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: 🌼👋 Dev Discussion: Gatherable Spawning System
- I like the idea of gatherables you can fight over but there needs to be an equal if not primarily random rarity gathering spawns as well.
- I love the idea of being able to mix and match rarities when processing as it will keep all rarities relevant for crafting.
- We need our artisan quality ratings to actually have a noticeable impact when gathering, right now its a massive expense for an incredibly minuscule reward, especially in hunting but also every other gatherable where having quantity procs is more important than rarity because all you have to do is find a static node of high rarity. Please make the time and effort required to acquire high quality artisan gathering gear worthwhile.
- We need an artisan tool and clothes bag, it takes up way, way too much inventory space so we could really use a separate bag space for it.
- I love the idea of being able to mix and match rarities when processing as it will keep all rarities relevant for crafting.
- We need our artisan quality ratings to actually have a noticeable impact when gathering, right now its a massive expense for an incredibly minuscule reward, especially in hunting but also every other gatherable where having quantity procs is more important than rarity because all you have to do is find a static node of high rarity. Please make the time and effort required to acquire high quality artisan gathering gear worthwhile.
- We need an artisan tool and clothes bag, it takes up way, way too much inventory space so we could really use a separate bag space for it.
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Re: corruption system needs a rework
Its overtuned and placeholder for alpha 2.
That said I think corruption should be a bounty hunter only thing. As in if you kill someone, you only show up corrupted to players who have the bounty hunter profession (idk how these secondary jobs work but lets assume you can only have one)
The person you killed already didn't fight back. They don't deserve to be able to kill you at an advantage for them and also get rewarded more if they win and the corrupted punished even more if they win.
That said I think corruption should be a bounty hunter only thing. As in if you kill someone, you only show up corrupted to players who have the bounty hunter profession (idk how these secondary jobs work but lets assume you can only have one)
The person you killed already didn't fight back. They don't deserve to be able to kill you at an advantage for them and also get rewarded more if they win and the corrupted punished even more if they win.
corruption system needs a rework
TLDR: rework the system so it takes a few kills on innocent players to get corrupted rather then instant corrupted
im all for the idea of consequences for negative actions but the current system in place is way to harsh. The system gives corrupt players a “kill on sight” status, but it doesn’t always take into account the context of the player’s actions. leading to a situation where the corrupt players are overly punished, even for minor infractions. Such as people stealing resources or free farming Mats where you are? if you fight for those resources odds are you are the one that's punished. Someone stealing your grinding spot, trash talking and trolling you, so you flag kill them now you are losing gear in your inventory. even if you kill them and get Highly valuable loot, you cant do anything with it, Town will kill you on sight.
for pvpers it feels like High risk, for no reward because even if you get something good out of it, you now deal reduced damage, have a Kill on sight debuff, cant go to town and turn in your valuable loot.
meanwhile for the person that did die, Its no risk high reward because not only they can get their stuff back. they get your gear as well which can cost more then any resource being farmed. Not to mention the current system could probably be abused with Karma bombing which would involve making low lvl toons running up to people in a big pvp fight and having them accidently hit and one shot you to force them corrupted.
i suggest making a system where, after 2 kills of a innocent the third one for the next 2 hours will make you corrupted. or some sort of timed system. that way this prevents people from camping or killing the same person over and over again. But also will probably encourage people to actually flag and fight back. because if they know or think they know you wont get penalized right away. they would be more inclined to defend their stuff, grinding spot or w.e it may be.
even in archeage you didn't get wanted right away on first kill, you had to get a few before you got there
im all for the idea of consequences for negative actions but the current system in place is way to harsh. The system gives corrupt players a “kill on sight” status, but it doesn’t always take into account the context of the player’s actions. leading to a situation where the corrupt players are overly punished, even for minor infractions. Such as people stealing resources or free farming Mats where you are? if you fight for those resources odds are you are the one that's punished. Someone stealing your grinding spot, trash talking and trolling you, so you flag kill them now you are losing gear in your inventory. even if you kill them and get Highly valuable loot, you cant do anything with it, Town will kill you on sight.
for pvpers it feels like High risk, for no reward because even if you get something good out of it, you now deal reduced damage, have a Kill on sight debuff, cant go to town and turn in your valuable loot.
meanwhile for the person that did die, Its no risk high reward because not only they can get their stuff back. they get your gear as well which can cost more then any resource being farmed. Not to mention the current system could probably be abused with Karma bombing which would involve making low lvl toons running up to people in a big pvp fight and having them accidently hit and one shot you to force them corrupted.
i suggest making a system where, after 2 kills of a innocent the third one for the next 2 hours will make you corrupted. or some sort of timed system. that way this prevents people from camping or killing the same person over and over again. But also will probably encourage people to actually flag and fight back. because if they know or think they know you wont get penalized right away. they would be more inclined to defend their stuff, grinding spot or w.e it may be.
even in archeage you didn't get wanted right away on first kill, you had to get a few before you got there
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
A good gathering system in Ashes of Creation requires randomness to promote exploration and fairness. Resource node locations should change, pushing players to explore different areas. Material rarity should vary within resource nodes, adding chance and reward to each gathering trip. This randomness in location and rarity forces players to adapt, rather than follow set paths.
To balance the system, a random respawn timer is needed. This means node respawn times fluctuate. This prevents players with long playtime from dominating resource acquisition, as they cannot predict node replenishment. It creates opportunities for players with different schedules, keeping the world competitive. Random location, rarity, and respawn timers make gathering dynamic and fair, rewarding exploration and skill while limiting monopolization.
To balance the system, a random respawn timer is needed. This means node respawn times fluctuate. This prevents players with long playtime from dominating resource acquisition, as they cannot predict node replenishment. It creates opportunities for players with different schedules, keeping the world competitive. Random location, rarity, and respawn timers make gathering dynamic and fair, rewarding exploration and skill while limiting monopolization.

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Re: corruption system needs a rework
Totally agree that this shouldn't be as punishing, especially around equal levels. I'd love if people couldn't just PVE and stop me from taking tags, then I can't pvp them because they refuse to flag.
I'd also love if corruption was a timer and it displayed me on the entire map and my character wouldn't disappear when I logged out. So when you go corrupt, potentially after a few kills, you then are hunted and have to survive for a while. I also think the debuff should be lessened. Corruption should make you a target, not completely helpless.
I'd also love if corruption was a timer and it displayed me on the entire map and my character wouldn't disappear when I logged out. So when you go corrupt, potentially after a few kills, you then are hunted and have to survive for a while. I also think the debuff should be lessened. Corruption should make you a target, not completely helpless.
Re: When Rogue and Summoner Showcase ?
As of March 18, 2025, here's the latest information on the Rogue and Summoner class showcases for Ashes of Creation:
Rogue Class Showcase:
The Rogue archetype is scheduled for release on March 27, 2025. A comprehensive class preview is anticipated around that time, providing insights into the Rogue's abilities and gameplay mechanics.
Summoner Class Showcase:
The Summoner archetype is slated for release in Alpha-2 Phase-3, following the Rogue's introduction. Specific dates for the Summoner's showcase have yet to be announced, but it's expected to occur after the Rogue's release.
Rogue Class Showcase:
The Rogue archetype is scheduled for release on March 27, 2025. A comprehensive class preview is anticipated around that time, providing insights into the Rogue's abilities and gameplay mechanics.
Summoner Class Showcase:
The Summoner archetype is slated for release in Alpha-2 Phase-3, following the Rogue's introduction. Specific dates for the Summoner's showcase have yet to be announced, but it's expected to occur after the Rogue's release.

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Re: When Rogue and Summoner Showcase ?
Summoner time line is launch in May but IS is behind where they should be.
Re: When Rogue and Summoner Showcase ?
I would expect rogue showcase this month considering its supposed to hit a2 at the end of this month.
Summoner will probably be around July/August
Summoner will probably be around July/August
Re: Why The Game Needs Fast Travel
Fast travel and flying mounts make MMOs with open world PvP awful. If it were only a PVE game, fast travel would be more or less ok, though itd still effect the economy. But this is a PVX game, so fast travel (and I would also argue any form of flying, even as limited quantity as it currently is) would be one of the worst things to add. Fast travel would end up enabling massive guilds to quickly move around to map to claim areas and resources and quickly respond as a whole unit to war declarations while also allowing them to spread out across the worlds nodes instead of staying together. It would also result in players quickly traveling to any world boss, and jumping back and forth to different resources theyd otherwise have to rely on others to gather and transport across the world for profit.
TLDR: All forms of fast travel are bad for PVP/PVX games
TLDR: All forms of fast travel are bad for PVP/PVX games

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Re: Why The Game Needs Fast Travel
I understand the concern about long travel times in Ashes of Creation, especially for players with limited time. But Ashes isn't just another MMO—it's built around a player-driven world where logistics, exploration, and meaningful travel choices are core mechanics.
🚫 Why Ashes of Creation Doesn’t Have Global Fast Travel
1️⃣ Maintains the Integrity of the Economy 💰
In most MMOs with fast travel, markets become centralized, and resources lose value because players can instantly jump to farming hotspots.
Ashes prevents this by making resource transportation an actual gameplay mechanic—you need to physically move goods across the world, leading to trade routes, caravan escorts, and PvP ambushes.
2️⃣ Encourages Meaningful Conflict & Strategy ⚔️
Without instant teleportation, wars and sieges require planning. A zerg guild can’t just teleport their entire force in seconds.
This means guilds must strategically position their members, reinforcing Ashes’s vision of regional control and player-driven conquest.
3️⃣ Supports the Node System & Player Settlements 🏰
If everyone could teleport instantly, most of the world would be ignored, with players clustering in a few key areas.
Instead, nodes develop based on where players actually live and play, making every server’s world unique.
✅ What Travel Options Do Exist?
While Ashes doesn’t have global fast travel, there are several travel systems that make movement easier without breaking the game’s core mechanics:
🔹 Scientific Metropolis Teleports – If a scientific node reaches metropolis level, it provides limited teleportation.
🔹 Flight Paths & Airships – NPC-controlled transport between major hubs.
🔹 Family Summon System – Limited group teleport for small parties.
🔹 Mount Breeding & Speed Upgrades – High-tier mounts will significantly reduce travel time.
🔹 Caravan & Ferry Systems – Transport not just goods, but players as well.
🎯 Balancing Player Convenience vs. Game Depth
I completely understand that some players don’t want to spend half their play session traveling. That’s a valid concern. But Ashes of Creation is built around deliberate, strategic travel, where choosing where you live and play matters.
Rather than teleporting to any dungeon instantly, players are encouraged to establish local bases, use guild coordination, and plan their adventures—just like in a real living, breathing world.
🔥 Final Thought: Would Fast Travel Kill the Experience?
MMOs like New World and ESO rely on convenience mechanics, but at the cost of world depth and immersion. Ashes aims to create something different—an MMO where travel isn't just a loading screen, but a meaningful part of the adventure.
It’s not for everyone, and that’s okay. But if Ashes of Creation can successfully balance travel mechanics, while keeping the world engaging and dynamic, it has the potential to be one of the most immersive and rewarding MMOs in years.
Would love to hear thoughts—what travel mechanics would feel balanced to you without ruining the game’s depth? 🚀
🚫 Why Ashes of Creation Doesn’t Have Global Fast Travel
1️⃣ Maintains the Integrity of the Economy 💰
In most MMOs with fast travel, markets become centralized, and resources lose value because players can instantly jump to farming hotspots.
Ashes prevents this by making resource transportation an actual gameplay mechanic—you need to physically move goods across the world, leading to trade routes, caravan escorts, and PvP ambushes.
2️⃣ Encourages Meaningful Conflict & Strategy ⚔️
Without instant teleportation, wars and sieges require planning. A zerg guild can’t just teleport their entire force in seconds.
This means guilds must strategically position their members, reinforcing Ashes’s vision of regional control and player-driven conquest.
3️⃣ Supports the Node System & Player Settlements 🏰
If everyone could teleport instantly, most of the world would be ignored, with players clustering in a few key areas.
Instead, nodes develop based on where players actually live and play, making every server’s world unique.
✅ What Travel Options Do Exist?
While Ashes doesn’t have global fast travel, there are several travel systems that make movement easier without breaking the game’s core mechanics:
🔹 Scientific Metropolis Teleports – If a scientific node reaches metropolis level, it provides limited teleportation.
🔹 Flight Paths & Airships – NPC-controlled transport between major hubs.
🔹 Family Summon System – Limited group teleport for small parties.
🔹 Mount Breeding & Speed Upgrades – High-tier mounts will significantly reduce travel time.
🔹 Caravan & Ferry Systems – Transport not just goods, but players as well.
🎯 Balancing Player Convenience vs. Game Depth
I completely understand that some players don’t want to spend half their play session traveling. That’s a valid concern. But Ashes of Creation is built around deliberate, strategic travel, where choosing where you live and play matters.
Rather than teleporting to any dungeon instantly, players are encouraged to establish local bases, use guild coordination, and plan their adventures—just like in a real living, breathing world.
🔥 Final Thought: Would Fast Travel Kill the Experience?
MMOs like New World and ESO rely on convenience mechanics, but at the cost of world depth and immersion. Ashes aims to create something different—an MMO where travel isn't just a loading screen, but a meaningful part of the adventure.
It’s not for everyone, and that’s okay. But if Ashes of Creation can successfully balance travel mechanics, while keeping the world engaging and dynamic, it has the potential to be one of the most immersive and rewarding MMOs in years.
Would love to hear thoughts—what travel mechanics would feel balanced to you without ruining the game’s depth? 🚀

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