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: How to fix the EXTREME server drop off we are experiencing.
As one of those in the "left behind" group, even I don't agree with that one, sorry.
They just need to ease party restrictions so you can still play with your friends of any level and not be punished for it.
They just need to ease party restrictions so you can still play with your friends of any level and not be punished for it.

11
Re: How to fix the EXTREME server drop off we are experiencing.
I don't like the idea of locking independent progression behind the progress of the server population.
I would rather have a brutal leveling curve to struggle against than 4-6k people acting like anchors that slow me down.
I personally, don't see the issue though. I have group and solo grinded hard on different characters and there are trade offs. Group is faster xp most of the time, but less drops. Solo can be slower xp, but you get all the drops.
I think if I wanted to make an alt I would not have a problem capping.
I would rather have a brutal leveling curve to struggle against than 4-6k people acting like anchors that slow me down.
I personally, don't see the issue though. I have group and solo grinded hard on different characters and there are trade offs. Group is faster xp most of the time, but less drops. Solo can be slower xp, but you get all the drops.
I think if I wanted to make an alt I would not have a problem capping.

2
Re: Designing the Rogue to be less about stealth
i can tell op got owned too often by rogues in wow
Re: Gathering Rarity
Having tried to piece together the formulas myself it is cool to see someone have better luck in deciphering the Gathering logic- specifically the intention behind the dual roll system.
Thanks for the awesome resource!
Thanks for the awesome resource!
Re: Grinding Spots
I second this idea points of interest should be pvp flagged. I am so sick and tired of the only thing I can do to compete for a mob spawn is go red. Its even worse when I am trying to farm something in my node an there is a non citizen in my way that I cant do anything about but go red.
Re: Major Graphic Upgrade Needed.
Once again "graphics" is equated to "style". Those are not the same thing.1970merlin wrote: »I think is needs to be more colorful and have more style.
Indeed.
One of my pet peeves is people not knowing what it is they are complaining about.
Ashes has a specific feel to the art style. The world itself has a kind of gritty realism to it. This is the style Intrepid were aiming for, and the quality of the graphics within that style are actually really quite good.
That specific style may not be to everyones taste, but that is no different to how WoW's graphic style isn't to everyones taste, or Breath of the Wild had a graphic style that wasn't to everyones taste.

3
Re: How to fix the EXTREME server drop off we are experiencing.
Seems like a great time to test out the Mentor program 


6
Re: Major Graphic Upgrade Needed.
Maybe upgrade your machine so you can play on better graphics settings. My game looks beautiful 

Re: Grinding Spots
Best places will be contested but I am hoping there will be plenty of locations by virtue of quite expansive lands. Want the best location, you will have to compete. Want a peaceful existence, go live in the country side or side with a strong guild!
2
Re: Death mechanics improvement suggestions
I personally feel like the death penalty, specifically to gatherers, is in a poor state. I understand the idea that it would be considered too harsh if you dropped gear every time you died, but lets look at a common scenario.
Player 1 (lets use a level 15 mage as an example) goes out and spends 4 straight hours as part of a group farming a PoI camp. During this time they get massive xp (we can say about 1.5 levels), quite a hefty stack of glint (lets say 20 bright worth), a handful of droppings and emblems, and one or two pieces of gear. The group was well set up for where they were farming and other than the occasional death of the tank, no one else died. Eventually the group breaks up and on the way back to town Player 1 gets killed because they did not see that 3 star level 20 standing behind a tree. When they die, they have a minor xp debt, dont drop any of their gear or looted gear, they lose half the droppings and emblems and 10 bright glint. They get back to their ash pile and recover half of the droppings, emblems and glint that they had lost.
Player 2 (again lets use a level 15 mage) spends 4 hours looking for gatherables. We can even limit this and say they are just looking for one profession and not make it lumberjacking for willow or mining for copper, lets say they are an herbalist and looking for bluebells. In those 3 hours they were able to gather 596 Daffodil, 744 Snowdrop, 212 Flax, 138 Moonbell, and 116 Bluebell, all of various rarities, and get a smidgen of leveling xp and some decent gathering xp. During their journey back to town they also die, they have the same minor xp debt, and lose half of all their gatherable resources. Supposing they get lucky and are able to make it back to their ash pile before anyone else they are able to recover half of what they dropped or a full hour's worth of gathering. This is compounded by the various resource rarity since these dont stack with each other this gives a different stack that is reduced by half. So if our player had managed to get say 20 legendary bluebell then die they lose 10 and if they can recover their ash pile they get 5 back.
This seems incredibly one sided and intentionally detrimental for gatherers. Like I said I understand not wanting to have a system where you can lose your equipped gear but the current system is overly punishing for gatherers. I would like to see it where you only drop glint along with all of the changes proposed by the original poster. I also think there should be some form of mitigation (reduced durability loss, reduced xp debt, increased glint rewards), for tanks when they are in a group as they are the most likely to hold agro, get beaten on the most, and often are the ones to die.
Player 1 (lets use a level 15 mage as an example) goes out and spends 4 straight hours as part of a group farming a PoI camp. During this time they get massive xp (we can say about 1.5 levels), quite a hefty stack of glint (lets say 20 bright worth), a handful of droppings and emblems, and one or two pieces of gear. The group was well set up for where they were farming and other than the occasional death of the tank, no one else died. Eventually the group breaks up and on the way back to town Player 1 gets killed because they did not see that 3 star level 20 standing behind a tree. When they die, they have a minor xp debt, dont drop any of their gear or looted gear, they lose half the droppings and emblems and 10 bright glint. They get back to their ash pile and recover half of the droppings, emblems and glint that they had lost.
Player 2 (again lets use a level 15 mage) spends 4 hours looking for gatherables. We can even limit this and say they are just looking for one profession and not make it lumberjacking for willow or mining for copper, lets say they are an herbalist and looking for bluebells. In those 3 hours they were able to gather 596 Daffodil, 744 Snowdrop, 212 Flax, 138 Moonbell, and 116 Bluebell, all of various rarities, and get a smidgen of leveling xp and some decent gathering xp. During their journey back to town they also die, they have the same minor xp debt, and lose half of all their gatherable resources. Supposing they get lucky and are able to make it back to their ash pile before anyone else they are able to recover half of what they dropped or a full hour's worth of gathering. This is compounded by the various resource rarity since these dont stack with each other this gives a different stack that is reduced by half. So if our player had managed to get say 20 legendary bluebell then die they lose 10 and if they can recover their ash pile they get 5 back.
This seems incredibly one sided and intentionally detrimental for gatherers. Like I said I understand not wanting to have a system where you can lose your equipped gear but the current system is overly punishing for gatherers. I would like to see it where you only drop glint along with all of the changes proposed by the original poster. I also think there should be some form of mitigation (reduced durability loss, reduced xp debt, increased glint rewards), for tanks when they are in a group as they are the most likely to hold agro, get beaten on the most, and often are the ones to die.

2