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: [FEEDBACK] Glint, Gathering/Crafting, PVP, Economy, Caravans. Solutions & Issues
Personally I would like to see the devs add more fun and rewarding ways to obtain resources. Here are some ideas, some are borrowed from other games I've played in the past.
1. Get rid of static nodes and instead setup the system so every node has a realistic chance of producing all rarity levels. This should tie in nicely once the harvesting skill trees come online.
2. Add motherlodes that require multiple hitters but add a twist, hitting a motherlode will flag the hitters generating some risk around harvesting motherlodes.
3. Consider adding POI's players can fight over that will produce guaranteed materials at a given rarity level.
a. Metal and Stone quarry POI that is capturable for a period of time and produces materials the owning guild can collect. Expand this system to also include capturable farms, animal processing plants, lumbermills, etc etc. Ensure multiple POI's go active at the same time to spread out the player population, set the capturable windows to occur every 2 hours for 6-8 hours during peak prime time.
1. Get rid of static nodes and instead setup the system so every node has a realistic chance of producing all rarity levels. This should tie in nicely once the harvesting skill trees come online.
2. Add motherlodes that require multiple hitters but add a twist, hitting a motherlode will flag the hitters generating some risk around harvesting motherlodes.
3. Consider adding POI's players can fight over that will produce guaranteed materials at a given rarity level.
a. Metal and Stone quarry POI that is capturable for a period of time and produces materials the owning guild can collect. Expand this system to also include capturable farms, animal processing plants, lumbermills, etc etc. Ensure multiple POI's go active at the same time to spread out the player population, set the capturable windows to occur every 2 hours for 6-8 hours during peak prime time.
2
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
Some ideas for skill for Rogues / Daggers
Bluff

Tricks the enemy to show its back.
Life to Soul

Cannibalizes your own life to increase your physical attack and increases life steal.
Contagion

Aggravates a bleeding wound and hemorrhage with additional attacks, and spreads it to surrounding targets.
Demonic Rush

The longer you run in combat status, the more stackable buffs you gain that increase attack and evasion.
Death Mark

Stigmatize target with Deduff - increases the chance of receiving a critical hit.
Checkmate

(enabled only on targets with the Death Mark debuff) Makes three quick stabs at your enemy's vital organs. Causes high damage to those marked by Death Mark, ignoring shield defense.
Veil

Blurs enemy's (only mobs) vision, discouraging aggressive behavior.
Fake Death

Makes play dead and dissuades the enemy (only Mobs) from attacking. Continuously consumes MP.
Chameleon Rest

Allows you to sit and rest while being protected from a monster's pre-emptive attack. MP will be consumed continuously.
Lure

Quietly lures only one enemy (only mob).
Sixth Sense

When stamina is almost used up, the sense reaches its peak. Increases Evasion when HP is lower than 30 percent.
Initiative

When hidden and out of combat status applies a buff to himself, which he loses when performing the first hit, gives you a X% chance to critically strike on your first attack or ability.
Bluff

Tricks the enemy to show its back.
Life to Soul

Cannibalizes your own life to increase your physical attack and increases life steal.
Contagion

Aggravates a bleeding wound and hemorrhage with additional attacks, and spreads it to surrounding targets.
Demonic Rush

The longer you run in combat status, the more stackable buffs you gain that increase attack and evasion.
Death Mark

Stigmatize target with Deduff - increases the chance of receiving a critical hit.
Checkmate

(enabled only on targets with the Death Mark debuff) Makes three quick stabs at your enemy's vital organs. Causes high damage to those marked by Death Mark, ignoring shield defense.
Veil

Blurs enemy's (only mobs) vision, discouraging aggressive behavior.
Fake Death

Makes play dead and dissuades the enemy (only Mobs) from attacking. Continuously consumes MP.
Chameleon Rest

Allows you to sit and rest while being protected from a monster's pre-emptive attack. MP will be consumed continuously.
Lure

Quietly lures only one enemy (only mob).
Sixth Sense

When stamina is almost used up, the sense reaches its peak. Increases Evasion when HP is lower than 30 percent.
Initiative

When hidden and out of combat status applies a buff to himself, which he loses when performing the first hit, gives you a X% chance to critically strike on your first attack or ability.

1
Re: 📝 Dev Discussion #71 - Spells & Abilities ⚔
What is the best ability or spell you’ve used and why?
(Cleric main here)
Bless weapon with all the different dimensions the talents give it to me makes what could be a very bland ability much more interesting.
I love Deliverance for the wind up mechanic. Just adds a lot of depth and engagement into what could be a very boring/customary ability otherwise.
I like how Res is just another ability and there's no combat restraint just the implication you're a very attractive target.
Which spells or abilities stand out the most to you from games you’ve played in the past?
I love the League champ Seraphine. Her W heal and wind up to shield. Her note charges which impact how her abilities perform when used at that time. And her ultimate feels so good. Also, a shout out to Bard in that game. His ult is really interesting and fun to use as well.
In Overwatch I loved Mercy for managing ult charges more than anything and while I'm dodging everyone like a firefly 8 lattes in. In Rivals I'm enjoying Cloak and Dagger for debuffing enemies at the right time and dodging aggressors while cycling my healing abilities and my ult to counter ult.
In pen and paper I love spells like Sleep, Enlarge Person, Confusion, and Wall of Force. I like control spells that have a big impact but might be less flashy or "boom" but when used people are like "oh shit."
I also love WoW Holy Priest's holy words and lightweaving. They feel good in a gameplay loop to do. The upcoming patch (minus the lean into renew) I like the improvements they're doing to Lightweaving in the next patch.
What made them special to you?
I like playing characters that support others through healing and buffs with their gameplay revolving around decision making due to resource management. I also really enjoy impactful with crowd control abilities that may not be the most flashy/damaging.
(Cleric main here)
Bless weapon with all the different dimensions the talents give it to me makes what could be a very bland ability much more interesting.
I love Deliverance for the wind up mechanic. Just adds a lot of depth and engagement into what could be a very boring/customary ability otherwise.
I like how Res is just another ability and there's no combat restraint just the implication you're a very attractive target.
Which spells or abilities stand out the most to you from games you’ve played in the past?
I love the League champ Seraphine. Her W heal and wind up to shield. Her note charges which impact how her abilities perform when used at that time. And her ultimate feels so good. Also, a shout out to Bard in that game. His ult is really interesting and fun to use as well.
In Overwatch I loved Mercy for managing ult charges more than anything and while I'm dodging everyone like a firefly 8 lattes in. In Rivals I'm enjoying Cloak and Dagger for debuffing enemies at the right time and dodging aggressors while cycling my healing abilities and my ult to counter ult.
In pen and paper I love spells like Sleep, Enlarge Person, Confusion, and Wall of Force. I like control spells that have a big impact but might be less flashy or "boom" but when used people are like "oh shit."
I also love WoW Holy Priest's holy words and lightweaving. They feel good in a gameplay loop to do. The upcoming patch (minus the lean into renew) I like the improvements they're doing to Lightweaving in the next patch.
What made them special to you?
I like playing characters that support others through healing and buffs with their gameplay revolving around decision making due to resource management. I also really enjoy impactful with crowd control abilities that may not be the most flashy/damaging.
1
Re: Could we consider changing direction from "mindless button spam" to "meaningful decision making"?
Just steal Return of Reckoning tank archetypes and make them all available in Ashes. Period.
Every worth their salt MMORPG game designer should be obliged to play as all tank archetypes in RoR before attempting to create their own tank fantasy.
https://wiki.returnofreckoning.com/Careers
Every worth their salt MMORPG game designer should be obliged to play as all tank archetypes in RoR before attempting to create their own tank fantasy.
https://wiki.returnofreckoning.com/Careers
Re: [FEEDBACK] Glint, Gathering/Crafting, PVP, Economy, Caravans. Solutions & Issues
THIS! What the hell is the point in tuning an incomplete system?!? Not just the economy, but the classes, the mobs, the materials, the gathering, the nodes, EVERYTHING is incomplete or a "place-holder". Name one, just one system that is complete or even 90% complete. So frustrating.
But according to Steven they're getting shit tons of data from people 'play-testing' the game. What how's that help, specifically? His answers are so vague it's frustrating. The master of saying very little by saying a lot...
I personally can't stand the current state of the alpha. It's not fun to play once you're passed 18 or 20ish. It's a massive grind with bugs and bottle necks on the systems/mechanics that aren't even complete. The devs can't articulate what we're testing or how we can help or even what value we're giving, we're web clout for the game, an advertising piece. They can't or won't tell us what is a placeholder system, and therefor can't tell us what the systems will look like in the future. I'm not even excited for the rogue anymore, was going to be back to test that, but each time I log in there's nothing fun to do, a new class won't change that.
But according to Steven they're getting shit tons of data from people 'play-testing' the game. What how's that help, specifically? His answers are so vague it's frustrating. The master of saying very little by saying a lot...
Right now, economic balance is being tested on an incomplete system.
-PHaRTnONu
I personally can't stand the current state of the alpha. It's not fun to play once you're passed 18 or 20ish. It's a massive grind with bugs and bottle necks on the systems/mechanics that aren't even complete. The devs can't articulate what we're testing or how we can help or even what value we're giving, we're web clout for the game, an advertising piece. They can't or won't tell us what is a placeholder system, and therefor can't tell us what the systems will look like in the future. I'm not even excited for the rogue anymore, was going to be back to test that, but each time I log in there's nothing fun to do, a new class won't change that.
1
Re: Mages with bows.
I wrote it in another thread, I'll repeat it here. Unfortunately, weapons don't feel like weapons at all, they're just another piece of gear with the biggest stat. Weapons don't have an attack type, attack speed, damage... And this leads to tanks running around with wands and mages with bows. That moment when they wanted to give freedom of choice, but in pursuit of stats, it leads to absurdity. Yes, it's possible that some bows can have a magical attack, but it should be part of a very specific build. And not like a bow with mag stats dropped at 290 and any mage drools.

1
Re: Why The Game Needs Fast Travel
@Orrion
Getting an ember spring also allows you to set it as home. A POI like HH isn't going to give you anything. Either way I don't see how POI collecting gives any value to either side of the argument. The only thing you "collect" are ember springs for respawning.
As far as zergs go there isn't much controlled pvp content. Caravans or node wars... larger numbers will normally win. Anything that helps large groups of players quickly move from point A to B will be a massive advantage to those large groups.
I'd argue more like 15 to 20% of the map is complete at least size wise, filler content is lower.
I do agree they need to innovate or "modernize" but I don't see fast travel as something innovative, that's just the copy/paste from past mmos after they were over the hill. People will scream for QoL systems until the QoL systems are basically playing the game for them. dungeon finders, teleporting to dungeons and back to where you were when done. ect ect.
Too much still isn't in the game to really say it needs some travel QoL. Travel is part of the game and too much is built off of it, if you remove travel with teleports then everything will need to be worked. What everything is, well is still incomplete, a placeholder, or just not in yet.
And what does setting an Emberspring as a home point actually do? Nothing. You can’t use it unless you die.
Again, the way you stop large group advantage is limiting participants. That’s exactly what you’re all arguing that a large map already does, so you might as well just put the limit on it in the first place and not punish player activity and convenience with a nebulous one.
I don’t see fast travel as playing the game for me. Starting at my horse’s ass crossing the map isn’t playing the game. It’s just preventing me from doing so.
3
Re: [FEEDBACK] Glint, Gathering/Crafting, PVP, Economy, Caravans. Solutions & Issues
Hunting is obviously broken and it affects other artisans as you note.
And seems like coal is on a similar loot system. Higher quality coal is far rarer than other resources.
And seems like coal is on a similar loot system. Higher quality coal is far rarer than other resources.
1
Re: [Feedback] The most important issues in Alpha 2!
I am too new to comment much meaningfully, but the node issue is problematic and creates unhealthy incentives for people.
agreed