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: Exploitation Action Promises
Keep in mind, you aren't supposed to be playing or feeling like you are playing Ashes. You kind of aren't supposed to be enjoying it.
Intrepid are getting valuable data from players right now, and their staff are all working on things. Rather than fixing bugs that are a result of systems only being partially implemented, the developers are working on finishing those systems.
Re-tasking developers to perform a short term fix for something that has a long term fix planned is not a good idea in a testing environment. It may be a good idea if the game were live, but not during a test.
That is what you and I should want them to be working on, even if it means there are bugs in the test that go unattended for a while.
Our goal here is to get the game as good as it can be for launch, not to make the game better tomorrow.
As I have stated before, you seem to post just to get your numbers up and appear to be dead set focused on hitting that 16k number, even with unproductive posts. 🤦♀️
Where at in my post did I suggest that this is about 'having fun playing ashes' or even begin to give off that impression?
I specifically stated that this is about believing in a developer and trusting them to keep promises they have made to the community and following through on issues that greatly impact the game we have invested money in and are spending time to help test and develop.
I have repeatedly stated in many posts that we as tester are not simply here to play a game or treat this as a finished product, we are here to test so I find your entire reply a bit strange.
I look at testing in games more like an unpaid employee than a gamer. I need to have belief in and respect for, a company I work for and I expect a healthy environment where all us unpaid employees are all treated fair and equal. If one of my job requirements is to refrain from a specific action that my employer has stated they will take action against and I watch my coworking doing it and the action having a negative impact on those around them and the product I am also working on, I trust in good faith that my employer will act. This is what many of us have had for several weeks now, faith in the devs to follow through with their promises and not ignore, condone, excuse or brush off exploitation in this alpha. (Please understand this is an analogy, I am not suggesting that testing is a job. )😉
Your attempted lecture with the odd statement that I should not be re-tasking developers to perform a short term fix for something that has a long term fix and reference to fixing a bug is just that, odd.
Did you read my post before responding? If not, at least read the last sentence where I am simply asking for open communication and for Steven to handle the promises he made on Dec 25 and again on Jan 8.
Congrats on your 15,864 post. 🤦♀️
4
Re: What are your thoughts on the Classes so far?
Weapons and the passive skills added to them are the same for every class...
- Proc Duration,
- Keen Edge, etc.
A ranger short bow has the same weapon passives as a mage. The little difference being your class passive adding a Proc on Finisher (if you can get to a Proc I>E> BARD or CLERIC CAST starting your from hit no.1) ... However, I find these on Proc Finishers add very little to class play overall, as they are not class defining enough in my view.
Look at GW2 weapons for example (and in my view on of the best MMO implementations of such), where for each class the weapon provided a VERY differenct and unique skill set or skills, for which you then had specific class passive trees that would enhance how your character played. Full Bleed trees, Full Defense trees, Full Regen trees, Bull Buffing trees etc. This also allowed your weapons and weapon sub-skills to be effectively used with your preferred builds and specs.
Right now, I could run my Ranger, Bard and Cleric all on the same "short bow", doing the same rinse and repeat generic auto attacks and throwing in a class skill when not on CD... there does not feel like much of a difference in how the weapon use actually plays out for each and every fight. The generic weapon sub-skill tree for all classes needs to be modified such that each class has its own abilities/skills that generate through the different weapon sets. If these games launched and every single class had the same 'weapon' passives - it would be a very boring and flat use of mechanics.
- Proc Duration,
- Keen Edge, etc.
A ranger short bow has the same weapon passives as a mage. The little difference being your class passive adding a Proc on Finisher (if you can get to a Proc I>E> BARD or CLERIC CAST starting your from hit no.1) ... However, I find these on Proc Finishers add very little to class play overall, as they are not class defining enough in my view.
Look at GW2 weapons for example (and in my view on of the best MMO implementations of such), where for each class the weapon provided a VERY differenct and unique skill set or skills, for which you then had specific class passive trees that would enhance how your character played. Full Bleed trees, Full Defense trees, Full Regen trees, Bull Buffing trees etc. This also allowed your weapons and weapon sub-skills to be effectively used with your preferred builds and specs.
Right now, I could run my Ranger, Bard and Cleric all on the same "short bow", doing the same rinse and repeat generic auto attacks and throwing in a class skill when not on CD... there does not feel like much of a difference in how the weapon use actually plays out for each and every fight. The generic weapon sub-skill tree for all classes needs to be modified such that each class has its own abilities/skills that generate through the different weapon sets. If these games launched and every single class had the same 'weapon' passives - it would be a very boring and flat use of mechanics.
2
Re: What are your thoughts on the Classes so far?
I don't get the lack of identity. This game is doing that better then any game made in the past 10+ years. Who Tanks better then the tank? Who heals better then a Cleric? Right, only dedicated healer. Who does ranged DPS and also buffs the team then the ranger? What classes is a pure support role, right just the Bard. Who can flip flop the type of damage they do so you never know what kind of resist you need to deal with it? Right only the Mage. Nm
Poor verbiage. A better description is that their abilities / spec paths etc are very generic. Not a lot of room for playstyle choices. It in its current iteration boils down to a difference between a couple abilities and that’s the extent of it.
Obviously it’s very early. Just hoping there is more available to choose from even before we get the option to to spec a class. No issues with them filling their roles. I completely agree it’s a solid and a good direction. Just looking for more diverse ways to perform that role.

2
Re: What are your thoughts on the Classes so far?
Personally the Archetypes feel like they have a lack of identity / generic. Keep in mind I understand they aren’t classes yet. I was hoping for more in terms of class resource usage, spec options, choices matter. Something that gives the archetype a little flavor from within.
I can totally agree with this. It all seems awful generic at the current stage. I can't even imagine why they would separate summoner from the mage class when it's really just a part of being a mage, no? And fighters and tanks using mana strikes me as odd but that's just a small quibble. I hope they get more fleshed out as the game develops. Personally I would love an expansive class system where it's not just relegated to trees but as it stands I don't think we're getting much more than very generic "types" of classes in the typical MMO sense

1
Re: What are your thoughts on the Classes so far?
Personally the Archetypes feel like they have a lack of identity / generic. Keep in mind I understand they aren’t classes yet. I was hoping for more in terms of class resource usage, spec options, choices matter. Something that gives the archetype a little flavor from within.
That being said I played Mage and Cleric so far. Mage felt super generic but strong. Cleric felt better in terms of being different from other healers in previous games which was nice.
Mage was also super squishy. It seems like people might have a problem with its DPS but I think the class needs a bit of a redesign then.
Also sad there’s no DoT dps option versus direct damage.
Praying the archetype trees are barebones at best and will be expanded greatly come later patches.
That being said I played Mage and Cleric so far. Mage felt super generic but strong. Cleric felt better in terms of being different from other healers in previous games which was nice.
Mage was also super squishy. It seems like people might have a problem with its DPS but I think the class needs a bit of a redesign then.
Also sad there’s no DoT dps option versus direct damage.
Praying the archetype trees are barebones at best and will be expanded greatly come later patches.

1
Re: Exploiter Island
Steven should make a banishment server and transfer all exploiters there. Lock the account to only that server. Let the exploiter feel some of the grief of trying to compete with others that are ruining the game experience for you with exploits. See how long before they get fed up with the crap they are doing to testing servers. Just my 2 cents.

1
Re: 3 frequent aggrevations
Are you guys running into these bugs as often as I am?
1. The inventory UI has dimentia. Basically, when gathering (not resource specific) you can only move so much stuff around before the database stops talking to the UI. There IS a stack of wood in that bag space, but the UI shows it as open, yet you can’t move anything to that spot in the grid. Oh, and my bags are full but the UI clearly has open space. The only fix is to relog. Then it happens again maybe 7-10 mins later. This is super annoying.
2. Node warehouse and bag inventory desync. This is very similar to number 1, except it happens at least 3x - literally - every time I am moving resource between the warehouse and my bag. Everyone hates plumbing issues, and there are some serious leaks in the system. As with number 1, the only fix is to relog.
3. Wingardium leviosa. My horse/wolf/bear are not flying mounts, but they cleary have ambitions because they float all the time. This is pretty easy to reproduce, just jump down from a minor ledge twice in a row. Boom. My mount is an enlightened being. The only fix is desummon / resummon.
Yep, mostly #1 and #2, and #3 sometimes. For someone like me that spends most of my time gathering and processing, it is tiresome. I wish I could leave my mount out and have it follow me around so I don't have to keep summoning and releasing each time I want to fix my inventory.
Re: [Feedback] Corruption
I am curious, when you say you have not attacked a single player, are you referring to attacking a non-combatant that does not wish to pvp or anyone, even a flagged player?
Neither. Mainly because most of my testing involves gathering / crafting. So when I'm out on a resource run, I don't want to risk losing a chunk of my gatherables (which typically has at least a few purple / orange). It's all downside for me, and "fun pvp" isn't part of the equation. It's also pretty rare to see a flagged player where I'm gathering as well - so initiating combat would be 95% on greens.

1
Re: [Feedback] Corruption
Your original post pointed out the problem of having friends kill the corrupt person. This solves that problem, doesn’t it? And I don’t understand how destroying the gear instead of dropping it changes the disincentive. The corrupted player loses the gear no matter what.
I also think you misunderstand the corruption system. It is designed to DISincentivize PvP against non-flagged players, not incentivize it. It’s possible it’s too much disincentive right now, sure. But it’s supposed to be a disincentive.
I also think you misunderstand the corruption system. It is designed to DISincentivize PvP against non-flagged players, not incentivize it. It’s possible it’s too much disincentive right now, sure. But it’s supposed to be a disincentive.
1