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: [FEEDBACK] Guild Leveling
Honestly this is a super valid statement especially for small/medium guilds that don't have the capacity to just mass zerg every resources and in this particular instance glint to buy seals or packages for caravans runs. Now this could easily be helped by giving an EXP reduction per member that is within a guild, this will allow smaller guilds to actually make meaningful progress towards these guild buffs. There is no incentive to be a small guild in Ashes, sooooo many hurdles that are nearly impossible for non zerg guilds to actually get past because of the inability of the devs to actually use a braincell when determining how much Exp is to be earn, types of ways to earn it and the inability for systems to properly be implemented to support these sort of things within the game.
Going back to the topic about EXP reduction/dampening per player in a guild means that Zergs will still be able to complete these things easier because of the amount of players that they have who are gaining exp from the sources available. This would allow guilds with smaller amounts of players to have increased exp rates so that they can actually feel like they are making progress. The systems within this game so far that i have seen are leading me to believe that the devs only have 1 thing on their mind which is ZERG GUILDS. Zerg guilds are your entire player base and use need to think long and hard about actually making these systems work for everyone. Needing nearly 6k gold if you have 15 members is ridiculous compared to it split with say 50 or even 300 players. Please actually use your braincells and dont just write off everyone but Zerg guilds cause the way this exp guild system is layed out is exactly what use are doing. Also please make glint tradable + add guild banks to enable players to donate to the guild so GMS and officers can actually run these caravans more often for EXP. Without glint being able to be donated and used as a whole by the GM this system gives 0 enjoyment or actual progress for anyone but Zerg Guilds.
Cheers the Angry Australian
Going back to the topic about EXP reduction/dampening per player in a guild means that Zergs will still be able to complete these things easier because of the amount of players that they have who are gaining exp from the sources available. This would allow guilds with smaller amounts of players to have increased exp rates so that they can actually feel like they are making progress. The systems within this game so far that i have seen are leading me to believe that the devs only have 1 thing on their mind which is ZERG GUILDS. Zerg guilds are your entire player base and use need to think long and hard about actually making these systems work for everyone. Needing nearly 6k gold if you have 15 members is ridiculous compared to it split with say 50 or even 300 players. Please actually use your braincells and dont just write off everyone but Zerg guilds cause the way this exp guild system is layed out is exactly what use are doing. Also please make glint tradable + add guild banks to enable players to donate to the guild so GMS and officers can actually run these caravans more often for EXP. Without glint being able to be donated and used as a whole by the GM this system gives 0 enjoyment or actual progress for anyone but Zerg Guilds.
Cheers the Angry Australian
3
What is GPH and why should you care about it?
We have been working hard at the AOC Tank labs and have come up with the formulas required to measure GPH and identify peak sigma male candidates.
What is GPH?
Grit
Per
Hour
GPH is the measurement of not only your tanks testosterone levels, but also their wrist life expectancy.
"The candle that burns twice as bright only burns half as long" ~ Sun Zhu or some shit.
The formula is complex don't feel bad if you cannot understand this complex form of math.
Hour/ Times you use Grit = GPH
3600s = 1 hour
Peak sigma male tanks cast Grit every 9.9 seconds
That gives us 363.6363 Grit per hour.
If your tank is not pulling numbers like these dump them right away they are a beta male soy jack tank, a disgrace to all tanks.
Many Alpha male tanks want Grit's duration reduced even further so we can set the men from the boys. Sign our petition to reduce Grit's duration to 1.5 seconds so we can really measure peak sigma tanks.
What is GPH?
Grit
Per
Hour
GPH is the measurement of not only your tanks testosterone levels, but also their wrist life expectancy.
"The candle that burns twice as bright only burns half as long" ~ Sun Zhu or some shit.
The formula is complex don't feel bad if you cannot understand this complex form of math.
Hour/ Times you use Grit = GPH
3600s = 1 hour
Peak sigma male tanks cast Grit every 9.9 seconds
That gives us 363.6363 Grit per hour.
If your tank is not pulling numbers like these dump them right away they are a beta male soy jack tank, a disgrace to all tanks.
Many Alpha male tanks want Grit's duration reduced even further so we can set the men from the boys. Sign our petition to reduce Grit's duration to 1.5 seconds so we can really measure peak sigma tanks.

1
Re: [FEEDBACK] Guild Leveling
Yes this is Geard towards zerg Guilds that have the ppl and resources to lvl there guild the small guilds get the shaft hope it gets reworked
Re: [FEEDBACK] Guild Leveling
It should be anything you do to get XP also gives some guild XP just as crafting gives you some regular XP... at the very least.
1
[FEEDBACK] Guild Leveling

So can we talk about the Guild Leveling system for a minute? Guild progression being locked behind caravans and 5765 gold worth of glint for Guild Seals for ONE LEVEL is absolutely insane. I think there needs to be a better way or more avenues in place to accumulate experience for the entirety the guild. Asking 1 person to shill out 5 gold (in glint no less) for a commodity crate doesn't seem practical or fair of me to ask of someone. If everyone in the guild could ALL pool together their glint, the financial blow would be severely lessened. OR maybe for those individuals that prefer not to run caravans there could be a system in place that a small portion of experience earned while in a group with fellow guild mates could be contributed toward guild experience? I'm sure there are plenty of ways this system could be improved upon but the product we have in our hands right now needs some definitive tweaking. 5.7 Million experience if adequately portioned out in a fair way for an entire guild would not be difficult to attain in any way shape or form but currently, there are WAY too many systems locked behind glint.
Re: Tanking has no incentives, only detriments to the player
Agree with the topic starter. Playing as a tank you must have nerves of steel. After 3 hours of open world dungeon i feel like i want to smash someone's face with a hammer
Re: Ashes of Creation – More Fantasy, Please! 🌟✨
I mean... you are describing Biomes and seasons of Weather that are in the design but have not been introduced to Alpha 2 yet.
More biomes and weather alone don’t necessarily create a true fantasy feel. That’s why I mentioned (a few) additional elements - an immersive fantasy world needs more than just landscapes; it’s about how everything comes together. I get that we’re in Alpha 2, but since the foundations for the final game are being set now, adding more of that magical fantasy touch early on could make a big difference.

1
An Appeal
-An Appeal-
Dear Intrepid Studio and Steven,
As we know, the target audience for Ashes of Creation is primarily people in their mid-30s to 50s. Many of us have witnessed the MMORPG genre bloom and have grown up with it, developing a certain emotional attachment. Many of us might have earned multiple Ph.D. titles, become CEOs, or perhaps the next Ronaldo or Schwarzenegger. Instead, we played for our lives. It was a completely new world, exciting and thrilling at the same time. We were young, curious, and full of energy! Sometimes playing with computers and internet connections that today we wouldn't even use to send an email, let alone play with 12-20 FPS (like Everquest, for example).
Now, we're older, much older! We no longer have the time, patience, or nerves for unnecessary torment. Many of us have children and face a tough work routine. The little time we have left, we want to use to escape from everyday life as carefree and relaxed as possible. We want to immerse ourselves in foreign worlds, experience adventures, and have a good time with friends or alone.
Back then, we lost ourselves in such games, not necessarily because they were so great, but because they were new and exciting. Looking back, they weren't always good. But they were the best we had, and our tolerance threshold was still high because of that!
With Ashes of Creation, I increasingly get the feeling that you want to copy the nostalgic experience of the past, including the uncomfortable and unfun features. A game should primarily be fun and not replace my life! I don't want to grind or farm for 10 hours to brew 5 healing potions. Or be constantly punished. I want the game to respect my time and offer me quality of life features. How nice was it, for example, when we could look up something on the internet, or when add-ons first appeared that saved me time dealing with unnecessary things. There are certainly some that ruin the gaming experience and offer no comfort, like DPS meters.
I don't want to feel like I'm running to my corpse for 15 minutes, dying again on the way, and ultimately losing my items because a wolf chases me for 3km.
I don't want to run around with the same weapon or armor pieces for 30 hours.
I want a group finder function and fast travel (even if it's griffin towers or group teleportations that need to be crafted).
It doesn't have to be so frustrating and time-consuming. The past wasn't always better; it was just new and exciting, and we were younger. I also don't want to be slaughtered everywhere while farming or questing.
Why can't we at least gain some XP during the alpha? Or create a level 25 character with decent equipment?! Let us play! After all, we've paid for an alpha and write bug reports and test the game. Many are even sacrificing their release experience for this. You can be more accommodating here.
In the end, we want to have fun, like back then - but we don't want the frustration from back then, nor do we want to give up all quality of life features.
In this spirit, I hope that you take this to heart and seriously think about it. This also scares off new players... after all, we don't want to be lonely in this beautiful, big world.
Best regards,
An MMORPG Fan.
Dear Intrepid Studio and Steven,
As we know, the target audience for Ashes of Creation is primarily people in their mid-30s to 50s. Many of us have witnessed the MMORPG genre bloom and have grown up with it, developing a certain emotional attachment. Many of us might have earned multiple Ph.D. titles, become CEOs, or perhaps the next Ronaldo or Schwarzenegger. Instead, we played for our lives. It was a completely new world, exciting and thrilling at the same time. We were young, curious, and full of energy! Sometimes playing with computers and internet connections that today we wouldn't even use to send an email, let alone play with 12-20 FPS (like Everquest, for example).
Now, we're older, much older! We no longer have the time, patience, or nerves for unnecessary torment. Many of us have children and face a tough work routine. The little time we have left, we want to use to escape from everyday life as carefree and relaxed as possible. We want to immerse ourselves in foreign worlds, experience adventures, and have a good time with friends or alone.
Back then, we lost ourselves in such games, not necessarily because they were so great, but because they were new and exciting. Looking back, they weren't always good. But they were the best we had, and our tolerance threshold was still high because of that!
With Ashes of Creation, I increasingly get the feeling that you want to copy the nostalgic experience of the past, including the uncomfortable and unfun features. A game should primarily be fun and not replace my life! I don't want to grind or farm for 10 hours to brew 5 healing potions. Or be constantly punished. I want the game to respect my time and offer me quality of life features. How nice was it, for example, when we could look up something on the internet, or when add-ons first appeared that saved me time dealing with unnecessary things. There are certainly some that ruin the gaming experience and offer no comfort, like DPS meters.
I don't want to feel like I'm running to my corpse for 15 minutes, dying again on the way, and ultimately losing my items because a wolf chases me for 3km.
I don't want to run around with the same weapon or armor pieces for 30 hours.
I want a group finder function and fast travel (even if it's griffin towers or group teleportations that need to be crafted).
It doesn't have to be so frustrating and time-consuming. The past wasn't always better; it was just new and exciting, and we were younger. I also don't want to be slaughtered everywhere while farming or questing.
Why can't we at least gain some XP during the alpha? Or create a level 25 character with decent equipment?! Let us play! After all, we've paid for an alpha and write bug reports and test the game. Many are even sacrificing their release experience for this. You can be more accommodating here.
In the end, we want to have fun, like back then - but we don't want the frustration from back then, nor do we want to give up all quality of life features.
In this spirit, I hope that you take this to heart and seriously think about it. This also scares off new players... after all, we don't want to be lonely in this beautiful, big world.
Best regards,
An MMORPG Fan.
2
Re: [NA] Overlord | Hardcore | Organized PvX | Server First | Alpha/Beta Required - 350+ in A2
Tons of experience in Overlord, In the alpha testing and MMO's in general. Great people in all aspects of the game. Wouldn't want to be anywhere else.
2