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
Market Place Stalls (Feedback)
I have been testing economy since the start of phase 2. I've had great success in feeling out the market place and what sells when. I love the Market Stalls and the opportunity it brings. I have to say though that I really dislike postings having expiry times. Before these were introduced I was able to make money from the market stalls and shop. Now that things expire the market stalls have almost become useless to me.
I don't think expiry times are needed. The distance to travel in game is already a big enough hurdle. Placing items in different market stalls is already an endeavor because of time commitment. I find interacting with this system is near pointless now as people are circumventing it with out-of-game resources. Expiry times is the straw that broke the camels back.
I don't think expiry times are needed. The distance to travel in game is already a big enough hurdle. Placing items in different market stalls is already an endeavor because of time commitment. I find interacting with this system is near pointless now as people are circumventing it with out-of-game resources. Expiry times is the straw that broke the camels back.
Re: UI suggestions and overall experience so far
I'm loosing eye-sight when I try to identify what statuses is my character or my targeted affected by. The icon are really small, and not that readable. Important buff icon still get pushed out from my status bar by nonsense or other effects, even if I can see those icons still fit there.
I often catch myself that I don't know whatever my auto-attack or auto-run are on. I wish I could have resizable indicators on the screen for that. The size of some elements, and having writing all over them isn't helpful also:

I also wish I could bind 2 actions to the same button, if I wanted to.
I wish I could also see whatever I have successfully interrupted someone action with my abilities and always see a textual representation with a casting progress bar under my target for all skills they are using.
I often catch myself that I don't know whatever my auto-attack or auto-run are on. I wish I could have resizable indicators on the screen for that. The size of some elements, and having writing all over them isn't helpful also:

I also wish I could bind 2 actions to the same button, if I wanted to.
I wish I could also see whatever I have successfully interrupted someone action with my abilities and always see a textual representation with a casting progress bar under my target for all skills they are using.
Re: PLZ PLZ Add hide Helmet (and Cloak) option!!!!!! ^-^
Steven already mentioned this several times. Also, possible customized Guild cloaks etc. This is probably not going to happen until end of phase 3 or Beta, so end of 2025 at earliest

1
Re: Why The Game Needs Fast Travel
In Albion Online, they added a teleport-home spell.
It cost Silver to cast, and was based on Distance to Home x Danger zone modifier x Inventory Items.
If you had Gatherable items in Inventory, it would cost up to 100x as much.
[Since Albion has real $ to Silver in game, these teleports could literally cost you $5]
So this was for pvpers/scouts/explorers to go out and check the world out, and have an option to get home.
It was NOT for moving goods - circumventing Albion's very pvp-focused trade networks.
Is this something you guys would like to see in AoC? A Hearthstone with a steep gold/glint cost based on Distance x Inventory?
I'd think this was the 'most obvious thing' to add.
I don't feel the answer to this lies anywhere toward either end.
The Family Summon concept for example would work way better if you had to 'give one person an item, that costs Glint to make, that lets them attune on your behalf at an Emberspring', combined with a 'Home Teleport'.
Prevents 'being able to pop to just anywhere', gives you the limit that once you have done that, you are 'stuck there', and then layer as many 'hardships' as you want on top of it (must be an Item received from Guild, maybe can only be obtained with Node Currency in Home Node, can literally only be used by family members, etc).
There's probably a tune-able solution that fits this game that isn't 'My car stalled/train was late so I might as well not log in and also since I'm the Tank for my group they might as well not log in either'.
The fact that the Family Summon was ever considered at all means that they know there will be issues and don't want all of them, so they should be able to eventually define 'exactly which fast travel they do and don't want' and tune it.
I'll hope that it doesn't turn out to be another 'Guilds and Large Groups get to do it more easily than small ones' in the end, ofc, but I'm not as opposed to things like 'Large Guilds have some alt whose job it is to reset the Home Point of certain members after an expedition'.
You could still prevent even that if you wanted, though. FF11's equivalent (the Warp Scroll) is one of those items a character can only hold one of. It's probably not TOO hard to code it so that only one 'Attunement Stone: Plannindorf' can even exist, so that quick jumps are at least 'always one way'.
Make 'em time out after 24h or something, to protect against lockouts and also counter a bunch of logistics stuff. So many ways to solve it that we'll probably get one, assuming whatever made them consider the Family Summon is still a concern.

1
Re: High quality AoC memes
How Non-Rogue Players Think Permastealth Will Make Rogues In Ashes of Creation
https://youtube.com/clip/Ugkxhcx-1Qes3BEdzITFCwLffKk-_GdtNk8F?si=gCMhxLszhiohKWiR
I am not sure if "Stealth" even works in Alpha Two right now. I have the impression i can go around Mobs/Enemies/Monsters a little bit closer whenever my Hunter had Camouflage on - but there is no Indicator like in WoW that i am really hidden.
No Monster like for Example the Goblins in the Riverlands "turn at me" at a certain Vicinity and makes a wary sound, like in WoW. Indicating that they sense that Someone is close by.
I wonder how it will be for Rogues. o_ô

1
Re: Clerics in PVP
It's TTK in general that makes healing feel bad in pvp. Everyone just goes from 100% to 0%. Flash Cure heals like 1/3 of a spell cast.
1
Re: Why the Ranger shouldn't have better Single-Target than the Mage
So this is going to be a hard no from me. Here is why.
Lets assume you get your wish and Ranger damage gets pushed below Mages STDPS. What reason is there to bring a Ranger.
Heals? Nope cleric has that covered just fine.
Movement buffs? Mounts exist, so definitely no.
Damage? Why Mages do more damage and can AOE more.
Range? makes no difference in most of the content in this game. And that doesn't actually help anyone else in the group.
Damage buffs? I would have to do the math, but I'm confident that the 55 seconds of higher damage would make up for the 5 seconds of increased damage the group might get.
So you don't want Mage pushed into the "niche" of AoE damage, in an OWPvP game. which is 90% of fights. and instead want Ranger pushed into the role of bad at everything don't bother inviting them to groups just grab two Mages?
Lets assume you get your wish and Ranger damage gets pushed below Mages STDPS. What reason is there to bring a Ranger.
Heals? Nope cleric has that covered just fine.
Movement buffs? Mounts exist, so definitely no.
Damage? Why Mages do more damage and can AOE more.
Range? makes no difference in most of the content in this game. And that doesn't actually help anyone else in the group.
Damage buffs? I would have to do the math, but I'm confident that the 55 seconds of higher damage would make up for the 5 seconds of increased damage the group might get.
So you don't want Mage pushed into the "niche" of AoE damage, in an OWPvP game. which is 90% of fights. and instead want Ranger pushed into the role of bad at everything don't bother inviting them to groups just grab two Mages?