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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: 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?
Thanks again for being here and sharing your thoughts—we’ll be watching this thread and others like it with interest (and possibly snacks). 😄
Node Reputation. Using a Node Reputation system to mimic some RvR elements. This will clearly identify friend vs foe, and isolate those who attack non-flagged players within certain areas. For those that attack non-flagged players it reduces the corruption penalty but adds the Reputation penalty, this could be worse or better for you depending on what Node that non-flagged player is apart of. This bridges the gap between those who want to PvP and those who would rather avoid it. By reducing (by a lot) the stiff crippling penalties you're encouraging those who want to PvP to engage in PvP. A lot more risk is going to happen. Those who want to avoid PvP will be able to keep within "safe zones" of the Nodes influence, only venturing out when they really have to. This will encourage people to band up beyond just their guild to defend their land or Realm, from others attacking. This will also encourage and reward those who venture out seeking conflict in the "wilds", who only venture into the "safe zones" to cause a little havoc, before being hunted away.
Definitions:
AOI = Area of Influence. This is the area a Node has influence over.
This area could be the zone that the Node is in if it's single Node.
If the Node is has a Vassal the area extends to any Vassals Node zones.
If the Node has a Sponsor the area extends to any Sponsor Node Zones.
In short the AOI is the area of the Node or Kingdom it's part of.
Reputation = How a Node views a player. This could be any Node to any Player.
This reputation will always begin at Neutral. And will consist of the following levels.
Revered -> Heroic -> Ally -> Friend -> Neutral <- Nuisance <- Enemy <- Hated <- Reviled
100 | 66 | 33 | 11 | 0 | -11 | -33 | -66 | -100
(These are rough numbers that would be need to be adjusted, this is just enough to give an idea)
Yellow Icon: minimal reduction of corruption gain for killing this player
Orange Icon: reduction of corruption gain for killing this this player
Red Icon: severally reduced corruption gain for killing this player.
Black Icon: no corruption for killing this player.
Reputation would layer on top of the corruption system and affect it some ways.
With Reputation corruption wouldn't have to be so steep, and your entire penalty for killing a non-flagged player
wouldn't be spread world wide, it'd mostly be isolated to the Node/Religion/Guild that player is apart of.
Corruption would still exist and acts mild deterrent in the more uncivil areas.
The Reputation layered on top of corruption acts as the deterrent in the civil areas.
Corruption penalties would need to be toned down a lot, they're too stiff.
The basic idea.
None flagged player only will be effected by reputation
Player A Kills Player B in Zone A
Player A receives reduced corruption gain
Player A Kills Player B in Zone B
Player A receives corruption gain and reduced reputation with Node B
Player A Kills Player B in Neutral Zone
Player A receives corruption gain
Bad reputation penalties explained
Player A has Neutral reputation with Node B.
Player A Kills Player B in Zone B's AOI.
Player A has Nuisance reputation (-11) with Node B.
Player A has raised cost to use stations in Node B.
Node B Players see Player A with a Yellow Icon next to name plate.
-> If Player B Kills Player A they'll receive a slightly milder than normal corruption gain.
Player A Kills Player BB in Zone B's AOI.
Player A has Nuisance reputation (-22) with Node B.
Player A has extreme cost to use stations in Node B.
Player A Kills Player BBB in Zone B's AOI.
Player A has Enemy reputation (-33) with Node B.
Node B Players (And Node B's Vassals) see Player A with an Orange Icon next to name plate.
Node B Guards (And Node B Vassals' Guards) are hostile to Player A.
-> If Player B Kills Player A they'll receive reduced corruption gain
Player A Kills Player BBBB in Zone B's AOI.
Player A has Hated reputation (-66) with Node B. (we skipped a few, but the increase can be tuned)
Node B Players (And Node B's Vassals and Sponsors(if any)) see Player A with a Red Icon next to name plate.
Node B Guards (And Node B's Vassals' Guards and Sponsors' Guards(if any)) are hostile to Player A
-> If Player B Kills Player A they'll receive a very minimal corruption gain.
Player A Kills Player BBBBB in Zone B's AOI.
Player A has Reviled reputation (-100) Node B.
Node B Players (And Node B's Vassals and Sponsors(if any)) see Player A with a Black Icon next to name plate.
To reset reputation
Natural reset after so many hours.
Reputation quests.
Success attack on Node.
This is a rough idea, and I might have missed typed a few things and there's plenty of wholes to poke in it as it is. But the game is complex and to create a balance it really needs a lot of strings to pull to adjust things, a Reputation like this gives some control to the devs to balance out things ganking, griefing, deflaging, hiding behind non-flag, ect. The idea is to encourage pvp but not random chaotic free for all style pvp, something structured with clearly identified friends and foes. People getting together to form a raiding party, and others banding together to chase them out of the zone. Without needing to be in every discord or without having to watch Node chat like a hawk. Something more organic and flexible.
What snacks we got?
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?
Somehow I've always thought a simple PvP flagging system, outside of known PvP events, would allow both sides a chance at enjoying the entire map.
Caww
1
Re: Steven, Please Rethink “Not for Everyone”
*yawn*
Imagine reading all these pages about no subject at all
Imagine reading all these pages about no subject at all
Re: Node Level Confusion.
Just to reiterate here, the design intention of zones and how they progress does indeed remain the same. The quotes from Steven on this page are still accurate at this time 
https://ashesofcreation.wiki/Zones_and_progression
https://ashesofcreation.wiki/Zones_and_progression
Vaknar
2
Re: [NA] Dünhold | RP| PvX | All Dünir Dwarf Guild
Working on a fun wiki where we have some basic "character sheets" of Dünhold's kin!
Come take a look at a few entries!
library.xn--dnhold-3ya.com/
Come take a look at a few entries!
library.xn--dnhold-3ya.com/
New player experience experiment.
Summary
I leveled a Mage from 1–10 solo, intentionally avoiding the most efficient path to simulate a common new-player experience: someone doing online research, exploring the world, learning their class, and trying to gear up through quests rather than raw mob grinding or zerg groups. I focused on token quests, early recipes, and storyline progression to see how it all flowed. Also, did this when the player population wasn’t crazy, which really effects the what and how leveling occurs.
What I discovered is that the current tuning creates a mismatch between effort, reward, and timing. By the time I finished the quests and earned the gear, I had already out-leveled the content it was meant for. The gear felt like a reward for a phase I had already outgrown. This wasn’t a one-off or edge case—it’s a likely path for players who want to understand the game organically.
More concerning, questing was dramatically slower than just grinding mobs. The time-to-reward ratio is way out of balance. That’s not just a numbers problem—it’s a design tension between exploration and progression. If quests are meant to provide a satisfying alternative to grinding, they need to deliver value earlier and more meaningfully.
This isn’t about chasing efficiency—it’s about making sure the game rewards players who engage deeply with its systems. Right now, intentional and immersive play feels inadvertently punished. The pacing undermines the sense of progression, and by the time you’ve earned the gear, you’ve already outgrown it. That disconnect turns what should be a satisfying early-game experience into a missed opportunity—and it’s something worth fixing.
.
Experience Overview
I started in Lion’s Hold and followed a logical questing path:
• Completed “Sweat of Your Brow” to get the horse.
• Grabbed package delivery quests, the treasure map quest (for a bag), commissions, and attempted to start purifier recipe quests (locked behind level 5).
• Headed to Samia’s Hope to pickup token quest line.
• Did initial quests near Biz Bug, then east toward Miraleth for zombie kills and token progress. This was tough solo with low DPS and drop rates; I needed help to finish it.
• Returned to Lion’s Hold to start the warhelm and bandit captain quests (now level 6). The captain was too difficult solo, so I pivoted to the warhelm recipe chain instead, getting to level 7 to solo captain
• After turning in token quests and package quests, I got my first batch of gear and hit level 9.
• Continued with RoS scout and goblin manifest quests, and eventually the starving wizard quest.
⸻
Quest-Specific Feedback
Zombie killing quest outside miraleth
Without a zerg around, this quest was super hard. Solo level 5 mage would have taken a very long time because of the drop rates. Had to pull in a high level helper on this one.
Scout RoS Quest:
Well-paced, slightly dangerous, rewarding. Solid quest.
Goblin Manifest Quest:
Needs serious rebalancing. The manifest drop rate is extremely low, and the volume of junk items makes the quest feel tedious. Getting 15 manifests, then being told to get another 15—with no lootable crates—is exhausting and unrewarding.
Starving Wizard (Wolf Meat) Quest:
Drop rate was ~1 in 8–10 wolves. Too low. PvP drama happened here too, which added spice, but doesn’t change the drop rate issue.
Tower Quest (Level 9):
I was able to get the first two chests. The third was too hard solo. By this point, I had more tokens than I needed anyway.
⸻
Main Takeaways
• Questing is not time-efficient for leveling.
Grinding mobs would’ve gotten me to level 10 in about 1/5th the time. I understand the goal isn’t to min-max, but the disparity is so large it devalues the quest path.
• Gear reward pacing is mismatched.
If the goal is to finish token quests around level 10, that works numerically—but not experientially. As a player, I’d expect to earn and use level-appropriate gear midway through a tier, not as I’m about to leave it behind.
• Quests felt satisfying, but not rewarding.
I finished with all my sub-10 gear… at level 9.75. Recipes I earned felt irrelevant for myself and only useful for market twinks. The economy isn’t fully live yet, but this highlights a mismatch between effort and practical value.
⸻
Suggestions
1. Adjust pacing so token gear is earned by level 5, not 9–10.
This keeps it relevant longer and provides a gear “ramp” instead of a gear “exit.”
2. Rebalance drop rates for all the starter quests, but manifest and meat quests especially.
3. Purifier Set Feedback:
• Positive: Recipe quests are meaningful, and the gear is superior to other starter sets.
• Issue: Players move through 0–10 too fast for it to matter. Making it felt like a waste unless you’re crafting for alts or market sales (which can’t happen in Lion’s Hold).
• Suggestion: Either:
• Make it T2 gear (relevant at level 10–15),
• Make it significantly stronger so it lasts through level 20,
• Or greatly reduce effort to craft and relocate a marketplace vendor near token turn-in.
4. Add light, medium, and weapon versions of the purifier gear to improve utility across classes.
⸻
Final Thought:
This feedback comes from the perspective of someone intentionally walking the path a new player is likely to take—engaging with the world, experimenting with class mechanics, and seeking gear through quests rather than shortcuts. The questlines themselves show real promise in terms of structure and tone, but the overall progression loop feels misaligned. When the rewards arrive too late to be useful, and the leveling path feels more punishing than exploratory, the game risks discouraging the kind of thoughtful, immersive play it should encourage.
It’s important to remember that the journey to level 10 is just an introduction. This phase doesn’t need to be punishing or deliver long-term gear—it just needs to set players off on the right foot. It should teach the core systems, offer a taste of the world’s depth, and deliver timely, meaningful rewards that feel connected to the effort. Done right, this part of the experience can build player confidence and momentum—not burn it.
I leveled a Mage from 1–10 solo, intentionally avoiding the most efficient path to simulate a common new-player experience: someone doing online research, exploring the world, learning their class, and trying to gear up through quests rather than raw mob grinding or zerg groups. I focused on token quests, early recipes, and storyline progression to see how it all flowed. Also, did this when the player population wasn’t crazy, which really effects the what and how leveling occurs.
What I discovered is that the current tuning creates a mismatch between effort, reward, and timing. By the time I finished the quests and earned the gear, I had already out-leveled the content it was meant for. The gear felt like a reward for a phase I had already outgrown. This wasn’t a one-off or edge case—it’s a likely path for players who want to understand the game organically.
More concerning, questing was dramatically slower than just grinding mobs. The time-to-reward ratio is way out of balance. That’s not just a numbers problem—it’s a design tension between exploration and progression. If quests are meant to provide a satisfying alternative to grinding, they need to deliver value earlier and more meaningfully.
This isn’t about chasing efficiency—it’s about making sure the game rewards players who engage deeply with its systems. Right now, intentional and immersive play feels inadvertently punished. The pacing undermines the sense of progression, and by the time you’ve earned the gear, you’ve already outgrown it. That disconnect turns what should be a satisfying early-game experience into a missed opportunity—and it’s something worth fixing.
.
Experience Overview
I started in Lion’s Hold and followed a logical questing path:
• Completed “Sweat of Your Brow” to get the horse.
• Grabbed package delivery quests, the treasure map quest (for a bag), commissions, and attempted to start purifier recipe quests (locked behind level 5).
• Headed to Samia’s Hope to pickup token quest line.
• Did initial quests near Biz Bug, then east toward Miraleth for zombie kills and token progress. This was tough solo with low DPS and drop rates; I needed help to finish it.
• Returned to Lion’s Hold to start the warhelm and bandit captain quests (now level 6). The captain was too difficult solo, so I pivoted to the warhelm recipe chain instead, getting to level 7 to solo captain
• After turning in token quests and package quests, I got my first batch of gear and hit level 9.
• Continued with RoS scout and goblin manifest quests, and eventually the starving wizard quest.
⸻
Quest-Specific Feedback
Zombie killing quest outside miraleth
Without a zerg around, this quest was super hard. Solo level 5 mage would have taken a very long time because of the drop rates. Had to pull in a high level helper on this one.
Scout RoS Quest:
Well-paced, slightly dangerous, rewarding. Solid quest.
Goblin Manifest Quest:
Needs serious rebalancing. The manifest drop rate is extremely low, and the volume of junk items makes the quest feel tedious. Getting 15 manifests, then being told to get another 15—with no lootable crates—is exhausting and unrewarding.
Starving Wizard (Wolf Meat) Quest:
Drop rate was ~1 in 8–10 wolves. Too low. PvP drama happened here too, which added spice, but doesn’t change the drop rate issue.
Tower Quest (Level 9):
I was able to get the first two chests. The third was too hard solo. By this point, I had more tokens than I needed anyway.
⸻
Main Takeaways
• Questing is not time-efficient for leveling.
Grinding mobs would’ve gotten me to level 10 in about 1/5th the time. I understand the goal isn’t to min-max, but the disparity is so large it devalues the quest path.
• Gear reward pacing is mismatched.
If the goal is to finish token quests around level 10, that works numerically—but not experientially. As a player, I’d expect to earn and use level-appropriate gear midway through a tier, not as I’m about to leave it behind.
• Quests felt satisfying, but not rewarding.
I finished with all my sub-10 gear… at level 9.75. Recipes I earned felt irrelevant for myself and only useful for market twinks. The economy isn’t fully live yet, but this highlights a mismatch between effort and practical value.
⸻
Suggestions
1. Adjust pacing so token gear is earned by level 5, not 9–10.
This keeps it relevant longer and provides a gear “ramp” instead of a gear “exit.”
2. Rebalance drop rates for all the starter quests, but manifest and meat quests especially.
3. Purifier Set Feedback:
• Positive: Recipe quests are meaningful, and the gear is superior to other starter sets.
• Issue: Players move through 0–10 too fast for it to matter. Making it felt like a waste unless you’re crafting for alts or market sales (which can’t happen in Lion’s Hold).
• Suggestion: Either:
• Make it T2 gear (relevant at level 10–15),
• Make it significantly stronger so it lasts through level 20,
• Or greatly reduce effort to craft and relocate a marketplace vendor near token turn-in.
4. Add light, medium, and weapon versions of the purifier gear to improve utility across classes.
⸻
Final Thought:
This feedback comes from the perspective of someone intentionally walking the path a new player is likely to take—engaging with the world, experimenting with class mechanics, and seeking gear through quests rather than shortcuts. The questlines themselves show real promise in terms of structure and tone, but the overall progression loop feels misaligned. When the rewards arrive too late to be useful, and the leveling path feels more punishing than exploratory, the game risks discouraging the kind of thoughtful, immersive play it should encourage.
It’s important to remember that the journey to level 10 is just an introduction. This phase doesn’t need to be punishing or deliver long-term gear—it just needs to set players off on the right foot. It should teach the core systems, offer a taste of the world’s depth, and deliver timely, meaningful rewards that feel connected to the effort. Done right, this part of the experience can build player confidence and momentum—not burn it.
MetalDad
7
Re: Bunny hopping
Looking closely at the node war stream, the bunny hopping Keenge was doing looks like it done to ensure he maintained line of sight on his targets when fighting around hills, rocks, and fences. We saw in the longbow showcase that arrows are blocked by obstacles, so spamming jump would make sure more of your shots hit.Yeah... I know you were directly answering my post.They are NOT doing it for adhd/boredom during pvp.
And I was telling you that G_B was saying that it's useless in PvP - just in question form instead of as a statement.
What's the motivation for bunny hopping in PvP with tab-target/soft lock?
Seems to me then, the solution is simple.
Leave unlimited jumping in the game for all the types that want to jump forever.
Instead, apply a significant accuracy and damage penalty to attacks or spells launched while in the air. And apply a significant critical hit boost from enemies attacking the jumping player.
After all, How many archers in the world can land all their shots while sprinting full speed and jumping in random directions?
1
Re: Bunny hopping
Shouldnt Jumping move you slower than running in game? And lower your ability to perform other actions/skills?
Endowed
1
Re: Bunny hopping
Necroing this thread....please put in a stam drain on bunny hoppy. Medium to large fights with dozens and dozens of bunny hopping players is just absolute cheese on top of ridiculously horrible to see.
Barab
1
Re: Bunny hopping
Curious to see how this tests in A2. I agree with the spirit of @George_Black’s point though. Bunny hopping and diving animations are annoying in aimed combat.
CROW3
1

