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: Race specific starting zones
https://ashesofcreation.wiki/Divine_gateways
Divine gateways are portals located in the ruined cities of the four ancient races of Verra where new players spawn into Ashes of Creation.[3][1][4][5]
Each divine gateway is in close proximity to two starting areas.[3][4]
Players can choose their starting gateway regardless of their choice of race.[6][7]
Tulnar characters have the same option of starting at any of the divine gateways as other races.[8][7][9]
The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[2][10]
Each race has its own starting area.[14][17]
Players may choose their starting gateway regardless of their choice of race.[6][7]
Divine gateways are portals located in the ruined cities of the four ancient races of Verra where new players spawn into Ashes of Creation.[3][1][4][5]
Each divine gateway is in close proximity to two starting areas.[3][4]
Players can choose their starting gateway regardless of their choice of race.[6][7]
Tulnar characters have the same option of starting at any of the divine gateways as other races.[8][7][9]
The divine gateways were created by the Goddess of Creation in response to a warning from the Goddess of Fate that The Ancients and The Others would return from exile and seek retribution for their defeat at the hands of The Seven gods.[2][10]
Each race has its own starting area.[14][17]
Players may choose their starting gateway regardless of their choice of race.[6][7]
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
I yearn for the day when you'll learn to understand that anything individual players do shouldn't matter to you, because competition in groups is what the game is about. The rest is just the connecting interval from one group experience to the next. And if you can't take down the mayor in your 8v8, you needed to bring another player. /thread.Good post.
Flying in Sieges=not bad/interesting gameplay that allows players to focus on leading the groups around to objectives
Flying literally anywhere else is garbage for the game. It allows for massive advantages in Open World PVP, and even huge advantages for getting around to different resources to gather quickly.
Gliding down from elevation can be fine within reason.
Who are you?
And in group play specifically, having a flying mount guiding a fight from above in open world pvp is a massive advantage. As well as for scouting for caravans or for hostile groups hunting your caravans.
That’s true, I remember in AA players used dragon mounts in different ways too. Not just for travel or combat, but for scouting enemy movements, bomb diving into fights, etc.
A timed flight system like 5 minutes of flight followed by a 10-minute grounded rest period, could be a great way to preserve the prestige and utility of flying mounts without letting them dominate every aspect of PvP or scouting.
If they absolutely have to have them outside of siege events, I would say to make them unable to fly while being a combatant.

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Re: So the " biiig " Updates are coming and approaching now ... ...
just bear in mind when he said western continent he was refering to the landmass and not content :P but landmass has to be there first before they can add the content
I think Sir Steven included however the farmable minerals in that Landmass. Ores, Wood, etc.
Of Course until the Area's are full with Quests it will need a bit more time still.

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Re: So the " biiig " Updates are coming and approaching now ... ...
Not sure this is healthy expectation management, leaping from one disappointed overblown expectation to the next. Let's just focus on hyping up the things we like that we actually get to see.
Totally get your point i think. But worry not -> also a Statement from Sir Steven said, that the Alpha Two until looked like it's Development is standing still -> because most things that are being worked on which are not visible as a Tester in the ingame World.
And i totally get that as well, i think. But what is my personal favourite is that i hope that the Nodes will all look somewhat different in Infrastructure and Build in the end.
You will never in our real World find a Village, Town or City or Metropolis which looks exactly the same as any other. This is what i mean.



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Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
I yearn for the day when you'll learn to understand that anything individual players do shouldn't matter to you, because competition in groups is what the game is about. The rest is just the connecting interval from one group experience to the next. And if you can't take down the mayor in your 8v8, you needed to bring another player. /thread.Good post.
Flying in Sieges=not bad/interesting gameplay that allows players to focus on leading the groups around to objectives
Flying literally anywhere else is garbage for the game. It allows for massive advantages in Open World PVP, and even huge advantages for getting around to different resources to gather quickly.
Gliding down from elevation can be fine within reason.
Who are you?
And in group play specifically, having a flying mount guiding a fight from above in open world pvp is a massive advantage. As well as for scouting for caravans or for hostile groups hunting your caravans.
That’s true, I remember in AA players used dragon mounts in different ways too. Not just for travel or combat, but for scouting enemy movements, bomb diving into fights, etc.
A timed flight system like 5 minutes of flight followed by a 10-minute grounded rest period, could be a great way to preserve the prestige and utility of flying mounts without letting them dominate every aspect of PvP or scouting.

1
Re: More rpg elements pls.
I would also like more hardcore rpg elements like having to explore or quest to find a specific trainer that is able to teach you a certain spell. I like it when there is an explanation inside the mmo of why every little thing happens. For example, if I level I get a skill point but how? The god of Vera just gives it to me?
So the " biiig " Updates are coming and approaching now ... ...
The Phase draws oh-so-ever closer - where the super-hard Beginning and Start is behind us. And i don't mean specifically Phase Three which also draws closer.
- Naval Update
- Two Biomes complete in Landmass - even if not fully in Content of Release Version 1.0.
- Rogue
- NODE Sieges
- Tropics get closer to Completion
And since Sir Steven said, that in the Middle of this Year -> maaaybe most of all (or all ?) of the Western Continent will be complete -> People can now rejoice and look forward to big Updates every Month or so.
Alpha Two looks like it is picking up pace again and i am all here for it.
- Naval Update
- Two Biomes complete in Landmass - even if not fully in Content of Release Version 1.0.
- Rogue
- NODE Sieges
- Tropics get closer to Completion
And since Sir Steven said, that in the Middle of this Year -> maaaybe most of all (or all ?) of the Western Continent will be complete -> People can now rejoice and look forward to big Updates every Month or so.
Alpha Two looks like it is picking up pace again and i am all here for it.


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Re: Inspection of other players
that makes sense. i'm nether for or against this. I am against Power Level in general though. Its too simple, makes all the builds boring, they'll all be the same basically. With the current direction of this I doubt I'll play seriously, and if you don't play seriously there's no point in playing. It's not a causal friendly game.
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Re: Race specific starting zones
I like the idea of racial starting zones, but they shouldn't be forced so friends can start together without having to travel if they pick different races. But in this game it really doesn't even matter. There's no reason for racial starting zones at all, lore wise and game play wise. The game doesn't lean into RP, there won't be any RP servers. Really what it'll need is different starting areas that allow the starting population to spread out in a health way. The starting area is just where you 'portal' in to, it's not like you're starting out in a fully formed city led by elves or dwarfs or man. But rather returning to the ruins of an old world that's isn't populated by any civilization. The players will be founding those civilization.
I think this and what others aid make sense. I guess if there was no racial conflict on the other end of the portals it makes sense they are not segregated.
However I do believe Tulnar will have their own starting zone for the fact they are segregated which makes sense rp wise.
But they won't have RP servers? That's a big blow to me... I'd love a designated server for Roleplayers to flock to, if not several of them.
We'll see, a lot of things are in flux right now, but if we go by their general stated intentions, there is likely to be at least one unofficial RP server.
The real question is what power the 'RP-Ruiner' type will have to disrupt it. If you are referring to a server where there may be stricter rules or penalties for seriously disrupting RolePlaying for 'no real reason', we don't have any information or indication relative to that yet.
We know that Steven quite likes RP as a concept, but not really how much he'd be willing to 'enforce' it.
I imagine this game will have a lot of potential for RP griefing but also as a roleplayer I always play on RP servers because the availability of random encounters and the atmosphere always feels more like what I expect from the game. Griefing is only my second concern, the atmosphere is number 1 so hopefully they announce roleplay servers at some point
Well, just be a little 'pessimistic'. Remember that Ashes is a game with so many systems and intentional openings for 'drama' that it is absolutely trivial to legitimize actions that disrupt that atmosphere even if they don't turn into 'RP-Griefing'.
Then again, maybe I don't know what you personally mean by atmosphere in this case. I think of it as 'when a group decides to destroy your node, they at least offer some actual reason'. My 'point' here, I guess, is that I would expect that even on the RP server, they 'wouldn't have to'.

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Re: 🌼👋 Dev Discussion: Gatherable Spawning System
Ok, to cover my group as a whole, one more!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!

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