Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Would you guys be FOR or AGAINST highlighted abilities in action bar for combos?
They kinda already have this, or at least on the cleric archetype, it puts like a shimmering boarder around the spell
3
Re: Would you guys be FOR or AGAINST highlighted abilities in action bar for combos?
speaking as a simpleton, any clue would be welcome...
Caww
2
Re: Asian/SEA Server
I am from Singapore and I was just wondering if the game will ever have an Asian or Southeast Asian server as the game looks really interesting and promising. Would love to have a chance to play the game if possible.
https://ashesofcreation.wiki/Regions
Re: Steven, Please Rethink “Not for Everyone”
Reading through this thread is giving me flashbacks to the first days of new world.
It was sold in previews/announcements as a lawless/high stakes/high reward PvP MMO.
Terribly unskilled and lazy people complained about being killed and thingsbeing to hard, to which there were no end of people who jumped in to try and make the issue as bad as possible.
Without putting hardly any effort at all into it the whole project flipped upside down and went in the complete opposite direction.
It was sold in previews/announcements as a lawless/high stakes/high reward PvP MMO.
Terribly unskilled and lazy people complained about being killed and thingsbeing to hard, to which there were no end of people who jumped in to try and make the issue as bad as possible.
Without putting hardly any effort at all into it the whole project flipped upside down and went in the complete opposite direction.

5
Re: why are you putting the cart before the horse?
[quote="MargaretKrohn;c-504096"
To keep the conversation going:
If you could change one thing about early-game crafting that would make it feel more rewarding right now, what would it be?[/quote]
first..
OMG SENPAI NOTICED ME!!!!!!!! *dies*
*Resurrects*
ok breathe. breathe.....ok
How would I change early game crafting....See that's a complex and complicated answer. There are many many factors contributing to why it's not worth it. People can power level to 25 in a weekend (yes I was in Overlord and did this) and alot of the guild didn't care about the crafting because they could grind in Carphin for an hour and have L25 gear, this was also me, I was in a group and we leveled to L25 in a weekend I was the 6th person of a 5 person group meaning once everyone was outfitted in BIS that they wanted I would get whatever was dropped and STILL by the end of that weekend the L25 full set of Caprhen gear was enough to carry me through the rest of the playthrough before the reset. I never had to worry about gear after that anything that was dropped I either passed to guild members who were lower level or I just sold on the market or gave it away.
Quick answer, (this applies to me and Farming)
to make Novice Farming rewarding I would make one recipe in Farming that doesn't require droppings but uses fish to make fertilizer or uses poop to make fertilizer to be used in mulch((yes i know its another step but its something) I'm gonna compare it to say Lumber milling, I can EASILY raise up Lumber milling? why I can go chop trees and in an hour have 500-750 trees to process. or Alchemist, I can go pick flowers and in a hour have 500-750 flowers to process (same for Cooking, the Aelan Spice must flow) for Stonemason I can bang rocks and have 500-750 Granite to process but Farming doesn't have the equivalent, you need Poop for EVERY recipe and depending on your level its sometimes hard to impossible to gather (I have spend an hour and maybe gotten 20 poop) Leveling Novice to Apprentice should be Easy but for Farming it's super hard so I would say have a recipe that turns Fish into fertilizer (just like real life i have a farmer husband and he used fish sometimes in place of manure) Novice crafting for any profession should be easy to do (it is novice Afterall) and I can easily level Apprentice Cooking and Farming way easier then i can Novice (but I can raise cooking more then farming because I can fish and have a recipe i can use to level. (and no "Just make a L1 character and go kill grims/wolves is not an option, the FIX for everything cant be "roll up a new character, grind for an hour, transfer mats and delete the character" there must be a viable option at any level) or make higher level stuff drop tons more (a L0-20 animal has the same number of drops, where a L0-5 could drop 1-3 poop a L5-10 drop 6-10, a Level 15-20 could drop 20-50) im going by Icarus logic, at the beginning you are chopping trees and gathering stuff, you might get 1-5 worth of stuff, but at endgame (L4 stuff unlocked) you chop 1 tree and get over 100 wood. the Higher level and harder the enemy is to kill the more it should drop.
But easy answer add a recipe in cooking that turns any fish into fertilizer at Novice level (ya can even call it Kala's quick fix fertilizer)
Long Answer. (the important one)
Novice Crafting to be rewarding needs to mean something and right now since you can level to 25 in a weekend and have L25 gear that can carry a gather/crafter like myself throughout a phase (3 times at this point) it doesn't.
Stop having fully dropped gear, maybe have a "rusted" or "broken" version of the gear that a crafter (once up to L10 Apprentice or L20 Journeyman) could fix. it has weaker stats then the common version of the item, so then they have an incentive to make Apprentice or Journeyman crafting happen cause until then they have a slightly better version of a common novice or apprentice maybe just as good as an uncommon (so a rusted L10 item is better then a common or uncommon L0 maybe on par with a Rare but not as good as say a Heroic) same with a L20 item. This way Grinders have better items but not as good as say a Heroic crafted item (most guilds only care about Heroic or above).
Long Term Answer (old woman rants at cloud)
I get it We need to be able to easily test crafting, you don't want to be at Launch and have a recipe that if you use Lego parts all but one common and end up making a Artifact item that has 9999 and breaks the game, or another horse incident so i understand we need to test items, but that is for the PTR or down the road, right now with the wipes and how broken some recipes are (64 Willows and 12 Cows for 1 sandwich? really?) the over all problem is we can have L20 gear in 72 hours of a wipe and Journeyman crafting...what over a month? and again that's with 2 days each week with a low server presence. Since yall are wiping (and i played Icarus at Launch, wiping doesn't mean anything Ill still make a L4 base on a L1 map) but the nodes can not keep up with the grinders, so either you need to limit the grinders (make higher level things only accessible at higher nodes) match leveling with nodes (you can't level past L9 (since L10 is when the item breaks happen) until the node can make Apprentice stuff, and i mean like ALL apprentice stuff) ((no one will like this)) or at a wipe start all the nodes with Journeyman crafting (there are enough nodes yall as programmers should be able to plan this) along with enemies in different bioems being able to be all level (not just L20+ in the Desert and L30+ in the Jundark, which is REALLY limiting people going out into the world (also biome equivalent recipes for items ((right now, it takes 51 Oak Timber, 32 Copper Fragments, 21 Linen Thread and 3 Basalt Molds to make a full set of Novice Tools, these are all Riverlands items, if the Desert only or Jundark, (or any other biome) only stuff doesn't have an equivalent, people will not "go forth into the world and explore" we will stay in the Riverlands (yes i have a spreadsheet to breakdown tool making as well))) so either Novice needs to be MUCH easier to obtain (say 1 wood (Oak, Ash, Western Larck, Eastern Hemlock, (biome exclusive equivalent) 1 ore (biome exclusive equivelent) ect ect you get the idea. There is no reason to do that when Apprentice will be up in a week and doesn't take much more then that to make the items. Either the players need to be locked behind content which no one likes, or crafting L0 needs to be MUCH easier because when people can level to 25 and have L20 gear in 72 hours....well yea crafting is an endgame thing at that point why bother with low level stuff?
Just answer the dang question (where was I again)
So if i could change 1 thing to make Novice crafting easier/more rewarding, have a Novice Farming fish to fertilizer (droppings) recipe.
To keep the conversation going:
If you could change one thing about early-game crafting that would make it feel more rewarding right now, what would it be?[/quote]
first..
OMG SENPAI NOTICED ME!!!!!!!! *dies*
*Resurrects*
ok breathe. breathe.....ok
How would I change early game crafting....See that's a complex and complicated answer. There are many many factors contributing to why it's not worth it. People can power level to 25 in a weekend (yes I was in Overlord and did this) and alot of the guild didn't care about the crafting because they could grind in Carphin for an hour and have L25 gear, this was also me, I was in a group and we leveled to L25 in a weekend I was the 6th person of a 5 person group meaning once everyone was outfitted in BIS that they wanted I would get whatever was dropped and STILL by the end of that weekend the L25 full set of Caprhen gear was enough to carry me through the rest of the playthrough before the reset. I never had to worry about gear after that anything that was dropped I either passed to guild members who were lower level or I just sold on the market or gave it away.
Quick answer, (this applies to me and Farming)
to make Novice Farming rewarding I would make one recipe in Farming that doesn't require droppings but uses fish to make fertilizer or uses poop to make fertilizer to be used in mulch((yes i know its another step but its something) I'm gonna compare it to say Lumber milling, I can EASILY raise up Lumber milling? why I can go chop trees and in an hour have 500-750 trees to process. or Alchemist, I can go pick flowers and in a hour have 500-750 flowers to process (same for Cooking, the Aelan Spice must flow) for Stonemason I can bang rocks and have 500-750 Granite to process but Farming doesn't have the equivalent, you need Poop for EVERY recipe and depending on your level its sometimes hard to impossible to gather (I have spend an hour and maybe gotten 20 poop) Leveling Novice to Apprentice should be Easy but for Farming it's super hard so I would say have a recipe that turns Fish into fertilizer (just like real life i have a farmer husband and he used fish sometimes in place of manure) Novice crafting for any profession should be easy to do (it is novice Afterall) and I can easily level Apprentice Cooking and Farming way easier then i can Novice (but I can raise cooking more then farming because I can fish and have a recipe i can use to level. (and no "Just make a L1 character and go kill grims/wolves is not an option, the FIX for everything cant be "roll up a new character, grind for an hour, transfer mats and delete the character" there must be a viable option at any level) or make higher level stuff drop tons more (a L0-20 animal has the same number of drops, where a L0-5 could drop 1-3 poop a L5-10 drop 6-10, a Level 15-20 could drop 20-50) im going by Icarus logic, at the beginning you are chopping trees and gathering stuff, you might get 1-5 worth of stuff, but at endgame (L4 stuff unlocked) you chop 1 tree and get over 100 wood. the Higher level and harder the enemy is to kill the more it should drop.
But easy answer add a recipe in cooking that turns any fish into fertilizer at Novice level (ya can even call it Kala's quick fix fertilizer)
Long Answer. (the important one)
Novice Crafting to be rewarding needs to mean something and right now since you can level to 25 in a weekend and have L25 gear that can carry a gather/crafter like myself throughout a phase (3 times at this point) it doesn't.
Stop having fully dropped gear, maybe have a "rusted" or "broken" version of the gear that a crafter (once up to L10 Apprentice or L20 Journeyman) could fix. it has weaker stats then the common version of the item, so then they have an incentive to make Apprentice or Journeyman crafting happen cause until then they have a slightly better version of a common novice or apprentice maybe just as good as an uncommon (so a rusted L10 item is better then a common or uncommon L0 maybe on par with a Rare but not as good as say a Heroic) same with a L20 item. This way Grinders have better items but not as good as say a Heroic crafted item (most guilds only care about Heroic or above).
Long Term Answer (old woman rants at cloud)
I get it We need to be able to easily test crafting, you don't want to be at Launch and have a recipe that if you use Lego parts all but one common and end up making a Artifact item that has 9999 and breaks the game, or another horse incident so i understand we need to test items, but that is for the PTR or down the road, right now with the wipes and how broken some recipes are (64 Willows and 12 Cows for 1 sandwich? really?) the over all problem is we can have L20 gear in 72 hours of a wipe and Journeyman crafting...what over a month? and again that's with 2 days each week with a low server presence. Since yall are wiping (and i played Icarus at Launch, wiping doesn't mean anything Ill still make a L4 base on a L1 map) but the nodes can not keep up with the grinders, so either you need to limit the grinders (make higher level things only accessible at higher nodes) match leveling with nodes (you can't level past L9 (since L10 is when the item breaks happen) until the node can make Apprentice stuff, and i mean like ALL apprentice stuff) ((no one will like this)) or at a wipe start all the nodes with Journeyman crafting (there are enough nodes yall as programmers should be able to plan this) along with enemies in different bioems being able to be all level (not just L20+ in the Desert and L30+ in the Jundark, which is REALLY limiting people going out into the world (also biome equivalent recipes for items ((right now, it takes 51 Oak Timber, 32 Copper Fragments, 21 Linen Thread and 3 Basalt Molds to make a full set of Novice Tools, these are all Riverlands items, if the Desert only or Jundark, (or any other biome) only stuff doesn't have an equivalent, people will not "go forth into the world and explore" we will stay in the Riverlands (yes i have a spreadsheet to breakdown tool making as well))) so either Novice needs to be MUCH easier to obtain (say 1 wood (Oak, Ash, Western Larck, Eastern Hemlock, (biome exclusive equivalent) 1 ore (biome exclusive equivelent) ect ect you get the idea. There is no reason to do that when Apprentice will be up in a week and doesn't take much more then that to make the items. Either the players need to be locked behind content which no one likes, or crafting L0 needs to be MUCH easier because when people can level to 25 and have L20 gear in 72 hours....well yea crafting is an endgame thing at that point why bother with low level stuff?
Just answer the dang question (where was I again)
So if i could change 1 thing to make Novice crafting easier/more rewarding, have a Novice Farming fish to fertilizer (droppings) recipe.
Re: Dynamic Recipes and Rarities
... Just reducing the 10 (current) possible caravans down to 5(one for each tier?), just reduces the number of caravans you can make. I think this would go against the design, we want people expanding out and gathering in different zones to get materials. If each zone becomes too self suffiecent there's no need tension. Someone from the Tropics can has one wood type they can make for T1 right? But the desert doesn't? I don't see this as an issue, the desert will have other resource that make that zone valuable. I think it's important to not over balance the distribution of resources and to not over simplify the recipes.
...
The 'life skills" in the game are half the reason I'm here. If they're too simple they'll be boring, they need to be more than just a means to an end. Getting to that end needs to be fun and engaging.
I see your point as well, but If Ash is roughly equal to Oak, Larch, and Hemlock (riverlands trees) which is roughly equal to Acacia and Date palm (desert trees) which are roughly equal to Plumeria and Coconut (Tropics) which are roughly equal to Coconut and Banyan (Jundark) then it defeats what you are saying. To have that tension the materials need to be different where as right now pretty much all the woods give roughly the same stats for T1 so there is no need to get Plumeria from the tropics and take it to the desert.
I agree with your comment about life skills, they are also my focus in the game and I want them to be robust, engaging and enjoyable, at the moment they are none of these things.
Taiisien
1
Re: Random encounters in the world
I remember that quest by the waterfall. I enjoyed it a decent bit. I'd just like to have some form "random encounters" however they wish to implement it. A sense of uncertainty when passing from place to place is always a good thing in my opinion.
Settite
1
Re: Steven, Please Rethink “Not for Everyone”
MargaretKrohn wrote: »What’s one feature or system you think could help bridge the gap between hardcore and casual players without compromising the game’s vision?
I mentioned an idea elsewhere in these forums that happens to also address the 'gap issue'.
Cap a character's level to the tier of the Node they are a citizen of.
- This helps to reduce level imbalance in PvP as players cannot rush to 50 ahead of the nodes.
- This tends to group higher level players around higher level nodes, creating geographical separation to lower level areas and players.
- This helps profession stations keep up with player levels and align crafting with viable markets.
- This aligns with higher tier nodes providing higher level content.
- This prevents players bypassing main gameplay loops in the rush to 50.
- This makes levelling like climbing a ladder instead of an express elevator to boredom.
1
Re: Steal Chrono Odyssey's Horses
Of all the problems I had with CO this weekend, mounts were not one of them.
I think you’re right about mount movement—in Ashes, it doesn’t feel great.
I’d also like to add that not having to click a button to unmount, then press another button to put my mount away and wait, just feels better. (In CO, you had to press "T" by default, which I also think is awful compared to WoW, where I can just use a skill.)
I understand that attacking someone’s mount is a PvP mechanic, but I actually question whether it’s worthwhile to have this in the game. Right now, attacking mounts is just another vector that’s preventing PvP because it’s being abused.
The point is, one of the few things that felt good in CO this weekend was that it was one step closer to the way WoW handles getting on and off mounts—combined with better movement.
The way Ashes currently handles mounts is not worth losing a percentage of the population over, and I think it will ruin the game for some players.
I think you’re right about mount movement—in Ashes, it doesn’t feel great.
I’d also like to add that not having to click a button to unmount, then press another button to put my mount away and wait, just feels better. (In CO, you had to press "T" by default, which I also think is awful compared to WoW, where I can just use a skill.)
I understand that attacking someone’s mount is a PvP mechanic, but I actually question whether it’s worthwhile to have this in the game. Right now, attacking mounts is just another vector that’s preventing PvP because it’s being abused.
The point is, one of the few things that felt good in CO this weekend was that it was one step closer to the way WoW handles getting on and off mounts—combined with better movement.
The way Ashes currently handles mounts is not worth losing a percentage of the population over, and I think it will ruin the game for some players.
Vhaeyne
1
Re: Would you guys be FOR or AGAINST highlighted abilities in action bar for combos?
I'd only be AGAINST 'a combat system so simplistic that you basically didn't need to learn when to not press the highlighted ability'.
However I can also say that the addition of 'autocombo' style concepts to Fighting Games generally has not achieved its primary goal of 'learning and retention', so if the reason for this was 'to help new players get into the game and understand/improve', I don't expect it to work.
If it's just to lower the skill ceiling altogether and make the entire game easier for everyone, I'm pretty neutral about it.
However I can also say that the addition of 'autocombo' style concepts to Fighting Games generally has not achieved its primary goal of 'learning and retention', so if the reason for this was 'to help new players get into the game and understand/improve', I don't expect it to work.
If it's just to lower the skill ceiling altogether and make the entire game easier for everyone, I'm pretty neutral about it.
Azherae
1

