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: Can we just get rid of boss/monster drops altogether?
https://ashesofcreation.wiki/Loot
Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[13] – Steven Sharif
Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[13] – Steven Sharif

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Re: POI'S/Bosses Should instantly flag you purple

The 100th post about how giving big guilds even more power is definitely the way to go...

4
Re: Why The Game Needs Fast Travel
Fast travelling helps farmers to farm faster and this makes the game tasteless, all the danger is diminished, all the commitment diminished, etc, what is left is just grinds and magic travelling. People would also dodge dangerous areas and many situations with the fast travelling, people would also enjoy less the beautiful landscape Intrepid is creating.
Travelling 30 minutes is nothing, specially if a lot of opportunities for content can be met along the way.
Travelling 30 minutes is nothing, specially if a lot of opportunities for content can be met along the way.
Re: Entity proportion size
yea everything scale is off , everything feels too small
Re: Which creature do you want added to the game
Giant snake mount. Hopefully the mounts have special effects however i can forsee the issues with that.

1
Re: Ranger Archetype Changes
Dezmerizing wrote: »I made some slight edits to the post above, and I want to add this:
After discussing with some friends, I have come to the conclusion that it looks like the ranger *might* be an archetype that is heavily relying on secondary archetypes. The more I think about it, the more I realize that the ranger abilities being so generic makes them perfect for altering through secondary archetype choices.
I agree with most of your observations above about how the Ranger is clearly lacking in many places. However, even though the Ranger might synergise well with secondary archetypes it cannot be designed this way. Each primary archetype must be of high quality on their own, it can't be that they need a secondary to make them viable, it would be extremely poor class design, in my opinion, if this was the case. The Ranger and the Fighter just need to be re-worked to bring them up to standard.
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Re: Great Concept, But a Terrible First Impression
I can’t think of anything more "base-lvl" than movement and combat mechanicsBut getting proper base-lvl mechanics and features working is waaaay more important, because THAT is what people play.
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Re: Great Concept, But a Terrible First Impression
I don’t separate potential players and testers. I don’t think most of the people participating in the alpha at this stage are professional testers. Most likely, they’re joining just to get a first impression of the game, to decide whether it’s something they’re even interested in — or simply to gain an advantage by having early experience when the game eventually launches.A new tester will see this, but testers should expect things like this.
I understand that many things will change by release, but even now, everyone who bought access to the alpha is, first of all, a potential future player — and secondly, someone who will talk about the game to their friends, stream the gameplay in Discord, and so on. In other words, they’re either a potential promoter or someone who might end up discouraging others from trying the game.
I believe that when developing any game, it makes sense to polish the core mechanics first — and only after that, start working on things like "caravan heists"
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Re: Can we just get rid of boss/monster drops altogether?
The way it is right now, players can just mob/boss grind all the way to max level and never even think about crafting.
This is how it should be.
Crafting should be optional.
Using crafted gear should be optimal, but not required.

3