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: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
3
How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
Glint and XP are certainly appreciated but in future I would like to see quests give more gear rewards and perhaps even unique visual items for completing especially difficult or hard to find quests.
In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
Rewards obviously need to match the difficulty of the quest. Longer quest chains/Group quests should have nicer rewards compared to solo quests. If effects on the economy/player crafted gear are a concern perhaps quests could reward cosmetic or vanity items such as mounts/tabards/alternate style gear instead of strong gear to help not infringe on the player crafted market etc.
Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
75% or more
Why did you choose that percentage?
Questing is a great way to explore the lore of the world, tell amazing stories and introduce epic heroes and villains. I also believe it helps give a sense of purpose to your gameplay besides just mindless grinding.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
Player actions effecting the world. That's a big one for me. You kind of have that going already with how materials and mobs can be over farmed etc. Player housing also helps me feel grounded in the world, having my own little place to call home, decorate and hang trophies from epic quests and battles etc. Your event system could be stepped up a notch maybe, for example perhaps a goblin invasion event in area leads to the local quest hub being over run and made inaccessible if the event is not dealt with. This would then lead to a later event spawning where players have to then siege the goblin overrun town and rive them out to reclaim it etc.
A big thing for me aswell is the discovery of the world. I love the idea of the map being undiscovered and players having to go out and reveal it, make maps of interesting finds etc and perhaps then selling that information to others. Finding secrets tucked a way in caves or dark corners of the world that barely anyone else has seen is a massive hook for me.
            3
How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
Glint and XP are certainly appreciated but in future I would like to see quests give more gear rewards and perhaps even unique visual items for completing especially difficult or hard to find quests.
In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
Rewards obviously need to match the difficulty of the quest. Longer quest chains/Group quests should have nicer rewards compared to solo quests. If effects on the economy/player crafted gear are a concern perhaps quests could reward cosmetic or vanity items such as mounts/tabards/alternate style gear instead of strong gear to help not infringe on the player crafted market etc.
Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
75% or more
Why did you choose that percentage?
Questing is a great way to explore the lore of the world, tell amazing stories and introduce epic heroes and villains. I also believe it helps give a sense of purpose to your gameplay besides just mindless grinding.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
Player actions effecting the world. That's a big one for me. You kind of have that going already with how materials and mobs can be over farmed etc. Player housing also helps me feel grounded in the world, having my own little place to call home, decorate and hang trophies from epic quests and battles etc. Your event system could be stepped up a notch maybe, for example perhaps a goblin invasion event in area leads to the local quest hub being over run and made inaccessible if the event is not dealt with. This would then lead to a later event spawning where players have to then siege the goblin overrun town and rive them out to reclaim it etc.
A big thing for me aswell is the discovery of the world. I love the idea of the map being undiscovered and players having to go out and reveal it, make maps of interesting finds etc and perhaps then selling that information to others. Finding secrets tucked a way in caves or dark corners of the world that barely anyone else has seen is a massive hook for me.
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            Re: General Improvements to the gameplay
1. There's a way to set auto attack so you don't need to spam.
2. Quests and boards need a lot of love. Not just the refresh time but the objectives themselves. I do like that they are just basic tasks, and straight forward. But no they aren't rewarding at least to me. I heard there are some good quests out there but not from the board.
3. Complete disagree. I'm so sick of these dumb down kinder grade mmos. I want depth and deeply intergrade trees, talents, and skill.
4. Yeah rogues with shields is weird. First I heard of it. Funny though. Maybe in some cases a shield make sense, later on when it's Rogue/Tank or something...
5. No space size matters, not 'everyone' wants that. It's so dumb when I see a log take the same space as a ring... Aside from my personal feeling the amount you can carry is a pillar the game uses, or they could use a carry weight.
6. Hm. must be a change I don't remember a delay. It would be annoying though.
7. There's only so much Ashes could copy, it's not going to be like WoW, GW, ESOL, EQ, Aion, DAoC, ect. Some things they can copy others not. There's somethings they have copied that they shouldn't have.
8. The character you build in the creator isn't exactly how it looks in the game, it's a different model it seems. But overall the models are rough, I think they'll get some love later online as they start tweaking and not creating.
9. Yes! A little jiggle goes a long way lol. I feel like it's a puritan version created for a religious fundamental country. There is zero sex appeal on these models. Not saying they need Stellar Blade levels, or a wifu creator, but something that catches the eye would be nice. Sex sells, just don't sell sex..
10. If it's right outside then yeah it should count, but if you're in the wrong zone then no. I think the area range needs to be increased to cover the mobs standing just outside, it's kind of annoying to have to pull it into the boundary to get credit.
            2. Quests and boards need a lot of love. Not just the refresh time but the objectives themselves. I do like that they are just basic tasks, and straight forward. But no they aren't rewarding at least to me. I heard there are some good quests out there but not from the board.
3. Complete disagree. I'm so sick of these dumb down kinder grade mmos. I want depth and deeply intergrade trees, talents, and skill.
4. Yeah rogues with shields is weird. First I heard of it. Funny though. Maybe in some cases a shield make sense, later on when it's Rogue/Tank or something...
5. No space size matters, not 'everyone' wants that. It's so dumb when I see a log take the same space as a ring... Aside from my personal feeling the amount you can carry is a pillar the game uses, or they could use a carry weight.
6. Hm. must be a change I don't remember a delay. It would be annoying though.
7. There's only so much Ashes could copy, it's not going to be like WoW, GW, ESOL, EQ, Aion, DAoC, ect. Some things they can copy others not. There's somethings they have copied that they shouldn't have.
8. The character you build in the creator isn't exactly how it looks in the game, it's a different model it seems. But overall the models are rough, I think they'll get some love later online as they start tweaking and not creating.
9. Yes! A little jiggle goes a long way lol. I feel like it's a puritan version created for a religious fundamental country. There is zero sex appeal on these models. Not saying they need Stellar Blade levels, or a wifu creator, but something that catches the eye would be nice. Sex sells, just don't sell sex..
10. If it's right outside then yeah it should count, but if you're in the wrong zone then no. I think the area range needs to be increased to cover the mobs standing just outside, it's kind of annoying to have to pull it into the boundary to get credit.
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            Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
i think if someone wants to level with quests they can do so, but having a mix should be the intended way, on aug 4th, may will trying and 'game' the systems, and some will EXPLOIT and resetting them to level 1 several times for repeat offenders does nothing, this weak handed stuff needs to stop, if it happens in  phase 3, you may lose more then just a few dedicated players.
when players play this game they play it in groups and having quests that arent able to be completed in groups or something cause you have to kill the same mob 3 or 4 times to get it to drop a quest item for someone, is immersion breaking. if its a quest item have it drop on kill for EVERYONE in party that has the quest.
            when players play this game they play it in groups and having quests that arent able to be completed in groups or something cause you have to kill the same mob 3 or 4 times to get it to drop a quest item for someone, is immersion breaking. if its a quest item have it drop on kill for EVERYONE in party that has the quest.
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            📝 Dev Discussion #77 - Let’s Talk Quests! ❗

Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly Q&A thread, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!
In this thread, we’ll be discussing:
Dev Discussion - Let's Talk Quests!
The team would like to gather comprehensive sentiment on quests as they currently exist. Nothing is in the final state, as we’re always looking to refine and make improvements to systems during Alpha Two. While fine-tuning will be a main focus of later testing phases, we still want to hear your thoughts on what can be improved regarding quests!
We’d love your thoughts on:
- On a scale of 1–5, how would you rate the current quest rewards in Alpha Two? (1 = Very poor, 5 = Excellent)
- How would you describe the current quest rewards in Alpha Two? What’s working well, and what could be improved?
- In your opinion, what makes for engaging and fair quest rewards in a game like Ashes of Creation that features an economy-driven PvX system?
- Roughly what percentage of your leveling experience do you feel should come from questing compared to other activities (e.g., grinding, gathering, events)?
- Less than 25%
- 25–49%
- 50–74%
- 75% or more
- Why did you choose that percentage?
 
- What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
Don’t feel limited to the thought-starters above. Feel free to drop whatever feedback you have regarding your experiences with quests below 👇
 Vaknar
Vaknar            
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            Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
-Current quest rewards 1-5: 4. While some quests give great rewards and are effective for leveling and base gearing, others are low reward for the amount of time required to complete them.
-I Think there should be more gear / jewelry rewards from quests that help set up a new player for success in the game. Even in the form of tokens for redeeming at a specific jeweler npc.
- I think quests that involve multiple steps are more engaging and rewarding mentally. for example: kill 10 wolves for X item. Cut down 10 trees for Y item. Harvest 10 herbs for Z item. Mine 10 copper. Take all items to a station and craft this item that Mr. NPC needs. Mr. NPC rewards you with a necklace of your choice (phys, magic, hp options).
- I think that questing should have solo options and the option to share a quest with your group members and accomplish the tasks together. I think questing should not replace grinding nor grinding replace questing. I think quests should be a slightly slower alternative option for leveling. The reason I believe the experience should be parallel instead of replacing or outweighing each other is because people don't always have the time to find a group and grind for several hours. The average player also might not have the uninterrupted time to dedicate to a group. By offering questing alternatives, a player with only a couple hours to play while theyre busy with real life stuff can also attain meaningful progress in their time on ashes.
- Something like the quest example I gave above, which has you crafting an item for an npc that cannot gather the materials themselves is more immersive and dynamic than "kill 10 grem". You can still have us kill 10 grem but have it be for different reasons. ie. The grem are destroying our crops and injured our farmers.. could you go eliminate the grems and gather the harvest and bring it back in? we will reward you handsomely with some potions made from the harvested herbs and slap together a grem headpiece that gives you increased attack power.
            -I Think there should be more gear / jewelry rewards from quests that help set up a new player for success in the game. Even in the form of tokens for redeeming at a specific jeweler npc.
- I think quests that involve multiple steps are more engaging and rewarding mentally. for example: kill 10 wolves for X item. Cut down 10 trees for Y item. Harvest 10 herbs for Z item. Mine 10 copper. Take all items to a station and craft this item that Mr. NPC needs. Mr. NPC rewards you with a necklace of your choice (phys, magic, hp options).
- I think that questing should have solo options and the option to share a quest with your group members and accomplish the tasks together. I think questing should not replace grinding nor grinding replace questing. I think quests should be a slightly slower alternative option for leveling. The reason I believe the experience should be parallel instead of replacing or outweighing each other is because people don't always have the time to find a group and grind for several hours. The average player also might not have the uninterrupted time to dedicate to a group. By offering questing alternatives, a player with only a couple hours to play while theyre busy with real life stuff can also attain meaningful progress in their time on ashes.
- Something like the quest example I gave above, which has you crafting an item for an npc that cannot gather the materials themselves is more immersive and dynamic than "kill 10 grem". You can still have us kill 10 grem but have it be for different reasons. ie. The grem are destroying our crops and injured our farmers.. could you go eliminate the grems and gather the harvest and bring it back in? we will reward you handsomely with some potions made from the harvested herbs and slap together a grem headpiece that gives you increased attack power.
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            Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
Quest Rewards: 1-2
Overall, the XP gain from quests feels way too inconsistent. Item rewards are mediocre at best. I get that there are some quests that offer surplus coins and a few that grant okay-ish items. I’m also aware of one quest that gives a BiS necklace for casters. But in general, the only thing that feels truly rewarding is the Glint gain.
For a quest system to feel engaging, there needs to be a sense of continuity or progression — something that new players or new characters can follow. You could call it a “main questline” if you want. Having some gear upgrades between levels 1-10 would be a great start. Right now, it feels like you just use one of five fixed level 1 sets, and then suddenly switch everything out at level 10.
There should be gear for "in-between" levels — like level 6 items — especially for new players. I remember getting completely outscaled around level 7 with my first character, and some better quest rewards could really help with that. This system should continue after level 10 of course, up to max level. Gear rewards do not need to be crazy good, but the trickier/harder a quests, why not have good gear rewards too.
Also, quests need to be more visible and intuitive. A good example: the questline for your first mount. It’s just not obvious or easy to follow — no markers, no clear guidance. Now compare that to one of the early questlines in Lionhold, where you kill a bandit leader and right next to him is a named NPC who drops an item that starts a quest. Both quests lead to the 2nd Sword Outpost, where another questline for surplus coins begins. That kind of interconnected questing is great — more of that, please.
How much progression should come from questing?
In my opinion: at least 50–60%.
Right now, there’s way too much grinding involved. Finding a full group, getting to the grind spot, and then having to kill mobs for 5–6 hours just to gain 4–5 levels on average is really exhausting. If you’re not a fan of that kind of grind, it can be a dealbreaker. The game needs a better balance between questing, dungeons, caravans, grinding, gathering, and all the other content. Ideally, that variety should always be present and viable.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
- Visible character progression while leveling: I don’t want to be stuck in the same gear from 1–10, 10–20, and so on. I want those little upgrades along the way — like a quest reward that makes me say “Hell yeah, that’s a sick little wand!” Even if it’s just a level 7 green item, let me be excited about it.
- Actual dungeon instances: Group content where you go in, fight bosses, and have a chance at good loot. These dungeons could also tie into questlines — another great way to create world cohesion.
- Questchains that send you across the world as your character progresses — these make the world feel alive and interconnected.
- More interaction with NPCs: Maybe actual trainers instead of just a job table. Trainers could offer recipes or quests that give bonus XP for certain professions. Make crafting feel more involved and rewarding.
Edit to clarify my 50 - 60% a bit further: Those 50-60% doesn't mean questing — especially in the form of a “main story” or long interconnected chains — should be the only or even most common way to reach max level. After all, the game should offer a variety of viable paths to level up. But a well-designed main questline that guides players to around level 25–30 (in the full release) could serve as a great introduction to core systems and gameplay loops.
From there, players could choose their own path:
– Level through professions (why shouldn’t pushing a profession hard reward good XP gains?)
– Continue questing while exploring new corners of the world
– Dive into PvP
– Or yes, grind mobs until your brain turns to mush — if that’s your thing
The point is: diversity and balance. Let players feel guided (if needed) early on, but free later to shape their own journey.
            
        Overall, the XP gain from quests feels way too inconsistent. Item rewards are mediocre at best. I get that there are some quests that offer surplus coins and a few that grant okay-ish items. I’m also aware of one quest that gives a BiS necklace for casters. But in general, the only thing that feels truly rewarding is the Glint gain.
For a quest system to feel engaging, there needs to be a sense of continuity or progression — something that new players or new characters can follow. You could call it a “main questline” if you want. Having some gear upgrades between levels 1-10 would be a great start. Right now, it feels like you just use one of five fixed level 1 sets, and then suddenly switch everything out at level 10.
There should be gear for "in-between" levels — like level 6 items — especially for new players. I remember getting completely outscaled around level 7 with my first character, and some better quest rewards could really help with that. This system should continue after level 10 of course, up to max level. Gear rewards do not need to be crazy good, but the trickier/harder a quests, why not have good gear rewards too.
Also, quests need to be more visible and intuitive. A good example: the questline for your first mount. It’s just not obvious or easy to follow — no markers, no clear guidance. Now compare that to one of the early questlines in Lionhold, where you kill a bandit leader and right next to him is a named NPC who drops an item that starts a quest. Both quests lead to the 2nd Sword Outpost, where another questline for surplus coins begins. That kind of interconnected questing is great — more of that, please.
How much progression should come from questing?
In my opinion: at least 50–60%.
Right now, there’s way too much grinding involved. Finding a full group, getting to the grind spot, and then having to kill mobs for 5–6 hours just to gain 4–5 levels on average is really exhausting. If you’re not a fan of that kind of grind, it can be a dealbreaker. The game needs a better balance between questing, dungeons, caravans, grinding, gathering, and all the other content. Ideally, that variety should always be present and viable.
What helps you feel connected to a game world, and what could Ashes of Creation do to feel more immersive and dynamic?
- Visible character progression while leveling: I don’t want to be stuck in the same gear from 1–10, 10–20, and so on. I want those little upgrades along the way — like a quest reward that makes me say “Hell yeah, that’s a sick little wand!” Even if it’s just a level 7 green item, let me be excited about it.
- Actual dungeon instances: Group content where you go in, fight bosses, and have a chance at good loot. These dungeons could also tie into questlines — another great way to create world cohesion.
- Questchains that send you across the world as your character progresses — these make the world feel alive and interconnected.
- More interaction with NPCs: Maybe actual trainers instead of just a job table. Trainers could offer recipes or quests that give bonus XP for certain professions. Make crafting feel more involved and rewarding.
Edit to clarify my 50 - 60% a bit further: Those 50-60% doesn't mean questing — especially in the form of a “main story” or long interconnected chains — should be the only or even most common way to reach max level. After all, the game should offer a variety of viable paths to level up. But a well-designed main questline that guides players to around level 25–30 (in the full release) could serve as a great introduction to core systems and gameplay loops.
From there, players could choose their own path:
– Level through professions (why shouldn’t pushing a profession hard reward good XP gains?)
– Continue questing while exploring new corners of the world
– Dive into PvP
– Or yes, grind mobs until your brain turns to mush — if that’s your thing
The point is: diversity and balance. Let players feel guided (if needed) early on, but free later to shape their own journey.
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
some of the quests give rewards that feel a bit useless. one gave me a neckless that just felt like a thing you would throw away as soon as you get it. unless theres plans there these sort of rewards later then theres just no point having these "flavour" items in my opinion. theyll just take up inventory space.  if you want to give out these sort of items make them have a use later on or worth keeping
i think maybe there should be some weapon and gear rewards from questing, not super strong gear, but some gear that will push players towards questing instead of just grinding highwayman hills for hours and hours
im the kind of player that will do all the quest when i see them, i just like picking up the story here and there. i really enjoyed the quest from the mage where you go up the the crystal area with all the giant spiders and you uncover the history there.
i think i balance between gathering, crafting, grinding and questing would be great but im not sure how possible that is. something will always be META
            
        i think maybe there should be some weapon and gear rewards from questing, not super strong gear, but some gear that will push players towards questing instead of just grinding highwayman hills for hours and hours
im the kind of player that will do all the quest when i see them, i just like picking up the story here and there. i really enjoyed the quest from the mage where you go up the the crystal area with all the giant spiders and you uncover the history there.
i think i balance between gathering, crafting, grinding and questing would be great but im not sure how possible that is. something will always be META
Re: why are you putting the cart before the horse?
Full loot experience would never work with the casuals, but yes, disposable gear, would help with addressing issues with crafting, inflation and game systems like caravans and even guild wars. UO and Darkfall got these aspects almost right.
AoC instead should shift to an Albion Online system where gear drops on death in pvp or even pve but crafting and replacing gear is very fast, simple, cheap and mostly painless.
Re: Steven, Please Rethink “Not for Everyone”
You're not supposed to be able to CC NonCombatants, though.
Also, the type of PvE matters just as much, if not more, when it comes to 'how difficult it is to kill off a group fighting a boss'. This also applies to certain designs of 'packs' in terms of mob fighting.
I'd be more worried about Ashes falling into the trap of having too few areas with appropriately challenging mobs, but 'appropriately' matters by player skill, so that's really a question of 'insufficient content variety for very skilled players'.
Except that even though Steven has sorta 'rolled back' some of our expectations on PvE challenge, he hasn't mentioned any need to temper our expectations about PvE dynamism.
tl;dr if you can ruin the experience of entire groups solo, it's probably not intended
            Also, the type of PvE matters just as much, if not more, when it comes to 'how difficult it is to kill off a group fighting a boss'. This also applies to certain designs of 'packs' in terms of mob fighting.
I'd be more worried about Ashes falling into the trap of having too few areas with appropriately challenging mobs, but 'appropriately' matters by player skill, so that's really a question of 'insufficient content variety for very skilled players'.
Except that even though Steven has sorta 'rolled back' some of our expectations on PvE challenge, he hasn't mentioned any need to temper our expectations about PvE dynamism.
tl;dr if you can ruin the experience of entire groups solo, it's probably not intended
 Azherae
Azherae            
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