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Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
1. Most can be fixed by having CONTENT. I.E. QUESTS!!!
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Not everyone views quests as content.1970merlin wrote: »I.E. QUESTS!!!
Ludullu
5
Re: Monster info book
This would only make sense if the server occasionally shuffled the spawn locations and required players to create a new book, with the old one expiring after 30 days.
If the spawns stay in the same place every month, there’s really no point in making a new monster book, everyone would already have all the info they need.
So, this is one thing I hate about PvE: the nests are all there in the same spot everyday and everything is the same.
If the spawns stay in the same place every month, there’s really no point in making a new monster book, everyone would already have all the info they need.
So, this is one thing I hate about PvE: the nests are all there in the same spot everyday and everything is the same.
Re: Monster info book
This is honestly a fantastic idea, Kyltia. I love how it encourages exploration, lore discovery, and even player economy, all things that fit perfectly within Ashes' core pillars.
That said, I would just add one important nuance:
If implemented, I’d personally prefer the bonuses from the Monster Info Book to remain mostly cosmetic or thematic (titles, achievements, unique lore pages, visual flair, etc.), rather than offering numerical advantages like +10% damage or increased drop rates.
Why? Because Ashes is very focused on fair competition and horizontal progression, and a system like this—if too reward-heavy, could give early grinders or info-sellers a tangible combat edge that others can't easily catch up to, which goes a bit against the spirit of balance and risk-vs-reward.
Still, I totally love the knowledge-based progression and trade idea. Maybe this could tie into the Scholarship system in Scientific Nodes, or be part of a library others can access once discovered?
Great post! Would love to see more systems like this to deepen the world without turning it into a meta race.
That said, I would just add one important nuance:
If implemented, I’d personally prefer the bonuses from the Monster Info Book to remain mostly cosmetic or thematic (titles, achievements, unique lore pages, visual flair, etc.), rather than offering numerical advantages like +10% damage or increased drop rates.
Why? Because Ashes is very focused on fair competition and horizontal progression, and a system like this—if too reward-heavy, could give early grinders or info-sellers a tangible combat edge that others can't easily catch up to, which goes a bit against the spirit of balance and risk-vs-reward.
Still, I totally love the knowledge-based progression and trade idea. Maybe this could tie into the Scholarship system in Scientific Nodes, or be part of a library others can access once discovered?
Great post! Would love to see more systems like this to deepen the world without turning it into a meta race.
Vyllz
1
Re: Character Loading Screen Changes
Thanks @Vaknar appreciate you taking the time to post and i feel its important for me to know you and others to see that Intrepod is reading the forums. My concluding thoughts on this are....
Give people the options. Default to last log in or alphabetical order it doesnt really matter, but to have the option to change the order to what is relevant to you and how you use your alts is important.
Give people the options. Default to last log in or alphabetical order it doesnt really matter, but to have the option to change the order to what is relevant to you and how you use your alts is important.
Viymjr
2
Amending the Node list to include Metropolis without sacrificing Town or City
Lets make the Metropolis great again! 
The discussion i have been having with guild mates and others in the Ashes community recently have all resulted in the same conclusion. In the current list there is one stage that feels unecessary. It does not bring much to the node development experience and the result of our converations should make Town lovers, City lovers and Metropolis lovers all happy.
Here is my thoughts and those of others i have spoken to...
With stage 0 Wilderness being the intial state of the node, the next stage should be Encampment not Crossroads. In the description of the Crossroads stage it mentions "The Development Area feels temporary at this level, reflective of what a group of people would carry with them - tents, campfires, etc.". In otherwords its a campsite or Encampment.
For the description of Encampment it mentions, "The Development Area feels a little more lived-in at this level, occupied with what people could build with wagons and simple tools - larger tents, smokehouses, and buildings constructed from local materials". A small number of buildings could constitute a Village.
Moving on to the Village the description mentions. "At the Village Stage, the camp becomes a small frontier town.". So its a town right? Maybe a large village? Lets just call it a Town.
With the first active stages set, that leaves the last 2 to be City and Metropolis . Intrepid can still scale the differences in these nodes to ensure each has the diversity they are looking in each stage node development compared to the previous stage development.
Below is the suggestion for the node list with Crossroads replaced with Encampment to allow room for Metropolis.
0 - 🌳 Wilderness
1 -
Encampment
2 - ⛺ Village
3 - 🏠 Town
4 - 🏘️ City
5 - 🏙️ Metropolis
The discussion i have been having with guild mates and others in the Ashes community recently have all resulted in the same conclusion. In the current list there is one stage that feels unecessary. It does not bring much to the node development experience and the result of our converations should make Town lovers, City lovers and Metropolis lovers all happy.
Here is my thoughts and those of others i have spoken to...
With stage 0 Wilderness being the intial state of the node, the next stage should be Encampment not Crossroads. In the description of the Crossroads stage it mentions "The Development Area feels temporary at this level, reflective of what a group of people would carry with them - tents, campfires, etc.". In otherwords its a campsite or Encampment.
For the description of Encampment it mentions, "The Development Area feels a little more lived-in at this level, occupied with what people could build with wagons and simple tools - larger tents, smokehouses, and buildings constructed from local materials". A small number of buildings could constitute a Village.
Moving on to the Village the description mentions. "At the Village Stage, the camp becomes a small frontier town.". So its a town right? Maybe a large village? Lets just call it a Town.
With the first active stages set, that leaves the last 2 to be City and Metropolis . Intrepid can still scale the differences in these nodes to ensure each has the diversity they are looking in each stage node development compared to the previous stage development.
Below is the suggestion for the node list with Crossroads replaced with Encampment to allow room for Metropolis.
0 - 🌳 Wilderness
1 -
Encampment2 - ⛺ Village
3 - 🏠 Town
4 - 🏘️ City
5 - 🏙️ Metropolis
Viymjr
3
Re: Ashes Terrain Topography and Cohesion
This has all probably got something to do with the fact that filling a game world this size will take them another 8 years of asset development if they are going to create some of the scenery presented in previous posts 😂
I have been an advocate for them reducing the world size for quite a while, when I heard they were increasing the map size i shuddered at the thought.
If they decrease the map size, they will increase player density and will enable the environment team to double their efforts on existing zones to start filling them with unique and inspiring content. If the game is a success there's always expansions that can increase the size of the map.
Bring the environment teams focus onto building a world teeming with life & fantasy rather than trying to fill an absolutely gargantuan world that will likely feel devoid of that artistic flare we so desperately desire for Verra to feel unique, right now it feels like I'm running around an AI generated version of Yorkshire.
I a 100% agree with this. I've been saying the same for a while. I think increasing world size even further was a very bad idea. They already have issues filling the current zones, how on earth will they fill all the rest? Not to mention there is no real "fast" travel or anything. People will be scattered throughout and I doubt the world will feel all that populated.
I also definitely agree that right now the environment looks AI generated, like it has no heart, or soul. Which is a shame because I play MMORPG's to get lost in another world. I cannot get lost in the world of Verra at all right now.
A lot of people started to realize that the world is empty and with empty i mean no richness in the world. There is trees, bushes and flowers randomly placed within the zones, its nothing special you can feel that Verra is all the same, flat land with ALMOST exact same MOBS but with different level.
Yes the devs is aware of this but the only way i can see that working and succeed on release before 2032, and yes i said 2032 because the game is far from ready, the questing, (with questing i dont mean like other boring mmo going from kill A, B talk with C, return to D, and people don't realize how long time that takes.
Add richness into verra, (not ai generated low quality stuff) we talking real polish with heart and sweat.
What is the solution for this?
Keep the map size but on full release make half of the map only, and FOCUS on that, polish it and make it a charm that wants you to live inside that world, AND THEN release the next part of the map as an expedition when its ready.
I know intrepid wants to release the full map and i can see why and i love it, the problem with that is time and it's running out. Why? because phase 3 starts in august 4. and it should be up for "at least a year" i would say 2 years, beta 1 and beta 2 will be shorter, around 3 months each most likely so on paper maybe 2028 Q1. There is no way on earth they have that time to polish the game within that period. I wont see the game for full release until 2032 if they really want to make the game look outstanding and beautiful and we are talking about graphic and gameplay, ui, etc.
Re: Make PvP Viable
maybe i missunderstand what he was saying there, but if the intend is to have such a big detour that no one ever wants to possibly risk getting corrupt i dont think the system even needs to be in the game then. going corrupt is and should be a high risk, but also offer a big reward when used at the appropiate moments.
My point exactly, i havent checked in a while but i was in the livestream and was advocating to make corruption be viable where steven explicity said to me he doesnt want it to be but just a "scare".
This is not a good thing if you create a system that is not viable at all then that system doesnt have any reason to exist in the first place. As Magarat dismissed it with "griefer enjoy griefing people" which was a silly thing to say tbh. I played a lot of ashes and competed/pvp with the current best guilds in the world and i can tell you the absolute majority doesnt want or ever griefed people myself included I want a viable system that has drawbacks when killing someone (risk and reward one of the keypoints to this game) but losing gear to the point where you lose your gear which can take literal days to get 1 pieces (seen in 2.5) its just not doable so you could also just disable the corruption feature and you can not kill anyone anymore when you are about to go corrupt it would have the same effect. Before anyone says "its overtuned on purpose right now" I know thats not the point and the reasoning Steven gave in his livestream was just downright silly, People do indeed care for their gear over killing someone with rather no effect since they can come back in less than 5minutes.
Tldr the system is flawed and should be reworked to make a greater product in the end, which is what I want for the game to be a great game
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