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: Economy in Ashes (Solving MMORPG Inflation)
I find it somewhat baffling that we have a vocal side of the community voicing their concerns and frustrations with the backwards progression in forms of exp debt, material loss on debt and material loss during lost siege wars.
Then suddenly a post like this pops up, suggestions the game cuts away the one secure resource there is: gold, in intervals.
Honestly, for me personally, the exp debt, material loss etc is not a game breaker... But if the game starts eating away at the other resources as well (such as gold) "just because", then I very much feel like this game will be way too much of a hassle. It'll just feel like a survival game where you more or less start over and over, and that is not for me.
Then suddenly a post like this pops up, suggestions the game cuts away the one secure resource there is: gold, in intervals.
Honestly, for me personally, the exp debt, material loss etc is not a game breaker... But if the game starts eating away at the other resources as well (such as gold) "just because", then I very much feel like this game will be way too much of a hassle. It'll just feel like a survival game where you more or less start over and over, and that is not for me.
Re: [NA - Vyra] The Black Lotus | 18+ | PvP | PvEconomy | 60+ A2
I vouch emphatically that these people do not suck! Take a look and come join us in A2
Re: Bard Flourish wish...
Songcaller wrote: »Hmm. Why moonwalk when you can travel to the Black desert and float on particle bubbles?
Why moonwalk when you can moonride?!

Sorry, couldn't help myself

Re: [GM please help] Char broken. 0 hp/mp/sta. All mobs are green
We are in an alpha and on holidays.
Re: Tank Worst class - Phase 1/2 Thoughts - Something needs to be done.
Agreed. Tanks need help.
I’ve been tanking in MMOs for years and have leveled several tanks into the 20s in Ashes of Creation. It’s clear the class has major issues. Tanks die far more often than other classes. Even with a solid, experienced group, I die more than anyone else. In PUGs, it’s even worse.
Leveling as a tank is slower, costlier, and less rewarding. I earn 20–30% less XP, 50–75% less glint, and spend most of my money on repairs. Magical damage, especially from fire caster NPCs, is a major weakness. If a healer isn’t 100% focused, I die, losing glint, silver, and progress. Compared to other classes like mage or ranger, tanking is all risk and little reward.
I am sure you guys have lots of ideas on how to adjust this. I look at the tank/healer dynamic as a circuit model where the healer is the battery and the tank is a RC circuit in front of the battery and damage is current. Resistance is the mitigation tools the tank has to reduce damage ( current ) and Total hitpoints is the capacitance of the circuit. What I am observing is that when i die, healers are frequently full or decent mana ( battery charge ). Usually it's due to a spike in damage ( current ). Therefore, just increasing resistance will only help so much. An increase in capacitance ( hitpoints) would help smooth out the current spikes and keep the circuit from browning out ( tank dies ). So to me, an increase in tank hitpoints is one potential viable adjustment to help smooth out the death rate problem. Just a thought.
Besides combat tweaks:
1) giving tanks a "field repair" ability to take the edge off repair costs would help reduce costs and get them out of a pinch where they have no money for repairs, but their gear is completely broken. A tank can't tank with broken gear...
2) Glint drop rate adjustments based on recent deaths for tanks. Lots of ways to do this.. will leave it to you... but if the tank is dying a bunch... lower the rate at which they drop glint or have a maximum drop% in a fixed period of time. Having NO glint feels bad and as a Tank that occurs frequently. Saying in 1 hour you shouldn't lose more than 75% of your glint would be an improvement.
3) Exp Debt rate for tanks. Similar to adjusting glint drop rate, adjust experience debt rate for multiple deaths or cap total experience loss per level at a certain amount. There have been times There are times I have died 10-20x over the course of an entire level.. most with he 4% hit that gets overcome in a few pulls then die again... so that gives you an idea on how much more experience the level actually took. Cap experience debt per level.. especially at lower level when PUG's are chaos and people dont know their classes yet.
I’ve been tanking in MMOs for years and have leveled several tanks into the 20s in Ashes of Creation. It’s clear the class has major issues. Tanks die far more often than other classes. Even with a solid, experienced group, I die more than anyone else. In PUGs, it’s even worse.
Leveling as a tank is slower, costlier, and less rewarding. I earn 20–30% less XP, 50–75% less glint, and spend most of my money on repairs. Magical damage, especially from fire caster NPCs, is a major weakness. If a healer isn’t 100% focused, I die, losing glint, silver, and progress. Compared to other classes like mage or ranger, tanking is all risk and little reward.
I am sure you guys have lots of ideas on how to adjust this. I look at the tank/healer dynamic as a circuit model where the healer is the battery and the tank is a RC circuit in front of the battery and damage is current. Resistance is the mitigation tools the tank has to reduce damage ( current ) and Total hitpoints is the capacitance of the circuit. What I am observing is that when i die, healers are frequently full or decent mana ( battery charge ). Usually it's due to a spike in damage ( current ). Therefore, just increasing resistance will only help so much. An increase in capacitance ( hitpoints) would help smooth out the current spikes and keep the circuit from browning out ( tank dies ). So to me, an increase in tank hitpoints is one potential viable adjustment to help smooth out the death rate problem. Just a thought.
Besides combat tweaks:
1) giving tanks a "field repair" ability to take the edge off repair costs would help reduce costs and get them out of a pinch where they have no money for repairs, but their gear is completely broken. A tank can't tank with broken gear...
2) Glint drop rate adjustments based on recent deaths for tanks. Lots of ways to do this.. will leave it to you... but if the tank is dying a bunch... lower the rate at which they drop glint or have a maximum drop% in a fixed period of time. Having NO glint feels bad and as a Tank that occurs frequently. Saying in 1 hour you shouldn't lose more than 75% of your glint would be an improvement.
3) Exp Debt rate for tanks. Similar to adjusting glint drop rate, adjust experience debt rate for multiple deaths or cap total experience loss per level at a certain amount. There have been times There are times I have died 10-20x over the course of an entire level.. most with he 4% hit that gets overcome in a few pulls then die again... so that gives you an idea on how much more experience the level actually took. Cap experience debt per level.. especially at lower level when PUG's are chaos and people dont know their classes yet.

1
Re: Tank Worst class - Phase 1/2 Thoughts - Something needs to be done.
Honestly, pretty accurate. This is what has stopped me from continuing a tank, which is depressing because its usually always been my main role in most mmos.
Same, been a mainstream tank for many years in many games but this one makes me wanna jump on mage or Cleric/Bard. Tank is so useless/Feels so bad right now

1
Re: Let's talk about crafting in Ashes as it currently works.
Here's what I don't like: 99% of crafting professions (i.e. armorsmith, carpenter, etc) is sourcing. 1% is a button click to assemble components.
For me, I like managing the whole mats > item flow, so I distributed my skills accordingly to maximize involvement and minimize dependency. But if I only elected to be a crafter to create items - it's boring AF. I think the assembly needs to be more than a button click, maybe not a full minigame, but something closer to EQ2 territory where different abilities & passives can sway the probability of a highly valuable outcome.
I think crafted legendaries need the highest quality mats gathered by the most expert gatherers, processed perfectly by the most expert processors, and crafted perfectly by the highest skilled crafters. We're not even close to that yet.
For me, I like managing the whole mats > item flow, so I distributed my skills accordingly to maximize involvement and minimize dependency. But if I only elected to be a crafter to create items - it's boring AF. I think the assembly needs to be more than a button click, maybe not a full minigame, but something closer to EQ2 territory where different abilities & passives can sway the probability of a highly valuable outcome.
I think crafted legendaries need the highest quality mats gathered by the most expert gatherers, processed perfectly by the most expert processors, and crafted perfectly by the highest skilled crafters. We're not even close to that yet.

2
Re: Instanced PVP (Arena and/or Battlegrounds)
Did not at all argue against instances, literally saying the same thing, as someone who has pushed for the Arena discussion since i saw its confirmation on the wiki, i also wouldn’t mind some PvE that have no outside environmental influence as I don’t see why AoC can’t have both?
The bulk of that game was subject to PvP so stop talking about WOTLK and my only point about bringing that up was that it can have multiple systems including OW and Instances and still be amazing. My questions that remain unanswered is have you played this Alpha? Are you max level as well and what’s your experience been so far?
I have voyager pack, means nothing if you haven’t played the alpha to max level.
Il give some feedback, the instances/dungeons are afk farming with no real mechanics and ow PvP is just big groups and/or otherwise dead. An instance maybe just what this Alpha needs to spice it up? PvP and PvE
Yes it’s an alpha but we can still discuss it? Isn’t that the point of these forums to throw in some feedback and maybe some suggestions that they might consider? Just because you yourself didn’t enjoy something doesn’t mean others didn’t, Wrathful season was by far the mvp of that entire expac, i do remember DKs coming back alive after you killed them in Arena. So il just put my two cents of s8 was the gr8
The bulk of that game was subject to PvP so stop talking about WOTLK and my only point about bringing that up was that it can have multiple systems including OW and Instances and still be amazing. My questions that remain unanswered is have you played this Alpha? Are you max level as well and what’s your experience been so far?
I have voyager pack, means nothing if you haven’t played the alpha to max level.
Il give some feedback, the instances/dungeons are afk farming with no real mechanics and ow PvP is just big groups and/or otherwise dead. An instance maybe just what this Alpha needs to spice it up? PvP and PvE
Yes it’s an alpha but we can still discuss it? Isn’t that the point of these forums to throw in some feedback and maybe some suggestions that they might consider? Just because you yourself didn’t enjoy something doesn’t mean others didn’t, Wrathful season was by far the mvp of that entire expac, i do remember DKs coming back alive after you killed them in Arena. So il just put my two cents of s8 was the gr8

3
Re: Resource Spawns and Artisanship
The one thing I would add to this, especially to the randomness of rarity, is to please make my harvesting level mean something other than the ten level marks allowing me to harvest a new resource.
If I am at level 27 hunting I should have a better chance of getting a higher quality wolf when I pet it, if I am at level 27 lumberjacking I should have a better chance of getting higher quality oak when I chop those down.
If I am at level 27 hunting I should have a better chance of getting a higher quality wolf when I pet it, if I am at level 27 lumberjacking I should have a better chance of getting higher quality oak when I chop those down.

1