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: [NA] Bearpaw | PvX | 18+ | Competitive | Cooperative Focused Small-Medium Guild
Wow what a cool looking guild, can I join?
1
Re: Buildings, Estates - or even Cities - sunken into the Water ?
I normally like this area type.
I feel like we had something that gave off this vibe in Alpha-1, but it definitely wasn't actually underwater.
Damn I miss that game...
I feel like we had something that gave off this vibe in Alpha-1, but it definitely wasn't actually underwater.
Damn I miss that game...

1
Re: Make Guards attack people during Node Wars.
Songcaller wrote: »Why are you crafting during a node war when a node war is only prime time hours?
issue is attacking side walks into town goes to crafting benches instantly drop war dec kills everyone who not prepared in town and then camp the respawn point. the fact there no timer when a war is dropped is actualy a huge issue right now imo since it only favors one side who has time to prepare where defenders get no heads up and can be killed within seconds of a war dec occuring due to one side knowing about it and the others dont
3
Re: AoC isn’t Punishing its Frustrating
AirborneBerserker wrote: »Not to mention there are a few people that would find a good paddling as not punishing at all.


2
Re: 3 frequent aggrevations
1. Yes I've noticed but they are probably aware.
2. Yes, but again there probably aware
3. Yes I've noticed it as well seems to happen when you fall off a ledge.
2. Yes, but again there probably aware
3. Yes I've noticed it as well seems to happen when you fall off a ledge.
Re: 3 frequent aggrevations
This has been reported by me many times in-game. I also highlighted this in my phase 2 feedback on the official alpha 2 phase 2 feedback thread on discord. They are aware of it by now, I'm sure.Are you guys running into these bugs as often as I am?
1. The inventory UI has dimentia. Basically, when gathering (not resource specific) you can only move so much stuff around before the database stops talking to the UI. There IS a stack of wood in that bag space, but the UI shows it as open, yet you can’t move anything to that spot in the grid. Oh, and my bags are full but the UI clearly has open space. The only fix is to relog. Then it happens again maybe 7-10 mins later. This is super annoying.
I've also reported this multiple times in-game. There have been many mentions of fixes related to these issues but they continue to persist under various conditions. Honestly I have never experienced another alpha with as many inventory-related issues as this one. It makes me think they have serious, fundamental underlying issues with the inventory management stack.3. Node warehouse and bag inventory desync. This is very similar to number 1, except it happens at least 3x - literally - every time I am moving resource between the warehouse and my bag. Everyone hates plumbing issues, and there are some serious leaks in the system. As with number 1, the only fix is to relog.
Oddly enough, the workaround for most of the inventory issues seems to be to mount up then dismount again.. no idea why this would force an inventory refresh but it does..
I've seen this one as well but wasn't sure what was causing it so I haven't yet reported it, but your description does track with what I've seen. Next time I get in game I'll report this as well.3. Wingardium leviosa. My horse/wolf/bear are not flying mounts, but they cleary have ambitions because they float all the time. This is pretty easy to reproduce, just jump down from a minor ledge twice in a row. Boom. My mount is an enlightened being. The only fix is desummon / resummon.

2
Re: 3 frequent aggrevations
Quickfix to the inventory/storage bugs: mount and discounts. For whatever reason, this seems to force the storage/inventory to update.
I agree though, these issues are getting tedious to a point where I sometimes just log out rather than dealing with them.
I agree though, these issues are getting tedious to a point where I sometimes just log out rather than dealing with them.
Re: AoC isn’t Punishing its Frustrating
Yeah, I can definitely see that.The only thing that corruption and amount/type of drops is actually changing is 'the feeling that you need to protect what you have', so given the two above (and some stuff from much older games) I'd have to say I don't think it matters at all if we drop stuff or not, I don't consider that the decider of how much owPvP we get after about 2 months, that part is only affecting the overall 'feeling' of the server-game-politics.
I think one of the other "feeling" major factors is the perception of ttk. If you say that BDO's pvp is usually reliant on who gets the first hit, then I can definitely see why people would avoid even attempting to flag up or fight for their farm.
Here's a video of 2 parties in warring guilds fighting each other twice. Mages (the video's POV) are sliiightly stronger in terms of gear, have more people with them, and get a bigger jump on the rangers in the second fight. In the first fight, even with the stronger gear and beneficial positioting (rangers usually want to be the initiators from a far in a more open location) the mages still lost some of their dpsers in the fight and the fight itself took a fair bit of time. And at the end the rangers say "good fight".
Oh, and at this point in the game's life mages were considered insanely OP as well.

This is my usual experience with owpvp in dungeons in L2. I've had this both with groups like this and in solo encounters on servers where soloabiltiy was way more viable when farming. Ttk is not near-instant, nor is it super obvious who's gonna win the fight just from the first strike. Battle rez is super viable, supports are needed (half the party is supports here), actions and timing matters (rangers coulda done more here for sure).
This is exactly why I've been a proponent of tighter gear scaling, slower ttk, bigger reliance on party composition (is already the case, so at least that's good) and IDEALLY abilities that involve mobs in the fight. You can see that the mobs didn't really react in either fight, and I believe that adding abilities that would control mobs (to an extent) would truly make these kinds of fights PvX.
I've been in countless fights like this, and as the running shows, this dungeon is super deep into a location, so running to it is the true loss of losing a fight, so you ideally want to take any fight you can, because any chance at winning is better than losing all that time on running back. And that is why I've also been saying that the current respawn points in Ashes are real damn bad. And it kinda ties back to what will matter in people's heads when a potential pvp fight is on the horizon.
If your immediate thought process is "well, I'm gonna gain some xp debt, lose a fraction of my loot (if you've even been in the spot for long enough to have said loot), but I can quickly come back and get something from the corrupted attackers" - why would anyone ever flag up.
But if the first thought is "it took me 20 minutes to get here, this spot is great for farm and these mobs are not easy to fight, so I can use that to my advantage" - I think there'd be a higher chance of people fighting back.

2
3 frequent aggrevations
Are you guys running into these bugs as often as I am?
1. The inventory UI has dimentia. Basically, when gathering (not resource specific) you can only move so much stuff around before the database stops talking to the UI. There IS a stack of wood in that bag space, but the UI shows it as open, yet you can’t move anything to that spot in the grid. Oh, and my bags are full but the UI clearly has open space. The only fix is to relog. Then it happens again maybe 7-10 mins later. This is super annoying.
2. Node warehouse and bag inventory desync. This is very similar to number 1, except it happens at least 3x - literally - every time I am moving resource between the warehouse and my bag. Everyone hates plumbing issues, and there are some serious leaks in the system. As with number 1, the only fix is to relog.
3. Wingardium leviosa. My horse/wolf/bear are not flying mounts, but they cleary have ambitions because they float all the time. This is pretty easy to reproduce, just jump down from a minor ledge twice in a row. Boom. My mount is an enlightened being. The only fix is desummon / resummon.
1. The inventory UI has dimentia. Basically, when gathering (not resource specific) you can only move so much stuff around before the database stops talking to the UI. There IS a stack of wood in that bag space, but the UI shows it as open, yet you can’t move anything to that spot in the grid. Oh, and my bags are full but the UI clearly has open space. The only fix is to relog. Then it happens again maybe 7-10 mins later. This is super annoying.
2. Node warehouse and bag inventory desync. This is very similar to number 1, except it happens at least 3x - literally - every time I am moving resource between the warehouse and my bag. Everyone hates plumbing issues, and there are some serious leaks in the system. As with number 1, the only fix is to relog.
3. Wingardium leviosa. My horse/wolf/bear are not flying mounts, but they cleary have ambitions because they float all the time. This is pretty easy to reproduce, just jump down from a minor ledge twice in a row. Boom. My mount is an enlightened being. The only fix is desummon / resummon.

5
Re: Serious concerns! Need Leadership communication!!
I don’t understand why processing doesn’t just work like crafting and let you put in varied rarities of materials and see what the results will be. It’s weird and needlessly clunky and frequently makes epic/legendary materials feel bad to have (I’m looking at you epic Slate, you worthless garbage you).
I didn’t feel this until crafting slate weapon molds, where ALL mats / components have to be the same quality. This feels dumb, if I want to use a higher quality mat to create a lower quality result (because that’s the mat I have) the system needs to let me.
If I have legendary slate, bluebell thread, and board, but have an uncommon animal fat, why can’t I craft an uncommon mold?
Just awkward.

2