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: Pointer gets lost, could we get some display options?
Customizable Mouse Icon would be a good feature for the UI.
2
[NA] ODA CLAN | PvX |CST| HARDCORE/ Semi- Hardcore |20+|
“Victory through honor. Power through unity.”
Are you ready to leave your mark on Vera?
Are you looking for a tight-knit, disciplined, and ruthless guild that plays to win — not just participate?
Welcome to Oda Clan.
Who We Are:
Oda Clan is a PvX-focused, progression-driven guild built for hardcore and semi-hardcore players who want to dominate the world of Ashes of Creation. Our roots stem from top-tier MMO, RTS, and PvP guilds, and our leadership is made up of veterans who know how to win — and win smart.
We are not zerg.
We are organized, tactical, and out for blood.
What We Offer:
WE ARE VERY SELECTIVE ABOUT WHO WE CHOOSE SPOTS ARE LIMITED!
Hardcore leadership with proven MMO endgame and PvP coordination experience
Structured ranks, responsibilities, and progression paths
PvP supremacy: Organized GvG, node wars, caravans, bounty hunting, and more
Economic control: Crafting, trade routes, resource domination
Active voice comms and coordination via Discord
A zero-drama, performance-based culture — leave the ego at the door
Who We're Looking For:
We’re recruiting skilled, driven, and focused players who thrive in both structured environments and dynamic PvX content.
Must-haves:
Willing to learn and improve constantly
Able to commit to core play windows during peak siege and PvP hours
Understands team play, strategy, and resource management
Uses voice comms — if you're silent, you're not helping
Wants to build something great — not just follow, but contribute
Bonus:
Prior GvG/Siege MMO experience
Leadership potential in PvP, logistics, or economic management
Hardcore raiding or crafting pedigree
Our Goal:
To build a high-impact, highly respected guild that controls key nodes, crushes opposition, and writes our legacy in blood and stone.
You won’t just be a name on a roster here.
You’ll be part of a machine — lean, lethal, and loyal.
Apply Now:
Join the Oda Clan if you're ready to rise above the noise, burn weak guilds to the ground, and carve your name into Ashes of Creation history.
Discord: [https://discord.gg/8JjZmksU]
Apply: DM on Discord hanzokill
"We are the sword in the shadow, the fire in the frost.
We are ODA".
GM:YasukeXD

Are you ready to leave your mark on Vera?
Are you looking for a tight-knit, disciplined, and ruthless guild that plays to win — not just participate?
Welcome to Oda Clan.
Who We Are:
Oda Clan is a PvX-focused, progression-driven guild built for hardcore and semi-hardcore players who want to dominate the world of Ashes of Creation. Our roots stem from top-tier MMO, RTS, and PvP guilds, and our leadership is made up of veterans who know how to win — and win smart.
We are not zerg.
We are organized, tactical, and out for blood.
What We Offer:
WE ARE VERY SELECTIVE ABOUT WHO WE CHOOSE SPOTS ARE LIMITED!
Hardcore leadership with proven MMO endgame and PvP coordination experience
Structured ranks, responsibilities, and progression paths
PvP supremacy: Organized GvG, node wars, caravans, bounty hunting, and more
Economic control: Crafting, trade routes, resource domination
Active voice comms and coordination via Discord
A zero-drama, performance-based culture — leave the ego at the door
Who We're Looking For:
We’re recruiting skilled, driven, and focused players who thrive in both structured environments and dynamic PvX content.
Must-haves:
Willing to learn and improve constantly
Able to commit to core play windows during peak siege and PvP hours
Understands team play, strategy, and resource management
Uses voice comms — if you're silent, you're not helping
Wants to build something great — not just follow, but contribute
Bonus:
Prior GvG/Siege MMO experience
Leadership potential in PvP, logistics, or economic management
Hardcore raiding or crafting pedigree
Our Goal:
To build a high-impact, highly respected guild that controls key nodes, crushes opposition, and writes our legacy in blood and stone.
You won’t just be a name on a roster here.
You’ll be part of a machine — lean, lethal, and loyal.
Apply Now:
Join the Oda Clan if you're ready to rise above the noise, burn weak guilds to the ground, and carve your name into Ashes of Creation history.
Discord: [https://discord.gg/8JjZmksU]
Apply: DM on Discord hanzokill
"We are the sword in the shadow, the fire in the frost.
We are ODA".
GM:YasukeXD

Yauke
1
Re: Splinter Topic: Narrative Design Hell Is Other People
Thanks, that's very clear, actually.
You seem to be even moreso the person who wants the other type of design direction for this game type, than I originally thought.
I don't think Steven intends to make that game, but it's already been made, so thankfully, he doesn't have to.
You seem to be even moreso the person who wants the other type of design direction for this game type, than I originally thought.
I don't think Steven intends to make that game, but it's already been made, so thankfully, he doesn't have to.
Azherae
1
Re: Splinter Topic: Narrative Design Hell Is Other People
Thanks Dygz, always helpful to get your perspective (in this case it matches my data/models).
@Ace1234 a question then given your perspective, because I think we've 'soft-disagreed' before on whether or not PvX 'means' integration or not.
Ashes is the game where you are forced to consider both halves of the content all the time. There are games where you aren't, where the distinction is closer to what you describe, where the games themselves describe as 'PvP and PvE' (could easily be because PvX isn't a term that has caught on yet).
But in those games, if you decide to do most PvE things, you can only be delayed by PvP, not 'forced into it' (i.e. the area becomes PvP and you have to wait, or try to PvP a bit).
I would argue that the type of Story Arc content or even Biome-based gameplay that we were discussing in the parent thread fits better in those games than in Ashes, because PvP does not have the capacity to utterly overrun a progressing narrative in those games.
I'm sure Ashes could be designed such that PvP can be suppressed out of 'existence' by doing the narrative/preparation really well (Elite Dangerous works like this for instance, mostly), but it keeps shifting away from that design space so the 'concept' that spawned this thread still seems to apply.
@Ace1234 a question then given your perspective, because I think we've 'soft-disagreed' before on whether or not PvX 'means' integration or not.
Ashes is the game where you are forced to consider both halves of the content all the time. There are games where you aren't, where the distinction is closer to what you describe, where the games themselves describe as 'PvP and PvE' (could easily be because PvX isn't a term that has caught on yet).
But in those games, if you decide to do most PvE things, you can only be delayed by PvP, not 'forced into it' (i.e. the area becomes PvP and you have to wait, or try to PvP a bit).
I would argue that the type of Story Arc content or even Biome-based gameplay that we were discussing in the parent thread fits better in those games than in Ashes, because PvP does not have the capacity to utterly overrun a progressing narrative in those games.
I'm sure Ashes could be designed such that PvP can be suppressed out of 'existence' by doing the narrative/preparation really well (Elite Dangerous works like this for instance, mostly), but it keeps shifting away from that design space so the 'concept' that spawned this thread still seems to apply.
Azherae
1
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
The female Py'Rai looking nothing like the concept from a few years ago is very disappointing. It went from one of the most stylized and unique races ashes has to a generic human-like elf with branches glued on.
The button nose, the flatter wider face, the eye brows, the skin lines, the longer more stylized ears, all missing from the new model. It is so different I am pretty sure the character creator cannot fix it. Please made the default appearance closer to that original concept, you had a really iconic race and it was deleted in favor of a generic human like appearance without any of the charm. I dont think anyone asked for that.
The button nose, the flatter wider face, the eye brows, the skin lines, the longer more stylized ears, all missing from the new model. It is so different I am pretty sure the character creator cannot fix it. Please made the default appearance closer to that original concept, you had a really iconic race and it was deleted in favor of a generic human like appearance without any of the charm. I dont think anyone asked for that.
Lash
4
Re: A simple fix for contested grind spots.
So is it like a ring around a specific grind spot or a whole poi? What happens if I hop in and out of the spot or a healer is outside the ring (or area of effect) and supports. What happens when a massive group comes in and wipes everyone out and just leaves? What happens when the timer is up and no one is lost or won?
Too many questions with this one sided solution. This only benefits the larger groups and the pvp focused groups. And the game already over rewards them. This just leads the game down the path of Open World PvP, just with timers.
POIs, bosses, and grind spots can be contested. All of these have current methods to drive people out. DPS race, flag, kill, go corrupt, train mobs, ect. Your solution is just a way to by pass corruption... just go corrupt if you want it. Get a secondary group or alts to go corrupt and take the spot. Have a murder squad in your guild or alt guild to do the dirty work.
Also there's more to come with the dynamic lawless zones. This might be enough to balance things out enough for you. I get the frustration of wanting to take a spot, especially when you know you can overwhelm the others. But this isn't a PvP game. If you really want it take the corruption hit.
Too many questions with this one sided solution. This only benefits the larger groups and the pvp focused groups. And the game already over rewards them. This just leads the game down the path of Open World PvP, just with timers.
POIs, bosses, and grind spots can be contested. All of these have current methods to drive people out. DPS race, flag, kill, go corrupt, train mobs, ect. Your solution is just a way to by pass corruption... just go corrupt if you want it. Get a secondary group or alts to go corrupt and take the spot. Have a murder squad in your guild or alt guild to do the dirty work.
Also there's more to come with the dynamic lawless zones. This might be enough to balance things out enough for you. I get the frustration of wanting to take a spot, especially when you know you can overwhelm the others. But this isn't a PvP game. If you really want it take the corruption hit.
1
Re: Alpha 3 bundle?
Hey! There will not be an Alpha 3, but there will be an Alpha 2, Phase 3 which is included in your bundle along with Beta 1 and Beta 2 and some game time at launch
Re: Steal Chrono Odyssey's Horses
I came back to Ashes yesterday for the Pawkets quest, and the mounts felt wooden as hell. CO's horses felt alive. The active movement, the animations, the sounds and, yeah, the speed too. But just adding speed to Ashes mounts won't do shit. They'll still feel wooden.daveywavey wrote: »I dunno, seemed kinda jerky. I think the feel of mount-riding in Ashes would be fixed simply by making them a touch faster, and increasing the duration of Dash.
So I just hope that the future passes on the mounts will get us much closer to an "alive" feeling.
Ludullu
1
Splinter Topic: Narrative Design Hell Is Other People
Just shifting out some responses to a specific, great post by Ace1234 in a specific thread:
https://forums.ashesofcreation.com/discussion/67715/ashes-terrain-topography-and-cohesion
Full text of post below:
Yes, the title is a reference to the literary work/play, heavyhandedness is unfortunately subjective. Very meta. It was either that or something about a "Three Body Problem".
MMORPG Devs are limited by the idea that they should make most of their players at least feel good. But unlike single player games or even competitive team games, MMORPGs are big and very few players care about all their aspects. The concepts laid out for the above area and related interactions are incredibly cool and perhaps even realizable in some modern games, but from what I know of MMORPG players, a nightmare for feedback from a certain subset.
Imagine a player who goes online, reads the guide-history created by the first player to achieve the "Revealer" status, and follows it, then realizes that this guide/experience wasn't about 'making them also be a Revealer' or changing the world somehow, but just so that they could experience the story/concept.
They're able to have the experience, but not the reward of either the title or the recognition.
Or, you can imagine being in the pitch room for such a content type, having to argue against the manager who says how useless it is to make this content which effectively serves one person (in their eyes) and 'doesn't even have anything to do with combat or competition'.
Or the Community Team subjected to the dozens if not hundreds of complaints or even 'bug reports' about how X player didn't care about all this stuff, just wanted a gearpiece they saw in a Guide (because at least one person per Server might have it, and given Ashes' design, there may be another chance to get it, it wouldn't be ridiculous to have the Revealer or similar actually lose any reward item if they are killed while Corrupted, the world could even revert somewhat).
"What's the point of making this content that I personally can't achieve?"
Anyways, my heart goes out to all the Narrative/Lore designers and Devs trying their best to juggle the different player types, but this thread is mostly so my group can contain their 'ranting' to a more relevant thread...
https://forums.ashesofcreation.com/discussion/67715/ashes-terrain-topography-and-cohesion
Full text of post below:
Vaknar
Sometimes I worry my posts are a bit too theory heavy and lack specific comprehensive examples, so I ran my post through chat gpt to come up with an area concept that reflects some of the things I mentioned, and thought it sounded pretty cool, enjoy.
🌑 Zone Concept: The Weeping Hollow
📍 Setting Summary:
A gloomy, sunken forest nestled in a crescent-shaped valley, constantly shrouded in mist. Once home to a reclusive sect of moon-worshippers, it was sealed off centuries ago following a catastrophic event known as the Lament. Now it’s overrun by strange flora, ghostlights, and corrupted wildlife.
This area evolves over time, reacts to player choices, and contains deep lore hidden in its terrain, making it a narrative sandbox for exploration, discovery, and role-play.
🧱 Core Concepts from the Post on Display
1. Worldbuilding / Narrative Integration
🔹 Visual Lore & Structure:
The forest layout itself follows lunar geometry — winding paths mirror crescent shapes, and ruins are arranged around a ritual basin in the shape of a full moon crater.
Statues of a three-faced moon goddess appear, each face turned toward a different cardinal direction — hinting at philosophical divisions among the ancient sect (Truth, Memory, and Mystery).
🔹 Layered Narrative Access:
Early on: Players find tablets and murals hinting at a ritual to “drown memory in moonlight.”
Later in story (or via exploration): They learn the “Lament” was a failed ritual to erase a collective trauma — the goddess divided into aspects as punishment.
The more players uncover, the more their understanding of the forest shifts — it’s not a cursed place, but a spiritual scar.
🔹 World-state storytelling:
If a player sides with certain factions, statues begin to "weep" starlight or blood.
Interacting with a certain hidden shrine unlocks a hidden history, changing dialogue in future quests across the world. NPCs may now recognize the player as a "Lament-Touched."
2. Mystery and Discovery
🔍 Non-linear Exploration:
The mist changes dynamically — obscuring and revealing new routes based on time of day, season, or player attunement.
Day: Wildlife aggressive, few landmarks visible.
Night: Ghostlights appear, statues rotate, secret glyphs glow.
Full Moon Event (monthly): A door in the hollowed tree opens to a hidden sanctum.
🧠 Knowledge-based Gameplay:
Puzzle shrines scattered in the zone require interpretation of moon phases, statue orientation, and lore clues.
An abandoned observatory on a hill lets players align its telescope to the glowing craters to reveal glyphs on nearby trees. These glyphs unlock an optional class-specific skill if deciphered.
🧩 Environmental Interactions:
Certain rare herbs only bloom under specific moonlight cycles — they can be used to brew elixirs or unlock alternate dialogue options in key storylines.
A rare creature, the Velumbra Stag, can only be summoned if players lure it with moon lilies planted during a prior seasonal event — encouraging long-term mystery-solving.
3. Atmosphere
🎧 Audio-Visual Integration:
Ambient audio includes whispering wind that changes pitch with proximity to hidden lore markers.
Leitmotifs evolve with player progress: a soft harp theme becomes more dissonant or hopeful depending on story paths chosen (e.g., embracing the memory vs. erasing it).
Lighting is volumetric, diffused through fog. As players solve more mysteries, the fog starts to part more frequently, letting in beams of moonlight — giving the sense that the forest is “responding” to the player.
🎨 Theming:
Visuals support the theme of half-remembered history — half-built bridges, statues with missing faces, trees growing upside-down.
Optional role-play tents exist for players — e.g., they can meditate at shrines to receive visions that influence story arcs, even if they’re not on the “main path.”
🧭 How It All Comes Together in Different Player Journeys
🧙♂️ Player A: The Scholar Path (Truth)
Focused on learning the forest's history.
Solves puzzles, finds the sealed library under the lake using moon glyphs.
Discovers the true nature of the Lament and shares it globally — this causes the mist to thin permanently for their server, changing visibility for all.
World perceives them as a “Revealer.” NPCs treat them with reverence, and certain items cost less or become unlocked.
⚔️ Player B: The Purger Path (Control)
Wants to purge the corruption and harness power from the Weeping Hollow.
Sides with a fire-worshipping order that believes in cleansing the land.
Burns down one of the spirit groves. Mist recedes temporarily but angers the Velumbra Stag, who now appears hostile in future encounters.
This creates dynamic conflict: future players must choose to appease or destroy the beast — affecting future seasonal events.
🌙 Player C: The Role-Player (Mystery/Memory)
Focuses on immersing in the mood, meditating at moon shrines during full moons.
Unlocks secret dialogue options for key NPCs in far-off cities (thanks to hidden memories gained in visions).
Over time, becomes a member of a secret roleplay-only cult of the Three-Faced Moon.
Special cloak reward only available through this long-form spiritual RP path.
🧩 Final Layer: Systemic Interdependence
The map is designed to reflect all of this: layered topography with fog/mist effects, persistent weather conditions, landmark visibility lines, and timed events.
The zone’s design encourages return visits under different world-states, with multiple optional storylines and character build effects tied into the area's mysteries.
✅ TL;DR
The Weeping Hollow showcases:
Worldbuilding via lore-rich landmarks and layered history.
Mystery & Discovery through exploration, hidden systems, and player choices that change perception and access.
Atmosphere via coordinated audio-visuals, emotional theming, and symbolic layout.
And most importantly, all these elements interlock dynamically, reacting to player agency, faction alignment, roleplay, time, and story progression — just as the original forum post envisions.
Yes, the title is a reference to the literary work/play, heavyhandedness is unfortunately subjective. Very meta. It was either that or something about a "Three Body Problem".
MMORPG Devs are limited by the idea that they should make most of their players at least feel good. But unlike single player games or even competitive team games, MMORPGs are big and very few players care about all their aspects. The concepts laid out for the above area and related interactions are incredibly cool and perhaps even realizable in some modern games, but from what I know of MMORPG players, a nightmare for feedback from a certain subset.
Imagine a player who goes online, reads the guide-history created by the first player to achieve the "Revealer" status, and follows it, then realizes that this guide/experience wasn't about 'making them also be a Revealer' or changing the world somehow, but just so that they could experience the story/concept.
They're able to have the experience, but not the reward of either the title or the recognition.
Or, you can imagine being in the pitch room for such a content type, having to argue against the manager who says how useless it is to make this content which effectively serves one person (in their eyes) and 'doesn't even have anything to do with combat or competition'.
Or the Community Team subjected to the dozens if not hundreds of complaints or even 'bug reports' about how X player didn't care about all this stuff, just wanted a gearpiece they saw in a Guide (because at least one person per Server might have it, and given Ashes' design, there may be another chance to get it, it wouldn't be ridiculous to have the Revealer or similar actually lose any reward item if they are killed while Corrupted, the world could even revert somewhat).
"What's the point of making this content that I personally can't achieve?"
Anyways, my heart goes out to all the Narrative/Lore designers and Devs trying their best to juggle the different player types, but this thread is mostly so my group can contain their 'ranting' to a more relevant thread...
Azherae
2
Re: Crafting and professions
Wasn't this always the case? You could level tailoring, alch, arm, wep, ect ect. No restrictions until you wanted to go to tier 2 crafts. I could be remembering wrong it's been 5 months or so since messed around with the crafting.
1
