill one has to learn (not everyone does) when under frustrating pressure, and it's a skill that is actually easier to learn in MOBAs because you don't have to deal with the fallout of 'losing your temper at your team and it making things awkward for a week for you to even log into the game'.
Sure, there's the bad side to this, that some people 'never learn and get to keep being terrible at it' if the game doesn't penalize them (i.e. the thing that serious devs are referring to when they talk about managing toxicity) but in short, yeah...
NOOB level teamwork and emotional control in groups with unknowns/strangers used to be an MMO thing, now it's a Battle Arena Shooter/MOBA thing ('tactical' shooters less so because sometimes the low TTK means that a single player can absolutely stomp an entire enemy team).
The thing is that it actually isn't that well known/understood outside of studios that make these games simply because the 'average rando' doesn't ever 'finish the Teamwork 101 course' in MMORPGs now.
"YouTube the fight to know what you should do, assume everyone else did that too, yell at/kick whoever didn't, requeue."
The most popular MMORPGs right now don't even require you to clear anything that would ask for a 'passing grade' in that 'class' to actually do most of their content. So you get this weird split of 'people who don't have those skills' and 'people who have them, but didn't get them from MMOs and therefore probably enter the MMO with a gaming friend group who they know also has them'.
It's really rough on designers right now because of this. Those who like challenge don't come to MMOs to make new friends to face challenges with, and those who 'like MMOs' don't necessarily like challenges.

1
Broken Quests As I Come Across Them
Proper Burial cannot be completed and does not grant rewards even when you accept the rewards from the quest completion screen




2