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: Ashes "Gathering" that will kill Alpha
This should be 100% a priority, this also makes it near impossible to test if systems such as rarity/quality on tools are even working right now.
1
Re: Unable to authenticate, or servers not available.
Welcome to the testing. Tue and Wed is the down time for the IS team to update the game from what we broke Thu-Mon when we play. See ya in game Thu =-)
Re: Heals can't crit.
I thought I was just really unlucky. I used to be able to get my soothing glow Crit stack going within a few casts and I noticed now it just never crits at all.
I hope they can fix this soon!
I hope they can fix this soon!
Re: Weekly Feedback - 01/23/2025
======================
Weekly Feedback - 01/23/2025
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
Top 3-5 Most Important Feedback Topics:
Weekly Feedback - 01/23/2025
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
- Caravans Issues (bad performance with 5+ caravans on screen / crashing the game, vanishing, teleporting you to carphin, healers healing caravans without being defenders,etc)
- Speed desync issue (seem to be a speedhacking protection but you desync everytime you go a little bit faster or use a disengage ability)
- Mining resources having fixed rarity for a set amount of respawns
- Getting corruption on a legit kill (caravans, wars, fake purple players)
- World bosses respawning with server restarts/crashes (tumok has been disabled but firebrand still respawns sometimes with server resets, other times every 3 hours by some bugged respawn
Top 3-5 Most Important Feedback Topics:
- Corruption (overpunishing causing more griefing than preventing (karma bombing and mob training), going from purple to green mid combat, flagging options on menu and not on HUD (more flagging options) and more. see all at: https://forums.ashesofcreation.com/discussion/comment/491743/#Comment_491743
- The small pvp TTK (making group pvp coordination all about doing damage) and all the problems it causes (Like the irrelevancy of the debuff system (wounds, weakened, shaken)). Expanded: https://forums.ashesofcreation.com/discussion/63918/current-pvp-ttk-design-is-bad-for-the-game
- Action cam polish (more nuanced target system and ability to lock the target in the center of the crosshair, ability to access menus in action cam, better mount action camera usage)
- PvE encounter design (less static and more mobile, more constant pressure less insta kills). Expanded: https://forums.ashesofcreation.com/discussion/63848/feedback-on-pve-encounter-design
- Gear progression and power creep. Expanded: https://forums.ashesofcreation.com/discussion/64606/gear-progression-and-power-creep and https://forums.ashesofcreation.com/discussion/65691/the-problem-with-gear-waterfall-stats-and-enchanting
1
Re: Attacking a world boss should flag you as a combatant
I'm pretty sure they've already said in Dev chats that there will be PvP enabled world events, and I assume by that they mean world bosses too. Possibly not all world boss events will be PvP enabled or not every time they spawn.
Assuming a "little of both", I just want a clear opt-in for PvP events. Tagging the boss and getting flagged sounds a lot cleaner than a sudden area-wide flagging, especially if the boss roams
Assuming a "little of both", I just want a clear opt-in for PvP events. Tagging the boss and getting flagged sounds a lot cleaner than a sudden area-wide flagging, especially if the boss roams

1
700+ Hour PvP Thoughts
Iv had very few generic pvp encounters
- Tropics dont have enough in them to warrant people going into that lawless unless its caravan related
- The pvp spot in the desert is a nice place to gank but more often than not you find people leveling.
- Shardlings are hit and miss as most people farm the non lawless zones.
Caravan PvP
- Very few times have I actually said, wow this is good pvp.
- Killing the driver and holding the van till your group arrives is boring and a shit meta.
- Very Rarely do you get solos who will fight you 1v1 instead of just dying at the helm.
- Large Caravan runs are pure cancer in terms of attacking and defending
- the way to engage the event needs to be improved and perhaps be based on a radius around the caravan.
- Could cap attackers / defenders but large guilds would just circumvent this by having guildies attack and defend.
- Crowbarring should be based on the quality of the crates and not just all common.
- If you didnt actively do X% dmg you shouldnt be able to walk up and just pop crates.
GvG
- Good for putting people in their place, while the instant pvp is pretty toxic
- Good for contesting spawns, etc
- Could use a small activation spin up
Node War
- If you fight towns that are of actual players, the fights are slide shows.
- Render range is almost always shit
- Fighting in the town node its self is extra laggy
- Needs to not be instant
Respawning / Embersprings
- This design needs to be reworked imo
- Increase respawn time based on # recent deaths / make respawning at an emberspring all make you unable to attack others for the duration of the protection buff.
- During a node war, your main town node should be the only respawn point
PvP Loot
- ALL deaths related to PVP should allow the attacker to have a chance to get the loot before it opens up to everyone.
- Iv seen tons of people get killed while they were corrupted and their friends just loot faster
Corruption
- Its a good system atm but clearly some bugs (and this is I guess the harshest version of it)
- Shouldnt be able to drop guild, etc to avoid it.
I am in a pretty large guild (we have maxed several guilds)
- Tropics dont have enough in them to warrant people going into that lawless unless its caravan related
- The pvp spot in the desert is a nice place to gank but more often than not you find people leveling.
- Shardlings are hit and miss as most people farm the non lawless zones.
Caravan PvP
- Very few times have I actually said, wow this is good pvp.
- Killing the driver and holding the van till your group arrives is boring and a shit meta.
- Very Rarely do you get solos who will fight you 1v1 instead of just dying at the helm.
- Large Caravan runs are pure cancer in terms of attacking and defending
- the way to engage the event needs to be improved and perhaps be based on a radius around the caravan.
- Could cap attackers / defenders but large guilds would just circumvent this by having guildies attack and defend.
- Crowbarring should be based on the quality of the crates and not just all common.
- If you didnt actively do X% dmg you shouldnt be able to walk up and just pop crates.
GvG
- Good for putting people in their place, while the instant pvp is pretty toxic
- Good for contesting spawns, etc
- Could use a small activation spin up
Node War
- If you fight towns that are of actual players, the fights are slide shows.
- Render range is almost always shit
- Fighting in the town node its self is extra laggy
- Needs to not be instant
Respawning / Embersprings
- This design needs to be reworked imo
- Increase respawn time based on # recent deaths / make respawning at an emberspring all make you unable to attack others for the duration of the protection buff.
- During a node war, your main town node should be the only respawn point
PvP Loot
- ALL deaths related to PVP should allow the attacker to have a chance to get the loot before it opens up to everyone.
- Iv seen tons of people get killed while they were corrupted and their friends just loot faster
Corruption
- Its a good system atm but clearly some bugs (and this is I guess the harshest version of it)
- Shouldnt be able to drop guild, etc to avoid it.
I am in a pretty large guild (we have maxed several guilds)
Re: Attacking a world boss should flag you as a combatant
Blatantly dishonest eh? They die, take durability damage, xp debt, respawn and have to travel back, and possibly end up on a KoS list. Sure, in alpha KoS lists matter less and the rest is about 15 minutes of inconvenience.
But zero consequence is hyperbole. It's low consequences matched up to low chances of success. They're trying to take down a raid solo in your example
But zero consequence is hyperbole. It's low consequences matched up to low chances of success. They're trying to take down a raid solo in your example

2
Re: Best stuff/time investment in the game comes from low APM activities - not a fan
I like the combat in this game, and i like using my character and his abilities. It really feels good to move around and use your class toolkit.
But a lot of the best stuff in the game doesn't come from using abilities. It comes from the other activities that make up the game, such as:
1. Caravans: Very low Action Per Minute activity. Most of the time. And even if you do get attacked and fight, you have travel time to deal with. ~10 APM?
2. Traveling: A significant part of this game is traveling. It is a major time investment. I'm sure they have analytics on it. Not a very high APM activity either. ~20 APM?
3. Boss camping: Sure, the boss fight itself might involve a decent combat APM, but what then? Maybe kill the surrounding monsters, but if another team is there they can snipe it off of you. Safer to spend some time waiting to be sure to tag, and this will only be worse the more random the boss spawn timer is. Or traveling between bosses. End result is a lower APM gameplay overall.
4. Gathering: Gathering is mostly traveling (low apm) plus clicking and waiting ~5s, so maybe still 20 APM?
5. Processing: Running to and from storage to the processor and loading up, again maybe 20 APM?
6. Crafting: Probably about 20 APM still
7. Planning your character progression and working with others: 0 APM
8. Waiting on team, LFG, etc. : 1 APM
9. Spamming global chat for shitzngigglez: 300 APM
I dunno about anyone else, but it would be nice if we could find a way to make some kind of "opt-in" way to use abilities or something during these activities at least for something to do.
Heck, I wrote this whole post while running a caravan. What does that tell you?
It's a sand box lite game. They can't fill every second with stuff to do. That's kind of up to you.