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: Why make everything so punishing??
For sure.I get that Ashes isn’t going to appeal to everyone, and that’s okay.
The thing is, your idea of lack of respect for players time isn’t mutually exclusive with mine.
I don't want to game 5 levels a day - I don't actually care about levels in this specific discussion.
What I care about is what I get for my time. New abilities, access to new mechanics, access to new content. If I put in 20 hours and am successful in my endeavor, I expect to get access to something for that time spent.
No where in your notion of respect for player time do you talk about feeling that you need to be kept on the same content, with only access to the same mechanics.
To support this, if you look at people on test that are complaining about slow leveling, you will find that they are actually complaining about not having anything to move on to when they get bored with existing content.
That is what people that say they want fast leveling really want, they want to move on to something new. In most games, that means moving on to higher level content, but that isn't actually a requirement to make these people happy.
If you like being on the same content for dozens of hours, Intrepid adding more content for people that don't want that shouldn't affect you, as you can pick your piece of content and stay there - even I enjoy grinding one spot on occasion.
That is the thing about respecting players time. There is very little actual clash of what people consider respect of their time - when you dive deep enough in to it. If we were to dive in to your desire to have every aspect of every activity you do in game requiring thought and planning so as to not result in you regressing, I have no doubt we would be able to find that your desire there doesn't in fact clash with many other players desire to be able to spend some time just fucking around with friends because it is fun. We may need to break each desire down to the reasons behind them.
While it is true that we all have different things we want in regards to respecting our time, the notion that there is much of a clash within that just doesn't track with me. It is that we each have our own things, rather than we each have mutually exclusive things.

3
Re: Consensual PvP System in Ashes of Creation
I want to take a moment to express my sincere gratitude to everyone who has taken the time to engage with my post. Seeing so many responses (whether in agreement or presenting an opposing perspective) has been truly rewarding. The level of discussion, passion, and insight shared in this thread speaks volumes about the dedication of this community to shaping Ashes of Creation into the best game it can be.
Regardless of whether you support my viewpoint or challenge it, I genuinely appreciate every perspective shared. Constructive dialogue is what drives meaningful improvements in any MMO, and it's inspiring to see so many players invested in making this world a better experience for everyone. Your input (both in agreement and disagreement) adds value to the discussion, and I’m grateful for the opportunity to exchange thoughts with such an engaged and caring community.
Thank you again for your time, your passion, and your willingness to contribute to this conversation. I look forward to continuing the discussions so we can all contribute to the evolvement of Ashes of Creation.
Regardless of whether you support my viewpoint or challenge it, I genuinely appreciate every perspective shared. Constructive dialogue is what drives meaningful improvements in any MMO, and it's inspiring to see so many players invested in making this world a better experience for everyone. Your input (both in agreement and disagreement) adds value to the discussion, and I’m grateful for the opportunity to exchange thoughts with such an engaged and caring community.
Thank you again for your time, your passion, and your willingness to contribute to this conversation. I look forward to continuing the discussions so we can all contribute to the evolvement of Ashes of Creation.

2
Re: Denial of gameplay as a "strategy?"
Arya_Yeshe wrote: »daveywavey wrote: »Regarding Node Wars: In our server, one mayor declared Node War on every other node at once, and every citizen of that node became fodder for the entire server. We had some crafters based there for the JM Station who just didn't bother logging in at all, cos of the number of targets on their back.
I love this lol, this is content, weclome to EVE Online 2010
So, Intrepid got this right, however Intrepid failed in rewarding pvpers and the people from this node you mentioned absolutely cant live off fighting wars. This could be easily fixed with my idea of gold rewards for kills based on how much you make your target waste gold on repairs when they die
It provided some drama to the server, for sure!

The biggest problem was that they had alts in each node that they just spawn-killed over and over and over again for the points.
Re: Denial of gameplay as a "strategy?"
daveywavey wrote: »Regarding Node Wars: In our server, one mayor declared Node War on every other node at once, and every citizen of that node became fodder for the entire server. We had some crafters based there for the JM Station who just didn't bother logging in at all, cos of the number of targets on their back.
I love this lol, this is content, weclome to EVE Online 2010
So, Intrepid got this right, however Intrepid failed in rewarding pvpers and the people from this node you mentioned absolutely cant live off fighting wars. This could be easily fixed with my idea of gold rewards for kills based on how much you make your target waste gold on repairs when they die
Re: Killing a player in town vs paying for materials......
It's either an example of them having no damn clue what their true design is (which would be a very shitty situation) or an example of them patching up a hole in their design, but doing a shitty job because the patchwork now ruins some other part of the design.
There are some massive cracks in the design. Seems like the game was designed from a single perspective or player type. I feel conflicted though, it seems like they ask the players for input on somethings, but ignore it on others. They want ideas for social media clout like the guild rep program, and boss environments. But when it comes to "hey why are they spawns static" or "why am I spawn camped"? It falls on death ears. I really think people should quit testing if you don't like the direction the game is going. If enough people keep testing theres no reason they should change anything. Which is fine. But every minute that a player plays the game there design choices are validated.
1
Re: Killing a player in town vs paying for materials......
The war doesn't end 10 minutes after it starts. Which means that people who want to avoid losing their shit to a war enemy have to completely stop their preferred gameplay as soon as their guild is wardecced. And with the current shitty respawn system, even if you don't stop your gameplay, there's a high chance of you getting spawncamped until you have no mats on you. And it's not like you can get all of them back, because half of what you drop simply gets destroyed.Solonthebandit wrote: »trade mats to un guilded alt and never get war decked. I solved your problem in 20 seconds, your welcome
since you got war decked im assuming you are in a guild with more than one player and can trade.
Also put the loot on the marketplace and dont spam global? I feel like your post is bringing the troll side out of me but like stop self owning and crying about it
Steven's whole idea for wars has been "they have a goal, so that people don't just kill each other until they're tired". And it's been that for 6 years of development. But then suddenly they completely throw that out the window and change it to something completely different.
It's either an example of them having no damn clue what their true design is (which would be a very shitty situation) or an example of them patching up a hole in their design, but doing a shitty job because the patchwork now ruins some other part of the design.

1
Re: I dont see myself subscribing, if the current trend of grind and character power continues
I don't think an increased world size will fix it or even help it. The fundamental problem is there's only ONE stat that matters. Attributes and stats on the character and gear can be balanced so a large power difference between a 400 power level vs a 500 power level isn't so lop sided. Even if they do balance that, we're still left with a single stat that holds value. Combat will never be interesting if there's only one stat that matter. I do think the combat is smooth and fun, but it's simple. And simple gets boring fast. I'd still play the game if other systems shape up nicely, but the outlook of that isn't good at this point.
1
Re: We are going to need gear rebalance after all those stat squishes
Gear needs to have intent behind it and be placed into a value matrix. I dont understand why that would be a contentious take.
If outlier gear exists it will be avoided like the plague or used as frequently as possible. If either of these are happening hopefully its a result of dev intent.
If outlier gear exists it will be avoided like the plague or used as frequently as possible. If either of these are happening hopefully its a result of dev intent.
Re: Denial of gameplay as a "strategy?"
The 'Guild War' feature is currently just a free way to get around Corruption. You see a player hitting those juicy Braidwoods that you want, you have to make the decision about whether or not you want to risk going Corrupted in order to get them, and then have to sneak or fight your way out.
Or, you just Guild War against their guild, and steamroll them for free.
Regarding Node Wars: In our server, one mayor declared Node War on every other node at once, and every citizen of that node became fodder for the entire server. We had some crafters based there for the JM Station who just didn't bother logging in at all, cos of the number of targets on their back.
Both features do feel like there's a lot more work needs to be done on them. Makes me terrified to see what Node Sieges are going to add to the mix, when Node Wars and Guild Wars are currently so badly implemented.
Or, you just Guild War against their guild, and steamroll them for free.
Regarding Node Wars: In our server, one mayor declared Node War on every other node at once, and every citizen of that node became fodder for the entire server. We had some crafters based there for the JM Station who just didn't bother logging in at all, cos of the number of targets on their back.
Both features do feel like there's a lot more work needs to be done on them. Makes me terrified to see what Node Sieges are going to add to the mix, when Node Wars and Guild Wars are currently so badly implemented.
Re: Losing all caravan parts feels way too punishing given how easy they are to kill
I disagree - I just think you aren't doing what's intended gameplay. You should be working with players to secure your caravan.