Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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: [EU] Emberveil | RPvX | CET | Adventuring | Alpha 2 Access
I was in a group with one of the members of this guild, who said this phrase. If a tank in the group does a good job, he should be encouraged and thanked, because the guild leader taught him that. I am sure that this is just a small detail of how cool this guild really is. Much respect for this, I hope to meet you in the world of Verra and be friends.
Currently, my voice communication skills in English are not sufficient to play together, but this may change in the future. Good luck!
Currently, my voice communication skills in English are not sufficient to play together, but this may change in the future. Good luck!
Re: Bad Direction
Bloodstormz wrote: »One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.
This is a bit of an exaggeration
- You only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though.
- Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you.
That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull.
But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example:
On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable.
On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is
Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.
I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.
I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
2
Combat arenas could help the class test.
Hello! First of all, I apologise for my possible mistakes in English, it is not my language.
I know Ashes is intended to be a real open-world MMO and I love the idea. It's the essence of this game that makes me love it.
However, Intrepid Studios already announced arena combat system even with ranked system. I think this system should come soon, as in the current stages players may feel that there is no reason to continue playing, arenas would help to keep the population more active by testing compositions, classes and of course fighting more, which could help to give feedback on interactions between classes.
I know that the combat is not balanced for 1v1 and that it is meant to be balanced in groups. however I think that group arenas or small BG's maybe with matched equipment would allow people to practice and try more things.
I know Ashes is intended to be a real open-world MMO and I love the idea. It's the essence of this game that makes me love it.
However, Intrepid Studios already announced arena combat system even with ranked system. I think this system should come soon, as in the current stages players may feel that there is no reason to continue playing, arenas would help to keep the population more active by testing compositions, classes and of course fighting more, which could help to give feedback on interactions between classes.
I know that the combat is not balanced for 1v1 and that it is meant to be balanced in groups. however I think that group arenas or small BG's maybe with matched equipment would allow people to practice and try more things.

3
Re: Bad Direction
I find it funny how many people complain bout death penalty i find it refreshing that there a reason not to die/do silly shiz personaly.
Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty
Games with minimal death penalty feels somewhat bland these days and ashes is somewhat on the tame side when it comes to death penalty. pretty most of my memorable gaming experiences in mmorpg have been in games with a somewhat heafty death penalty
3
Re: Mount Permadeath Love it or Hate it?
Hate it.
My opinion on this remains the same. If you want to make us Animal Husbandry people have more to do, make the mounts lose stats as they 'age', and if you really want a 'risk' involved, then have the injury from being attacked/'killed' accelerate it.
There's simply zero need to randomly have players 'lose a mount they trained and have some attachment to, permanently', and the Artisan Profession doesn't have this as a requirement. I still need a new mount when my 'old faithful' ages to the point of retirement. It doesn't need to vanish.
My opinion on this remains the same. If you want to make us Animal Husbandry people have more to do, make the mounts lose stats as they 'age', and if you really want a 'risk' involved, then have the injury from being attacked/'killed' accelerate it.
There's simply zero need to randomly have players 'lose a mount they trained and have some attachment to, permanently', and the Artisan Profession doesn't have this as a requirement. I still need a new mount when my 'old faithful' ages to the point of retirement. It doesn't need to vanish.

1
Re: Losing all caravan parts feels way too punishing given how easy they are to kill
I’ll add one more point.
There should also be a reward for a successful defense, similar to an event. If the caravan is defended and safely escorted to its destination, participants should receive some XP and glint.
To ensure fairness, the system should consider the scale of the attack and the effort required for defense to determine a balanced reward. For instance, if four defenders repel a single attacker, the reward will be minimal. However, in a 10v10 battle, the reward will be much more significant.
This way, more players will be encouraged to defend caravans for strangers—since, after all, players are driven by incentives.
caravan owner should be paying the defenders tbh i do usualy when people defend my caravan for the trip usualy i split 20%-30% of the profit typically when trip is done
1
Re: Mount Permadeath Love it or Hate it?
While mount perma-death makes sense, it can also be made so that resurrection to be possible at higher cost than getting a new one, for players who want that particular mount. For RP reasons.

1
Re: Losing all caravan parts feels way too punishing given how easy they are to kill
I think you are totally missing a point I'm making. You can attack a caravan, destroy it, and just leave. You risk nothing, and destroy quite a bit of assets.SmileGurney wrote: »That's great, this doesn't change the fact the attackers in such circumstance risk nothing.SmileGurney wrote: »Why do you assume everyone wants to steal your stuff? Some people just to want burn sh..SmileGurney wrote: »I have to agree that caravans feel a bit one sided. Except the potential social / political fallout, the attackers have nothing to lose and everything to gain really. On other hand I'm not a fan of caravans being able to produce massive personal income. This just adds to economic imbalances this game is bound to suffer.
the attacks risk the caravan aswell they need 2 summon one to complete the run however the original defenders know exactly where the caravan is so they can regroup and push where the original defenders can tend to slip by unnoticed most of the time.
economic wars are real, burn caravans and remove gold from economy makes your gold go further.
attacker risk there own caravan not only that they also loose the element of being hidden aswell since you know exactly where they be spawning their caravan to kill theirs back and reclaim your cargo.
sure they can crowbar the crates for like 10 silver reward.
In a game like Eve Online, if you attack someone elses ship, then you are risking your own. Here, not so much.
Re: Welcome! Introduce Yourself Here
Greetings and Well Met! OG gamer here looking to find my next grand adventure in this amazing looking game! Said I wasn't going to do any more alpha's but here I am....time to channel my inner dwarf and collect some salt! :P
2