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: πΌπ Dev Discussion: Gatherable Spawning System
I think y'all are on the right track already. Just follow through on everything mentioned in the dev article, and we're good!
1
Re: πΌπ Dev Discussion: Gatherable Spawning System
Feels like the kind of thing that could use an official Poll...
Re: πΌπ Dev Discussion: Gatherable Spawning System
Absolutely love these changes! π
The updates to the Gatherable Spawning System sound like a huge step forward in making Ashes of Creation feel like a living, breathing world where exploration truly matters.
No more predictable farming loopsβjust dynamic, immersive gathering that rewards skill, strategy, and adaptability. The Surveying System also adds an exciting layer of competition, making resource discovery feel more engaging rather than just a passive grind.
The Artisanship and Processing updates are also fantastic! Being able to mix and match rarity levels in recipes and adjust batch sizes for Processing Stations will make crafting much more flexible. Plus, equippable gathering tools? Yes, please! I want to be able to buy/sell gathering tools. Finally, a way to specialize and gear up as a gatherer beyond just carrying an axe in my inventory.
Some additional suggestions:
πΉ Seasonal Resource Shifts β Certain resources could become more common or rare based on in-game seasons or events, encouraging long-term strategy and market fluctuations.
πΉ Regional Resource Scarcity β If one region gets overfarmed, resources could deplete temporarily, nudging players toward new locations and making the economy more dynamic.
πΉ Skill-Based Gathering Enhancements β Maybe introduce special techniques that unlock at higher gathering levels, like the ability to harvest more efficiently or detect hidden resources.
πΉ Rare βEventβ Spawns β Occasionally, special high-value resources could spawn in unique, temporary locations, creating mini βgold rushβ moments for gatherers.
Thank you for prioritizing feedback and making Alpha Two such an exciting experience. Canβt wait to test these changes in the upcoming builds! π
The updates to the Gatherable Spawning System sound like a huge step forward in making Ashes of Creation feel like a living, breathing world where exploration truly matters.
No more predictable farming loopsβjust dynamic, immersive gathering that rewards skill, strategy, and adaptability. The Surveying System also adds an exciting layer of competition, making resource discovery feel more engaging rather than just a passive grind.
The Artisanship and Processing updates are also fantastic! Being able to mix and match rarity levels in recipes and adjust batch sizes for Processing Stations will make crafting much more flexible. Plus, equippable gathering tools? Yes, please! I want to be able to buy/sell gathering tools. Finally, a way to specialize and gear up as a gatherer beyond just carrying an axe in my inventory.
Some additional suggestions:
πΉ Seasonal Resource Shifts β Certain resources could become more common or rare based on in-game seasons or events, encouraging long-term strategy and market fluctuations.
πΉ Regional Resource Scarcity β If one region gets overfarmed, resources could deplete temporarily, nudging players toward new locations and making the economy more dynamic.
πΉ Skill-Based Gathering Enhancements β Maybe introduce special techniques that unlock at higher gathering levels, like the ability to harvest more efficiently or detect hidden resources.
πΉ Rare βEventβ Spawns β Occasionally, special high-value resources could spawn in unique, temporary locations, creating mini βgold rushβ moments for gatherers.
Thank you for prioritizing feedback and making Alpha Two such an exciting experience. Canβt wait to test these changes in the upcoming builds! π

1
Re: πΌπ Dev Discussion: Gatherable Spawning System
Let me tell you a story... I found a Braidwood tree, finally after running around aimlessly, then a Nova Ordem group stunned me as I chopped it, kept me stunned and took the tree. Nothing I could do. If everyone was PVP, fine, no problem, but we aren't. You have to flag and if you kill someone, you lose all your good shit. So I have no recourse. I can't even camp the node because I get stunned and the node is taken. Whats more is that if you find one Legendary Braidwood Tree you can sell those 5 wood for 20-30g and buy the best shit in the game right now... while nobody else can mine those resources and level their crafts. This is by far the dumbest shit ever and is ruining my alpha testing experience.
Re: πΌπ Dev Discussion: Gatherable Spawning System
Static resource nodes are awful. The players that obtain the resources only have to play 30 minutes a day and some are collecting hundreds of gold for half hour play. This also tells the bot teams that farming these boxes are easy and great way to strip the community of gold... easy for resale value.
Please stop this insane talk that static nodes promote fights. The resource is gone 10 seconds after spawning, it's impossible to know it was a legendary willow. And it's bad karma to randomly kill people after at possible down point. Also gives corruption.
The entire idea is awful. And it's the one, biggest problem this game is now promoting. Please reconsider a better path that gives EVERYONE an opportunity at achieving better tools and items.
Please stop this insane talk that static nodes promote fights. The resource is gone 10 seconds after spawning, it's impossible to know it was a legendary willow. And it's bad karma to randomly kill people after at possible down point. Also gives corruption.
The entire idea is awful. And it's the one, biggest problem this game is now promoting. Please reconsider a better path that gives EVERYONE an opportunity at achieving better tools and items.
4
Re: πΌπ Dev Discussion: Gatherable Spawning System
Just shooting it out there, if you don't like the idea that's fine, I'm kinda iffy on it too.
I feel like fighting over static spawns just isn't the way.... maybe if each resource socket pertains to a small area, and has a distinct golden glow to it, that would make for more fun and interesting contests than standing in one spot waiting to brawl over that resource. So if you cut a high rarity tree down because you spotted that glow, it may spawn within 100m in any direction, maybe even +/- 30 minutes on the timer to further obfuscate the redeployment of that resource. The golden glow's range could even be relative to the character's artisan level, where a journeyman can see it from 50 meters away while an apprentice is only seeing within 25, and the novice has to be within 10 meters to see that any tree is golden.
Not just trees of course, but any resource. While the tradeoff is that it takes away the mystery of what is and isn't rare, for things like braidwood and weeping willow where you can see it far in the distance, that doesn't exactly matter anyway, though changing where it will spawn when it reappears will make it tougher to track down against a field of other players searching for it.
I feel like fighting over static spawns just isn't the way.... maybe if each resource socket pertains to a small area, and has a distinct golden glow to it, that would make for more fun and interesting contests than standing in one spot waiting to brawl over that resource. So if you cut a high rarity tree down because you spotted that glow, it may spawn within 100m in any direction, maybe even +/- 30 minutes on the timer to further obfuscate the redeployment of that resource. The golden glow's range could even be relative to the character's artisan level, where a journeyman can see it from 50 meters away while an apprentice is only seeing within 25, and the novice has to be within 10 meters to see that any tree is golden.
Not just trees of course, but any resource. While the tradeoff is that it takes away the mystery of what is and isn't rare, for things like braidwood and weeping willow where you can see it far in the distance, that doesn't exactly matter anyway, though changing where it will spawn when it reappears will make it tougher to track down against a field of other players searching for it.
Re: πΌπ Dev Discussion: Gatherable Spawning System
I'll say it again but this is just lazy developing. Static nodes should not exist. Pure and simple.
And defending them saying they somehow encourage PVP when the entire player community knows that's completely not true is silly.
And defending them saying they somehow encourage PVP when the entire player community knows that's completely not true is silly.
5
Re: πΌπ Dev Discussion: Gatherable Spawning System
The resource bags you can purchase for apprentice and journeyman level gatherable skills are really small and make gathering for any extended period quite discouraging. For journeyman herbalism, the bags only have 9 slots for herbs - each herb has 6 possible rarity types, and a JM herbalist can farm 9+ herbs. That's upwards of 54 possible herbs one can gather. Even if we take away epic and legendary because of their rarity, that's still 36 different herbs. If I go out and gather only herbs and collect nothing else, my 2 JM herb bags and my regular bag are filled within 30-45 minutes. Considering a gathering xp bonus scroll last 180 minutes, it feel particularly bad having to stop to go back to town and empty my bag. I think for the amount of time and effort that goes into getting JM level, bags should have more slots available to account for the number of rarity types there are in this game.
Re: πΌπ Dev Discussion: Gatherable Spawning System
Gathering should not be static at all. Location needs to be random (withing an area), rarity needs to be random, and the respawn needs to be random within a large enough time frame so its not predictable.
I found a legendary braidwood tree, timed it and was able to make 100+ gold in 1 day. Insane and there was nothing anyone else can do about it.
I found a legendary braidwood tree, timed it and was able to make 100+ gold in 1 day. Insane and there was nothing anyone else can do about it.

4
Re: πΌπ Dev Discussion: Gatherable Spawning System
I found a legendary rividium node. Two hours later, I got it again. And two hours after that. And two hours after that. I didn't even need my gathering gear on to ensure it would be legendary.
Nobody else knew. There was no potential conflict. My efforts to gain mining rarity rating didn't matter. It was ONLY about good timing. And I knew EXACTLY when to be back at that spot.
Gatherable shouldn't spawn with a pre-determined rarity. The rarity should depend on your roll when it's harvested. And that roll should have advantages based on your rarity rating (gear, food, node buffs).
You generate a roll, your rarity is added to that and the rarity is picked based on that roll.
For legendary mats, maybe you don't even have a chance to roll high enough without a decent rarity stat...or it's SUPER hard to get (like 1 out of 10000). But if you have stacked up 1000 rarity rating, you have a 1 in 100 chance on that legendary.
What about quantity? Has anyone ever mined over 5 things (besides the occasional gem or coal). Like trees. Never seen more than 5. Does speed actually work? I have not seen any difference, even being level 50 mining.
Make rarity mean something (as well as the other stats).
Get rid of static spawns. Maybe choose a random location in the navigatable area.
Get rid of perfectly timed spawns. May a set minimum time + a random number
Nobody else knew. There was no potential conflict. My efforts to gain mining rarity rating didn't matter. It was ONLY about good timing. And I knew EXACTLY when to be back at that spot.
Gatherable shouldn't spawn with a pre-determined rarity. The rarity should depend on your roll when it's harvested. And that roll should have advantages based on your rarity rating (gear, food, node buffs).
You generate a roll, your rarity is added to that and the rarity is picked based on that roll.
For legendary mats, maybe you don't even have a chance to roll high enough without a decent rarity stat...or it's SUPER hard to get (like 1 out of 10000). But if you have stacked up 1000 rarity rating, you have a 1 in 100 chance on that legendary.
What about quantity? Has anyone ever mined over 5 things (besides the occasional gem or coal). Like trees. Never seen more than 5. Does speed actually work? I have not seen any difference, even being level 50 mining.
Make rarity mean something (as well as the other stats).
Get rid of static spawns. Maybe choose a random location in the navigatable area.
Get rid of perfectly timed spawns. May a set minimum time + a random number