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: 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
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
While grinding should always be an option for people who enjoy that play style, personally I feel like having quest XP making up 60-70% of leveling XP is something that should be an option. It can always be supplemented with dungeon runs and killing mobs for quests. Personally I love long expansive quest chains that take you to different regions and can span level ranges. It's one of the things that made me fall in love with WOW, chains like the missing diplomat quest chain for example. Big, zone spanning quests help players feel more connected to the world. Also rewards could definitely use a punch up as well to make the effort feel worth while.
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
Good things overall, which have me excited to get back to the game.
However, I don't agree with the changes done to CC vs white targets, as there is currently no recourse to dispute a resource other than going red, which to me seems like it further water downs the pvx aspect of the game into separated and zoned down pve/pvp zones, as there is no incentive to ever go red on someone gathering a resource.
However, I don't agree with the changes done to CC vs white targets, as there is currently no recourse to dispute a resource other than going red, which to me seems like it further water downs the pvx aspect of the game into separated and zoned down pve/pvp zones, as there is no incentive to ever go red on someone gathering a resource.
SpyMask
1
Re: So how many still excited?
I'm happily confused. Love the vision. I love the combat feel and that's hard to nail down. Love the classes design structure but the need love. The Confused with is the size of the world, needing 10k a server to feel alive. So that size of a population would require casual players. Casual make up most MMO population. But the game is so harsh when it comes to a casual players needs. This seems like a conflict in design. I can't reconcile this and I have tried.
This could be a massive issue this game from everything I've seen and heard, will not keep the causal player beyond the first month, maybe some will ;last 3 and that's it.
People that argue this point, just do not know MMO's, I've played this them since Ultima Online, and bar Conan, I've called them all in the last 2 decades spot on.
My gut tells me if they don't change the game to make it casual friendly, this game will fail.
It might be fun for the niche player, but even that, for how long, before not seeing others , or waiting hours for a group, will it seem fun?
I just want a fun to play MMO again, one that I can put 3 to 5 years into
Nemeses
2
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
- On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
I'd probably give it around a 2 or 3 only cause I just remember getting some glint for the most part which isn't supper exciting or memorable other than the new token system. - How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
Well for one there just are not a lot of quest to be had to have an opinion on yet. But I think the newer ones that offered the tokens that let you make choices about what you were getting were nice. I think having an option on rewards, gives the player some agency and for those who like doing questing that maybe is bellow level you can still choose a reward that is useful for you now. - In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
I haven't played seriously that many of the MMOs that work on a completely player driven economy other than Eve. I would say just giving Glint/Gold cause of that is going to make the entire system super boring so we better think of some good ideas now. Depending on the quest complexity I hope there are still occasionally items as rewards. Also given the crafting systems rewarding appropriate high quality resources the player could have used in the creation of something is certainly an option. Enchants and useful consumables in this kind of game would also be good rewards. Finally of course token systems work for providing options for rewards, also reputation for doing the quest would be worthy rewards. - Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
- Less than 25%
- 25–49%
- 50–74%
- 75% or more
- Why did you choose that percentage?
- What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
My general thoughts:
I'm hoping for a lot of improvement in how quests work, I know you are working on the big systems now. I find even just whether someone has a quest for me is unclear in Ashes. I think we need a more clear marker when interacting with an NPC a quest is available/turnin. The UI obviously needs improvement in general but its functional right now.
I find the quest tracking system very cumbersome trying to figure out what is my area whats not make it visible to watch. I loved the WoW mods I used that basically tracked the quests for the areas I was in. I think it would nice if it just did that, show the quests I could be doing for where I am.
I don't think I've heard what Steven thinks of quests. I don't like systems that are super hand holdy, but systems like vanilla WoW were you had to deduce what they wanted you to do to complete the quest is also bad. I'd like something in the middle that gives me a clear indication of the goals, and at least generally where I should be completing them.
Hoping for it all to be voice. I know you guys are working on things, It would be awesome if it could be done with AI and universal and could then applied to every language. Don't make another MMO asking everyone to read little boxes of text.
Hopefully more options for types of quests, the board quests of go kill 20 wolves or whatever are the kind of quests I'd expect from 20 years ago. Lean in to the dynamic world and have quests that you do night, or are only available in winter and that kind of stuff as well. Have more stuff tied to the node creation that gets you connect with the city your living in and trying to grow.
devmage
1
Creating a living, breathing world in Verra
During this month's live-stream, we learned a lot about systems that are being used to create the world of Verra and help it to feel alive and immersive. Hearing about the Procedural Content Generator and how it is going to be used to inform NPC behavior to help achieve this feeling of a living and breathing world, really got my mind spinning.
What if they expanded this to the “world bosses” and other event-type scenarios. When Firebrand is “off-timer” they are patrolling the skies. Flying around the world, roaring, scaring the wildlife into different movement patterns. Potentially having some small response when those with flying mounts approach too closely. Just the thought of having their shadow move across the landscape as you’re out gathering - EPIC! Or Tumok stomping around the mountainous edges, ripping up trees and shaking the earth!
Then that got my gears turning: how can we implement gathering/crafting into our “world boss” engagement? Within their available phase, what if we had to leave offerings? Lumber Millers creating a post, Weavers braiding the rope, Farmers offering up their livestock - think Jurassic Park “Where’s the goat?”

I was really excited when I heard about this in the live-stream and I’m looking forward to seeing the ways that this system will shape Verra. I look forward to seeing other’s thoughts and ideas.
What if they expanded this to the “world bosses” and other event-type scenarios. When Firebrand is “off-timer” they are patrolling the skies. Flying around the world, roaring, scaring the wildlife into different movement patterns. Potentially having some small response when those with flying mounts approach too closely. Just the thought of having their shadow move across the landscape as you’re out gathering - EPIC! Or Tumok stomping around the mountainous edges, ripping up trees and shaking the earth!
Then that got my gears turning: how can we implement gathering/crafting into our “world boss” engagement? Within their available phase, what if we had to leave offerings? Lumber Millers creating a post, Weavers braiding the rope, Farmers offering up their livestock - think Jurassic Park “Where’s the goat?”

I was really excited when I heard about this in the live-stream and I’m looking forward to seeing the ways that this system will shape Verra. I look forward to seeing other’s thoughts and ideas.
Re: So how many still excited?
I'm happlly confused. Love the vision. I love the combat feel and that's hard to nail down. Love the classes design structure but the need love. The Confused with is the size of the world, needing 10k a server to feel alive. So that size of a population would require casuel players. Casuel make up most MMO population. But the game is so harsh when it comes to a casul players needs. This seems like a conflict in design. I can't reconcile this and I have tried.

