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: Solutions for Steven - Identify Problem, then give solution
They’re fine with taking that risk. So why do you care what they do, especially if you clearly don’t like Ashes as it’s intended?
Not wanting to speak for them, but imo this;
AirborneBerserker wrote: »I am 100% fine with people being hopeful and excited about getting a game that caters to them. What I am not okay with is delusions that this game is going to do anything other then crash and burn when 2-4 million people get the game and 99.99% of them leave in the first 3 months.
Is kind of what they are saying.
Translated to looking at it from Intrepids perspective - them taking that risk is fine. People pretending this game is going to be something it absolutely is never going to be, that is not fine.
This is a statement I agree with. People need to be realistic about what Ashes is. It is a game that has promised regional servers it absolutely will not be able to populate. It is a game that has a real chance of collapsing months after launch (I don't personally think it will, but the risk is real). It is a game that is aimed at a very small segment of people, yet is being designed in a way that needs a large population per server. It is a game based on open world PvP as being where the risk comes from, yet discourages open world PvP. It is a game that has a solo friendly end game, yet requires a group to get there in any reasonable amount of time.
I could go on for a while, but the point is thst this game has many flaws - flaws are baked in to the very core of the game. We shouldn't pretend they don't exist. That doesn't help anyone.

2
Re: Solutions for Steven - Identify Problem, then give solution
AirborneBerserker wrote: »More Cult of ashes talk. Just because Steven wants something doesn't mean its good, nor does it mean it will work in the long run. Just because your friend group, who all think alike and like the same things, like the game doesn't mean the majority of people will like this game. Hell of the 2 million people registered on the AoC site most of them will probably leave the game in the first month.
Is this a troll take?
I can't be in the cult because I know that ducks are nasty and shit on everything...
Ashes of Creation is not meant to be a game for everyone; it's meant to cater to a specific audience that appreciates its unique mechanics and philosophy."-Steven
The niche isn’t as small as you make it out to be.
"Lineage 2: Reborn," a private server for a game in the genre you claim only has 70k players worldwide, launched a new server right when Alpha 2 Phase 1 started a few months ago. It’s sustaining 12k concurrent players.
That means over a seventh of your estimated global total of people who enjoy "OWPvP" are currently spending their time playing a game from 2003—a game notorious for having some of the worst controls in MMORPG history.
Let me just check EVE Online... Oh, look at that—23k people on the Tranquility server right now. Dead game, huh?
What’s most baffling about your perspective, @AirborneBerserker, is your refusal to acknowledge that it’s okay for Intrepid to take a risk on a niche market.
As players, the most we risk is the cost of some keys and cosmetics. For Steven and Intrepid, the stakes are far higher, and they’ve consistently shown their commitment to seeing this vision through. If Ashes fails, it could have a lasting negative impact on everyone’s careers at Intrepid.
They’re fine with taking that risk. So why do you care what they do, especially if you clearly don’t like Ashes as it’s intended?

1
Re: Instanced PVP (Arena and/or Battlegrounds)
L2, DAoC, Archeage, Albion, BDO, EVE and Tera all come to mind immediately as games that were absolutely financial successes for their developers.Which ones have been a financial success.
Sure, some of them have closed down, but they closed down after making a shitload of money.
There are some PvP MMO's that have been unsuccessful. I would consider Crowfall to fit in to this. However, there have also been some MMORPG's without a PvP focus that have been unsuccessful, with Vanguard being the current poster child there, and Pantheon likely to be the future one.
Point is, some PvP MMO's have been successful, some have not. Some PvE MMO's have been successful, some have not. As such, this is not a direct contributor to success or failure.

1
Serious concerns! Need Leadership communication!!
Let me first say that I am a big believer in this game and the vision that Steven has for the final product. I love the idea of a player driven economy where players need to work together. The intentional slowing of the game is a good idea. So, in short, I am a huge fan of the game and wish the best for a successful launch with long success.
Now for the concerns…
Keeping in mind that this is an Alpha I have grave concerns about communication of where things are at its current state and whether some things are broken, not fully implemented, or working as intended. My current view is that we are starring down the barrel of a game that will potentially be ruined by social media before it ever has an opportunity to launch. I love a complicated game that rewards hard work; however, the game is so complicated that it might actually be the death of the game. Or... maybe what we are seeing isn’t intended and we just need more communication from the leaders to further explain/expand on what we see now versus what will be.
With that said… here are a few things that I see as very problematic issues in the “current” state.
1) Requestion Agent – In the current state the donation system is overly complicated and confusing to the player base. A player looks at something like “Standard Tools” which are listed as needing 1500. They see that we have only donated maybe 300 and think we are so far away that the goal of 1500 is next to impossible. In reality, we don’t need 1500 but the only person capable of seeing that is the Mayor. This leads to confusion among the players which in turn leads to them making their own conclusions about the goal being so incredibly difficult to attain.
Additionally, the paired donations hinder the success of the system. A player that has copper will most likely not have fish. The player with fish will likely not have copper which leads to neither player donating. This pairing of donation resources further complicates a system that need not be complicated.
Solution: Use the system that is in place for the Construction Manager. The donation system for the Construction Manager is very clear to players. Both the goal (amount needed) and progress are easily understood. A player that has fish can donate the fish without having to worry about another material they do not possess. It also makes it clear to everyone what exactly they need to farm to accomplish the goal.
2) Rarity Level balancing – Rarity of items is a serious issue and a massive bottleneck that is killing crafting in the game. I mentioned this in a post that I tagged Steven in but got no responses from anyone in leadership. My question was whether the system is working as intended and that we are supposed to be stepping up things in a tiered fashion?
Example – Animal fat for hunting is essentially game breaking (or is it?). My theory is that the reason gathers are not seeing heroic or above is that the player rarity numbers aren’t high enough to see it. My thought is the player would first need to craft the uncommon shirt/pants which raises the rarity scale to see more Rare and give a small percentage for heroic. Then crafting Rare to tier up and see more heroic with slight chance at now seeing Epic. If this is intended that is fine, but the players need to know in order to play the game properly. When looking at the pickaxe for example we craft the first apprentice pickaxe with novice level ingredients. We also get additional crafting recipes for pickaxes that have “Rarity” on them; however, the rarity drops are so scarce that we are Journeyman before we even have the resources to make the other pickaxe recipes; thereby, making those irrelevant. The same goes for the clothing.
Partial Solution – Fix rarity drops if they are in a broken or unbalanced state (emphasis on Animal Fat and Weeping Willow). Another thing that could be done to slow things is to not give the clothing when leveling up but instead make it something that needs to be crafted. I personally leveled mining to GrandMaster with the first apprentice pickaxe and the clothing given by the vendor making all the other versions obsolete. Another thing to implement is to make it impossible to get higher levels until they are unlocked. Meaning, cap my xp so it locks at maxed 29 so that I cannot continue leveling to GM with an apprentice tool.
3) Node balancing with buildings – At the end of phase 1 I had been raising the alarm to my guild about the bottleneck faced with Tanned Raptor hides. I knew it was going to be a big issue, but it has been far worst than I predicted. Buildings are just as big an issue and, in another week, the entire server is going to come to a halt (mark my words). Why? The level of complexity in crafting that we face with needing materials from ALL professions is way beyond what it should be at this low level. To craft a Hunting Shirt, we need to get Tanned Raptor hides which is a huge issue just to get considering there are only 5 spawns (complicated further by how hunting drops work for carcasses). To make the “tanned” version the Leatherworker needs to have Weeping Willow and someone to gather/process that extremely rare resource. Then you need a Tailor for bluebell bolts plus further resources from Metalworking and gatherers of metals. All for an apprentice level shirt. Now, in the current state we are gathering Journeyman level metals that can’t be processed along with gems that can’t be cut. All because the building system for nodes is a bit too far in complication. The Mayors have designed a plan to have them in the desert and those nodes are far behind the rest which will bring things to a halt. Since we are reliant on all professions this will halt everything. No progress will be made for I am guessing the better part of 2 weeks at this point. In a game where the design is for everyone to work together this might be doable, but this game isn’t designed to be that way. We have a game that instead pits the nodes against each other. This reliance on needing all professions to make things will further be impacted when we talk about node sieges. Imagine if Halcyon was destroyed and the specializations they had in place where suddenly gone. That would bring down ALL professions because of the overly complicate reliance on all professions to craft something as simple as a shirt/pickaxe at the apprentice/journeyman level. No armorsmith, weaponsmith, or other profession will be able to craft anything at the journeyman level until both Metalworking and Stonemasonry are brought up into play. Even if you get Metalworking leveled up for processing metals you can’t cut gems or make molds. This is going to result in people abandoning the game. I have already heard from multiple hard-core crafters that if things don’t change, they will simply just be gatherers.
Solution: Honestly, I don’t have an answer here, but the overly complicated reliance on all professions needed to craft something at the apprentice/journeyman level is problematic at best.
There are lots of issues and so many things that are in the process of being balanced, designed, and built that don’t rise to the level of concern with the few things I have mentioned above. This is an alpha after all. This is where we raise our concerns in hopes of getting answers, but communication on these issues is a must. I fear that these areas will be used by those in social media to paint a bad picture of the game. We have all seen how social media can kill a great game before it even begins (Narc being the first pebble to be thrown). Some may agree with me and there will certainly be those that do not agree. To that I will emphasize that these are “my” thoughts and concerns of a few issues in the current state of the game.
I hope this gets seen by leaders and for some clarity on what we are seeing now.
Leathal
Now for the concerns…
Keeping in mind that this is an Alpha I have grave concerns about communication of where things are at its current state and whether some things are broken, not fully implemented, or working as intended. My current view is that we are starring down the barrel of a game that will potentially be ruined by social media before it ever has an opportunity to launch. I love a complicated game that rewards hard work; however, the game is so complicated that it might actually be the death of the game. Or... maybe what we are seeing isn’t intended and we just need more communication from the leaders to further explain/expand on what we see now versus what will be.
With that said… here are a few things that I see as very problematic issues in the “current” state.
1) Requestion Agent – In the current state the donation system is overly complicated and confusing to the player base. A player looks at something like “Standard Tools” which are listed as needing 1500. They see that we have only donated maybe 300 and think we are so far away that the goal of 1500 is next to impossible. In reality, we don’t need 1500 but the only person capable of seeing that is the Mayor. This leads to confusion among the players which in turn leads to them making their own conclusions about the goal being so incredibly difficult to attain.
Additionally, the paired donations hinder the success of the system. A player that has copper will most likely not have fish. The player with fish will likely not have copper which leads to neither player donating. This pairing of donation resources further complicates a system that need not be complicated.
Solution: Use the system that is in place for the Construction Manager. The donation system for the Construction Manager is very clear to players. Both the goal (amount needed) and progress are easily understood. A player that has fish can donate the fish without having to worry about another material they do not possess. It also makes it clear to everyone what exactly they need to farm to accomplish the goal.
2) Rarity Level balancing – Rarity of items is a serious issue and a massive bottleneck that is killing crafting in the game. I mentioned this in a post that I tagged Steven in but got no responses from anyone in leadership. My question was whether the system is working as intended and that we are supposed to be stepping up things in a tiered fashion?
Example – Animal fat for hunting is essentially game breaking (or is it?). My theory is that the reason gathers are not seeing heroic or above is that the player rarity numbers aren’t high enough to see it. My thought is the player would first need to craft the uncommon shirt/pants which raises the rarity scale to see more Rare and give a small percentage for heroic. Then crafting Rare to tier up and see more heroic with slight chance at now seeing Epic. If this is intended that is fine, but the players need to know in order to play the game properly. When looking at the pickaxe for example we craft the first apprentice pickaxe with novice level ingredients. We also get additional crafting recipes for pickaxes that have “Rarity” on them; however, the rarity drops are so scarce that we are Journeyman before we even have the resources to make the other pickaxe recipes; thereby, making those irrelevant. The same goes for the clothing.
Partial Solution – Fix rarity drops if they are in a broken or unbalanced state (emphasis on Animal Fat and Weeping Willow). Another thing that could be done to slow things is to not give the clothing when leveling up but instead make it something that needs to be crafted. I personally leveled mining to GrandMaster with the first apprentice pickaxe and the clothing given by the vendor making all the other versions obsolete. Another thing to implement is to make it impossible to get higher levels until they are unlocked. Meaning, cap my xp so it locks at maxed 29 so that I cannot continue leveling to GM with an apprentice tool.
3) Node balancing with buildings – At the end of phase 1 I had been raising the alarm to my guild about the bottleneck faced with Tanned Raptor hides. I knew it was going to be a big issue, but it has been far worst than I predicted. Buildings are just as big an issue and, in another week, the entire server is going to come to a halt (mark my words). Why? The level of complexity in crafting that we face with needing materials from ALL professions is way beyond what it should be at this low level. To craft a Hunting Shirt, we need to get Tanned Raptor hides which is a huge issue just to get considering there are only 5 spawns (complicated further by how hunting drops work for carcasses). To make the “tanned” version the Leatherworker needs to have Weeping Willow and someone to gather/process that extremely rare resource. Then you need a Tailor for bluebell bolts plus further resources from Metalworking and gatherers of metals. All for an apprentice level shirt. Now, in the current state we are gathering Journeyman level metals that can’t be processed along with gems that can’t be cut. All because the building system for nodes is a bit too far in complication. The Mayors have designed a plan to have them in the desert and those nodes are far behind the rest which will bring things to a halt. Since we are reliant on all professions this will halt everything. No progress will be made for I am guessing the better part of 2 weeks at this point. In a game where the design is for everyone to work together this might be doable, but this game isn’t designed to be that way. We have a game that instead pits the nodes against each other. This reliance on needing all professions to make things will further be impacted when we talk about node sieges. Imagine if Halcyon was destroyed and the specializations they had in place where suddenly gone. That would bring down ALL professions because of the overly complicate reliance on all professions to craft something as simple as a shirt/pickaxe at the apprentice/journeyman level. No armorsmith, weaponsmith, or other profession will be able to craft anything at the journeyman level until both Metalworking and Stonemasonry are brought up into play. Even if you get Metalworking leveled up for processing metals you can’t cut gems or make molds. This is going to result in people abandoning the game. I have already heard from multiple hard-core crafters that if things don’t change, they will simply just be gatherers.
Solution: Honestly, I don’t have an answer here, but the overly complicated reliance on all professions needed to craft something at the apprentice/journeyman level is problematic at best.
There are lots of issues and so many things that are in the process of being balanced, designed, and built that don’t rise to the level of concern with the few things I have mentioned above. This is an alpha after all. This is where we raise our concerns in hopes of getting answers, but communication on these issues is a must. I fear that these areas will be used by those in social media to paint a bad picture of the game. We have all seen how social media can kill a great game before it even begins (Narc being the first pebble to be thrown). Some may agree with me and there will certainly be those that do not agree. To that I will emphasize that these are “my” thoughts and concerns of a few issues in the current state of the game.
I hope this gets seen by leaders and for some clarity on what we are seeing now.
Leathal
11
Re: Caravan feedback & proposal
I agree, currently the Caravan system is extremely badly implemented. I don't hope, but expect major overhauls and improvements to be done over the alpha and betas.
I lost aproxximately 30 gold to caravans, nowadays you're almost guaranteed to get attacked. And I attacked and destroyed caravans as well out of spite because others destroyed my caravan randomly as well. It's a never ending cycle that breeds toxic gameplay. Overall, even though I made runs that netted out 4g and 8g, my real profit is around 5g. For the time invested I could've made 20g in pure profit from glint farming.
As a current counter for attackers, you could call for a friend to join in as attacker and crowbar the loot since that's instant and the attackers who actually wanted to summon their own caravan don't get anything. You still lose your caravan, loot and gold but this is a method to spite your attackers and ensure they lose their time with you at least, which isn't more than 10 minutes.
Speaking of time, why is it that a solo dps player can destroy a caravan in 10 minutes, but a caravan needs at least 20-25 minutes to do a single node to node run?
Anyway, I decided to step away from the testing grounds and have fun in other titles while Intrepid sorts out these more serious issues that directly make or break the player experience.
I lost aproxximately 30 gold to caravans, nowadays you're almost guaranteed to get attacked. And I attacked and destroyed caravans as well out of spite because others destroyed my caravan randomly as well. It's a never ending cycle that breeds toxic gameplay. Overall, even though I made runs that netted out 4g and 8g, my real profit is around 5g. For the time invested I could've made 20g in pure profit from glint farming.
As a current counter for attackers, you could call for a friend to join in as attacker and crowbar the loot since that's instant and the attackers who actually wanted to summon their own caravan don't get anything. You still lose your caravan, loot and gold but this is a method to spite your attackers and ensure they lose their time with you at least, which isn't more than 10 minutes.
Speaking of time, why is it that a solo dps player can destroy a caravan in 10 minutes, but a caravan needs at least 20-25 minutes to do a single node to node run?
Anyway, I decided to step away from the testing grounds and have fun in other titles while Intrepid sorts out these more serious issues that directly make or break the player experience.

2
Re: Instanced PVP (Arena and/or Battlegrounds)
I don’t know if the people commenting are actually playing this Alpha at all, there is literally hardly any PvP even at max level, you have to sign up to do a node war and selected so the big guilds do those
The sand badlands with open flagging system and zero punishment is constantly dead, yes I know it’s just an Alpha but have you actually run around there, it’s just big groups farming so unless you had a group of 8 then you’re not going to get far in unbalanced PvP, everywhere else is next to non PvP happening
Non corruption areas still have barely any PvP,
Big groups just go kill caravans (not actually fight anyone) and considering how small this map is you would expect constant player interaction, wouldn’t mind some sort of BG to test battling other players at some stage for this Alpha
For a PvX game it is very one sided, a lot of PvP players want a fairer environment where we can just verse players and not have to worry about mobs or the unbalanced masses of players to verse
So stop being so obtuse about it and trying to restrict confirmed content before it’s even released and had a chance
The sand badlands with open flagging system and zero punishment is constantly dead, yes I know it’s just an Alpha but have you actually run around there, it’s just big groups farming so unless you had a group of 8 then you’re not going to get far in unbalanced PvP, everywhere else is next to non PvP happening
Non corruption areas still have barely any PvP,
Big groups just go kill caravans (not actually fight anyone) and considering how small this map is you would expect constant player interaction, wouldn’t mind some sort of BG to test battling other players at some stage for this Alpha
For a PvX game it is very one sided, a lot of PvP players want a fairer environment where we can just verse players and not have to worry about mobs or the unbalanced masses of players to verse
So stop being so obtuse about it and trying to restrict confirmed content before it’s even released and had a chance

2
Re: So Disappointed
lukedawuke wrote: »op cant even embed a signature but wants to tell multimillionaire devs how their game should work
I thought you two were related...
Neither of you can find the period key on your keyboard.

2
Re: Steven handing out the best mounts in the game on stream feels bad
Steven way of marketing the game. Business side of the game matters also to you and me as well. Steven also loves interacting with gamers as he is a gamer as well. Be happy the dev team interacts with the players. I miss that from the EQ days. Thrills me to see this.
Re: Let's talk about crafting in Ashes as it currently works.
I really don't like how a player can sink all this time into lvling crafting but then be blocked by node progression.
It doesn't hurt adventure players, and they end up controlling the town. Like the fiasco with Halcyon on Vyra.
Crafters have the tough road and get the short end of the stick.
It doesn't hurt adventure players, and they end up controlling the town. Like the fiasco with Halcyon on Vyra.
Crafters have the tough road and get the short end of the stick.

3
Re: AoC isn’t Punishing its Frustrating
My main issues with XP debit is all of you would still play and love the game if it were gone, but there are an unknown number of potential players who won’t play the game because of it.
This game needs to attract a healthy full player base, and XP offers nothing positive and only negative.
It is an objective negative for this game to implement it.
Sure, but I also play Throne and Liberty as my main game now, and therefore I'm not as hardcore as the people who want to play Ashes.
But that's kind of the point. It's not necessarily a negative, because people who really don't want exp Debt have an objectively better (using your logic) game to play already, considering their main playstyle profiles.
Why should AoC strive to compete with a game for an audience that is better suited for that game already? It makes no sense as even a business plan.
Removing XP debt does not drastically change the formula of the game.
Also, just because a game doesn’t have an XP debt doesn’t make it an all around objectively better or more complete game.
Classic wow is very popular, if classic wow added XP debt nothing about the game formula would change, it would just introduce something 90% of players don’t want and there for it’s a negative.
1