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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: Fast travel
Do you really think your vision is less inconsistent than the game's own design?
Alright, let me break down my arguments.
First, let’s consider the game’s universe. The game is designed to be largely sedentary, where the main objective is to develop a node, level it up, and establish a vassal network with lower-level nodes. This should naturally encourage citizens of these nodes to commit to increasing their influence and protecting themselves from other powerful regions.
Why would fast travel be detrimental and play directly into the hands of zerg guilds?
Let’s start with the obvious: caravans.
Imagine you’re part of a medium-sized guild, transporting goods or running a trade caravan to a neighboring node. In the current system, a zerg guild would have to be nearby to launch a massive attack. But with a fast travel system, one player can just sound the alarm, and within two minutes, you’ll have 400 people on you, leaving you no time to respond or organize a countermeasure.
The same problem applies to naval systems.
Example Scenario
You defeat a world boss, and fortune smiles upon you a valuable relic drops. But guess what? A zerg guild spots you, and within two minutes, 300 players arrive to steal it from you. These are people who, under normal circumstances, would’ve needed 40 minutes to reach you. But thanks to fast travel, they’re on you almost instantly, with zero effort.
If you played at the beginning of Alpha 2, you’ve seen how this plays out on a smaller map. All the routes were camped, caravans were destroyed on sight, and what I call "server killers" were running rampant. They weren’t interested in testing or providing feedback; they were just hell-bent on destroying every caravan for fun.
As a result, many guilds left the game, and ironically, the same zerg guilds later complained that there was nothing left to do. Of course, because they drove away three-quarters of the server’s population.
Moving on...
If a world boss spawns near your node, a normal guild or alliance would have a fair shot at engaging it. But with your proposed system, zerg guilds can rush any boss on the map with ease.
Now, consider the regions and their unique resources. This design encourages transportation of goods via caravans, enhancing the node’s progress and missions. With the old system, there was a real incentive to load your mule with resources and transport them from one region to another.
But with fast travel? Any player can just teleport wherever they want, whenever they want, making this unique gameplay feature useless.
The people who understand the negative consequences of fast travel don’t want it. The developers don’t want it. And frankly, the only ones who could possibly benefit from such a system are the large zerg guilds who would be able to mass-move wherever they please, with no penalties.
What’s the point of choosing and belonging to a node for resources if, with just a click, you can instantly be wherever you want to gather?
So, where’s the real inconsistency?
You can prefer a game where zergs rule the world, where a small minority of players can wreak havoc across two entire continents.
Or, you can support the game developers who have already anticipated these issues and are working to address these recurring problems.
In any case, you will have fast mounts, public transportation systems, and teleportation between scientific nodes and their vassals.
No need for anything else to maintain balance for everyone.
To wrap this up,
Ashes of Creation was designed with a clear, well-thought-out vision. The developers have said it, repeated it, and written it down for everyone to see (I'll share the link) — they don’t want fast travel. And it’s not just for one reason, but for many reasons I’ve already mentioned, and plenty of others.
But despite all that, there are still players who want everything right away. They’re willing to make the game feel dull just to be able to click on a point on the map and teleport instantly, even if it means throwing away six important features of the game.
But a real RPG is so much more than that. It’s about running into people on the road, stopping at an inn to chat, stumbling upon a group doing RP. It’s those random encounters that breathe life into the world and make the experience so much richer.
But no, some people would rather rush through everything like they do in real life, never taking the time to actually enjoy the journey. Traveling around, watching nodes grow and evolve, witnessing changes, living that constant exploration... That’s what makes the world feel alive.
I genuinely hope the developers have the financial means to see their vision through. Because a world that keeps evolving, that truly feels alive, perfectly matches their idea of travel based on exploration rather than just a magical click on the map.
Great writeup, but don't get your hopes up. People like OP aren't interested in changing their opinion.

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Re: guard system sucks
For what I hear the guard system seems promising, patrolling guards is very cool!
Over time the system will have adjustments here and there and be fine
I think it is worth having a guard system that lets people go into the enemy city and commando style just yoink some kills in their own place, this is thrilling!
Carebears who play like bots without communicating with their fellow citizens must coordinate their defense as a group or suffer the consequences for playing like a NPC.
Over time the system will have adjustments here and there and be fine
I think it is worth having a guard system that lets people go into the enemy city and commando style just yoink some kills in their own place, this is thrilling!
Carebears who play like bots without communicating with their fellow citizens must coordinate their defense as a group or suffer the consequences for playing like a NPC.
Re: guard system sucks
Arya_Yeshe wrote: »For what I hear the guard system seems promising, patrolling guards is very cool!
Over time the system will have adjustments here and there and be fine
I think it is worth having a guard system that lets people go into the enemy city and commando style just yoink some kills in their own place, this is thrilling!
OK, I can understand this aspect from the attacker's perspective, if the guards are actually legit AI cool and this is a difficult task. But it's different when the attackers are maxed out 1 shotters and the only punishment for death by guards is the walk back from the emberspring. Contrast that with the noob at the storage, just trying to catch up and get some better gear so they can actually compete in PVP, getting 1 shotted and losing 1/2 the mats they were transferring from/to storage.
The noob at the storage is risking WAY more, just to do a simple/fundamental task for progression in Ashes, while the person "commando styling the guards" doesnt even have to care about the guards because they can 1 shot the guy with mats before they die. Guy with mats loses 1/2 his shit, killer loses nothing. LULZ all the way back to storage. Guy with mats cant transfer or do anything.Arya_Yeshe wrote: »Carebears who play like bots without communicating with their fellow citizens must coordinate their defense as a group or suffer the consequences for playing like a NPC.
Treating this as an issue of "Carebears who play like bots" is completely missing the point. In a game where professions are REQUIRED to catch up to gear score, there is a huge imbalance between the 1 shotter who doesnt care about guards at all and the regular player just doing a fundamental task - interacting with storage.
This current setup only encourages anyone who is weaker than the 1 shotter to drop their node during node wars, or guild during guild wars, etc. Is this really the incentive we want to drive for players? Drop your affiliations because whoever is online and available is unable to defeat the other side?
If you cant even interact with storage, your options in this game are quite limited, especially when you are already behind on gear progression.
I stand by what I said, I fully get the struggle, and I’m saying it’s okay. If you’re weak, you’ve got to play the game, rely on someone stronger, and ask for help. If you end up dying because you’re weak, that’s your fault. Every group has its heavy hitters, they are the ones who step up as heroes, while you’re stuck playing the damsel in distress, just shouting for rescue.
Newbies don’t sway the tide in conflicts, noobs don't matter, they’re just dead weight the strong have to lug around. If the citizens don't work for the group, maybe it’s time to ditch the group. Talk to the locals and to the mayor, see if they’ll step up. If they don’t give a damn, walk away since these people are not worth your time.
Everything that happens to you and how you overcome everything is just content, it is your personal story.
Re: guard system sucks
Do we have a reason to assume that the change was intended to fix the complaint, though?
Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'.
(I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing).
Generally I assume that MMO Devs fix things the way they 'want it to be' and 'hope/check that the players don't mind it that way'.
(I know you put solution in quotes, I'm just wondering if I missed something that indicated they were even trying to solve the 'death at storage' thing).

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Re: (Opinion) Rangers / Physical Classes Are Too Limiting
While I do not entirely disagree with the point of your post (that said, I do not entirely agree either), I believe I have the answer at least in Intrepid's case.
1. "bow-wielding physical damage dealer who is acrobatic and dexterous? A class that focuses on auto attacks, kiting, and empowered physical attacks." - remove "bow" and you got the description of rogue. Rogues are the pure physical, quick and dexterous archetype. There is no point having an archetype which is literally copy/paste rogue, but with a bow....
2. "using magic to cast many of its abilities (crazy effect visuals) and casting large-scale roots (like something a druid might do) - because we do not have druids, or any nature-themed magical casters in AoC. And looking at the classes (aka, archetypes + secondary archetypes) it does seem like ranger intends to be the one the secondary archetype for those who wish for a more magical nature-themed class. (Side note: I do firmly believe that druid will be the first additional archetype added in a expansion at a later date.)
1. "bow-wielding physical damage dealer who is acrobatic and dexterous? A class that focuses on auto attacks, kiting, and empowered physical attacks." - remove "bow" and you got the description of rogue. Rogues are the pure physical, quick and dexterous archetype. There is no point having an archetype which is literally copy/paste rogue, but with a bow....
2. "using magic to cast many of its abilities (crazy effect visuals) and casting large-scale roots (like something a druid might do) - because we do not have druids, or any nature-themed magical casters in AoC. And looking at the classes (aka, archetypes + secondary archetypes) it does seem like ranger intends to be the one the secondary archetype for those who wish for a more magical nature-themed class. (Side note: I do firmly believe that druid will be the first additional archetype added in a expansion at a later date.)

1
Re: Drop the node guards, but fix the problem.
None of this bullshit would've even been a thing did Intrepid NOT change their initial design direction of "pvp event death penalties only = gear decay".
This was one of the stupidiest changes they've done so far and now they're reaping "the rewards".
This was one of the stupidiest changes they've done so far and now they're reaping "the rewards".

3
Drop the node guards, but fix the problem.
There are a few things I have loved about what Intrepid has done with this game, so many systems are in place not to give players content but to give players a vehicle for content. One such system is the absolute fun and enjoyment of the urban warfare for guild wars within nodes.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.
The current guard system seems to be a reactive response to the issue of guilds/players abusing systems in place such as: Declaring guild wars on multiple guilds to abuse the rewards of these (early on in phase 2) or to war dec on others to target easy material gathering (shortly after the rewards were disabled). Both of these player actions could be seen as exploitative behavior while not being particular exploits.
Current iteration of the guards don't make sense at all. Why are guards attacking their own citizens when citizens defend themselves in their own node? Why are guards allowing a warring node player to simply enter the node in the first place?
The same guilds and people who abused systems earlier on you can find atop buildings in nodes using guard blind spots.
If a tank were to use terrain to avoid damage in pve. This would be seen as an exploit, yet it's being permitted for nodes with the guard system. Citizens in nodes are not only being griefed by the exploitative behavior of other players but also being griefed by the system implemented to curb the same players who are killing them in nodes.
Exploitative players will continue to do the same thing they have done with all these previous systems until they are corrected for their actions. They will continue to force people out of systems or out of the test entirely. Several people could not renounce citizenship in fear of losing materials in their tabs yet couldn't move materials out of their tabs due to perpetual wars. The amount of citizens in the node is so sparse because they are being forced out of the system. Be clear with players who continue to abuse systems for the purpose of harassment, that this is not acceptable. And take out these guards that inhibit player to respond to pvp of players who are using terrain to avoid npc agro.

4
Re: Transmog totally ruins immersion
I love transmog. It lets me look how I want to look, rather than have to sacrifice that for stats. There's always a Best In Slot, so when everybody has that, everybody looks boring and all the same. Transmogs give us some difference.
Trade Guilds
The following is a few Ideas I had about how trade guilds, sorry if this was already talked about. I tried to search and I'm also not sure if this has been a discussed feature. So if I am being redundant I aplogize.
Trade Guilds
Trade Guilds would allow crafters to join up with other crafters in order to provide their services to other players on the.server, the concept is designed to make it easier for crafters to trade and exploit their craft to make profit and exp. They would be created much like guilds are in game and would advertise to recruit other crafters.
How do they work?
1. In a very broad sense, trade guilds will take order requests from players to craft items, the types of items they can provide will depend upon the recipes of their members,. Players would go to a trade guild post and would select and item, based upon what crafting recipes the trade guild members have, and then provide the resources required for the craft. They would also pay a price for the crafting based on the price set by the guild.
2. upon logging in members of that trade guild can check and see the orders, they can then choose the work orders they want and they can get paid for crafting it, the payment amount is set by the trade guild. Upon completion, the player that requested the gear will be sent a mail stating that their order is complete and to pick it up.The player can remove the request if it does not get fulfilled for a full refund of items and gold.
3. Trade Guilds can limit the number of requests one guild member can create so that multiple guild members have a chance to participate, to what extent is also up to the guild.
Where can I find the trade guild?
1.Trade guilds will exist in nodes, however there is not infinite space for any trade guild. Mayors will contract with trade guilds and they will set up tax rates or no taxes at all if they would like. lower level nodes may only have space for one trade guild however higher level nodes may have space for 2 or more.
2. No matter the level of crafter or what recipes they have, trade guild members can only craft items up to the level of that node. They can not go to another node to fulfill the request and then return back and submit the work.
Conclusion
I think that trade guild would add another dimension to this game, and also allow for a way for crafters to make profit and exp. It will also allow a way for players to use the skills of other players in a safe and easy way.
Trade Guilds
Trade Guilds would allow crafters to join up with other crafters in order to provide their services to other players on the.server, the concept is designed to make it easier for crafters to trade and exploit their craft to make profit and exp. They would be created much like guilds are in game and would advertise to recruit other crafters.
How do they work?
1. In a very broad sense, trade guilds will take order requests from players to craft items, the types of items they can provide will depend upon the recipes of their members,. Players would go to a trade guild post and would select and item, based upon what crafting recipes the trade guild members have, and then provide the resources required for the craft. They would also pay a price for the crafting based on the price set by the guild.
2. upon logging in members of that trade guild can check and see the orders, they can then choose the work orders they want and they can get paid for crafting it, the payment amount is set by the trade guild. Upon completion, the player that requested the gear will be sent a mail stating that their order is complete and to pick it up.The player can remove the request if it does not get fulfilled for a full refund of items and gold.
3. Trade Guilds can limit the number of requests one guild member can create so that multiple guild members have a chance to participate, to what extent is also up to the guild.
Where can I find the trade guild?
1.Trade guilds will exist in nodes, however there is not infinite space for any trade guild. Mayors will contract with trade guilds and they will set up tax rates or no taxes at all if they would like. lower level nodes may only have space for one trade guild however higher level nodes may have space for 2 or more.
2. No matter the level of crafter or what recipes they have, trade guild members can only craft items up to the level of that node. They can not go to another node to fulfill the request and then return back and submit the work.
Conclusion
I think that trade guild would add another dimension to this game, and also allow for a way for crafters to make profit and exp. It will also allow a way for players to use the skills of other players in a safe and easy way.
Re: Corruption
IMO Archeage had the best system. A jail/player court system. I'd actually consider it perfect.
This about explains your issue here.
Archeage had no penalty for killing other players. Sure, you could go to jail. but you could just alt tab out and do something else, or play on a second account, or go for a walk. Your "penalty" would be gone all by itself, making it not a penalty.
If you consider Archeages system to be perfect, that means you want no penalty, or at the very least a penalty that you can afk.
A penalty that you can afk is akin to progression that you can afk. Both are equally bad, and neither should exist.
Losing progression is a real penalty, and gear represents progression.
If you don't like that, don't gain corruption. Participate in other forms of PvP instead.

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