Best Of
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
It was going so damn well, all until we hit that lawless zone stuff. Then it became just the second step on AoC's path towards being a full pvp game.
Lawless zones will be the downfall of this entire design. PvPers will complain that they have to travel to get pvp, while all the other pvp systems are not used, because they got nerfed to the groud. While pvers complain that pvpers get the best rewards in the game, because they can murder anyone in a lawless zone for free. Zergs will dominate the lawless zones and just snowball into beating everyone else outside of lawless zones.
On another note. Gamba in quests is the worst. At THE VERY LEAST make it optional, as I asked for in my thread about this
https://forums.ashesofcreation.com/discussion/67749/please-no-gamba-in-quests#latest
And no mention of stat difference between a Tier 3 Grade 1 item and a T1G2 one was also a great shame. If higher Tier items are weaker than low Tier of the next grade - crafting is still in the hole. People will still just outpace crafting and will just grind mobs for gear, especially if we get more of low tier drops.
There were a ton of good points about other things, but those 3 are the only ones that stuck in my head. Probably mostly because lawless zones made me crash out and concentrate on the negatives more than the positives.
EDIT: here's a video about my thoughts on the lawless changeshttps://www.youtube.com/watch?v=oq-442PYHUY
Definitely agree with your video, one thing I will add though, with the size of the world it won't really be zergs imo it will be most likely 8v8s, but I would just like the. To add instanced battlegrounds
Chicago
1
Re: Price
...somthing thats going to make them massive profits ....
that part of your thought is really up in the air - many people suspect this will be a niche game only which means no super-sized subs for years on end
Caww
1
Re: Price
I miss the old days where devs used to pay people to play test games, 100 dollars to essentially work for the company and test somthing thats going to make them massive profits seems wierd to me. Ill play it when its like 50 dollars like a normal game
As I said, it will never be $50.
There is no box price, you can never buy this game. All you can do is pay a subscription when the game is out for access to the game for that month.
People paying for access tp alpha and beta have not bought the game.
Noaani
5
Re: Steven, Please Rethink “Not for Everyone”
Nope, I want it to go slower, but directed at the proper parts of the game. Instead they're working on shit like FTUI and gear balancing.
Ashes still hasn't implemented most of the features players were initially hyped about: Node Stages, Node Sieges and Castle Sieges and 64 Classes. Freeholds are barely working.
What Ashes has implemented isn't really much better than any generic UE5 MMORPG - and it's all mired down with some pretty major bugs.
Many long-time fans are just fatigued - and there are now other MMOs that have been released and/or have also reached Alpha and Beta - and are just more fun and eaiser to play/test than Ashes.
This is the biggest thing for me.
We are missing a lot of big "features", "systems" or whatever you want to call it. The game is not going to work the same with, and without those systems being present... Why on earth are they focusing on balancing stuff that doesn't even matter now?
Why do something, that you will have to do again once you implement all the features? Why do something, before having actually functioning systems, and a functioning fun game. Balance, and all that other stuff usually comes last, after you implement all the core systems?
I only see it being done, in order to keep the playerbase playing testing, as otherwise they would get bored/frustrated, and would ultimately end up quitting.
But why do you need an active playerbase testing the game constantly, every day? This all just feels like a convenient excuse, where you "soft-release" a very incomplete project, call it an Alpha to avoid major criticism, and trickle down updates over the years, where the product might or might not become decent after 3-4 years.
But at that point, this is exactly like an early access title going into "full release". It just doesn't make any difference, you are playing the exact same thing you've been playing for years.
It also makes no sense, because they're probably losing money doing this. Unless they find a way to monetize it, beyond selling $100+ access, before release. Btw if they do this, they're done, at least for me. I can see why people like to compare this game to SC so much, and that will be even more true if they decide to further monetize the game before release.
The way things seem to progress, it seems that the actual release won't be a big deal for this game, because all the features they want to implement, will slowly be implemented and tested during alphas/betas.
Alphas and betas do make sense, if you can expect the project to release within let's say 18 months - and if you only test some of the core systems, within a limited part of the world, while most of the game is unavailable. But at that point, what's the point of having a persistent Alpha for months, and months? You could test the core systems in a month or two, and provide feedback on it.
If you do just trickle down updates up to the release, there will be no hype, no sense of discovery, nothing when the game actually goes live. Players are already going to be familiar with the game, and even those who haven't played it during Alphas, were able to watch videos online.
The way Alpha 2 was split into "phases" tells me that this will exactly be how it goes. What's next, phase 4, 5, 6? Even more features introduced, once the devs feel those are in a somewhat playable state? When will be the actual cutoff? Are they going to set up closed test environments, specifically made to actually TEST a certain system, rather than having an unfinished game and saying to players "go test it", where it just looks like they're playing the game, and maybe reporting some bugs that they find on the way?
There probably won't be a game like Ashes on the market, even though I absolutely wish for a 2020s version of Archeage. Most releases won't scratch that same itch Ashes is trying to. But like you mentioned, there are going to be games that will have features similar to what Ashes is planning to do. Even today you have such games.
We have yet to see many of the features being implemented, some of which were (still are) the main reasons why a lot of people even began following the project.
As Dygz said, a lot of us are just fatigued at this point, after following the project for years. Myself, I have been aware of it since early 2017, without following it too closely. In the past 5 years, I've kept up with most news, discussions, etc. and right now, I just don't see a point anymore.
Steven has his own vision, and 4-5 years ago, I might've said it's exactly what I wanted from an MMORPG. Nowadays, things seem to have changed, or rather my excitement has gone down after seeing how that vision is getting implemented.
iccer
0
Re: Character Models
I am super curious, the entire community thinks the models look like trash, and every time this topic gets brought up, the same response is given " it's an alpha bro, models are not important right now and are place holder"
But then it concerns me deeply that intrepid have announced they are implementing 100 or more cosmetic costumes at the start of phase 3, which must have all been modelled for these character models? I really hope that intrepid can see that they need to ditch the current models and that the art looks absolutely terrible instead of trying to patch changes in like different eye colours or hair styles.. basically every single race right now including the vek and both dwarf races are just humans with different hair styles or weight
But then it concerns me deeply that intrepid have announced they are implementing 100 or more cosmetic costumes at the start of phase 3, which must have all been modelled for these character models? I really hope that intrepid can see that they need to ditch the current models and that the art looks absolutely terrible instead of trying to patch changes in like different eye colours or hair styles.. basically every single race right now including the vek and both dwarf races are just humans with different hair styles or weight
Chicago
6
Bear Tulnar
I did post this on Discord already but:
Please consider giving us bear Tulnar
Why?
Well, because bears are nice
and except for the wow pandas there aren't really any bear races in MMOs
pictures are pulled from google, not mine





Please consider giving us bear Tulnar
Why?
Well, because bears are nice
and except for the wow pandas there aren't really any bear races in MMOs
pictures are pulled from google, not mine





Kiwi_
1
Re: World Building Changes - A1 to A2
yup, world is flat, boring , lack any diversity or fantasy , messed up scale where everything is small and just looks and feels wrong , ugly characters only male and skinny male on drugs , same with armors ugly and no female armors at all , biomes as you said feels like they have been made by click "auto" in a program than actually hand made , they use the same rock and rock formations from look to texture in every biome and they take so much space for no reason whatsoever, biomes feel like they have no identity, there is nothing in the whole world that makes you think it looks cool and want to explore it , mobs are tiny and a lot of them are just normal irl animals ...game is a high fantasy supposedly yet lacks any type,look or feel of fantasy in at whatsoever...like there is just so much wrong its just sad.
A1 had so much things right and somehow they threw all of that away in the trash , it had actual fun quests, scale was good, world looked great ,vibrant had a feel of fantasy and exploration in it,characters looked bad but somehow still a lot better than what we have now..etc
A1 had so much things right and somehow they threw all of that away in the trash , it had actual fun quests, scale was good, world looked great ,vibrant had a feel of fantasy and exploration in it,characters looked bad but somehow still a lot better than what we have now..etc
Re: Steven, Please Rethink “Not for Everyone”
And yet you're here, to discuss this game, with no profound raiding mechanics in sight, out of all the games you could choose. How come? (I'm sure this isn't the first time you've answered this question, sorry if I don't remember your answer accurately enough to give it myself.)Top end raiders are both the most loyal MMORPG players that exist (they are why EQ, EQ2 and WoW still exist),Saabynator wrote: »I think thats a pretty harsh judgement, when the game is in alpha 2. I dont think combat trackers alone will keep people from a good raiding game.
I am here (now) because I have friends that are making this game. People that I have travelled internationally to be present for major life events and such.
I was originally here because at one point it looked as it Ashes could have some form of raiding game. They used to talk about raiding on stream almost as much as they talked about PvP.
I was also initially quite interested in the games economic gameplay. This seemed to be inspired from Archeage, the game with what I consider the second best MMORPG economy behind only EVE.
Neither of these are accurate now. There is basically no talk about raiding, and what they do say only highlights how over his head Steven is (it used to be mostly Jeff talking about it). In terms of the economy, they have already stripped out of the game the very essence of what made Archeages economy function, so I have no hope at all that Ashes economy will be worth playing at all, let alone good enough to be a primary reason to play the game.
In the mean time, I'm back playing EQ2 on a server with an older ruleset, because no modern MMORPG developer has made a better game.
Noaani
2
Re: Wait!! dull Grind, vertical Power Scaling and RNG Gear Enchanting?? WTF
If I understood Noaani correctly, he assumes that players will leave the game as soon as they no longer have a vertical progression option. I think there are more than enough players who get a satisfying progression feeling from horizontal progression. Games like GW2 and OSRS (both one of the top 5 most long term played MMORPG's) prove that. And even retail WoW players have grown increasingly tired of the seasonal concept.
Iccer is absolutely right. Archeage was a perfect example of how you can design horizonal progression and still feel like you're getting better and more useful. OSRS works very similarly.
Also, forms of vertical progression that you can lose, that you have to fight for, is a game design for PvP players that can generate an infinite amount of content.
Vertical progression that cannot be lost should not mean more than ~100% additional direct strength from early game to end game in an MMORPG like Ashes. Anything else would either lead to the slow death of Ashes or as a solution to catch up mechanics, seasonal servers, faster leveling and whatever else there is that we probably all hate.
Iccer is absolutely right. Archeage was a perfect example of how you can design horizonal progression and still feel like you're getting better and more useful. OSRS works very similarly.
Also, forms of vertical progression that you can lose, that you have to fight for, is a game design for PvP players that can generate an infinite amount of content.
Vertical progression that cannot be lost should not mean more than ~100% additional direct strength from early game to end game in an MMORPG like Ashes. Anything else would either lead to the slow death of Ashes or as a solution to catch up mechanics, seasonal servers, faster leveling and whatever else there is that we probably all hate.
Re: Amazing world, painfully dull grind
What I really don't get is how anyone could look at the leveling speed Intrepid have intended for this game, and can come to any conclusion other than a dull grind.
The way Intrepid can make it not a dull grind and keep the leveling speed is by reducing the importance of leveling, and increasing the importance of node development for example.
So for example all citizens of a node get large exp boost depending on the level of the node. This will force guild wars, commissions, crafting, caravans and ect. The leveling speed will be faster as a whole with the exp boost, but the time it takes to level as a whole wont be different, since you will spend a lot of time developing your node.
Most new players aren’t logging in with the dream of being a background NPC helping some mega-guild build a metropolis. They’re here to grow their own character, forge their own path, and feel the impact of their personal decisions. Making node development the primary driver of progression risks turning the early game into a passive, community-serving grind that only benefits the few sitting at the top.
Tying XP gain to node level sounds great in theory, but in practice it creates a system where new or solo players are either locked out of meaningful progress or forced to follow the agenda of larger zerg guilds. That’s not fun, and it doesn’t foster true player agency. Don’t force players to care about the political drama of node wars before they even understand their class.
https://www.youtube.com/watch?v=oq-442PYHUY

