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: Crafting stations and node loyalty
If I'm a tank and live on the western continent, but my BiS gear drops on the eastern one - I'd need to either travel there each time I wanna farm the gear, or I'd need to just live there for a while until I get fully geared out.You can do any dungeon of appropriate level, you don't need to level any specific skill to farm any specific dungeon. But spending weeks to level a specific skill and having no station to use it i imagine would be a deal breaker. It's something you just can't compensate for.
Gathering can be leveled anywhere. Best processing stations will be in freeholds. Crafting is a one-and-done thing that simply requires movement of resources. Movement of resources is one of the biggest pillars of the game (caravans and all that).
If anything, I personally foresee caravan market journeys where you go from your node to the node with the top crafting station for your profession, and you buy more resources along the way and throw them into your caravan. You craft everything at your destination and then come back home with the spoils.
Considering that Metros will have the best crafting stations by default, whole guilds from the vassal systems will be doing those kinds of caravan runs to Metros every now and then. And this action in itself will create more guild-based content, cause it's prone to backstabbing, guild politics and just general highwayman pvp.
To me that seems like the design is "working as intended".

1
Re: Consensual PvP System in Ashes of Creation
The type of competitive imbalance we have at the moment encourages exploitative behavior, as players look for ways to manipulate mechanics and stats, rather than engage in fair and meaningful battles. Large guilds, hardcore players and zergs dominate, while solo players and small groups are left with no options.
At this point in the game development, Intrepid Studios has created a stunning world better than most mmorpgs out there, however the PvP system is fostering one of the most toxic, divisive and exhausting environments imaginable among players.
Let’s face it, right now, those who treat the game as if there’s no life outside of Verra have significant advantages over casual players. The result? Casual players are leaving already or will eventually leave, and when that happens, even the hardcore players will suffer. A PvP system that only benefits hardcore and zergs will collapse the game inevitably and the population will lessen affecting all participants including Intrepid.
It is my opinion that the best strategy for Ashes of Creation moving forward is a consensual PvP system that allows players to engage in combat when they feel adequately prepared, rather than forcing them into unwinnable encounters with the consequential anguish.
Please Intrepid allow players to opt-in when they are ready to fight, not when they’re forced.
Completely eliminate PvP zones and instead make the whole world PvP but only when the fight is consensual. This will also prevent in large scale exploit abuse and large-scale zerg dominance as individuals don’t mind if a guild is "the 8th wonder of the world" or a player "the last coca cola in the desert" as long as they can enjoy the game without someone coming and killing his or her character for no other reward than bragging rights, ego, glint and some materials.
All comments are welcome and appreciated.
No. No toggles. You opt in to fight when you log into the game.

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Re: Consensual PvP System in Ashes of Creation
Songcaller wrote: »Cherished for PVP players. What the main issue is, remains two completely separate playstyle, emotional connection and personal willing to invest is completely different between PvP players and PvE players. Most PvP players switched to FPS or Battle Royale - open world pvp. Most PvE players always go back to WoW. The trick is to create systems that is impactful for both player types. Ashes has PvE safety nets and PvP safety nets so the inherent investment is actual grey which most players do not have affinity with.
But Ashes isn't targeting 'the people who went to FPS or Battle Royale' nor 'the PvE player that goes back to WoW after leaving a game like Throne and Liberty 'because it has too much PvP'.
It's targeting the EVE/Elite Dangerous/PvP TL player.
And this is why I ofc agree that consensual-only PvP doesn't work, but in a fantasy game, the current doesn't feel like it works either yet (because Intrepid would be the one to prove it to most of those players). Why? It's simple.
I like PvP and combat, but I don't actually fight much in Elite/BDO. I can honestly go a week in Elite without a battle, while still getting all of the feelings that go with 'being ready for one', because I get to change my playstyle to exactly that.
But on the other hand, if a team of 4 decides to interdict me because they did catch me sneaking through wherever I shouldn't be, I know that's basically an instant loss. The gameplay wasn't about 'can I fight' nor for them about 'can they kill me', both are obvious.
So, sure, even I 'don't want to PvP at all' in that situation. Why would I? The game has no limits on it, and therefore the obvious outcome for anyone 'not in a fully specced PvP ship rolling with their whole crew' is at least 'not much of a fun fight' even if not 'guaranteed defeat'.
Fully kitted soldiers vs no-kit soldiers is still a wash.

4
Re: Crafting stations and node loyalty
But it's a matter of degrees, and the concept of prosperity is based on people.
Players, particularly groups, will have some understanding of this.
The new Colonization system in Elite Dangerous allows players to expand into all new star systems within a certain range, and then choose what facilities to build there (so I think it's fair to compare them).
But even though you can expand into a star system with just small icy balls around a low temperature star, or in some cases even into systems with no planetary bodies at all and just one star, very few of those in my sector are getting any attention.
In fact, most players have expanded into the obvious locations that they understand will be profitable and started building things in groups because they already have an idea of the gameplay they intend.
Most importantly, a larger node has more slots, making it more like a sector or a pre-established Star System, in this example, so you're moreso building a 'suburb' of a thing that already exists.
I believe the dynamics will work as intended once the Economy Designer has time to review the goals and update the economy incentives. We just can't feel it now because T3 Nodes are like 'a Star System with only one planet (or none)' which, in Elite, feels like whoever started a Colonization of it 'made a mistake' unless they're part of an established group with a development plan for the sector. T4 and higher nodes won't just be 'well this place is just outright better', they will also be 'connected to the nearby T3 and such'.
If anything, the fact that we have these concerns and the T3 Nodes 'feel wrong and like places you would leave' is a sign that the design is working, not failing.
I still think T2 Nodes should be where we start to get a few crafting stations, though.
Players, particularly groups, will have some understanding of this.
The new Colonization system in Elite Dangerous allows players to expand into all new star systems within a certain range, and then choose what facilities to build there (so I think it's fair to compare them).
But even though you can expand into a star system with just small icy balls around a low temperature star, or in some cases even into systems with no planetary bodies at all and just one star, very few of those in my sector are getting any attention.
In fact, most players have expanded into the obvious locations that they understand will be profitable and started building things in groups because they already have an idea of the gameplay they intend.
Most importantly, a larger node has more slots, making it more like a sector or a pre-established Star System, in this example, so you're moreso building a 'suburb' of a thing that already exists.
I believe the dynamics will work as intended once the Economy Designer has time to review the goals and update the economy incentives. We just can't feel it now because T3 Nodes are like 'a Star System with only one planet (or none)' which, in Elite, feels like whoever started a Colonization of it 'made a mistake' unless they're part of an established group with a development plan for the sector. T4 and higher nodes won't just be 'well this place is just outright better', they will also be 'connected to the nearby T3 and such'.
If anything, the fact that we have these concerns and the T3 Nodes 'feel wrong and like places you would leave' is a sign that the design is working, not failing.
I still think T2 Nodes should be where we start to get a few crafting stations, though.

1
Commodities Selling for 0 Copper After Caravan Run
I have been having this bug for the last few days that when I take commodities from one node to another they show that they sell for 0 copper. The first time this happened I was able to put the commodities back into the caravan and pull them back out to sell them for normal value. This last time however I was not able to do that. I have tried relogging, relaunching/turning the caravan back in, moving it around the commodities in my inventory, repairing my client, and going to the next node to see if that will fix it. Is there something else I can try or is this a bug that will be patched? 

Re: Feedback from a player that's stuck at level 8
You don't need a group to level. Instead of standing there spamming for a group, go out and kill stuff. Go out and gather stuff. Go out and craft stuff. All classes can currently solo just fine and there are plenty of ways to gain xp. Hell, fish. And then when someone is looking for a group or your class... join. I see plenty of people asking for Church groups on Vyra in primtetime and on the weekend so doesn't seem a valid complaint. And get out of the starter area. There's plenty to do besides goblins!
It's true that you don't need it if you got the time and will to invest so many hours into this playtest. Yet when you do, you realize - as I think many people did regarding the low tester retention - ... it's just boring.
Re: Crafting stations and node loyalty
I think they need to tie node loyalty to some other features, because neither adventure leveling nor artisanry would work for it.
Only the entire node vassal system will have all the stations at max lvl (if that IS possible even), so unless Steven wants us to only be loyal to the "kingdom" rather than our node - Intrepid will have to add other features to create loyalty to nodes.
Only the entire node vassal system will have all the stations at max lvl (if that IS possible even), so unless Steven wants us to only be loyal to the "kingdom" rather than our node - Intrepid will have to add other features to create loyalty to nodes.

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Re: is ranger really that bad?
Also doesnt help that 90% of the gear added to the game with the desert is all caster/mage gear and the remaining 10% mainly tank items
still waiting for anything ranger related :P kinda hoping there be a few decent pieces when rogue come around cause they probaly have similiar guild items

2
Alpha Two Update Notes - Thursday, February 27, 2025
These are the update notes for changes that went to Alpha Two realms on Thursday, February 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
ALPHA TWO UPDATE NOTES - THURSDAY, FEBRUARY 27, 2025
HIGHLIGHTS
ENEMIES & NPCS
CARAVANS
CHARACTER, ARCHETYPES, & COMBAT
QUESTS, EVENTS, & COMMISSIONS
ECONOMY & ARTISANSHIP
USER INTERFACE
VISUALS
AUDIO
GENERAL
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
- Sometimes characters may appear to be invisible in the character select lobby or when they log in game. A workaround for this is changing graphics settings, or restarting your game client
- Some dungeons lighting is much too bright during daytime in game on high and ultra graphics settings. Changing graphics setting to medium or low is a workaround. This impacts Scarabsong Hollow, Lost Hero's Sepulcher, Befallen Forge, and the lower levels of the Tower of Carphin
- Notifications for accepting some quests are not displaying as intended
ALPHA TWO UPDATE NOTES - THURSDAY, FEBRUARY 27, 2025
HIGHLIGHTS
- New Pocket Dungeons! These are Apothecarium Dreadmire, Communion, The Gypsum Outpost, and Stone Hold
- Added an outpost in the Sandsquall Desert to accommodate the future Squall's End Node, with new unique commodities
- Added two new lawless ZOIs, for future Djinna and Squall's End Nodes
- This expanded area in the Sandsquall Desert is a work in progress
ENEMIES & NPCS
- Sandsquall Desert dungeons have new rewards from named mobs
- Fewer NPCs will spawn under the ground or in the air
- Crystal Golems have been renamed to Djinnbound
- Increased the respawn time of Djinnbound to 120 seconds
- 1 and 2 star Fire Skeletons can now spawn
- 3-star armored bear elites and a unique armored bear boss have been added
- Bandit Captain and Bandit Healer elite star ranks have been adjusted
- The NPC enemy population has been updated in Befallen Forge, Snakebite Stash, Tower of Carphin, Brood Pit, and the Sandsquall Desert
- The NPC enemy population has been updated in and around Aithanahr and Azmaran
- Visual effects have been updated for for Skla'risha, Bellowsmasher, Flaming Skeletons, Rock Elementals, Bears, Hippos, and Ostracon
- Animations have been updated for for Skla'risha, Rock Giants, Rock Monsters, Rock Elementals, Skeleton Reapers, Tortoises, and Hefty Caplings
- Enemy behavior for Forgelord Zammer, Hippos, and Undead Dünir has been updated
- Snakebite Stash - Adjusted the speed of scorpions here
CARAVANS
- Caravans should no longer have issues with the event to join as attacker or defender after server restarts
- Caravan owners can no longer abandon their Caravan event
- Caravans have been changed, so their status as a target isn’t related to their Caravan owner
- Caravans can no longer be helped or harmed without first joining the Caravan event
- Leaving a Caravan event and logging out will no longer put a character back in the Caravan event
CHARACTER, ARCHETYPES, & COMBAT
- Healing a character that’s in a PVP event you are not part of will now flag you as a combatant
- The PVP force function or settings override is now needed to heal a character that is inside of a PVP event
QUESTS, EVENTS, & COMMISSIONS
- More Commissions are available in the Sandsquall Desert
- Staunch the Blood Blade can now be completed
- Ostracon Hunt event has a reward added to the end
- Updated many events so that they can now be completed and their markers have been updated to reflect their actual locations
ECONOMY & ARTISANSHIP
- Processing professions experience is now based on the quality of resources being used
- Fixed some huntable animals that did not give the correct amount of Hunting experience
- Fixed a large number of floating gatherables
- Adjusted the Marketplace list item pop up to display the pre-tax listing price
- Fixed a bug causing Commodity tooltips to show Commodities as being worth 0 copper
- Ancient Dunzen Longbow and Shortbow recipes have been fixed
- Obsidian Jewelry recipes have been fixed
- Forsaken Spellbooks will now be crafted at the correct rarity
- Recipes that were supposed to use dried acacia and date palm have been fixed
USER INTERFACE
- Updated icons for quest delivery, quest completion, PVP flags, Node icons, and empty artisanship gear slots
- The inventory background has been updated
- A 10 second pop up will appear when receiving a friend request. If this request is timed out or closed, the invite will not be declined. The friend request will appear in the social menu
- Chat window styling has been updated
- Save changes will now work after using the restore defaults button in the loot setting menu
- Adjusted the color of toggled general action buttons
- Added a storage button to the Commodity vendor to open and close the storage window
- Fixed a bug causing default text to sometimes show up in menus
VISUALS
- Sandsquall Desert environment and visuals have been updated
- Sandsquall Desert Dungeon environments have been updated
- Sandsquall Desert world map has been updated
- Tower of Carphin has updated visuals
- Updated lighting pass for the Tower of Carphin, Ursine Caves, and Brood Pit
- Removed a green light that would appear during sunrise
- Fixed a bug causing foliage to appear under the world near Nodes
AUDIO
- Rain sound effects have been updated
- Idle music will now fade out as intended
- General audio cleanup passes
GENERAL
- The Rebel's Reward bracers have been updated to have a heavy set bonus
- Fixed a bug that would cause characters to be attacked by soldiers if they died in the Sandsquall Desert
- Fixed a bug preventing a character from being able to respawn at their home choice Embershrine
- Fixed a bug causing the citizenship dues alert to happen even after dues have been paid
- Fixed a number of server and client crashes
- Updated a variety of descriptions on items and equipment
- Fixed a bug that would prevent gender selection after race selection had been completed during character creation
- Updated animations for the Daystrider Mule
- Fixed some issues with floating Freeholds

1
Alpha Two Update Notes - Friday, February 28, 2025
These are the update notes for changes that went to Alpha Two realms on Friday, February 28, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
ALPHA TWO UPDATE NOTES - FRIDAY, FEBRUARY 28, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
- There is a harsh lighting transition on entering The Tower of Carphin, The Lost Hero's Sepulcher, and Scarabsong Hollow
- Befallen Forge is too dark
ALPHA TWO UPDATE NOTES - FRIDAY, FEBRUARY 28, 2025
- Fixed some lighting issues in the Lost Hero's Sepulcher, Scarabsong Hollow, The Tower of Carphin and the Befallen Forge
- Fixed a critical server crash
- Fixed a bug causing treasure map rewards to drop on humanoid mobs around Squall's End