Best Of
Re: Where is the soul
Thanks for this feedback, Chicago.
I personally think it is - same as always - like this, because it is still the (early) Alpha 2. I personally see the true Length of Alpha 2 only by then as "in the Middle",
when BOTH Continents and all the Islands around them are complete,
when ALL the Archetypes/Classes are complete,
(including secondary Archetypes)
when ALL Races are in the Alpha Two.
Things like -> "fleshing out of Nodes" - counts as completing the Environment for me.
Things like -> fleshing out the ENVIRONMENTS(Landscapes) - counts as completing the Environment for me.
Right now - if they would already "completely COMPLETE" (lol) the Anvills for example -> that would nigh border on Scopecreep - wouldn't it ?
I personally hope there will be a HUUUUUUUUUUGE Underdark/Underworld underneath the Western Continent as well - connecting most if not all the different Lands (Biomes) with each other.
The "Soul" usually comes by placing unique Nature ("Doodads"??), Rockformations/Rock-Textures, Grass, Earth, Ground-Colors/Textures into the Zone,
PLUS of course the important Weather-Effects which only the Biomes have - in which the dominant Climate independent from the four different Seasons affects the Weather.
Towards the SECOND half of the Alpha Two,
when all the Races are complete,
when all the Classes are complete,
when HOPEFULLY all the Races will get an optical Overhaul by then,
when the Underdark/Underground of Verra will be patched in and completed,
when the Oceans of Verra are completed - not YET including Underwater-Landscapes/Ruins/etc.
Then the critical Part will be there.
Then will come the critical Moment and Time in which Sir Steven and his mighty Crew should tackle the "Soul" of each different Landscape/Biome.
It will greatly and dominant Word is here also GREATLY - influence the Popularity of the Game and how much People will love the World of Verra and will be willing to do monthly Subscriptions to stay inside of it.
I dare say it right here and right now,
the Game will have " ABSOLUTELY - ZERO PROBLEMS " - with being immensely popular -> if they include all these nice visual Effects, Graphics, Views and Optics like in the Presentations a few Years ago.
https://www.youtube.com/watch?v=ZHkMaNWiKg0
https://www.youtube.com/watch?v=iYN5PWlST4Q
I personally think it is - same as always - like this, because it is still the (early) Alpha 2. I personally see the true Length of Alpha 2 only by then as "in the Middle",
when BOTH Continents and all the Islands around them are complete,
when ALL the Archetypes/Classes are complete,
(including secondary Archetypes)
when ALL Races are in the Alpha Two.
Things like -> "fleshing out of Nodes" - counts as completing the Environment for me.
Things like -> fleshing out the ENVIRONMENTS(Landscapes) - counts as completing the Environment for me.
Right now - if they would already "completely COMPLETE" (lol) the Anvills for example -> that would nigh border on Scopecreep - wouldn't it ?
I personally hope there will be a HUUUUUUUUUUGE Underdark/Underworld underneath the Western Continent as well - connecting most if not all the different Lands (Biomes) with each other.
The "Soul" usually comes by placing unique Nature ("Doodads"??), Rockformations/Rock-Textures, Grass, Earth, Ground-Colors/Textures into the Zone,
PLUS of course the important Weather-Effects which only the Biomes have - in which the dominant Climate independent from the four different Seasons affects the Weather.
Towards the SECOND half of the Alpha Two,
when all the Races are complete,
when all the Classes are complete,
when HOPEFULLY all the Races will get an optical Overhaul by then,
when the Underdark/Underground of Verra will be patched in and completed,
when the Oceans of Verra are completed - not YET including Underwater-Landscapes/Ruins/etc.
Then the critical Part will be there.
Then will come the critical Moment and Time in which Sir Steven and his mighty Crew should tackle the "Soul" of each different Landscape/Biome.
It will greatly and dominant Word is here also GREATLY - influence the Popularity of the Game and how much People will love the World of Verra and will be willing to do monthly Subscriptions to stay inside of it.
I dare say it right here and right now,
the Game will have " ABSOLUTELY - ZERO PROBLEMS " - with being immensely popular -> if they include all these nice visual Effects, Graphics, Views and Optics like in the Presentations a few Years ago.
https://www.youtube.com/watch?v=ZHkMaNWiKg0
https://www.youtube.com/watch?v=iYN5PWlST4Q
Aszkalon
1
Where is the soul
First time logging in, in about 2 months so I decided to check out the new biome the anvils, I'll start by saying the new starting area is actually pretty cool, and a step up from the Riverlands although it definitely feels out of scale but was definitely a good and new experience
But once I reached the top of the cave, I was quite disappointed, the game visually looks nice and I can see improvement but the anvils basically looks like another Riverlands with different elevations, after running around for 25 minutes and feeling like I was just running in a circle because the zone basically all looks the same I decided to just log off
This is not a hate post I hope that I trepid do take this feedback on board but what is going on with the art team? None of the biomes seem to have any fantasy, any soul, and exploring them seems boring as you can basically stand on a high rock and see the entire biome from every single point of the anvils, I think the team needs to work on how the biomes actually look instead of just trying to make them as big as possible which again is another issue in its self as the world is going to feel quite empty and what's the point of having a huge world if it's basically just one biome spread out through 2 continents, I understand it's an alpha and a work in progress but this feedback isn't new, infact it's the same feedback quite a few people have been asking for, for over a year now, please add some mist or big trees we can't see past or canopies, the world really needs some life to it, some fantasy, some mystery and allure.
But once I reached the top of the cave, I was quite disappointed, the game visually looks nice and I can see improvement but the anvils basically looks like another Riverlands with different elevations, after running around for 25 minutes and feeling like I was just running in a circle because the zone basically all looks the same I decided to just log off
This is not a hate post I hope that I trepid do take this feedback on board but what is going on with the art team? None of the biomes seem to have any fantasy, any soul, and exploring them seems boring as you can basically stand on a high rock and see the entire biome from every single point of the anvils, I think the team needs to work on how the biomes actually look instead of just trying to make them as big as possible which again is another issue in its self as the world is going to feel quite empty and what's the point of having a huge world if it's basically just one biome spread out through 2 continents, I understand it's an alpha and a work in progress but this feedback isn't new, infact it's the same feedback quite a few people have been asking for, for over a year now, please add some mist or big trees we can't see past or canopies, the world really needs some life to it, some fantasy, some mystery and allure.
Chicago
2
Re: High quality AoC memes
Drama of Creation is still around ... ...
... ... meanwhile - i am just glad and happy we get Daggers and the Rogue.
... ... meanwhile - i am just glad and happy we get Daggers and the Rogue.

Aszkalon
2
Re: How Solo Players (Basically) Saved MMOs From Going Extinct
I disagree. Solo players haven't kept genre alive, the success of games like WoW and FFXIV have kept publishers trend chasing trying to grab a market share. I won't say solo players have no affect, but I'd say little affect. If a game is good I'll play it. Pre OG WoW I was playing mmos, Pre EQ I was too. Post WoW we started to see cash shops, RMT, mass exploits, casino style reward systems, ect... All those things had much more impact on the health of MMOs than solo players. Then we players were hit with scam after scam and trash game after trash game. We became jaded. There were some good ones. Asherons, FFXI, DAoC, and so on, to be fair. But it only takes being burned once to make someone hesitant to try another.
I'm confused to on what you're actually asking for. It all reads as platitudes. There's no details. You're just asking for more, or "widen the doors a little". But what do you want actually? A questing system with ? and ! and quest hubs that power level you to 50 in 2 days? Access to all content with auto queues to dungeons/raids ect? You said you want to explore, gather, craft, and engage in the economy, and you can even as a pure soloist. But will you be as good as a blacksmith that's in a guild that spends just as much time in the game as you do? Probably not. I'll feed my blacksmith materials and patterns just like everyone else in the guild. There's no way you can keep up with that pure solo. You could get lucky and find a rare pattern that others don't have, but then do you sell it or use it? What materials does it take to make it, can you get them all? Crafting is going to be interwoven, so armor smithing might rely on tailoring for some recipes. This will be a big focus in P3 (I think). A lot of these "accessibility" things like quest hub power leveling, or auto queue dungeons and raids, people are actively against. I think about the success of WoW classic. Blizzard kept telling players they didn't want vanilla wow, but they were dead wrong. Classic was massively successful, and I still think WoW is carebear difficulty. No perma death, no corpse run, no full loot drops, quest hubs and quest markers, fast travel?!? Easy easy easy.
In the end, no (pure) solo players didn't save the genre, it would be fine without them. The genre has always been in trouble with the exception of peak WoW era. This is just my thoughts on it. But if you actually got something to add, ideas, mechanics, ect for solo activities make a post about those. They might in the queue and if it adds value to the game without sacrificing other aspects of the game maybe they'll add it. They're always looking for ideas. But make sure you know the core pillars the game stands on. Check out the wiki for what their take on PvX is, the balance of instance vs open world content and so on. No game is for everyone, it's not a bad thing to say, 'this game might not be for you", it might not be for me either. Can't please everyone.
Yeah... I’m not saying WoW and FFXIV didn’t carry the genre, obviously they did. But a big part of why they stayed alive so long is because solo players always had stuff to do between the big group content. They kept the worlds feeling alive when raids weren’t happening and guilds weren’t online.
I’m also not asking for WoW-style power leveling or insta-queue dungeons. I’m talking about making sure people who start solo don’t just bounce because they’re not in a massive guild on day one. That doesn’t mean making the game “easy”, it just means giving them a way to feel useful and make progress until they find their crew.
Right now, Ashes looks amazing but very guild-heavy and grind-heavy. If the only way to keep up is being in a 300-person Discord, a lot of potential long-term players will never stick around. People think Ashes will “turn the tide” for MMOs, but if it’s only built for the biggest guilds, it’s gonna drown in the same issues other games have faced.
Character voices
Are there any plans to add character voices during combat?
It looks unnatural when a character swings a big sword without making any moan or ground.
Some sound for inspiration:
https://youtu.be/cbsdf5FwBtA
https://youtu.be/MeMe71wcxa01
Re: High quality AoC memes
I Just Keep Moving Forward. Until the Tulnars Are Destroyed


Re: How Solo Players (Basically) Saved MMOs From Going Extinct
I disagree. Solo players haven't kept genre alive, the success of games like WoW and FFXIV have kept publishers trend chasing trying to grab a market share. I won't say solo players have no affect, but I'd say little affect. If a game is good I'll play it. Pre OG WoW I was playing mmos, Pre EQ I was too. Post WoW we started to see cash shops, RMT, mass exploits, casino style reward systems, ect... All those things had much more impact on the health of MMOs than solo players. Then we players were hit with scam after scam and trash game after trash game. We became jaded. There were some good ones. Asherons, FFXI, DAoC, and so on, to be fair. But it only takes being burned once to make someone hesitant to try another.
I'm confused to on what you're actually asking for. It all reads as platitudes. There's no details. You're just asking for more, or "widen the doors a little". But what do you want actually? A questing system with ? and ! and quest hubs that power level you to 50 in 2 days? Access to all content with auto queues to dungeons/raids ect? You said you want to explore, gather, craft, and engage in the economy, and you can even as a pure soloist. But will you be as good as a blacksmith that's in a guild that spends just as much time in the game as you do? Probably not. I'll feed my blacksmith materials and patterns just like everyone else in the guild. There's no way you can keep up with that pure solo. You could get lucky and find a rare pattern that others don't have, but then do you sell it or use it? What materials does it take to make it, can you get them all? Crafting is going to be interwoven, so armor smithing might rely on tailoring for some recipes. This will be a big focus in P3 (I think). A lot of these "accessibility" things like quest hub power leveling, or auto queue dungeons and raids, people are actively against. I think about the success of WoW classic. Blizzard kept telling players they didn't want vanilla wow, but they were dead wrong. Classic was massively successful, and I still think WoW is carebear difficulty. No perma death, no corpse run, no full loot drops, quest hubs and quest markers, fast travel?!? Easy easy easy.
In the end, no (pure) solo players didn't save the genre, it would be fine without them. The genre has always been in trouble with the exception of peak WoW era. This is just my thoughts on it. But if you actually got something to add, ideas, mechanics, ect for solo activities make a post about those. They might in the queue and if it adds value to the game without sacrificing other aspects of the game maybe they'll add it. They're always looking for ideas. But make sure you know the core pillars the game stands on. Check out the wiki for what their take on PvX is, the balance of instance vs open world content and so on. No game is for everyone, it's not a bad thing to say, 'this game might not be for you", it might not be for me either. Can't please everyone.
I'm confused to on what you're actually asking for. It all reads as platitudes. There's no details. You're just asking for more, or "widen the doors a little". But what do you want actually? A questing system with ? and ! and quest hubs that power level you to 50 in 2 days? Access to all content with auto queues to dungeons/raids ect? You said you want to explore, gather, craft, and engage in the economy, and you can even as a pure soloist. But will you be as good as a blacksmith that's in a guild that spends just as much time in the game as you do? Probably not. I'll feed my blacksmith materials and patterns just like everyone else in the guild. There's no way you can keep up with that pure solo. You could get lucky and find a rare pattern that others don't have, but then do you sell it or use it? What materials does it take to make it, can you get them all? Crafting is going to be interwoven, so armor smithing might rely on tailoring for some recipes. This will be a big focus in P3 (I think). A lot of these "accessibility" things like quest hub power leveling, or auto queue dungeons and raids, people are actively against. I think about the success of WoW classic. Blizzard kept telling players they didn't want vanilla wow, but they were dead wrong. Classic was massively successful, and I still think WoW is carebear difficulty. No perma death, no corpse run, no full loot drops, quest hubs and quest markers, fast travel?!? Easy easy easy.
In the end, no (pure) solo players didn't save the genre, it would be fine without them. The genre has always been in trouble with the exception of peak WoW era. This is just my thoughts on it. But if you actually got something to add, ideas, mechanics, ect for solo activities make a post about those. They might in the queue and if it adds value to the game without sacrificing other aspects of the game maybe they'll add it. They're always looking for ideas. But make sure you know the core pillars the game stands on. Check out the wiki for what their take on PvX is, the balance of instance vs open world content and so on. No game is for everyone, it's not a bad thing to say, 'this game might not be for you", it might not be for me either. Can't please everyone.
1
Re: How Solo Players (Basically) Saved MMOs From Going Extinct
ill elaborate more later, but basically, since there is a limited space of players per server, the more you make the game solo friendly, the more solo players will join, and the less space will be for group oriented players. that's not to say the game should be 100% party/guild oriented though.
If Ashes shall be Nodes versus Nodes though - then the Game can't be "too Solo Player friendly". The MOMENT you do make it too well appealing to play Solo - you have the same Situation like in Worst of Warcraft and incompetent Bunglers are in every Node except probably a single One -> which will "magically" dominate the whole Server.
Aszkalon
1


