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.
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Re: Splinter Topic: Narrative Design Hell Is Other People
I think it comes down to establishing who you want to appeal to, then making sure you create a space for those players, and enough quality content to satisfy them. I don't think you have to try to make sure every piece of content in the game appeals to the lowest common denominator, watering down the quality from each player-type's perspective. I see this as a resources problem to solve rather than a design problem. A kind of bad example (that hopefully won't derail the topic) would be how we talked in the past about corruption and how theoretically you can have a space for more pve focused players (protected by corruption), a space for pvp focused players (arenas), and a space for pvx focused players (lawless areas and areas where the rewards make it worth going corrupt). These concepts are basically seperate games in my mind that will attract different player types. It is less about "how can we make pvp players, pve players, and pvx players satisfied through a unified design" and more about "can we make enough content for each type of player". That being said, if this conflict in player desire was a real concern to Intrepid, I think it is possible to have areas like "The Weeping Hollow" even if that means not all areas are designed in this same exact way. Its just a matter of who Intrepid wants to create content for and how thin they can spread themeselves to satisfy the diverse playerbase. I would think that with a "Reactive world", "Immersive and Engaging Story", and "Player agency" being core design pillars, that the types of players who like this type of content would be a priority, but alas that is just my subjective interpretation of those ideas.
Lawless zones definitely 'changed the entire genre of the game' for me so I don't think I really disagree with you.
JustVine
1
Alpha Two Update Notes 0.13.1 - Friday, June 27, 2025
These are the update notes for changes to the Alpha Two that went to testers on Friday, June 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.13.1 - FRIDAY, JUNE 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- While a character is sprinting, the ESC key will not work
- Combat log does not show outgoing damage when fighting NPC enemies
- When the map is zoomed all the way out and you click + to zoom in or scroll with your mouse wheel, the first 3 clicks only change the icon sizes on the map. After this, zooming in actually starts changing the map
- XP Debt Earned messages may appear in chat, at times when experience debt is not being earned
- Scorpion mounts should not be moving at full mount speed in water
ALPHA TWO UPDATE NOTES 0.13.1 - FRIDAY, JUNE 27, 2025
- Apprentice and Journeyman processing recipes now require one primary material instead of two
- Fixed some issues with pings staying on the map too long
- Large enemies will no longer have their leashing behavior break when their target is moving on a flying mount
- Butter can be crafted more than one at a time
Roshen
3
Re: Random encounters in the world
One thing that I enjoyed from my time playing the chrono odyssey beta was the random encounters that would occur when traveling. For example a cart would be getting attacked by a group of bandits or wolves. It's simple but it helps to make traveling a bit less monotonous. It also makes me think about the encounters in the dragons dogma remake. There was a gray feeling from being attacked in the middle of the night while in a cart by a cyclops and or a griffin. Kept the blood pumping. I believe expanding a decent bit on these ideas within ashes would help with the lull of traveling great distances.
I'll just hope that Ashes and other games work out how to make these more procedural/truly random.
Curated versions of this content always seem to show up in the 'early stages' of these games and then drop off as the game ages, even though they should technically be easy content to add. But ofc, who has time to complain about 'the mildly lower percentage of cool random OW stuff?' (me, I have time, I'll complain)
Azherae
3
Re: Action camera mode - Targeting - Something have to change
I haven't used tab pretty much at all, but I can sure say that switching targets in Action mode is near-impossible. The stickiness of the targeting is way too much. The hitboxes are insanely huge. The inability to just press a button and, as long as my crosshair is on a target, get that target fully locked - is horrible.For those who’ve experimented with both styles, what have you noticed in terms of usability differences or areas where each feels stronger or weaker?
Ludullu
1
Re: Splinter Topic: Narrative Design Hell Is Other People
@Ace1234 - I think the simplest thing I can say about my data/concern is that I worry about this sort of content being subject to 'data-driven development'.
Azherae
1
Re: things ONLY found on discord
Yeah, this has been part of the "yall's communication is bad" for years now. Steven loves his discord buddies and loves just talking with them. And quite often, during those conversations, he reveals MASSIVE FUCKING CHANGES OR PARTS OF THE DESIGN.
The guy in charge releasing major pieces of information on social media rather than via proper means.
Why does that sound so familiar.
Noaani
1
Re: Invite streamers into functional freehold.
I would suggest no.
First, streamers can fuck off. They are the ones causing that frustration in the game, not Intrepid. They are the ones that want a game they can stream to get views, when Ashes is trying to run an actual test. So yeah, they can fuck right off.
Second, Intrepid should never, ever, say that "this employee needs to do this piece of work in order to get this thing in to the game". Due to the online nature of an MMORPG, that would be directly against employment laws in many parts of the world, and a dick move in the parts where it isn't outright illegal.
Instead, what I think should happen is more posters should be telling other posters on these forums that the game is in alpha, you should be expecting a test rather than a game, there are no timelines, it shouldn't always be fun to test, it should take years, and this is what you signed up for.
First, streamers can fuck off. They are the ones causing that frustration in the game, not Intrepid. They are the ones that want a game they can stream to get views, when Ashes is trying to run an actual test. So yeah, they can fuck right off.
Second, Intrepid should never, ever, say that "this employee needs to do this piece of work in order to get this thing in to the game". Due to the online nature of an MMORPG, that would be directly against employment laws in many parts of the world, and a dick move in the parts where it isn't outright illegal.
Instead, what I think should happen is more posters should be telling other posters on these forums that the game is in alpha, you should be expecting a test rather than a game, there are no timelines, it shouldn't always be fun to test, it should take years, and this is what you signed up for.
Noaani
3
Re: Splinter Topic: Narrative Design Hell Is Other People
On the topic of design hell, I have a very deep seated hatred of average MMO players and while I try to keep these to myself, I think for once it might be useful to articulate WHY, particularly because to me most of them are average, arrogant as that might sound.
Players ask for things, and then proceed to completely skip them. Which causes a pain for devs who truly love their work (Tico from TL talks about this a bit in an interview) and is a detriment to the very same players. There's no point in asking for content to consume if you're bad at consuming. That's the core of my problem with players.
I will provide a few examples, see if you can find yourselves reflected in any of them. Because if you do, it means you have, hopefully unintentionally, contributed to the design hell.
1) While some players hide their problems by just having maxed gear, late night Dimensional Circle runs in TL (instanced dungeon run with boss at the end) often involve less geared players, which will result in the following: players skip literally all non-mandatory mob fights on the route to the boss like usual, then someone messes up some execution element and the angry swarm of mobs catches up and kills someone. Then people get mad at each other and someone leaves, and we have to search for new members. I've had this process take literally 3 times the time it would've taken to just clear the dungeon once, the normal way
2) I once had a Dimensional Circle run in the orc region and in order to unlock the boss area, we had to defeat a few orcs on a narrow bridge. One of the orcs got pushed by a player ability on the rocks under the bridge, making it impossible to advance. In order to resolve this, I climbed down to beat it. For various level design reasons, climbing back up takes a bit even if trying to kill oneself and respawn. As thanks, my party started without me, and I got locked out of getting any rewards. Please take a moment to process what this means on the design side. Are we expecting devs to design every single square meter of their content with the base assumption their playerbase is made of scummy weasels? Do we even pay them enough for that?
3) In a separate run, I've had a player complain the entire time that the party was being weird or weak (we were about 10-15% slower than usual peak hour tryhard comp) and focused on dropping really unpleasant comments instead of working on the teamwork. When I finally had enough and asked them to stop so I wouldn't block them, their reaction was along the lines of "lol I don't know you, what are you going to do about it?". This might be hard to see at first, but in order to minimize these kinds of reaction, devs need to work really hard on making sure those gaps are not large or frequent for most of the playerbase. Can you do that? I'd quit before I started.
4) I recently had a new member join our guild. They were a returning TL player who had the same standard experience of their party members skipping everything and taking the most direct routes to the boss. When our guild proceeded to full clear the dungeon run, they discovered new and interesting parts about dungeons they'd already done many times before. How's that for asking for content you won't consume?
So here's my tl;dr: from all of my gaming experience, the kind of people that devs need to design around the most is like that toxic rival party in isekai animes. When we watch those shows we root for their downfall, when we play MMOs we become them. How do you design for that?
Players ask for things, and then proceed to completely skip them. Which causes a pain for devs who truly love their work (Tico from TL talks about this a bit in an interview) and is a detriment to the very same players. There's no point in asking for content to consume if you're bad at consuming. That's the core of my problem with players.
I will provide a few examples, see if you can find yourselves reflected in any of them. Because if you do, it means you have, hopefully unintentionally, contributed to the design hell.
1) While some players hide their problems by just having maxed gear, late night Dimensional Circle runs in TL (instanced dungeon run with boss at the end) often involve less geared players, which will result in the following: players skip literally all non-mandatory mob fights on the route to the boss like usual, then someone messes up some execution element and the angry swarm of mobs catches up and kills someone. Then people get mad at each other and someone leaves, and we have to search for new members. I've had this process take literally 3 times the time it would've taken to just clear the dungeon once, the normal way
2) I once had a Dimensional Circle run in the orc region and in order to unlock the boss area, we had to defeat a few orcs on a narrow bridge. One of the orcs got pushed by a player ability on the rocks under the bridge, making it impossible to advance. In order to resolve this, I climbed down to beat it. For various level design reasons, climbing back up takes a bit even if trying to kill oneself and respawn. As thanks, my party started without me, and I got locked out of getting any rewards. Please take a moment to process what this means on the design side. Are we expecting devs to design every single square meter of their content with the base assumption their playerbase is made of scummy weasels? Do we even pay them enough for that?
3) In a separate run, I've had a player complain the entire time that the party was being weird or weak (we were about 10-15% slower than usual peak hour tryhard comp) and focused on dropping really unpleasant comments instead of working on the teamwork. When I finally had enough and asked them to stop so I wouldn't block them, their reaction was along the lines of "lol I don't know you, what are you going to do about it?". This might be hard to see at first, but in order to minimize these kinds of reaction, devs need to work really hard on making sure those gaps are not large or frequent for most of the playerbase. Can you do that? I'd quit before I started.
4) I recently had a new member join our guild. They were a returning TL player who had the same standard experience of their party members skipping everything and taking the most direct routes to the boss. When our guild proceeded to full clear the dungeon run, they discovered new and interesting parts about dungeons they'd already done many times before. How's that for asking for content you won't consume?
So here's my tl;dr: from all of my gaming experience, the kind of people that devs need to design around the most is like that toxic rival party in isekai animes. When we watch those shows we root for their downfall, when we play MMOs we become them. How do you design for that?
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