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: Dynamic PvP Zones, Node Territories, Caravans... I will tell u about all that AOC needs
This has got to be a troll post.
I ain't taking the bait.
Arya_Yeshe wrote: »This thread caught my attention, finally a good thread!!
The core issue AoC faces right now, in two posts, lol.

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Re: Dynamic PvP Zones, Node Territories, Caravans... I will tell u about all that AOC needs
This has got to be a troll post.
I ain't taking the bait.

I ain't taking the bait.


2
Re: The Problem With Ashes of Creation Biomes and More
Intrepid could've made all A1 trees gatherable, simply because they could make A tree gatherable. But the design, at that point, was "you can cut down a glowing tree". And that design aligned as well as it could with Steven's beloved "player friction" and risk/reward. People fighting over gatherables and all that.GreatPhilisopher wrote: »wasnt most trees being gather able the design they were going for anyway and when i said it wasnt there i meant the system as what was in it was a place holder and it was bugged where you couldnt even cut trees most of the time.
Even the current mineral/plant gatherable design exists in the same design frame (along with rare trees).I agree with lamina's point that those rock outcroppings could be potential indicators of mineral veins, so that when players scan the horizon for things to mine - they can look out for that environment feature and put their survey pylon there.GreatPhilisopher wrote: »having giant trees that will obviously not be gatherable isnt gonna confuse anyone ,in fact i am confused of the random rock formations that serve no purpose at all.
Forests were supposed to be like that, but now we've got all the trees as gatherables, yaaay. As for the confusion of big uncuttable trees - I direct you to the desert debacle, where uncuttable trees were used as an indicators of "omg, desert isn't even real, cause I can't interact with this tree".
There's a plan to give us multi-player tree gathering. If a massive-ass tree isn't screaming at you "it's gotta be cut by multiple people" - I dunno what can. And now we go back to what I said about this above.But that's exactly the point. We don't even have the full base system.GreatPhilisopher wrote: »my point isnt "its still alpha" my point is the base of these systems is not good , riverland been out for ages, so is desert you could say they make them look better but have they actually changed anything massive in them , no they did not they still look the same as when they came out with some better polish , they didnt fix most of the problems these biomes came out with that is in their base design rather than the lack of content or polish.
You sound like people that are complaining about the corruption system, and are giving their "solutions and fixes" to it. But we don't even have that system properly implemented yet.
Riverlands are also not done yet, because, as I said from the start, nodes don't grow and story arcs don't exist. Both of those things are literally meant to change the environment. A node growing to lvl6 is supposed to have a chance to trigger a massive event with a dragon attacking the lands, or smth like that. A sotry arc (M O D U L E) is supposed to change a whole damn POI.
Yet we don't even have the Carphin module, that they showcased in a stream.Or a year from now we could get nodes and story arcs that could summon a huge ice dragon that literally freezes the entire region over for a week, which then spawns new HIGH FANTASY mobs. Or maybe the kraken takes over the local seas and everything gets covered with a thiccque layer of miasma and eldtrich horror mobs roam the lands. Or an underground volcano grows out of nowhere, the water is now boiling and trees are constantly on fire.GreatPhilisopher wrote: »a year from now the jungle will still look like Tropics plus than a jungle just looks a little nicer , tropics will still look boring and empty and riverland will still be the same, even if they add story arcs and quests the boring uninteresting zones with barely any fantasy feel to them will still be there , the biome will still look the same everywhere , the desert despite actually having actual different looking mini biomes in them will still be done in a terrible way that wastes them ...etc
Even the sky is not the limit, when it comes to that kind of design. But you gotta believe that the devs can achieve something like that. AND YOU GOTTA HAVE YOUR BASIC SYSTEM IN PLACE, before they can even attempt achieving it.
from what i remember the design even before alpha 1 was that most/a big amount of stuff will be gatherabe and what was in A1 was a placeholder not the other way around.
i dont know what you are talking about unless its something to do with narc stuff , but trees in desert not being cuttable was only at the start and it was obvious they would of been later.
there is big trees that need more than one person to cut and t hen there is GIANT TREES that are there to make the zone feel alive and give it the proper look and atmospheres.
again my problem isnt with the systems not being there my problem is with the biome , their base design and look and how boring,bad and uninteresting it is and the scale of everything being so small and weird , i dont care if there is a billion system that arent there or if they look like pixles on screen , in fact there is plenty of games with pixley and such artstyles that managed to capture environments , their feel , look and atmosphere so good , its not about how dense it is not like most mmos were able to make densly packed biomes but they made them right , they had the right terrain , right atmosphere right execution with what little they could have even if they were made by 1 dev ... so why is a team of 200+ people cant do that.
yes nodes and story arcs are gonna change the environment but they arent gonna change much , an ice dragon making a part winter is basic but at that point i'd let the dragon stay just to see something different, and even if story arcs and nodes change a zone well enough it will still be a tiny part of the biome as the rest of it will still look the same with all of their problems .
at the end if the Base they made looked great even while not polished and being far away from complete you can easily tell it will end up great but the base they have is not it and whatever they gonna add to it later it still wont mask or remove all the problems said base have.
Ok, I was just going through recent reddit posts and saw this one.
https://www.reddit.com/r/AshesofCreation/comments/1k8miks/the_jundark/
I haven't been in Jundark, so I was mostly discussing general ideas about the game, but ISN'T THAT LITERALLY A MASSIVE TREE in the 5th pic? And also a fairly dense canopyin other pics?!
the tree in the 5th pic should be the normal one which is what i mean with smaller similar trees and have variations some smaller some a little bigger but it being the majority and what is most of the jungle area is made of at the very least, they should of picked trees with bigger leaves too and when i say giant trees while i wish it would be something like the one you can see from the lionhold starting area even if at least there is 1 of them in the biome , the rest of the ungatherable trees(or maybe u can cut one of them with a lot of people via a story arc or a quest ..etc) should be similar in size to the tree we had in alpha 1 or even the one from the tank showcase with those living armor mobs or the commission streams
Re: [EU|UK] Dragon Riders | PVX/RP | LGBTQIA+ | GMT | All Rounded |
The Invite code for this has changed and is now discord.gg/qjcu5v6SBY
Look forward to meeting some new people!
Look forward to meeting some new people!
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
I like the idea of gameplay based off of 3-7 person parties and adjusting ttk around that. I do think Zerg gameplay is boring and skilless. Killing people fast should be centered around coordination and cooldown of abilities. You should be able to tell when someone pops cooldown and be able to react with CC, defensives, or your own cooldowns.
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Zergs are so trash. Most of them are super low-skill-cap casual players who are lazy and just outnumber others to win fights — even if that means bringing 100x more people.
This will kill the game if the devs keep making changes that heavily favor zerg gameplay.
This zerg nonsense needs to be addressed somehow, and I think before P3 comes out, a good test will be Fresh — with all the new alliance zerg guilds that will be joining there.
That should clearly show the devs the stupid power of zerging versus skilled players.
We need to favor skilled players over zergs. Legit, fuck zergs.
I understand casuals bring the most money into a game, but catering too hard to casuals is also what kills most MMOs.
This will kill the game if the devs keep making changes that heavily favor zerg gameplay.
This zerg nonsense needs to be addressed somehow, and I think before P3 comes out, a good test will be Fresh — with all the new alliance zerg guilds that will be joining there.
That should clearly show the devs the stupid power of zerging versus skilled players.
We need to favor skilled players over zergs. Legit, fuck zergs.
I understand casuals bring the most money into a game, but catering too hard to casuals is also what kills most MMOs.
Alpha Two Update Notes 0.9.1 - Sunday, April 27, 2025
These are the update notes for changes to the Alpha Two that went to testers on Sunday, April 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
ALPHA TWO UPDATE NOTES 0.9.1 - SATURDAY, APRIL 26, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
ALPHA TWO UPDATE NOTES 0.9.1 - SATURDAY, APRIL 26, 2025
- Several mayoral commissions that were previously unable to be completed should now progress correctly, as associated enemies will properly fulfill objective requirements.
- Oozes have received a makeover and are now properly textured.
- Crabs have been reminded of their true nature and will no longer reward Grem carcasses.
- After reports of suspicious digging outside New Aela, Dwarven landscapers have filled in a mysterious hole—no word yet on what (or who) was digging too deep.
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
So the game went from "I'm a god who can kill several people solo" to "it's all about party pvp"? Sounds like literally what they promised the game to be.
As for zergs, ttk itself has nothing to do with it. We need to limit buffs/heals to party-only and add more mana-based gameplay.
If you can kill groups of people in only a few shots - zerg can literally do the same to you, except now the entire rest of the game is shit as well, because people can kill each other in just a few shots.
Winning against the zerg should be about strategy, tactic and proper movement - not one-shotting masses of people.
As for zergs, ttk itself has nothing to do with it. We need to limit buffs/heals to party-only and add more mana-based gameplay.
If you can kill groups of people in only a few shots - zerg can literally do the same to you, except now the entire rest of the game is shit as well, because people can kill each other in just a few shots.
Winning against the zerg should be about strategy, tactic and proper movement - not one-shotting masses of people.

5
Shield - Symbol of the tank
We all know the tank needs help. One of the key components that hurt the tank is that shields are not helpful. Another piece of the puzzle that adds to the complexity of the issue is, if simply you make shields better all that does is has other classes increasing their mitigation with a shields while still pumping huge DPS. Making better shields or making active block better only creates a new problem with every class receiving the same benefits.
The solution is that the shield should be THE defining feature of the tank archetype. I believe if the shield was made part of the tanks base defensive calculations it would help tremendously without skewing other classes. For example, reflect states "You brace for the next hit, doubling your block mitigation." In actuality Reflect only double your base block mitigation state and then adds that number to your adjusted block mitigation." So a primary shield ability doesn't even take into account the actual shield you are using. So you not better off reflecting with a shield on VS a 2hander.
Reflect is a 3 second reactive ability that has to be perfectly timed, and the attacker has a huge glowing blue shield as a warning to cancel their big attack. Where is the love for the tank actually filling in their intended role of using a shield? Why would having a shield and using a skill shot type ability not even account for the shield used in the icon for the activated ability?
The shield is part of the tank, intrepid literally made it the symbol of the class, it needs to be part of base defensive stat calculations for tank in order to offset the HUGE amount of DPS you give up by using a shield. This is just one of a number of changes that is needed but it would be a very good start.
The solution is that the shield should be THE defining feature of the tank archetype. I believe if the shield was made part of the tanks base defensive calculations it would help tremendously without skewing other classes. For example, reflect states "You brace for the next hit, doubling your block mitigation." In actuality Reflect only double your base block mitigation state and then adds that number to your adjusted block mitigation." So a primary shield ability doesn't even take into account the actual shield you are using. So you not better off reflecting with a shield on VS a 2hander.
Reflect is a 3 second reactive ability that has to be perfectly timed, and the attacker has a huge glowing blue shield as a warning to cancel their big attack. Where is the love for the tank actually filling in their intended role of using a shield? Why would having a shield and using a skill shot type ability not even account for the shield used in the icon for the activated ability?
The shield is part of the tank, intrepid literally made it the symbol of the class, it needs to be part of base defensive stat calculations for tank in order to offset the HUGE amount of DPS you give up by using a shield. This is just one of a number of changes that is needed but it would be a very good start.
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