Best Of
Re: how do cleric get that physical immunity effect?
So you tried to jump a cleric who was in the middle of PVE and you died to him, then come on here to complain? lol He wasnt immune to your damage, your autos and abilities were hitting just fine. The immunity was to something else.
Re: PvE and RP Servers
https://ashesofcreation.wiki/Servers
Server types
- There won't be separate PvE and PvP servers but some servers may be more PvP focused than others.[149][150][151]
- There won't be separate roleplaying (RP) servers.[152]
Not intended to be a thing.
Crate / Trade pack griefing
Just got harassed by a group of level 5 that killed my mule, then a 25 came over and picked up my crates, put on his and ran off without any consequence?
Whether or not this is intended, that's an instant refund. For a company that talks so much about how important this aspect of the game is, how has this made it through all the closed Alphas and into early access?
Good luck with the game, it's going to need it.
Re: Dungeon PvE is mediocre, and leveling is too fast.
People wont focus on leveling nodes and craft, if you can just farm half baked dungeon with mobs that give 10k Xp and drop full equipmement every 15minutes…
My group literaly took almost 2 levels from 21 to 23 into Carphin over 5~ hours while also wiping a lot.
Im totaly astonished by people complaining about the too long leveling, when we had entire group of players reaching Lv25 within a week!!
We can already see Lv25 players leaving the Alpha or just griefing by boredom, I called it… On a full release, if the XP curves isn't at least doubled the game will suffer a massive exodus of players.
Sandbox game absolutly needs to have long leveling, this is the only way to keep "hardcore" players engaged long enough in the world, on the other end casual players needs somekind of Xp bonus to boost their progression, so they feel their reduced playtime is meaningful.
It's balance to reach for leveling, and it's absolutly necessary to understand it.
Re: Will there be a wipe or not if the project finally reaches release?
@Mepps - this info clearly isn't visible enough. Can you please confirm Intrepid's current stance on wipes during Alpha, Beta, and for Launch?
Re: Lag and rubberbanding
I'm just north of Dallas, TX on the fastest internet ATT offers (5Gig) in my area. No other game or app is having a issue…just this one. It seems like I am I rubber banding any place there are groups of people. Out in the wilderness, alone…runs great. 3-5 people near by….a little bit of a pop here or there. 10 plus people around and you see it a bunch. 20 plus people in a town. Unplayable. You need to log and try again another day. The part that doesnt make sense….I see people running past me in game…smooth animations…casting spells…no issues…while I bounce around and just want to walk down a road without being pulled back to where I started. Tested on 12/16/2025
Re: [NA - Shol] Fist of the Empire (FoE) | PvP focused - PvE/Econ welcome | 18+
jHello, I just joined your Discord. I am very new to the game, and I am looking for a guild to join.
General feedback
My list order is not based on priority, rather than development stages
I support the project, but I also would like to give a meaningful feedback, since we are in Alpha stage.
The map AKA the TERRAIN:
- it still needs a lot of work, I guess we all agree on that. Dwarf lands is in a stage that can be done in UE5 with World Partition system in 5 days as a rough sketch.
- Dimensions have no meaning "lets put here an uber large shore that has basically nothing, no visual fidelity, no content, just let it be big" or "lets put a valley that goes around and round that players have to walk true if they would like to reach a town! Why? Since at least they do something: walking"
- The terrain do not deliver iterations it is the same, all over. Lets call it in its name: it is boring. Somehow it should change its characteristic, it could be the shape and form of erosion, (just scale the existing rock assets and give texturing variations. The terrain it self is too flat (lol I remember when about 6-7 years ago, there was a tech demo, how the characters will slip-slide on UE's high detailed NANITE terrain - lol again)
- It still has some scattering bugs, but well, it is marginal, can be fixed in a few days.
- vegetation variations are super raw, its like an unfinished sketch - they are just placeholders right? Ok here is my feedback for placeholders: they are not well scattered. Basically you have like 5 trees, 5 plan assets and they are scattered all over. Sure, it can be done like that but you have to play with variations due to colouring, form and shape (you can make 1000 + variations out of 5 by instancing them and sending them true a procedural node tree - but you should know it, you are working on this project for 10 years)
- It is a open world sandbox right? Its not a bob-track game right? If right, than rebuild your mountains or give climbing movement to your players. By the way, you are using the same texel density even on mountains that can not be climbed - if you build a bob-track than optimize, but do not build a bob-track, we are not here for a bob-track :)
- Are you familiar how to bend blueprints to the terrain in UE5? You know its can be done. Please use it.
Simulations:
- I tested as how simulations work in game. Like cloth sims, water sims… I do not want to go deep here ok? <3 :) Do your homework please. You know weight painting, collision boxes… (and side note: make a script, as hair should be removed when a character is using hood or hat :D )
- Wind simulation should not be = shaking tree leaf's and plant alpha plane simulation
Lights:
- Well, I guess you received enough "bug report" due to this subject. GI lvl is basically GI on / of in your settings. Do not overdo Lumen sources, they could generate conflicts with each other. A positive feedback: in some random case you were able to somehow create beautiful lights, but just from a specific angle under high + GI settings. So YOU DID IT! Now you have to learn how you did it and implement that knowledge all over the map :)
Effects:
- Yes, we have the sign every time when we log in, it is correct! But Still, it do not means that your goal is to trigger an epileptic seizure in your player base. Just play an hour with a bard + short bow as bard song is on under "high graphical settings" and you will understand what I'm talking about.
- Atmospheric effect is on due to short distance (sometimes) but it is totally off for long distance.
Asset details:
- Something is absolutely off with your specular-roughness setup. I see that you have roughness numbers, but somehow its off.. if I'm zooming in to a macro distance and moving my cam I can see specular-roughness is on, but if I zoom out and look around its 100% off. I have no clue what you had been "optimizing" here to lose this visual aspect.
- So nanite, oh these highly detailed nanite objects! Why do they look like as a lowpoly mesh from 98' that had no normal map?
- seamless textures should be used on each other in random patterns and use transparent bending between them. 98% of the ground looks like as a repetitive patterned tablecloth
Gameplay COMBAT
- Since no one in his life will use aiming just TAB target, you have to work a bit on character position skills till combat. But all in all combat is in the best shape due to your over-all game design. Skills are nice, actually you were managed to make some kind of balance between classes, the animations are great, dps is ok'ish, TTK is ok'ish. But character position what is THE game here. (since no real aim in place) Do not go into the tunnel of "rotation based combat" you still have it, its ok, but do not force it. We do not want a 10011. chinees MMO here. Give more position tools in combat. They can be different kind of dodges, slows, roots, pushbacks, grab hooks, closing distance, making distance….
- PVE: boring! Mobs have meaningless skillsets. They just do dmg and that's it. Click fest till my finger is numbed. Also: Clay sculptures are bleeding? Rock monsters are bleeding? Scorpions are damaged by venoms? Guys, we have weapon lvl'up system in game, we can switch a weapon and using a bow that has slow and not bleed as a finisher - let us play! Let north monsters be more sensitive to fire, south ones to ice, rocks, clay to bludgeoning, animals to piercing, corrupted to eternal.. and so on. Bring gameplay, not a click fest.
- PVP: well, players should drop more till pvp or the game will be dead IMO. We have incredible amount of cerebear MMO's out there that visually looks like a Hollywood movie, has 10 000 + quests and themepark haven. Do you really want to challenge these games? Give PvP more meaning, now its a nonfactor.
Gameplay CRAFTING
- Well, this is the content that made me want to write this feedback :( Since I always hated supervisors in the 3D industry who were way too rude and arrogant and I'm rude and arrogant in this feedback, no matter the fact that everything what I shared is legit and a valid feedback and I even hope that it will be constructive.
- So gathering, processing time intervals and system: it has incredible long, lingered process time intervals that do not have porpoise beside taking some valuable time from my free time. The lingered, long processing time intervals would have a meaning if it would not be an endless repetitive task to reach new levels. But it is not works like that. Like in every even stupid mmo we have to cut out hundreds of megatons of wood to be able to craft a bow. Some ppl likes this click-fest, some are addictive to it, but these players hates one thing: waiting. They love and addictive to (lets call it) "hack-n-slash gathering and crafting" So we have a system in place that generates negative feelings in players who are addictive to click-fest gathering events, but we also have a system in place that goes against the cleck-fest-gathering mentality. I would be ok with a 2-3 hours of raw material processing time if I would need to handle it maximum 3 times / lvl. But it is paired with an endless lvl'up system.
- Crafting skill limits / player: The evil it self! :D I will be honest, I never saw such badly implemented system. It has porpoise right? t serves the economy, the teamplay right? With what I should ask? With the fact that I have to roll with 5 different ALTs + a second account to transfer materials back and forth? Yea I bought a second AC so it was a + income for the company, but I also would suggest the game for a bunch of friends of mine IF systems like crafting would not be such broken, as it force you to have alts + a second AC. Like this I do not suggest the game for others, so its a pure deficit. It is so much frustrating, that I decide to rather write down this long feedback, than logging in and playing the game. There are mob dropped special recipes - why these elements could not serve the economy? If we would have meaningful PvP wouldn't it could serve team play? Settlement system is broken? It is a non-factor marginal thing so it can not serve the economy or team-play? People in general who would like to spend there free time by playing MMOs are not enough to serve team-play and in-game economy? Lets be honest here, the crafting skill limit / character was a trolling. You received your + AC count, but you also should know that its over. That was a one trick pony. Why? Since NDA is over. Change this in the first place please. It is ok'ish as you still should work on your map, of visuals, on animations, simulations… they have issues, but its ok, since its an "alpha" but do not force us to play this ALT fest.
Re: Ship Destruction – Permanent Loss and Targeted Griefing in Alpha 2
good to hear u agree 100% idk maby there a more option to prevent it but i thought a ship repair kit would be the best option all in all
SCHINKEN
Re: Account-wide Citizenship but No storage share / friends list? Cmon
And the Ignore List.
If somebody's annoying enough to be on the Ignore List on one character, then they're annoying enough to be on the Ignore List on all characters.

