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
How's the progress going?
Hi to all the form lurkers!
I've shelved the game for a few months, now I'm curious to what progress has been made and if it's worth installing the launcher again.
1. How's the exploits? People still opening recruiting for exploits? Has that been address by Intrepid?
2. How's the overall atmosphere of the game? Still toxic and cringe at the POIs? Lots of cool people out there, but the POIs were turning into cesspools.
3. Any changes to the Mega Churches... I mean guilds? Zerg still the pvp meta?"
4. How's the gear balance and progression? Every class still only care about their power level?
5. Enchanting balanced?
6. Gathering still spawn a super node on server start?
7. Crafting have any use as you level? Or just hit cap then gather/craft?
8. Still grinding POIs to cap or are there some interesting quests to engage in?
9. The world expand at all? Last I was in the desert was new.
10. Caravans fix? Do they crash, despawn, ect? Are there name plates for them?
11. Are there nameplates on ashes?
12. Any new features out? I tried the rogue for a day but just couldn't bring myself to reenter Vera in it's current state.
Not sure if the game will be for a gamer like myself. It seems to be catered towards large groups, no-lifeing (node spawn camping meta and other mechanics like that, grinding isn't a no-life thing imo), and exploiting griefers. This ain't a blast towards people who like that stuff, I'm just not interested in it myself.
I've shelved the game for a few months, now I'm curious to what progress has been made and if it's worth installing the launcher again.
1. How's the exploits? People still opening recruiting for exploits? Has that been address by Intrepid?
2. How's the overall atmosphere of the game? Still toxic and cringe at the POIs? Lots of cool people out there, but the POIs were turning into cesspools.
3. Any changes to the Mega Churches... I mean guilds? Zerg still the pvp meta?"
4. How's the gear balance and progression? Every class still only care about their power level?
5. Enchanting balanced?
6. Gathering still spawn a super node on server start?
7. Crafting have any use as you level? Or just hit cap then gather/craft?
8. Still grinding POIs to cap or are there some interesting quests to engage in?
9. The world expand at all? Last I was in the desert was new.
10. Caravans fix? Do they crash, despawn, ect? Are there name plates for them?
11. Are there nameplates on ashes?
12. Any new features out? I tried the rogue for a day but just couldn't bring myself to reenter Vera in it's current state.
Not sure if the game will be for a gamer like myself. It seems to be catered towards large groups, no-lifeing (node spawn camping meta and other mechanics like that, grinding isn't a no-life thing imo), and exploiting griefers. This ain't a blast towards people who like that stuff, I'm just not interested in it myself.
1
Discounted Subscription Fee for Testing Phases?
I have a few friends who are very interested in testing this game and ultimately playing it upon official release. However, they don't really want to spend $100+/- for an unreleased game that they will have to pay a subscription fee for ON TOP of paying to test. I know they are not alone and there are probably thousands of potential testers out there that just don't want to spend that much money up front. Since Intrepid is planning on a monthly subscription fee for the final product, couldn't they implement it earlier into either Alpha Phase 3 or sometime in the Beta for let's say $5/month? That way Intrepid is getting money still and nobody is playing for free, but players that are interested in testing can have an affordable experience and then when the game is released, they'll know a $15/month or $20/month is worth the price for such an involved and massive game? I personally had no problem paying the money because I knew I'd have access to all testing phases and the concept of AoC is quite literally what I've been waiting for for a very long time. I understand not implementing it into Alpha because everybody that DID pay $100 will be upset they spent so much and new people wouldn't have to spend as much, but I feel this would significantly increase the amount of testers for Beta at least. Am I delusional? Please let me know if my thought is unreasonable and why that is the case. Or let me know if you think it's a good idea or maybe how a modified but similar idea might work?
What If Caravans Were Real Trade, Not Just an NPC Delivery Quest?
Caravans and Economy: How to Make the System Truly Alive
At the moment, caravans in Ashes of Creation seem like an isolated mechanic that lacks deep economic impact. They currently serve more as a PvP event rather than a meaningful system for building real trade between nodes. The transportation mechanic does not encourage players to think strategically or to participate in the world's economic processes.
I believe caravans could become a key part of Vera's living economy if they are properly integrated into a system of regional supply and demand. This would create a real need for trade, where players are motivated to move resources from one node to another where they are scarce.
Suggestions to Improve the Caravan System
1. Real Economy and Trade Routes
Creating a system where resources are regionally locked (as I suggested in this earlier topic) would encourage players to participate in real economic activities. For example, if a certain resource is only available in one region, players would need to transport it to other regions where it is lacking. This would create real trade routes, give players the opportunity to influence the economy, and, with enough risk, strategic planning, and skill, make a profit.
2. Motivation to Participate in Caravans
Participation in caravans should be rewarding for solo players, small parties, and large guilds alike. Different types of caravans could be introduced:
3. Resource Sink and Price Stabilization
When a caravan is destroyed, a portion of the resources will be permanently removed from the game.
This would act as a powerful balancing mechanism, increasing resource flow and stimulating demand.
Without this system, resource losses would be negligible, but with proper implementation, a significant portion of goods moving between nodes would risk destruction, creating a dynamic market with natural price stabilization.
4. Competition for Strategic Nodes
Nodes located near valuable resources or ports would become strategic points of interest for guilds and alliances. This would encourage conflict and competition for control over such nodes, adding depth to the gameplay and creating additional points of tension across Vera.
5. Risk vs Reward System
Players would be able to choose their own level of risk and potential reward. The farther the delivery destination, the higher the selling price of the resource—but the greater the risk. The larger the cargo, the more a player stands to lose. This aligns perfectly with the core risk vs reward design philosophy of Ashes.
Conclusion
Integrating caravans into a deeper economic system involving regional resources, risks and reward would make Ashes of Creation a truly living, dynamic world with a real economy, where resources are blood and caravans are veins.
It would create real economic pathways, allow players to influence the market, stimulate player interaction, and add meaningful depth to gameplay.
Additionally, it would serve as a powerful natural removal of resources from the game, helping to stabilize the game’s economy due to significant losses during transportation.
I hope the developers consider these suggestions and make caravans a meaningful part of Vera's economy, rather than leaving them as just another NPC-driven mechanic with some PvP elements.
I would be happy to hear your comments and thoughts on this.
What other advantages do you see, and what are possible disadvantages?
At the moment, caravans in Ashes of Creation seem like an isolated mechanic that lacks deep economic impact. They currently serve more as a PvP event rather than a meaningful system for building real trade between nodes. The transportation mechanic does not encourage players to think strategically or to participate in the world's economic processes.
I believe caravans could become a key part of Vera's living economy if they are properly integrated into a system of regional supply and demand. This would create a real need for trade, where players are motivated to move resources from one node to another where they are scarce.
Suggestions to Improve the Caravan System
1. Real Economy and Trade Routes
Creating a system where resources are regionally locked (as I suggested in this earlier topic) would encourage players to participate in real economic activities. For example, if a certain resource is only available in one region, players would need to transport it to other regions where it is lacking. This would create real trade routes, give players the opportunity to influence the economy, and, with enough risk, strategic planning, and skill, make a profit.
2. Motivation to Participate in Caravans
Participation in caravans should be rewarding for solo players, small parties, and large guilds alike. Different types of caravans could be introduced:
- Small caravans for solo players with limited cargo space, less defense, but much faster.
- Medium caravans of various sizes, different speeds, and defense characteristics for groups of players.
- Large slow and high defensive caravans for guilds or alliances with coordinated defense mechanics.
3. Resource Sink and Price Stabilization
When a caravan is destroyed, a portion of the resources will be permanently removed from the game.
This would act as a powerful balancing mechanism, increasing resource flow and stimulating demand.
Without this system, resource losses would be negligible, but with proper implementation, a significant portion of goods moving between nodes would risk destruction, creating a dynamic market with natural price stabilization.
4. Competition for Strategic Nodes
Nodes located near valuable resources or ports would become strategic points of interest for guilds and alliances. This would encourage conflict and competition for control over such nodes, adding depth to the gameplay and creating additional points of tension across Vera.
5. Risk vs Reward System
Players would be able to choose their own level of risk and potential reward. The farther the delivery destination, the higher the selling price of the resource—but the greater the risk. The larger the cargo, the more a player stands to lose. This aligns perfectly with the core risk vs reward design philosophy of Ashes.
Conclusion
Integrating caravans into a deeper economic system involving regional resources, risks and reward would make Ashes of Creation a truly living, dynamic world with a real economy, where resources are blood and caravans are veins.
It would create real economic pathways, allow players to influence the market, stimulate player interaction, and add meaningful depth to gameplay.
Additionally, it would serve as a powerful natural removal of resources from the game, helping to stabilize the game’s economy due to significant losses during transportation.
I hope the developers consider these suggestions and make caravans a meaningful part of Vera's economy, rather than leaving them as just another NPC-driven mechanic with some PvP elements.
I would be happy to hear your comments and thoughts on this.
What other advantages do you see, and what are possible disadvantages?

1
Re: Node System, Leveling, Crafting, Loot Drops. The Core of this game. (Critical!!!)
I agree with OP wholeheartedly.
I suspect that players are deliberately avoiding node progression to preserve the ongoing conflict over green drops from named mobs—since fighting over these drops is currently the only fun part of the game.
I believe the drop rate of materials from named mobs should be aligned with the current drop rate of named items, and the item drop rate itself should be either removed entirely or nerfed into the ground.
While the current system is fun, it’s also frustrating.
We now have 15 nodes, with 10 more on the way. Many of them feel pointless, offering little to no incentive to explore or engage with them. These areas could—and should—serve as valuable leveling or grinding zones.
If a mob’s level exceeds the level of the node, it shouldn’t spawn there. Instead, a lower-level alternative, like a goblin or something similar, should take its place.
I suspect that players are deliberately avoiding node progression to preserve the ongoing conflict over green drops from named mobs—since fighting over these drops is currently the only fun part of the game.
I believe the drop rate of materials from named mobs should be aligned with the current drop rate of named items, and the item drop rate itself should be either removed entirely or nerfed into the ground.
While the current system is fun, it’s also frustrating.
We now have 15 nodes, with 10 more on the way. Many of them feel pointless, offering little to no incentive to explore or engage with them. These areas could—and should—serve as valuable leveling or grinding zones.
If a mob’s level exceeds the level of the node, it shouldn’t spawn there. Instead, a lower-level alternative, like a goblin or something similar, should take its place.

1
P2>P2.5: Why P2.5 feels bad
After dozens of hours of named mob farming with groups of 6-12 guildies, I have gotten ZERO gear pieces (losing rolls, abysmal drop rate)
Crafting = dead
PVP = dead
It feels boring and dead that contesting, risk, decking, waring, pirating, and combat between guilds is at an absolute low
The market has a massive inflation on named mob gear being 100-500 gold per gear piece
This "loop" of perma named mob farming to hopefully get a tag and hold a location for hours and not get any gear is extremely frustrating
I know the game will have a turn around and this is all being addressed but I just wanted to share the current conversation amongst big guilds in the VC (everyone has these same feelings and perspectives) as this has been a consistent conversation
Thoughts?
Crafting = dead
PVP = dead
It feels boring and dead that contesting, risk, decking, waring, pirating, and combat between guilds is at an absolute low
The market has a massive inflation on named mob gear being 100-500 gold per gear piece
This "loop" of perma named mob farming to hopefully get a tag and hold a location for hours and not get any gear is extremely frustrating
I know the game will have a turn around and this is all being addressed but I just wanted to share the current conversation amongst big guilds in the VC (everyone has these same feelings and perspectives) as this has been a consistent conversation
Thoughts?
1
Re: Bunny hopping
Necroing this thread....please put in a stam drain on bunny hoppy. Medium to large fights with dozens and dozens of bunny hopping players is just absolute cheese on top of ridiculously horrible to see.
No
Resplendent Beam
The spell is on par with Consecrating Wave and Communal Restoration. Although In my opinion its a bit lackluster due to the time it takes to hold the spell to get any kind of value out of it. the major downside though, its its 20 second cool-down. The other two group spells both have a 10 second cool-down, and do way more than this spell. Can we see a reduction in its cool-down, or even maybe putting a skill point into it to do this? (if the later is required it should also bounce to an additional target, or always target 2 people at a min hold time)....

1
Re: Clerics should not start with Mend.
I like mend - it makes the next spells feel better and if you need strong heals before level 3, the ppl you play with might want to better their gameplay...
Getting it forced also makes you learn to watch your cooldowns - its pretty effective early on if you use it on cd (if there is sth to heal). Not so good when you are already missing 50%
Getting it forced also makes you learn to watch your cooldowns - its pretty effective early on if you use it on cd (if there is sth to heal). Not so good when you are already missing 50%

Re: Can we just get rid of boss/monster drops altogether?
I think the drop rates on named mobs are way too high, and the spawn timers are far too predictable. We shouldn’t be contesting spawns down to the second.
I enjoy the world PvP that comes from fighting over these mobs, but I’d rather be fighting for materials to craft items—not for full items themselves.
As it stands, crafters don’t really need to exist.
We could coast all the way to August just fighting over named mobs on fixed timers, never crafting anything, because no one is motivated to push nodes to the level of the player base.
I enjoy the world PvP that comes from fighting over these mobs, but I’d rather be fighting for materials to craft items—not for full items themselves.
As it stands, crafters don’t really need to exist.
We could coast all the way to August just fighting over named mobs on fixed timers, never crafting anything, because no one is motivated to push nodes to the level of the player base.

1
Re: Suggestion: Dynamic supply/demand NPC pricing on caravan goods
https://ashesofcreation.wiki/World_manager
The above suggestion is supposed to be part of the game, along with a lot of other things we just haven't seen implemented yet, most of which you can see in that link from the wiki.
The above suggestion is supposed to be part of the game, along with a lot of other things we just haven't seen implemented yet, most of which you can see in that link from the wiki.

2