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: Consensual PvP System in Ashes of Creation
No casuals dropped cash to play alpha
Consensual PvP just brings out the worst in people because they feel safe behind the system, using it as an excuse to be total jerks. I see it all the time, pve griefing scary
Consensual PvP just brings out the worst in people because they feel safe behind the system, using it as an excuse to be total jerks. I see it all the time, pve griefing scary
Re: is ranger really that bad?
I trepid just need to bite the bullet and tell whoever is designing ranger they are not it, maybe they are better in another Dev department.
It's not only the fact that ranger feels lackluster, misses class identity, can't win a single 1v1 in a rock paper scissors game, has worse mobility than every other class bar none ( yes even clerics can intervene further than rangers disengage )
The issue for me is that Intrepid don't seem to care, ranger skills have been broken since day 1 phase 1 with hundreds if not thousands of bug reports and we can't even get our basic skills fixed whilst in the mean time I trepid are releasing much more diverse classes, tank, bard, rogue and have seem to have just pushed ranger out of their line of vision. I would expect an entire overhaul with the rogue release as I can't think of any other reason why the broken aspects of ranger are just completely ignored
Intrepid.. rangers are not a physical damage mage come on..
It's not only the fact that ranger feels lackluster, misses class identity, can't win a single 1v1 in a rock paper scissors game, has worse mobility than every other class bar none ( yes even clerics can intervene further than rangers disengage )
The issue for me is that Intrepid don't seem to care, ranger skills have been broken since day 1 phase 1 with hundreds if not thousands of bug reports and we can't even get our basic skills fixed whilst in the mean time I trepid are releasing much more diverse classes, tank, bard, rogue and have seem to have just pushed ranger out of their line of vision. I would expect an entire overhaul with the rogue release as I can't think of any other reason why the broken aspects of ranger are just completely ignored
Intrepid.. rangers are not a physical damage mage come on..

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Re: Rogue and bard design
Other classes aren't that great to play, because they are too one dimensional, there is also no build variety or playstyle options you could switch between. Some of that stuff "might" come with the secondary archetypes, but its a big "if" and approx. 25 levels too late.totally agree except the Bard and what we see of the rogue the other classes are not great to play and I'm not even talking about the Tank which is a disaster. hard to understand so much difficulty for such basic classes.
Tank Grapple Ability - Super Speed Bug
Description
I was in the lawless zone while mounted, I was grappled by another player, but instead of being pulled to him my mount animation froze, but I was still able to move at rate nearly double my mounts movement speed.
Bug Reproduction Steps
I have had this happen twice to me, but I have been unable to recreate it anywhere but in the lawless zone.
Expected Result
I expected to pulled to my attacked and be stunned per the ability.
Bug Report - Actual Result
I was not pulled to the target and I had erratic control of my mount's movement and began traveling forward at the speed I was supposed to be pulled toward my attacker. I was able to make it from Aithanhar to Miraleth in under 90 seconds.
I was in the lawless zone while mounted, I was grappled by another player, but instead of being pulled to him my mount animation froze, but I was still able to move at rate nearly double my mounts movement speed.
Bug Reproduction Steps
I have had this happen twice to me, but I have been unable to recreate it anywhere but in the lawless zone.
Expected Result
I expected to pulled to my attacked and be stunned per the ability.
Bug Report - Actual Result
I was not pulled to the target and I had erratic control of my mount's movement and began traveling forward at the speed I was supposed to be pulled toward my attacker. I was able to make it from Aithanhar to Miraleth in under 90 seconds.
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Re: RMT has started - where’s the action?
Evidence is different than advertisement. But yeah it’s a ridiculous problem to have this early on. I hope Intrepid puts some effort into this. It’s as much a culture problem as it is a data problem. If you don’t start early shifting the culture toward “RMT = ban” then it’ll take over the game like it has so many times before.
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Re: RMT has started - where’s the action?
How so? I'd assume the effect of a hardline against RMT would discourage buyers and make sellers have to work a lot harder. Won't stop it, but would drive it underground.
If developers ban gold sellers as they are detected, that means gold sellers immediately know which behavior patterns the developers can identify, and associate with selling gold. If you have 6 accounts all doing things a slightly different way, and one account gets banned and the rest don't, you now have 5 methods to do what you are doing that you know are safe.
If developers then ban another account a little while later, you know they have updated their detection, but you already know what they are now looking for. With this scenario, gold sellers are able to stay one step ahead of the developers.
This agressive approach also means gold sellers are never going to risk losing their network - only ever the accounts thst are doing the selling.
This is why developers don't do this. Developers identify gold sellers, gold buyers, storage accounts, botters, those selling gold to gold sellers - all of it. Then they come up with ways to detect their behavior easier, then they ban them all at once.
This way, every 3 - 6 months the gold sellers lose basically all of their accounts, but have no actual idea what action was detected. This puts the gold sellers constantly at a disadvantage, they are on the back foot.
Okay I see what you mean. Yes I do agree, but the problem is they can do a lot of damage in 3 to 6 months.
Yeah, but they are going to be there regardless.
The only thing you gain by banning them as soon as you see them is a faster turnaround of new accounts that the gold sellers use. In return, you are losing the ability to really hurt their operation later on.
And most gold for sale does not come from botting, it comes from large guilds who sell gold to gold sellers, or from indovidual players that have found a unique exploit (I know two people that have purchased houses using gold generating exploits in different games). Bots make up a very small percentage of gold generation, and of gold going to gold sellers.
Ashes design will indeed drive more people to RMT than most other games, that is why it is in everyone's best interest right now that Intrepid use the current opportunity to learn as much as they can about gold sellers - which specifically requires them to not ban accounts until they have an idea of the larger picture (ie, don't ban the chat spam accounts until you know who is selling the gold, and don't ban the sellers until you know who the bank is, etc).

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Re: New Player Feedback
4ight now, my thoughts as to what rhey could/should do for the new player experience boils down to "curate it".What do you guys think is the best thing they could do or change to improve the new player experience?
The first 2 hours of a game like Ashes should be spent following specific instruction - or at least with specific instruction given should people want to follow it. A quest giver gives you a quest, you do that quest and only that quest and find yourself at another quest giver giving you another quest. At the exact point you gain a level, you should find the level of mobs you need to kill for the quest you are on goes up by exactly one.
Even in a sandbox game, the introduction to the game for new players needs to be exceedingly well thought out. It is actually the most important content in the game.
Right now, we don't have that. We just have some slapped together quests and mobs that are given a spawn area.
I can only assume the first 5 levels of content we have now is placeholder, with Intrepid knowing it needs to all be scrapped and redone. That makes tour feedback above quite useful to them, as it highlights the areas in need of drastic improvement quite well.

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Re: [feedback] unpleasant looking character models
GreatPhilisopher wrote: »GreatPhilisopher wrote: »
nah , lets not get into how the alpha looks nothing like all the showcases we've been seeing for years , lets just talk about the character creator that was shown to be working and somehow had a bit better looking models 3 years ago but lets say that all of that is fine , the character creator is bugged and unfinished thats fine that dosent change the fact that it was their choice to make the characters hideous because it would take the same amount of effort to put the same very limited options the CC have right now but with actual good looking models where no matter what you create unless you go the extreme you will still get a decent looking character but its the exact opposite.
If that is what you want to talk about, cool.
I'll reply with "lets not forget that you aren't seeing the only build of the game, nor is there any reason you should assume you are seeing the most complete build".
You are presented with a game that is asking you to test. Anything that is both not completed but also not being tested is given to you in a manner where the base function is in place, and nothing more.
You are not testing character models, you are likely never going to test character models (broken character models make the game literally unplayable, meaning you can't test anything). However, character models are also not finished. As a result, you have been provided with functional character models in order for you to be able to test the parts of the game that do need to be tested.
I swear, one day people will understand what an alpha is - and more importantly, isn't - about.
Those other models and the character creator - for now you can assume they are off in some other build being worked on.
lets not forget that the main point is that it dosent matter if its finished or not but what they decided to put in it.
they have an unfinished character creator with bugs that looks way worse than what they showed 3 years ago (which is suspicious but lets say its totally fine) and they put a little amount of stuff in it , go ahead tell me why the little content they put in this unfinished CC was made to look horrendous instead of putting the same small amount it have now but instead good looking characters and models , why is that when it takes the same effort,same work,same everything hell making them ugly as hell probably took more time and effort.
because it was a choice they made, same with the armors
Agree, not to mention the new races are being released with almost no difference in style than the humans and also look like cracked out drug addicts too lol, why not make them beautiful and diverse, if they are all being released looking like trash, what is even the holdup? Just released them all now lol

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Re: is ranger really that bad?
Rangers are great and very welcome for buffing the caravans. Other than that, no one will want you around.

2
Re: is ranger really that bad?
At first I thought the ranger sucked...but after 80h of gameplay and after mostly soloing to level 23...my opinion has changed. I also want to preface that...these opinions are strictly for PVE, and that my experience with PVP has been quite limited...So this doesn't reflect my opinion of ranger in a PVP scenario.
It's also worth noting, that the majority of my time was not spent leveling, but spent on resource gathering/artisan stuff, and exploration. When I *did* focus on leveling it went quite fast...Maybe an hour or two tops at each level, all the way up to level 22.
Also, also worth noting, that my current opinion has been formed after having been able to try out *all* the classes at level 25, during the recent realm-test....So I *have* gotten to play all the classes at level 25 to see how they all felt.
I currently think the ranger is just more convoluted/misunderstood than the others, and it doesn't follow the way typical MMOs set them up. Especially when it comes to stat priorities...which isn't DEX first, as one might assume.
That is not to say I think the ranger is in-line with the other dps classes...And it's definitely in a spot where it could use some attention/love/help. Some of the "higher tier" damage skills just feel absolutely garbage when compared to the very first skill you're able to unlock as the ranger.
Otherwise, it's been fun. I had/am having fun with it still, and it definitely got a whole lot better once I straightened out my stat distribution, mastered the various dps rotation(s), and maxed out/optimized my weapon perks.
And despite what I've seen people say...if you use *ALL* of the mobility options available to you, and learn how to jump-kite and dodge-roll-jump...The ranger definitely feels the most able to dictate range than the other classes.
On top of that, the rangers basic auto-attacks with a longbow, and it's subsequent finishers/extended finishers hit quite hard all by themselves...while also applying some pretty nasty debuffs at the same time. 50% reduced healing from 10 stacks of wound [longbow], snared [shortbow], and bleeding. Couple that with either concussive shots [50% slower cast time for target], or barbs [more bleeding]...jump hopping away while just firing basic attacks still does significant damage, especially with crits. (I've seen my extended finisher crit for 1/3 of the damage that a crit from snipe would do)
Camoflauge for ninja-looting dead bodies, getting to pick your engagements and sneak-attack other players, sneaking through PVP zones unseen, being un-targetable while harvesting resources, all while looking like the predator...is also pretty neat...when...camoflauge actually decides it wants to work...
So if a more complicated/convoluted/higher skill ceiling class doesn't sound like your cup of tea...then just run a mage. The mage will solo just fine, and tends to be the preferred DPS class in groups, should you choose to run them.
I can sum up PvP for you.
1v1 = Ranger run away every time cause u auto loose basicly all fights unless you super out gear the opponent
8v8 or above = Be good at vine throwing cause thats pretty much ur only job otherwise just be a mage :P
Rangers just need more range (for class fantast/role idenity) than they do atm and a longer TTK and they be in a decent spot i think although i would like to see some skill reworks/tweaks to be more synergised/comboable with each other and little things like evasion bonus while disengaging/airstriking (basicly like dodge gets, rogues get something similiar too)
Mages overshadow rangers atm a great deal since mages are super burst where rangers tend to be more consistant dmg output they have some burst but no where near as effective as mages. Like shortbow rangers need to get a full AA rotation in before they even do any kinda of real dmg and when fights end in 2 spells then yeah thats not happening :P
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