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: Steven, Please Rethink “Not for Everyone”
I was being serious as well. It rarely happened in L2, but if one of the castle holders put the taxes not at the max value (which made basic consumables cheaper) - people would support them in the next siege.Come on now, I'm being serious.
I'm talking 'a volcano erupted and affected crops in the region so the King had to respond' stuff.
But yes, Ashes will have even more kinds of impacts on political drama of the realm. I dearly hope that we can somehow get a fantasy EVE situation here, because I love EVE's political drama stories and I've always wanted to live in a world like that, but, outside of Space Rangers 2, starship gameplay was never really my thing.
I see. While I can't say that this is 'not enough' in general, I suspect it 'won't be enough' in Ashes, which is fine since they have the intent to have proper worldsim events.
Roleplayers don't need much, we'll convert patches, glitches, bugs, 'idiots who refuse to RP but are easy to mock in world chat...
I've attended a whole funeral, IN a graveyard, a whole guild (not mine) event for a character who got their name reported and force-changed, so they were having a funeral for [The old name] as if the character had died.
But I've also got to agree with OP, that if too much of it is based on things like 'someone with power over me did something I don't like for no reason and I can't do anything', it moreso seems to make the RP groups I know just disengage from it all.
In EVE it's better/different, but for now, in AoC, I'll take volcanoes/sandstorms over Politics, at least until I see that the top guilds at least aren't actively disruptive/hostile to the RP crowd (on at least one server).
Azherae
1
Re: Steven, Please Rethink “Not for Everyone”
TheDarkSorcerer wrote: »The issue is that Steven keeps saying this game "isn't meant for everyone," but when you follow the development, it’s clear they’re actually trying to make an MMO that pleases everyone. And in the end, no one will be truly satisfied.
Let me explain with one simple point: this game will never work as both a PvE and PvP game if, as he says, they plan to make the corruption system softer. If that happens, all Points of Interest will become unplayable. Groups won’t be able to defend themselves against both mobs and other groups looking to PvP. It will be a mess, and progression will come to a halt.
We can already see it happening: between players landing a single mezz on a healer and others falling behind, groups are wiping nonstop. So what are we doing here? Is this a PvE game? A PvP game? Or are we sticking to this meaningless hybrid system? They talk about risk vs. reward, but since October, what I’ve seen is a small group of players creating massive frustration, making the game unbearable for the majority. Many guilds and players have already quit because if you’re not in one of the top guilds, you simply can’t do anything.
So yes, Steven might end up creating a game for a minority of players. But here’s the real question: how is he going to pay 250 employees when that minority ends up making the game unplayable and pushes 80% of the server away?
This reminds me of Wildstar, when the devs proudly claimed only 1% of players would reach the endgame. I told them back then: “Great, guys, but when that 1% stops generating enough money to cover your costs, you’ll be out of a job.” And surprise didn’t take long before they sold the license and shut it down.
Same vibe here. Since October, top spots and bosses have been locked down by hardcore guilds, and everyone else is left to fend for themselves. The entire game is heading that way. Personally, I don’t care I didn’t invest tens of millions into this. But financial reality will catch up fast if they keep designing systems for a minority that simply won’t work on a larger scale.
I agree with your point. Intrepid’s focus on late-game content ignores the reality: most sub-based players are casual and won’t grind that far. If the early and mid-game don’t hit, they’re just paying to get bored.
Those people will RP though, and Ashes is rapidly on the track to be at least 4th in the running for dynamic MMORPG RolePlaying foundation games.
This is one of the few games where the drama and such of top players is explicitly content for lower level, less invested players, because of that.
Azherae
3
[Fan Art] game-inspired paintings
I will use the tropical to desert caravan as the first theme.

Sajrajt
2
Re: [NA] Overlord | Hardcore | Organized PvX | Server First | Alpha/Beta Required - 350+ in A2
Was with Black Talon (LoreForged) for a while and thought we had a great thing going, but after getting the rug pulled out from under all of us suddenly, I was debating on my options and came across this post. Wanted to wait a few weeks before posting, but now that the newness has worn off I feel confident in saying this:
The 40+ hrs a week seems daunting, but do not let that scare you. This is the greatest bunch of dedicated, and non-toxic, people that I have met in the game. Strong and efficient mayor backed by dedicated combat and economy teams.
Phase 2.5 is not exactly pleasant for any of us, but Overlord is focused on refining our tactics, planning our strategies, and pushing into the next phase at full steam!
Join Us and be a part of the success!

The 40+ hrs a week seems daunting, but do not let that scare you. This is the greatest bunch of dedicated, and non-toxic, people that I have met in the game. Strong and efficient mayor backed by dedicated combat and economy teams.
Phase 2.5 is not exactly pleasant for any of us, but Overlord is focused on refining our tactics, planning our strategies, and pushing into the next phase at full steam!
Join Us and be a part of the success!

Cimarb
2
Re: Request: remove menu when right clicking mobs
I'd be happy with an additional key + right click. Right-clicking mobs to mark them is a nice feature to have, but annoying for those who've played other MMOs and are used to right-clicking to target enemies.
Re: Player/Node ran Casinos
Every time I've seen this come up in discussions for other MMO's the response is always something about legal restrictions related to online gambling and how it's too tricky to navigate without violating dozens of laws in dozens of legal entities (countries, state, counties, districts etc...).
Caww
1
Gearing process is flawed and unfun.
If we keep with the vision of promoting crafting and enabling engaging gameplay.
We can follow some or all of these steps to mitigate or resolve this issue.
To open up variety of items crafted and maintain item relevance during the progression:
Item level tiers
1. Legendary novice (lvl 0) items should be better than Rare apprentice (lvl 10) items
2. Epic novice (lvl 0) items should be better than Uncommon apprentice (lvl 10) items
3. Legendary apprentice (lvl 10) items should be better than Rare journeyman (lvl 20) items
4. Epic apprentice (lvl 10) items should be better than Uncommon journeyman (lvl 20) items
To promote crafting:
Named Bosses
1. Completely remove full item drops from named bosses.
2. Keep the recipes droprate as is, there is nothing wrong with it.
3. Make the crafting material for named boss items guaranteed drop on every kill.
4. Increase the amount of crafting materials for named items multiple times. i.e.: Have 3 to 5 items drop with separate loot roll on each of them, so it can be easilly distributed amongst raid members
Regular mobs
1. Keep or increase the drop rate of full items
2. Limit the rarity of dropped items to be common. Only white drops.
Crafting
1. Introduce one of the following:
a). Reduce the required processed materials that are needed for crafting a gear item.
b). Increase the stats difference between different rarities.
We can follow some or all of these steps to mitigate or resolve this issue.
To open up variety of items crafted and maintain item relevance during the progression:
Item level tiers
1. Legendary novice (lvl 0) items should be better than Rare apprentice (lvl 10) items
2. Epic novice (lvl 0) items should be better than Uncommon apprentice (lvl 10) items
3. Legendary apprentice (lvl 10) items should be better than Rare journeyman (lvl 20) items
4. Epic apprentice (lvl 10) items should be better than Uncommon journeyman (lvl 20) items
To promote crafting:
Named Bosses
1. Completely remove full item drops from named bosses.
2. Keep the recipes droprate as is, there is nothing wrong with it.
3. Make the crafting material for named boss items guaranteed drop on every kill.
4. Increase the amount of crafting materials for named items multiple times. i.e.: Have 3 to 5 items drop with separate loot roll on each of them, so it can be easilly distributed amongst raid members
Regular mobs
1. Keep or increase the drop rate of full items
2. Limit the rarity of dropped items to be common. Only white drops.
Crafting
1. Introduce one of the following:
a). Reduce the required processed materials that are needed for crafting a gear item.
b). Increase the stats difference between different rarities.
Trubi
1


