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: Ashes Terrain Topography and Cohesion
Every biome in the game feels empty.
There is very little variations of the type of elevation changes, very little actual natural gradual elevation.
In every other zone other then the riverlands its also super empty with close to no actual natural points of reference. Like the to the right of the Giant three or To the left of the ruins. Regarding the ruins, wtf why do they look soo out of place. they dont feel naturally placed, and feels so out of place. they dont seem to form any outer wall. They just look randomly placed on the map.
There is very little variations of the type of elevation changes, very little actual natural gradual elevation.
In every other zone other then the riverlands its also super empty with close to no actual natural points of reference. Like the to the right of the Giant three or To the left of the ruins. Regarding the ruins, wtf why do they look soo out of place. they dont feel naturally placed, and feels so out of place. they dont seem to form any outer wall. They just look randomly placed on the map.
Zettrex
3
Re: Ashes Terrain Topography and Cohesion
great feedback , i made similar points in my thread too
https://forums.ashesofcreation.com/discussion/67249/the-problem-with-ashes-of-creation-biomes-and-more/p1
https://forums.ashesofcreation.com/discussion/67249/the-problem-with-ashes-of-creation-biomes-and-more/p1
Re: Ashes Terrain Topography and Cohesion
1000% agreed.
Fidelity is mostly great, but so much space feels incredibly artificial / doesn't sell the environment in an authentic way yet. Especially areas that are meant to have dense foliage or that have elevation changes (the latter often feel just kind of random rather than being designed).
The foliage hopefully can just be inherently better cooked throughout the alpha - the landscape kind of seems like one that needs a lot of attention drawn to it, since it's not something that we can assume will be changed as time goes on unless feedback is provided.
The rivers in the riverlands all being samey and small other than the little portion outside of Carphin is also very odd, we need bigger rivers in at least some places xD
Fidelity is mostly great, but so much space feels incredibly artificial / doesn't sell the environment in an authentic way yet. Especially areas that are meant to have dense foliage or that have elevation changes (the latter often feel just kind of random rather than being designed).
The foliage hopefully can just be inherently better cooked throughout the alpha - the landscape kind of seems like one that needs a lot of attention drawn to it, since it's not something that we can assume will be changed as time goes on unless feedback is provided.
The rivers in the riverlands all being samey and small other than the little portion outside of Carphin is also very odd, we need bigger rivers in at least some places xD
Vysione
2
Monster info book
Monster info book
I wanted to throw out a system idea that I think could really fit into AoC's focus on exploration, knowledge, and player interaction: a Monster Info Book, inspired by a system in an older MMO that I absolutely loved called Atlantica Online.
What Is It
The Monster Info Book is essentially an in-game bestiary that players fill out by encountering and defeating monsters. But it's not just for lore or flavor—it’s a progression and utility system with real in-game benefits.
Here’s how it could work in AoC:
Four Tiers of Monster Info:
1. Basic Info (Combat Insight)
Shows basic stats, monster story description and its skills and gives slight combat bonuses (e.g. +10% damage dealt, -10% damage received against that monster).
2.Location Info (Tracking/Exploration)
Reveals spawn zones or patterns; enables map pins to known spawns.
3. Item Info (Loot Knowledge)
Lists potential drops from the monster and increases drop rate slightly for those who’ve unlocked it (e.g. +5-10%).
4.Origin Info (Lore/EXP Bonus)
Unlocks deeper lore + +10% EXP bonus when fighting that monster. Could tie into story progression or quest lines.
Back in Atlantica Online, you needed to kill a monster dozens—or even hundreds—of times to complete its info, and obtaining that info was purely based on luck, much like getting rare drops. Because of that, some players who had full info on bosses could sell it for hundreds of millions of gold back when I played.
Monetization and Player Trade
Here’s where it gets even more interesting: Monster Info could be tradeable. Imagine a system where:
Players who have full info on rare monsters can sell or trade that info in-game.
This creates a knowledge-based economy, where players who explore can make gold by being the first to get full info on certain monsters.
How It Ties into AoC Systems
Node System: Some monsters may only spawn based on node types or levels—driving exploration and making some monster info even rarer.
Seasons & Events: Monster info could change with seasons—limited-time info = high value.
Why It Matters:
-Encourages exploration
-Adds value to PvE grinding beyond just loot.
-Enables a knowledge economy with tradeable progression.
-Creates long-term goals for collectors and lore hunters.
-Offers potential for merchandising and community-driven lore development.
With the thousands of recipes, monster types, and item types Ashes of Creation will have, I truly believe a system like this would be an immense help to the player base. At the same time, it would also introduce something new for players to trade—whether they’re sharing info within a guild before a boss fight for that slight advantage, or selling it for some extra money.
Could also add a reward for completion, something minor for like every 25% of the monster book or every 100 mobs or something.
What do y'all think?
I wanted to throw out a system idea that I think could really fit into AoC's focus on exploration, knowledge, and player interaction: a Monster Info Book, inspired by a system in an older MMO that I absolutely loved called Atlantica Online.
What Is It
The Monster Info Book is essentially an in-game bestiary that players fill out by encountering and defeating monsters. But it's not just for lore or flavor—it’s a progression and utility system with real in-game benefits.
Here’s how it could work in AoC:
Four Tiers of Monster Info:
1. Basic Info (Combat Insight)
Shows basic stats, monster story description and its skills and gives slight combat bonuses (e.g. +10% damage dealt, -10% damage received against that monster).
2.Location Info (Tracking/Exploration)
Reveals spawn zones or patterns; enables map pins to known spawns.
3. Item Info (Loot Knowledge)
Lists potential drops from the monster and increases drop rate slightly for those who’ve unlocked it (e.g. +5-10%).
4.Origin Info (Lore/EXP Bonus)
Unlocks deeper lore + +10% EXP bonus when fighting that monster. Could tie into story progression or quest lines.
Back in Atlantica Online, you needed to kill a monster dozens—or even hundreds—of times to complete its info, and obtaining that info was purely based on luck, much like getting rare drops. Because of that, some players who had full info on bosses could sell it for hundreds of millions of gold back when I played.
Monetization and Player Trade
Here’s where it gets even more interesting: Monster Info could be tradeable. Imagine a system where:
Players who have full info on rare monsters can sell or trade that info in-game.
This creates a knowledge-based economy, where players who explore can make gold by being the first to get full info on certain monsters.
How It Ties into AoC Systems
Node System: Some monsters may only spawn based on node types or levels—driving exploration and making some monster info even rarer.
Seasons & Events: Monster info could change with seasons—limited-time info = high value.
Why It Matters:
-Encourages exploration
-Adds value to PvE grinding beyond just loot.
-Enables a knowledge economy with tradeable progression.
-Creates long-term goals for collectors and lore hunters.
-Offers potential for merchandising and community-driven lore development.
With the thousands of recipes, monster types, and item types Ashes of Creation will have, I truly believe a system like this would be an immense help to the player base. At the same time, it would also introduce something new for players to trade—whether they’re sharing info within a guild before a boss fight for that slight advantage, or selling it for some extra money.
Could also add a reward for completion, something minor for like every 25% of the monster book or every 100 mobs or something.
What do y'all think?
Kyltia
4
Re: Ashes Terrain Topography and Cohesion
Full agree on this, especially on the bumpy terrain and the density of the trees. The bumpy terrain after seeing it in those screenshots just looks strange and unnatural. Just needs larger hills with smoother transitions like shown in other games.
Lash
4
Re: Ashes Terrain Topography and Cohesion
Yeah I was wondering myself, why are there no large, navigable rivers in the Riverlands? I could imagine it starting in the mountains north of Halcyon, then winding through the zone, and ending up in the sea near the desert.
Andi
3
Re: Why The Game Needs Fast Travel
"Steep" is always relative. And usually it just means "the rich powerful player gets to zip around the map w/o issue, while the poor players can't even dream of using a single TP".Is this something you guys would like to see in AoC? A Hearthstone with a steep gold/glint cost based on Distance x Inventory?
The biggest direct link to this would be caravans. Let's say a powerful guild lives in the lower left part of the map. They make a shitton of caravans full of glint and go to the very top right part of the map. This kinda stunt would obviously take houuurs. And the farm required for this would take days as well, so any counteractions by other guilds would have to take place within that window of time.
Caravans can be stopped at any node to take a break in the travel. Now, if the enemies of this caravan train want to do something against the guild running that train - say, a guild war related to their guild house/hall, they'd obviously want to plan their attack for the moment where the caravan guild is as far away from their base as possible.
This kind of strategy would be completely undermined by the type of TP you're suggesting. Because the caravan guild can park their stuff at the nearest node and then be back at their base within minutes of any kind of shit starting there.
Obviously, this can already happen in the current state of the game due to home ember respawn after death. Which is also why I definitely hope that we get a limiter on how far from home you can be to be able to use that respawn choice.
So tl;dr no, I don't want hearthstone-like mechanics in Ashes.
Ludullu
1
Re: Character Models
Good news!
honestly i doubt much would change but lets see.
on the other hand here is chrono odysey which say what you want on it but it have a realistic art style in a build from last year (what they are using for the current beta most of its problems are fixed according to the devs) ..anyway its CC is clearly not finished and the presets about half of them arent good looking but they arent ugly and while you can make monstrosities in it you can turn any of the presets into very good looking characters.
here is what i made oh and great body sliders and boob sliders ,actual boob sliders not rip cage ones(which also exists and is useful) lmao










thats how you make an actual female body not frikkin skinny dudes on meth like ashes
its not hard to make ...like seriously oh and i end up using an old man for my character lol
Re: Character Models
Good news!
" Deformed " ?
Anyway - nice to hear that we seem to slowly grow closer to the Day, in which we make ACTUALLY neat looking Characters for the Game. Because honestly these Characters since October 2024 ? Placeholders, for me.
Aszkalon
1
Re: Ashes Terrain Topography and Cohesion
Oh wow… I genuinely never realized how flat the riverlands was until this post. And now I can’t unsee it.


