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: Forced pvp caused by war
closest spawn need 2 be changed to closest non home spawn tbh
you can also opt out by dropping citizen ship too and join back up when timer done
This is bs option.
A main perk of citizensjip is extra storage. What happens to that storage and everything in it?
Gone.
Node wars shouldn't be able to take place within town.

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Re: Is there a singular Working Quest in this game?
ThevoicestHeVoIcEs wrote: »https://www.youtube.com/clip/Ugkxy1o6r5ZVskH1YD_DdITPjlL6y37eqKYjhttps://ashesofcreation.wiki/Grinding
Repetition will not be part of progression in Ashes of Creation.[1][2]
There will be no "grindy" quests.[2]
There will not be repetitive quest lines through a single dungeon to obtain gear.[3]
The aspiration is to have more things to do in the game than a player has time to do.[2]
*cough cough*
He said "player" not "tester"


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Re: Eliminate these reason to quit
I am really curious if such a thing will happen given that AoC will have a very long open Alpha 2 phase.Every MMORPG post WoW has an initial population at launch, and then loses a portion of that over the next 3 months. Losing 50% of that initial population is normal.
Ashes is likely to have a 65% loss over the first 3 months.
So, preventing someone from playing the game at launch that is definately going to leave in the first few months is absolutely a good thing for the game long term.
Those who quit early will probably quit already during Alpha or Beta with little reason to be on fresh servers at release, for only 3 months.

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Re: [FEEDBACK] Initial Experiences with Artisanship
AirborneBerserker wrote: »The third problem lies with the blatant disrespect of my time. There is no reason to have the different Profession Benches separated by so much. Especially when you have them interconnected the way you do.
Problem four is Processing professions add nothing to the crafted product. The quality and amount of crafting is determined by gathering, the end product is created from crafting professions. Again wasting my time.
Agreed. To pile on, the not-fun aspect of processing is made worse by the forced batch sizes (1,5,10,25,etc). It’s cumbersome, pointless, and so easy to fix. Ashes has a number of little constraints that erode fun, while not having any real value or meaning.
all of that falls flat knowing that Journeyman will be the highest rank I could ever achieve.
As a side note this is a perfect example of how this game is aggressively anti-solo player. Normally in a game like this I would circumvent the inability to craft everything I could as a solo player by leveling up multiple characters, which is usually a fun experience. This game goes out of its way to make sure that I not only cannot craft the highest skill items by locking the best crafting materials in areas I can never farm, dungeons and raids, which I am totally fine with, but by also saying you can't even max any of your professions because you're not in a guild. Curious.
Well said. I’m ambivalent, I like that Ashes is sticking to its guns on ‘bringing the multiplayer back to mmo’, though at a practical level most of my personal playing is solo. It may be that the best way for solo players to experience the full breadth of Ashes would be to join the server uniguild just for access to master / gm processing.

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Re: Wars, Nodes and Scarcity of Materials
This is a big problem. All your T1 stone and plant nodes seem to have a 30 mins timer. They should have a +/- of 5-10 mins added. Your rare plant and metal nodes seem to have a 2-hour timer. They should have a +/- of 30-45 mins. As it is now players are locking in the 2-hour spawn timers and just going back to the nodes over and over. All the Dev videos I see say that node timers are random in random locations and that is just not the case YET in alpha BUT should be. As it is now the gathering is ripe for a bot program to take over harvesting.
Re: Love the game, hate the controls
TheDarkSorcerer wrote: »I honestly wish the gameplay was like ESO. I was so turned off by the action combat in this game I haven't touched A2 since it released.
While i don't remember ESO anymore aside from testing it for a Week or Two right at Release and that was a long time ago,
what bothers me personally is the Mount Speed. When i look back at the monthly or not so monthly Representations with Mounts back then,
i think i saw Mounts move with "EASILY" +200% to +300% Percent Speed compared to the " 100% Horse Speed " we have now, which can only be boosted a little bit for Five Seconds or so to 135%,
( and i know the Horse can be made a tiny little bit faster with the Hunter/Ranger Buff for Speed, but that feels more like 3% to 5% instead of 10% ^.^ )
so that feels pretty bad to me. And honestly "some" Mounts in those Presentations there were SUUUUUUUPERfast, but that looked like the temporary Speedboost to me and not like an Ability/Speed they have active all the time.
Then i witness other Players riding around on :
- Big Cats (?)
- Bears
- "Crocodiles"/Lizards(??)
- Big Rats/Mice, whatever
and i realise these things are somewhat a bit "FASTER" than my Horse ???



I don't want to sound entitled. I really don't.
This however - doesn't feel very motivating to me to understand this surprisingly difficult to understand English Client of the Alpha Two and give my very best to try and reach something like this, too.

I just "KNOW" the burnout will fxxx me over twice to triple as much if i try.

Glad that the Freeholds are somewhat in the Alpha now, though. Although i hope they get improved in looks as well. Everything looks so clunky and is not even inbound with the Worldmap,
that i wonder if this Alpha Two will take not at least Three to Four, or maybe a complete handful of Years since the Beginning in late October.
I don't WANT to say Placeholders -> because i know they are not -> but everything looks so incredibly "hammered" there and it looks like the Developer Team just hopes they can get it to work sometime in the Future.
This is truly the most rocky and gruff and stony Start of an Alpha and a Game ever. I can feel it. And i bet everyone else who understands the English Client just fine understands it, too.


1
Re: Farming/Cooking Cost
I have hit a bit of a disappointing wall and may have to just abandon my plans , I took the route of farming, fishing cooking as my Artisan. I have been taking my time learning the game, so hit the part in farming where made a bunch of rooting balls and seems freeholds are required to really test further, being behind the curve of course these are all long gone , considering if i need to switch to a more standard profession that does not have this strange wall in progression ? I am a happy tester and really enjoying the game but this seems a rather strange limitation to one profession that other do not seem to have, i realise Freeholds are being developed but why have a block to Farming profession in this way ?
1
Cooking and farming suggestions (smoking, butter, droppings, drinks and others)
Hi!
I very much like the current system and i was thinking about what can expand the current recipes and stuff.
Everything is requires butter in the apprentice level. That could be balanced a little bit, so it is not entirely dependent on apprentice farming.
I was thinking about and smoked foods could fit into this. I know that willow is super expensive, but it could open up another part of artisan dependence so the lumber-milling processing can also directly help the cooking, not only through farming (mulch and such). Recipes could include smoked fish, jerkies and such.
I've seen a rant in this post about the prices of the foods. https://forums.ashesofcreation.com/discussion/65089/farming-cooking-cost I can agree about the vendor item being too cheap related to the making cost. There is a possibility of the food being higher rarity, but i would suggest to get everything that can be made with professions to be higher cost, than the processing and vendor cost of the materials (i would say with the standard tax price).
The other part about food being too expensive so if it is not artisan related buff they will not buy it will balance out later in the game economy i think, when a more healthy economy is present. If it needs some balancing i would do something about the cow->milk process (maybe yield more milk) but i do not know what you guys have in the bag for us entirely with freeholds and animal husbandry, maybe the processing of the cows (and eggs) will be easier.
The other alternative for butter could be animal fat from butchering/carcass processing. That way another processing (that would be tanning if i'm right) could give materials for cooking. Also butchering should have the drop chance of animal fat and bones i think and you could have more room to balance them out.
We could also get fish oil from raw fish processing that could also be a grease alternative (and probably get used in alchemy also)
Some people think that droppings for farming is very grind intensive, and i can see why. I think there should be other alternatives to get dropping. One of this could be animal husbandry / freeholds, that could be already in your plans. The other fun think that we were joking about is that when a food buff expires on a player they could get back some droppings, but that is just a fun idea while fishing in-game.
We have not much drinks yet besides of milks, but we have node resources like wine and beer. We have most of the things already that we could make alcohols with, like yeast, apple, barley, hops and stuff. The gamers demand consumable beverages while fishing and role playing.
We could also just have some fruit juices or things like that.
I'll post more suggestions in this thread as i find a way that could fit in the systems of the game. Feel free to write pros and contras to my ideas, because it could start new ideas.
Keep up the good work with bringing Ashes of Creation into this world!
I very much like the current system and i was thinking about what can expand the current recipes and stuff.
Everything is requires butter in the apprentice level. That could be balanced a little bit, so it is not entirely dependent on apprentice farming.
I was thinking about and smoked foods could fit into this. I know that willow is super expensive, but it could open up another part of artisan dependence so the lumber-milling processing can also directly help the cooking, not only through farming (mulch and such). Recipes could include smoked fish, jerkies and such.
I've seen a rant in this post about the prices of the foods. https://forums.ashesofcreation.com/discussion/65089/farming-cooking-cost I can agree about the vendor item being too cheap related to the making cost. There is a possibility of the food being higher rarity, but i would suggest to get everything that can be made with professions to be higher cost, than the processing and vendor cost of the materials (i would say with the standard tax price).
The other part about food being too expensive so if it is not artisan related buff they will not buy it will balance out later in the game economy i think, when a more healthy economy is present. If it needs some balancing i would do something about the cow->milk process (maybe yield more milk) but i do not know what you guys have in the bag for us entirely with freeholds and animal husbandry, maybe the processing of the cows (and eggs) will be easier.
The other alternative for butter could be animal fat from butchering/carcass processing. That way another processing (that would be tanning if i'm right) could give materials for cooking. Also butchering should have the drop chance of animal fat and bones i think and you could have more room to balance them out.
We could also get fish oil from raw fish processing that could also be a grease alternative (and probably get used in alchemy also)
Some people think that droppings for farming is very grind intensive, and i can see why. I think there should be other alternatives to get dropping. One of this could be animal husbandry / freeholds, that could be already in your plans. The other fun think that we were joking about is that when a food buff expires on a player they could get back some droppings, but that is just a fun idea while fishing in-game.
We have not much drinks yet besides of milks, but we have node resources like wine and beer. We have most of the things already that we could make alcohols with, like yeast, apple, barley, hops and stuff. The gamers demand consumable beverages while fishing and role playing.

We could also just have some fruit juices or things like that.
I'll post more suggestions in this thread as i find a way that could fit in the systems of the game. Feel free to write pros and contras to my ideas, because it could start new ideas.
Keep up the good work with bringing Ashes of Creation into this world!
1
Re: Eliminate these reason to quit
I have a strong feeling that a couple of the game dynamics that exist now will not exist in a couple of years(Or less). There will need to be changes that allow a greater variety of players to play the game. As the dynamic is, 95% of the MMO market will nope out of this game. What things will change?
1. The ability to solo. It is fine for group content to revolve around loot. This game is a PvX based game. No player is going to PvP until they are Max level. It makes no sense to penalize solo players for XP around a system that encourages PvP at the highest level. Add server maturity to this equation. If a new player logs onto a server and plays, they are likely to find a group initially. If a player waits 2-3 weeks, they are much less likely to be able to find a group. Said player then just quits if there is no alternate path that does not revolve around killing the same mobs hundreds of times. Please remember that a game is supposed to be fun. I imagine it is in groups and would be for PvP.
2. The corruption system. In its current incarnation, is a waste of programming resources that could be better used for....the rest of the game. Now it is a part of the game, but I saw one corrupted person during the time I played. It is not a heavily used system and the penalties are so strong that it might as well not exist. The only players who will use it, are players that find ways around the system.
Why is it important that this game gets more players? I see people on the forums all the time telling others that the door is over there. The game will shut down if it does not have enough income coming in. Yes Steven has money. He could leverage the difference for a few years. Is that really what he is wanting to do? I do not think so. So the game is actually going to need to draw players in. Those two systems are what will undoubtedly keep most players away in the current incarnation.
1. The ability to solo. It is fine for group content to revolve around loot. This game is a PvX based game. No player is going to PvP until they are Max level. It makes no sense to penalize solo players for XP around a system that encourages PvP at the highest level. Add server maturity to this equation. If a new player logs onto a server and plays, they are likely to find a group initially. If a player waits 2-3 weeks, they are much less likely to be able to find a group. Said player then just quits if there is no alternate path that does not revolve around killing the same mobs hundreds of times. Please remember that a game is supposed to be fun. I imagine it is in groups and would be for PvP.
2. The corruption system. In its current incarnation, is a waste of programming resources that could be better used for....the rest of the game. Now it is a part of the game, but I saw one corrupted person during the time I played. It is not a heavily used system and the penalties are so strong that it might as well not exist. The only players who will use it, are players that find ways around the system.
Why is it important that this game gets more players? I see people on the forums all the time telling others that the door is over there. The game will shut down if it does not have enough income coming in. Yes Steven has money. He could leverage the difference for a few years. Is that really what he is wanting to do? I do not think so. So the game is actually going to need to draw players in. Those two systems are what will undoubtedly keep most players away in the current incarnation.

3