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
CRITICAL FEEDBACK: Intrepid Please fix PvP - TTK test video demonstration
I made this video to use every time I see a more casual player in green gear, or when I see devs showcasing combat on lvl 20 gear without min-maxing the stats, enchanting and rarity - and they say its not "that bad".
It is VERY BAD.
Linking a 2 minute clip that shows why:
https://youtu.be/ly3dElck-xQ
Its currently very frustrating for testers to enjoy the alpha environment when PvP is the main point of the game currently that brings longevity after we are done with progression, I think its extremely important to focus on a deep balancing pass before Phase 3.
It is VERY BAD.
Linking a 2 minute clip that shows why:

Its currently very frustrating for testers to enjoy the alpha environment when PvP is the main point of the game currently that brings longevity after we are done with progression, I think its extremely important to focus on a deep balancing pass before Phase 3.

25
Re: Why The Game Needs Fast Travel
If content doesn't go away/change - time doesn't matter, when it comes to you experiencing said content.
Time always matters.
If it takes me 2 hours to travel to a 2 hour piece of content, and 2 hours to travel back, that is a 6 hour piece of content.
If the rewards for it are that of a 2 hour piece of content, everyone that had to travel 2 hours each way will inherently be disappointed by it. Players will go in to this content knowing it is a 2 hour piece of content, but will still be disappointed - and this disappointment only drives them to not bother traveling for such content again.
So, what players will be left with - in terms of what 90% of players would consider reasonable access - is a small amount of content that will only ever have minor, insignificant changes to it.

1
Re: Tab Targeting Feature Request
Bigger fights no not so much. As someone has already said it's muscle memory.
The game was RF-Online.
The game was RF-Online.

1
Re: How to fix node wars
Issue
Node war was supposed to be a gameplay for citizens, but the way it currently works it is a system for guilds and random citizens only hinder instead of aiding
Adding some extra points on this, currently there is no Node affiliation at all, because we don't win and we don't lose anything by dropping our citizenship - this makes it so people simply do not care and it makes it very frustrating for those that do care.
Suggestions
We need node-bound currency that gets deleted once you drop your citizenship, and we need and relevant things that can ONLY be purchased with the node currency - capes and enchant scrolls but ALL the enchant scrolls from T1 to T3 is a good starting point, however those should not be able to be sold in the marketplace for gold, it should be character bound. That way people care about farming node currency and if they drop the citizenship they lose the currency they were farming.
I know once religion/social org progression is in place and if those are related to node progression that can also fix the issue, but using currency I think its the quick fix for this.
I'd also like to extend this feedback to Guild affiliation, because people also do not care about guilds and drop tags for no reason all the time,
Heres my suggestion for those I gave in another post:
Guild affiliation is non-existing in AoC, its just a tag over your head it means nothing and carries no weight. A band-aid solution was implemented with the cooldown after you leave a guild but this is not it. People drop guilds if they are at war, or for any reasons with no second thought.
Recently a guild skill tree was implemented, and even tho the idea is interesting, I would like to suggest a way to improve this system:
Make the shared guild skill tree to be only the middle guild slot tree, and let the other skill trees the ones that give power and artisan stats to be something leveled individually by players something that requires a long time to level up - and if they drop guilds the progress will be reset, this will make Guild affiliation to matter and people wont be dropping tags for no reason,
leaving the guild to focus on slots only will further improve one of the most annoying issues atm which is not being able to have all your members in one guild which is extremely bad design and very annoying for an MMO - every single GM I spoke to completely hates not having the freedom to push those slots up with the amount of effort it currently takes to lvl up a guild
Going back at the OP post
Issue
Players who are not interested in participating in the war, for whatever reason, just log out and wait for the war to end.
With every War system in the game, guild wars included if its just a race for kill points people will continue to log out, we need objectives that are meaningful so that we can finish the wars - the godspike event right now is bugged, we cant deliver the gatherables, that makes have no option if the citizens from the other node log out and we cant get the kill score.
We also need REASONS for players to want to defend their Node/Guild, losing a war should feel like losing a war. Working with debuffs for the losing side is the way to go IMO, debuffs that can stack up to a limited amount but that can really make the citizens rally against their mayors if they do not defend the node, stat-dampening and artisan debuffs are some good examples. This combined with objectives during the wars, both to guild and node wars could incentivize players to fight instead of simply not caring about the wars and logging out.

10
Artisan testers being tortured
Can we please get a SLIDER for processing quantity instead of fixed stack numbers?
Its completely insane that if we have 99 mats, we need to do NINE separate processing steps split in 50 + 25 + 10 + 5 + 5 + 1 + 1 + 1 + 1 and you are REQUIRED to stay in the station for 5 hours because you cant simply set a slider to 99 and let it process
Who came up with this idea intrepid why torture your testers
Its completely insane that if we have 99 mats, we need to do NINE separate processing steps split in 50 + 25 + 10 + 5 + 5 + 1 + 1 + 1 + 1 and you are REQUIRED to stay in the station for 5 hours because you cant simply set a slider to 99 and let it process
Who came up with this idea intrepid why torture your testers


7
Re: Why make everything so punishing??
My take on the punishing things is this:
- Loosing XP for dying, it's generally annoying
- No fast travel at all, except if you die ......
.. to expand on the fast travel, I'd be happy with a one-hour CD type hearth.. It helps if you need to log off suddenly and is generally a nice way to round out a session of gaming.. ie hearth, repair, park- Loosing goods from inventory if you die
... eg so you've finally found copper .. then u loose it- No way to lvl up except grind mobs
- Resources required for levelling Professions in early levels need to be plentiful.. otherwise.. why both trying?
- Repetitive grinding Elite mobs at higher levels ,, I just can't do this type of thing, groups speed pulling.. over and over and over the same thing.. ><
- Unattractive face options for female characters
- Vibe is generally just too serious
- I have heard finding things on the market is difficult too ..
- Probably more things but I quit a few weeks ago .. so can't remember them all
I'd love to come back. Once I hear people are actually HAVING FUN and my personal time seems worth spending, I'll come back.
Until then, I'll be lurking in Discord and here on the forums.
Thanks for clarifications, I hope it helps the team.
Hopefully someone will let you know when they think you will start to have fun, based on your list above.

1
Some art complaints are missplaced
I write this post because I see many complaints about art in Ashes of Creation. I also feel worried about some parts of the game’s art direction. However, when people address these problems, they mostly speak about environmental assets and world style. I think the real issues are in other areas, and I want to explain that in this post.
Intrepid showed they are able do very nice environment. The weather showcase environment is awesome.
https://www.youtube.com/watch?v=dhvQEPuexjg
Compared to that, the current environment feels weaker. Even areas that look good have problems, like low-quality textures, poor lighting, or not enough different assets.

I believe if they fix shaders, improve lighting, update some textures and particles, and add more variety in tree shapes, the environment could become really great. Concerns about world style are easier to solve, as Steven mentioned in his recent interview with TheLazyPeon. He said they plan to add more assets to PoIs and other quirks that make the world of Verra unique. So, I am not that worried because Intrepid proved they can deliver high-fidelity worlds—like in the weather showcase. Even winter parts of it look good. I don’t see strong reason to worry about environment style yet.

What I do worry about is character models and NPCs. It’s difficult to create models that fit nicely in a beautiful world. Right now, the player models and NPCs look terrible—like they’re all clownish or drugged. With games like Concord, I hope Intrepid tries very hard to make appealing models that match the environment’s quality. Even if they produce high-quality models, they must ensure the style is not simply unattractive. Concord had good quality models, but they were still ugly and unappealing.

I have similar concerns about Ashes of Creation armors. I do believe Intrepid will make high-fidelity armors, but since they want a more realistic style, I fear it might end up like New World’s armors: high quality, but ugly or boring in style.

It’s possible to add props or adjust lighting, but some things are not so easy to change later. For example, I don’t see them redoing entire landscapes now. That’s why I bring up these concerns before many sets are already made. It’s okay for level 25 sets to be a bit plain, but lots of players want unique, interesting fantasy armor at level 50. We should remember that “fantasy” doesn’t have to mean “cartoony.”
I also want to mention two small things. One is the current Riverlands landscape. I think it might be too late to change it. Another is how nodes fit in the world. For both, I refer to screenshots from Crimson Desert:


When you look at Crimson Desert’s landscape, it feels geologically logical, giving strong immersion. In Ashes of Creation, the terrain seems kind of random, like a designer just placing hills without thinking. Making terrain that feels natural in real life is very underrated. Unfortunately, like I said, it might be too late to fix that now.
Finally about nodes. Intrepid is not yet at the stage of node footprint development, but Steven mentioned current footprints are internally called Winstead and Miraleth. I want to highlight how a city can look great if there is building variety, good scale, and it blends into the environment, like the screenshot above. I’m sure we will eventually get very interesting, non-flat node layouts. Right now, it’s just a flat village with some artificial high ground for the town hall, but I assume that will change in future.
Intrepid showed they are able do very nice environment. The weather showcase environment is awesome.

Compared to that, the current environment feels weaker. Even areas that look good have problems, like low-quality textures, poor lighting, or not enough different assets.

I believe if they fix shaders, improve lighting, update some textures and particles, and add more variety in tree shapes, the environment could become really great. Concerns about world style are easier to solve, as Steven mentioned in his recent interview with TheLazyPeon. He said they plan to add more assets to PoIs and other quirks that make the world of Verra unique. So, I am not that worried because Intrepid proved they can deliver high-fidelity worlds—like in the weather showcase. Even winter parts of it look good. I don’t see strong reason to worry about environment style yet.

What I do worry about is character models and NPCs. It’s difficult to create models that fit nicely in a beautiful world. Right now, the player models and NPCs look terrible—like they’re all clownish or drugged. With games like Concord, I hope Intrepid tries very hard to make appealing models that match the environment’s quality. Even if they produce high-quality models, they must ensure the style is not simply unattractive. Concord had good quality models, but they were still ugly and unappealing.

I have similar concerns about Ashes of Creation armors. I do believe Intrepid will make high-fidelity armors, but since they want a more realistic style, I fear it might end up like New World’s armors: high quality, but ugly or boring in style.

It’s possible to add props or adjust lighting, but some things are not so easy to change later. For example, I don’t see them redoing entire landscapes now. That’s why I bring up these concerns before many sets are already made. It’s okay for level 25 sets to be a bit plain, but lots of players want unique, interesting fantasy armor at level 50. We should remember that “fantasy” doesn’t have to mean “cartoony.”
I also want to mention two small things. One is the current Riverlands landscape. I think it might be too late to change it. Another is how nodes fit in the world. For both, I refer to screenshots from Crimson Desert:


When you look at Crimson Desert’s landscape, it feels geologically logical, giving strong immersion. In Ashes of Creation, the terrain seems kind of random, like a designer just placing hills without thinking. Making terrain that feels natural in real life is very underrated. Unfortunately, like I said, it might be too late to fix that now.
Finally about nodes. Intrepid is not yet at the stage of node footprint development, but Steven mentioned current footprints are internally called Winstead and Miraleth. I want to highlight how a city can look great if there is building variety, good scale, and it blends into the environment, like the screenshot above. I’m sure we will eventually get very interesting, non-flat node layouts. Right now, it’s just a flat village with some artificial high ground for the town hall, but I assume that will change in future.

5