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
you can also opt out by dropping citizen ship too and join back up when timer done
2
Re: Everything feels so unfriendly...
So what does 100 speed mean?
Derp derp skill izzues soiboi
It means it takes fewer swings to cut a tree down than a tool with no speed, and more swings than a tool with a speed of 500.
Has nothing to do with skill, it’s just a relative unit. Now, I’m not sure how effective it is in A2, but that’sna different issue.
I can kinda get where the OP is going with this. Without proper information it's sometimes hard to tell what is and isn't a bug. For example, there is nothing in-game that tells you that if you die you lose 25% of your gatherable materials. A new player might (very reasonably) think it's a bug when they go to recover their loot the first time they die and realise some of it is missing. They then submit a pointless bug report for something that is working as intended.
Or to use your example, you are assuming that "speed" is tied to the number of swings it takes to cut down a tree, but we don't know for sure. Moreover, when faced with an arbitrary number like "500" we have no idea how fast that is supposed to be. Let's say that the 500 speed is supposed to let you cut down trees 50% faster, but in reality it only cuts down 10% faster. That would be a bug, but we'd never know it because we aren't told just how fast "500 speed" is supposed to be.
Re: Make Guards attack people during Node Wars.
Node wars are not sieges. Two different mechanics with different outcomes and goals.
Re: Welcome! Introduce Yourself Here
Hey, I'm Dharhix.
I've worn many names since I've started playing vidya gaems!
From: MadJack, TheMadJack, MadJackPrime, Darix and Dharhix while forgotting some less interesting ones. I name those because we might have been part of another MMO guild in the past, whether in EQ2, Horizon, GW2 and others, to name those. If so, contact me and we might connect back!
I've worn many names since I've started playing vidya gaems!
From: MadJack, TheMadJack, MadJackPrime, Darix and Dharhix while forgotting some less interesting ones. I name those because we might have been part of another MMO guild in the past, whether in EQ2, Horizon, GW2 and others, to name those. If so, contact me and we might connect back!
2
Re: Welcome! Introduce Yourself Here
Just joined the Alpha 2. I've been playing wargames since '72, desktop RPGs since '75, computer games since '79, and MMOs since the release of Ultima Online in '97, and AoC since ... yesterday.
See you on Vyra!
See you on Vyra!

2
Re: Welcome! Introduce Yourself Here
Hello all i am new to ashes. i saw thor and asmongold talking about the game and it got me hyped up to try it out.
Re: Everything feels so unfriendly...
@ELWOW I had a similar experience with getting a mining pick. Took 9 hours to farm the mats and get to the point where i could actually make the pick axe. The worst part is that it doesn't actually make a difference. Still takes the same amount of time to mine things with the new pick as the old one, which makes one wonder why the stat is on the Pick at all if it makes no difference.
As for all the people saying "just ask for help" yeah let me telegraph to every player in the game that I have 9 hours worth of copper in my inventory and ill be heading to this exact location, I'm sure 100% of them are all stand up people and none of them would every pull some fuckery like waiting to see my name one shot me and get 5 hours of mining done in 4 seconds.
As for all the people saying "just ask for help" yeah let me telegraph to every player in the game that I have 9 hours worth of copper in my inventory and ill be heading to this exact location, I'm sure 100% of them are all stand up people and none of them would every pull some fuckery like waiting to see my name one shot me and get 5 hours of mining done in 4 seconds.
Re: Discussion: Rarity on items
Hello!
This was a discussion on Thor's stream, where he gave some good points on rarity not really serving a purpose especially on Gatherables.
I am paraphrasing here; Thor was discussing in this stream that way its currently implemented, only Common and Legendary resources actually matter, he was using wood as an example. Way he felt about it was that Legendary woodcutting axe was so much better than any other rarity below it, and relatively easy to obtain. therefore you should really only need legendaries or commons, where as other tiers kind of just bloat your inventory.
I think gatherables should only be one rarity per item. Any items you want to craft could have some other rare resource and then decides the rarity, or have it tied to quantity of items, or the recipe, or just plain old RNG. Though personally I am in the camp of no rarities, just have them on magical and other powerful items to denote their powerful status, and generally not multiple tiers of different rarities on the same item apart from some rare cases.
What do you think? Is rarity on gatherables an issue, or is it issue on all items? or not issue at all, but just needs tweaks?
The related system has only begun the beginnings of a start of a hint of an idea of balance and design.
Rarity serves a purpose in that it's fun to experience it, and more importantly, it serves the secondary purpose of specifically making newer players or newer Artisans have their porgression and dopamine feedback loops without utterly destroying the economy.
Basically, MMOs have a really simple problem. Every player wants to feel good and able to progress very basic things without devoting hours, but they also want an economy to work.
So you have, say 100 people who need to be able to get started and feel like they're doing something, but you also don't want 'enough resources available all the time for those 100 people to constantly want to do it, or to get burnt out of doing it'.
Enter the 10%.
Some games do it by making the combat really engaging and having the droprate be 10%. Some do it by having multiple gatherables that can come from one type of gathering point, and 10% of those are 'really important' and the others are designed to fall into natural personal consumption sinks. Throne and Liberty has recently tried putting the 10% on the output side with no real explanation, but in combination with the rest of their systems, it seems to be having mostly good effects.
If the designers are sticking with the 'common practice' of 'letting players trade 10% of what they personally interact with', then we need that Rarity system to be almost exactly as it is. They could fix some other things to make the pyramid work, and they've already started some of that, so we should probably just wait for them to finish it, before 'deciding to just scrap an unfinished system because it isn't fulfilling the feelings it is supposed to'.
It's not doing its job because it's not complete enough to do its job properly, so I say let 'em cook.

1
Re: Discussion: Rarity on items
You could fix this by making an extremely high crafting cost in legendary items

1
Re: Vyra Guild Enveus / POLAR Exploiting in Carphin till 20+ with Line of sight and wall advantage
Please also report exploiters here as well: https://support.ashesofcreation.com/hc/en-us/requests/new
1