Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Why do these two gameplay videos look so different?
I really don’t like T&L-style MMOs. Throne and Liberty might be decent to pass some time, but it’s definitely not "it." The character models feel like something out of an anime and just don’t fit into the game world. The PvE is pretty lackluster—it’s not very interactive or responsive. The PvP doesn’t feel any better; it’s unbalanced and lacks depth, making it more frustrating than fun. The game is overloaded with bloated objectives and way too many currencies to keep track of. On top of that, the classes aren’t dynamic or interesting at all.
The game has crashed multiple times, and people keep complaining about lag, so the networking side doesn’t look promising either. If anything, Throne and Liberty feels soulless. The combat—both PvE and PvP—is clunky as hell and feels bad most of the time.
If you're looking for a Lineage 2 clone, sure, go play Throne and Liberty, but I guarantee you’ll get bored—it brings nothing new to the table.
The game has crashed multiple times, and people keep complaining about lag, so the networking side doesn’t look promising either. If anything, Throne and Liberty feels soulless. The combat—both PvE and PvP—is clunky as hell and feels bad most of the time.
If you're looking for a Lineage 2 clone, sure, go play Throne and Liberty, but I guarantee you’ll get bored—it brings nothing new to the table.
Re: Why do these two gameplay videos look so different?
There is no reason to have quests in a build for a live stream if they don't intend to show those quests.
To me that sounds like insane copium. "They're just hiding it in other builds". I don't have as much faith as you.
I used to, but after the keys and after the broken promises I'm skeptical about everything.
Not hiding it in other builds.
That is literally how game development is done. Different developers have their own build (or builds) that they work with to add their own features. This way, if someone accidently does something game breaking (which happens often), it is only their build that is affected, not everyone's build.
There will be a master/stable build that is where complete features are added, and live streams are most likely done on a master build that is two or three versions old.
It isn't copium to have a general understanding of how game development works.
Noaani
1
Re: Hey Devs, will you use the new animation tech once you update the game to UE5.4?
They do plan to update to 5.4. They have not said how they plan to use it. It's a good question.
Hey Devs, will you use the new animation tech once you update the game to UE5.4?
https://youtu.be/u9Z8CK561_Y?si=CzKEljLyOJi893GX
Especially in min 31:20 . It looks pretty awesome, with a great sense of inertia and natural movement.
Especially in min 31:20 . It looks pretty awesome, with a great sense of inertia and natural movement.
Re: ArchWizard Round Table
I’ve never been fond of spammy attacks. If filler abilities are truly necessary (which I don’t think they are), I’d prefer them to be automated. In my view, casters should wield their staff, book, wand, or other magical implement as a true spell focus, channeling their magic through it. This approach would open up a world of customization, allowing foci to grant subtle, unique effects or simply serve as a powerful cosmetic enhancement. Imagine a rare, hard-to-obtain wand that could alter the very color of your spells—an elegant and rewarding way to express individuality. Beyond just aesthetics, different foci could slightly shift how spells manifest, adding depth and variety to casting without overwhelming players with needless inputs. This system would keep combat engaging, while still allowing players to focus on the magic itself, rather than managing unnecessary filler abilities.
ariatras
1
Re: Pull off leveling and Artisanship as Immersive
...as only 10% of all players could own oneYou should really listen to Steven explaining that the way the world works and the way they want it to work is not "top 10% of players get all the freeholds". From what I saw so far, some (if not all) of your concerns could be eliminated the moment you listen to Steven talking about a subject of your concernsYou don't have to own a Freehold to Craft on a Freehold.
I'm aware of how they work. I simply fundamentally disagree that usage of a major crafting system should require the permission of other players to use.
its ok to disagree, doesn't mean you are right
scarcity is a thing in this game. just trade for whatever goods you need if you don't own a freehold.
also, we saw before that you don't need to craft the highest tier sword with the highest tier materials. you can use lesser materials and then eventually upgrade to the best possible sword.
This is 1/3 of the artisan system requiring a permission slip from other players.
Needing BiS gear or not is irrelevant. The issue is that you shouldn't need a permission slip to advance. In no other aspect of the game can you halt another players progress by just saying 'nah'.
There's no reason this one part of artisan crafting is entirely at the mercy of other players.
If it were just more efficient than doing processing at a location in a node, it wouldn't matter so much, as of course a guild will need more than an individual working on personal request from others. But to not have it even be an option to do even small-scale high-level processing independent from player housing is pointless and artisan-unfriendly for no discernible reason.
its not 1/3 of the system. you can do processing in towns. id say its 1/5 of 1/3? since you can do almost all processing in towns except for the highest tier. and ofc this is about BiS. what would it be about if not that? pressing E on a station?
and there are reasons why it works the way it works...
You keep trying to make it about BiS but it isn't. It's solely about knowing that skill line progression should never be gatekept behind being given permission from other players to advance. I'd have the same opinion if it were fishing we were talking about.
Caeryl
1
Re: Pull off leveling and Artisanship as Immersive
Taleof2Cities wrote: »its not 1/3 of the system. you can do processing in towns. id say its 1/5 of 1/3? since you can do almost all processing in towns except for the highest tier. and ofc this is about BiS. what would it be about if not that? pressing E on a station?
and there are reasons why it works the way it works...
While I agree the tone of their response seems selfish, there are a couple of good points buried in the context.
First, there isn’t any other MMO (that I can think of either) that has a skill line gated by other players. Sure, you’re supposed to cooperate and get along with others in Ashes … but part of a skill line?
Second, there is no other viable alternative to level the skill line fully if you’re not at a freehold.
I’m still siding with Intrepid that they can roll out Processing in a meaningful way that’s inclusive of everyone. Worst case scenario (as you said) is you level up 4/5 of your chosen discipline in Processing … and then focus on your other crafting mastery.
To be revisited later.
It isn't selfish to see and call an arbitrary restriction for what it is. It's a bizarre turn to have crafting mastery gatekept behind player housing of all things, never existed in any game I've ever played or heard of.
When the current plan for Ashes is to master only one section of the artisan paths, having Processing being entirely unmasterable without permission from other players simply doesn't make sense.
You can fight Gatherers in contested areas to stop them from gathering high-end materials, but they could also kill you.
You can fight Crafters and their guilds away from bosses that drop rate high-end recipes, but they could also kill you.
But with Processing, you can tell someone they can't hang out in your tree house and that's the end of it. They just have to hope the people next door will sign their permission slip instead.
Caeryl
1
Re: Pull off leveling and Artisanship as Immersive
Taleof2Cities wrote: »There's no reason this one part of artisan crafting is entirely at the mercy of other players.
Yeah, there is a reason … it’s to collaborate with other players in a game with a label in the MMO genre.
Pretty sure we won’t be seeing the full end-to-end freehold activities until Beta, though. So, the jury’s still out on how difficult it will be for the average player (whether it be owning or having permissions).
Hence giving the feedback now that there should be high-end Processing functions available in Nodes themselves, not solely in player housing which no other artisan system does.
Freehold Processing plants should be for increasing efficiency and output quantity.
Caeryl
1