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
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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: How to fix the EXTREME server drop off we are experiencing.
AirborneBerserker wrote: »
Ashes already has a chatch up system for leveling.
The node system slows people down by making them travel between nodes to complete all tasks needed. This slows people down a bit. People coming in a week later will have much less traveling to get what they need.
This is not where the problem lies. I would argue gear is a bigger problem.
I was thinking about this too, actually a player showing up a couple weeks late has HUGE advantages.
-More resources on the ground: While copper is still being farmed heavily, you have much more access to T1 gatherables across the map after the first two weeks. Alot less downtime searching and finding nothing.
-Nodes and services are already leveled up: Easier to purchase things from node vendors and get your professions progressing.
-Players shops have more gear: Can just buy basic gear from player shops and not need to grind for items as much.
In actuality, a person showing up 2-3 weeks after launch can catch up MUCH faster than the majority of people grinding from launch, just from access to gear in the shops alone. Solo/small group exp grinding can be incredibly fast and efficient if you are geared.
Games also have really good and obvious ways of improving their catch-up style mechanics without causing serious issues, these days, because they have had so many years to learn how players behave.
Sure, it's easier in games with more Instanced Content, but even a new studio like Intrepid also has access to some veterans who probably know how to shift player incentives to make them do things that incidentally help or boost lower level, 'casual', or otherwise less invested players.
As long as the Economy isn't trash-tier, new players will almost certainly not have any problems, even without Instances. At worst they would need to introduce some untradeable 'Token' style item for access to some specific gear (FF11 style: Beastman's Seals, etc), or structure their few mid-level Instances to have optional Level Caps but also give the option for more rewards when cleared with the Level Cap active (e.g. Throne and Liberty or New World could both easily do this since they both have systems for letting the player spend less time but still have a limit on the conversion of some other Token into Rewards for successes).
Ashes already has signs of both systems, combined with proper gear tiers. The lack of Economic limiters might become an issue if instances or 'Pop Items' are used this way in AoC, but that was going to be an issue no matter what.
A game with actual social dynamics where the new player isn't instantly a pariah for 'not knowing every mechanic' can afford to solve this sort of thing directly through gameplay.

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Re: Grief system kills the game
Leashing will be adjusted. It's coming.
Can you post a link to a statement on an official channel or website please.
People keep saying this is going to change but I haven't actually seen any evidence of them not intending this.
Re: Grief system kills the game
This is not even real PVP.. its PVP using PVE. I also really hope this is not the vision. If nothing else, just make it so deaths from PVE do not make lootable corpses. This would help with a lot of the current issues until a better system is made.
Re: [Feedback] Why Ashes is currently destined to fail...
crazysam87 wrote: »AirborneBerserker wrote: »bloodprophet wrote: »AirborneBerserker wrote: »bloodprophet wrote: »bloodprophet wrote: »crazysam87 wrote: »Devs forgot why we moved away from doing everything open-world to instancing the important parts (dungeons, raids, etc) for the sake of preventing exploiting, griefing and enabling large guilds to control everything. I love the game, but this is ticking time-bomb that might actually end up blowing way before release.
People forgot that MMO's are by the very idea a group based game. Look at the overload of single player shared world experiences being labeled as MMO's.
Why are we not allowed to have one game that centers on player interaction and grouping?
The notion that a game based around player interaction and group can not have instances - or even be mostly instances - is just flat out incorrect.
I'm not saying you should be wanting Ashes to have more instanced content, but if you want an open world MMORPG, have a real argument for it or don't bother arguing.
Who said there couldn't be instances? Ashes is slated to have roughly 20% instanced content.
Last line sounds like you might need a hug. Hit up Dygz for that.
Steven and people like you. Instancing the boss fights means nothing. The bosses will get farmed and anyone that can't farm the entire dungeon won't bother.
So the answer is easy mode so everyone can get a trophy?
Homogenization is super boring. It is the main reason I hate GW2.
I do find the idea that everyone should get everything with zero challenges an interesting one.
Why should that be a thing. There are several ""MMO'S"" out there already that cater to those that want that.
Why should everything be catered to the lowest common denominator vs expecting people to work to improve and rise to the challenge.
As Hidetaka Miyazaki of Fromsoftware said "But when asked if he’d ever consider lowering the difficulty of these titles, Miyazaki firmly believes otherwise. According to him, reducing the difficulty would not only diminish the sense of achievement but “break the game itself.” This is rooted in his philosophy about how challenge and failure are essential to the experience."
https://fandomwire.com/hidetaka-miyazakis-personal-philosophy-on-elden-ring-that-he-wont-ever-compromise-on-that-would-break-the-game-itself/
https://en.wikipedia.org/wiki/Elden_Ring
It sold over 28 million copies, also making it one of the best-selling games of all time.
So the idea that a challenging came cannot be successful seems really short sighted.
Who are you talking to?
No one said anything about things not being challenging. Instancing things prevents griefing and other bad behaviors. Instanced dungeons can still be challenging its not even hard to do. Watch this.
When you enter dungeons all passive regen is turned off. See not hard.
Oh, and probably not best to point at a single player soft core ARPG as a comparison to a Hardcore MMORPG. They are about as far apart as you can get.
Imagine thinking instanced stuff = easy. Someone never played M+ in WoW lol. People lack vision so much it kinda hurts!
M+ was a good time for a bit but could be expanded further.
Same for the mythic raids in WOW. Fun to figure out the safety dance and hoping the rest of your team can sync to the proper dance moves.
State of Caravans
Caravans are a quintessential PvP system, and they don't work.
- Frequently the flagging system bugs and caravans you flag against do not take damage.
- While driving through the world drivers are frequently teleported across the world to Carphin.
- Solo drivers can logout and force their caravan to convert to boxes, fully healing it if the attackers don't have a full group.
- Bugs are constantly making caravans completely unrecoverable.
Love the game, love the system, but caravan issues (particularly immunity) needs to be addressed ASAP imo.
- Frequently the flagging system bugs and caravans you flag against do not take damage.
- While driving through the world drivers are frequently teleported across the world to Carphin.
- Solo drivers can logout and force their caravan to convert to boxes, fully healing it if the attackers don't have a full group.
- Bugs are constantly making caravans completely unrecoverable.
Love the game, love the system, but caravan issues (particularly immunity) needs to be addressed ASAP imo.
Re: Major Graphic Upgrade Needed.
Real gamers don't care much about graphics. The game looks fine as is, I'd play it even if it had star wars galaxy graphics.

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Re: Major Graphic Upgrade Needed.
Once again "graphics" is equated to "style". Those are not the same thing.1970merlin wrote: »I think is needs to be more colorful and have more style.
If you have style preference, share them here so that Intrepid at least now your frame of reference in giving feedback.

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Re: Don't put hard gates on profession levels
Currently the system limits the amount of skills you can level up to journeyman etc. I'd like to propose that gaining those skills get exponentially harder instead, removing the need for a hard lock.
Let me break down why:
Currently the system has a hard cap which means that, once you hit it, you'll lose the satisfaction of gaining experience and potentially leveling up. Once you finished your final profession you'll be "done". You cannot improve anymore - ever. This feels bad.
The lock is a design decision:
Now, I can hear the keyboards rattling in the background telling me that they're limited for a reason! And you'd be right! I agree actually. I'm specifically not asking for those numbers to be reasonable. Call it a leveling fantasy. It doesn't need to be real. It just needs to give an excuse to keep the fantasy of leveling going. The very worst case scenario here is that several years after we start someone might have 1 extra profession 1 step higher. I think that'd be ok if they're dedicating that much of their time to the system. In the same way that mayors can be a bit special with dragons, our most dedicated artisans can be a little special with their extra leveled profession level.
Please note that I'm deliberately avoiding numbers here. There are various ways in which you could implement a system like this but I'm not interested in discussing the how's. I'd much rather discuss the why's instead.
Probably shouldn't tell you that freeholds are the only way to get past Journeyman so even if they did remove the hard cap there would still be a hard cap.
Re: Dodge roll hurts rangers
Rangers definetly the most under tuned character atm imo, there main source of dmg and CC is very easy to interupt, snipe huge cast time and long CD, Vinefield decent cast time and long cd, thundering shot long cast time. out side of that the only other thing we realy have is barrage and headshot.
rangers have the least amount of offensive skills too it seems since alot of there skill tree consists of overlapping buffs or overlapping debuffs taking up many of the skill spots in the skill tree so we dont get many activatable skills when it comes down to it and most of them are unusuable if your being hit due to being super easy to CC.
I use a short bow as a ranger so therefor i have like 4 skills i use, barrage, thundering shot, headshot and a mark which is 60 second CD everything else isnt worth using snipe does to little dmg for the cast time and super unreliable due to dodge or block if u know it coming, when u dont use a longbow, scatter shot is kinda meh unless ur in a choke point and u can fire it down so you basicly combat rotation is auto attack barrage auto barrage saving thundering shot for silence and headshot if there low
rangers have the least amount of offensive skills too it seems since alot of there skill tree consists of overlapping buffs or overlapping debuffs taking up many of the skill spots in the skill tree so we dont get many activatable skills when it comes down to it and most of them are unusuable if your being hit due to being super easy to CC.
I use a short bow as a ranger so therefor i have like 4 skills i use, barrage, thundering shot, headshot and a mark which is 60 second CD everything else isnt worth using snipe does to little dmg for the cast time and super unreliable due to dodge or block if u know it coming, when u dont use a longbow, scatter shot is kinda meh unless ur in a choke point and u can fire it down so you basicly combat rotation is auto attack barrage auto barrage saving thundering shot for silence and headshot if there low
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Dodge roll hurts rangers
First off I would like to say I absolutely love the system, I love being able to roll in PvP and dodge incoming attacks
However as the system currently performs, it is absolutely game breaking and an insane disadvantage to rangers in high level PvP
The way this system works is, when you roll you get a 1.5 second immunity debuff to incoming damage, or pretty much 100% evasion, whilst rolling if you evade attacks during this period it refills your stamina bar and allows you to roll again, therefore evading more damage
The reason this is so game breaking to ranger and not other classes is a few reasons, firstly if ranger does not get a stealth opener in PvP they lose every single 1v1 right now and it's not even close, given gear is the same, now if you are fighting anyone with any skill it is extremely easy to roll snipe as you can see the enemies cast bar
Secondly ranger will most of the time follow up with a barrage to try to proc their weapon ammo imbues, there is also not really any other openers possible as headshot sucks before the target is 50% HP and thundering shot needs to be saved for the weapon imbue to apply so it's very easy to predict, this is extremely easy to roll too because you don't even have to time it right as barrage is a one second duration, whilst rolling barrage your stamina bar will be auto filled back to 100 due to all the arrows missing and allow you to constantly evade the entire opener of the ranger and not be effected by the rangers weapon imbue,
Now the ranger has no opener, no cds and can't silence because our silence is so poorly worked compared to other classes.
As of right now the only way a ranger can PvP is stealth and try to one shot in suspecting victims, this feels so bad, there is no depth, no thought and feels like no time invested into the ranger class, they do less damage than a mage even with the nerfs, they have less mobility than almost all other classes, every class in game can remove our one cc, it would be really nice to start seeing some changes and the direction this class is meant to go, right now we are just a bad mage with less damage, defensives and mobility
The class plays well in pve and is fun to play but the skills that they have are so badly made it just does not fit the fantasy of a ranger whatsoever.
I will also add it's not possible to dodge roll magic attacks so there is also that..
Does anyone have any different or similar thoughts on this
However as the system currently performs, it is absolutely game breaking and an insane disadvantage to rangers in high level PvP
The way this system works is, when you roll you get a 1.5 second immunity debuff to incoming damage, or pretty much 100% evasion, whilst rolling if you evade attacks during this period it refills your stamina bar and allows you to roll again, therefore evading more damage
The reason this is so game breaking to ranger and not other classes is a few reasons, firstly if ranger does not get a stealth opener in PvP they lose every single 1v1 right now and it's not even close, given gear is the same, now if you are fighting anyone with any skill it is extremely easy to roll snipe as you can see the enemies cast bar
Secondly ranger will most of the time follow up with a barrage to try to proc their weapon ammo imbues, there is also not really any other openers possible as headshot sucks before the target is 50% HP and thundering shot needs to be saved for the weapon imbue to apply so it's very easy to predict, this is extremely easy to roll too because you don't even have to time it right as barrage is a one second duration, whilst rolling barrage your stamina bar will be auto filled back to 100 due to all the arrows missing and allow you to constantly evade the entire opener of the ranger and not be effected by the rangers weapon imbue,
Now the ranger has no opener, no cds and can't silence because our silence is so poorly worked compared to other classes.
As of right now the only way a ranger can PvP is stealth and try to one shot in suspecting victims, this feels so bad, there is no depth, no thought and feels like no time invested into the ranger class, they do less damage than a mage even with the nerfs, they have less mobility than almost all other classes, every class in game can remove our one cc, it would be really nice to start seeing some changes and the direction this class is meant to go, right now we are just a bad mage with less damage, defensives and mobility
The class plays well in pve and is fun to play but the skills that they have are so badly made it just does not fit the fantasy of a ranger whatsoever.
I will also add it's not possible to dodge roll magic attacks so there is also that..
Does anyone have any different or similar thoughts on this

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