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: CRITICAL FEEDBACK: Intrepid Please fix PvP - TTK test video demonstration
At same level in a 1v1, the minimum time it should take to kill a player (even a full legendary character fighting someone in full common gear) should be like 10 seconds. It should more or less be decisive considering the gear difference, but you also shouldnt be deleting players of equal level instantly. Considering the variables regarding class matchups, skill choices, player skill, and gear; TTK should take anywhere between 10 seconds and 45 seconds. And honestly at higher player skill levels with even gear I feel like fights should even potentially last over a minute for certain class matchups.

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Re: ๐ผ๐ Dev Discussion: Gatherable Spawning System
Holy shit this is fixing most of the crafting system in one go let's go
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๐ผ๐ Dev Discussion: Gatherable Spawning System

Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly livestreams, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!
In this thread, weโll be discussing:
Dev Discussion - Gatherable Spawning System
- What aspects of the current gathering system do you like and dislike?
- What makes a gatherable system fun for you? What kind of scenarios would you like to see encouraged through the system? An example could be finding a high-level Surveyor to party up with, or a party to lock down a nearby cave full of gatherables.
- Are there gatherable systems in other games that you enjoy? What about those mechanics do you find fun?
- Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
Please don't feel limited to the thought-starters above! Feel free to share any thoughts, concerns, or stories regarding gathering with us in this Dev Discussion.

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Re: Killing a player in town vs paying for materials......
guards do like1 shot people now atleast when there purple (Not sure if they attack people in wars though atm i think they should though) i do think it should be possible to attack somone in area's where there not many guards around though however i dont think T3 villages should have many blind spots for there like it does now since guards not resetting properly to their location/patrols. However in larger towns there should be more blind spots for guards unless u build or upgrade buildings that add more security aka more guard patrols that cover the blind spots in cities and metrolpolists.
as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
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Re: Killing a player in town vs paying for materials......
Imo this should be controllable by the mayor and should be easier or harder depending on the node type. Military nodes could have cheap guards, scientific ones would have guards that require resources to sustain them, divine ones would need community-based quests done, economic would just have expensive but best guards.as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.

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Re: ๐ผ๐ Dev Discussion: Gatherable Spawning System
I'll just copy my pylon suggestion here, cause it includes everything that I want to say on the topic.
Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.
We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.
Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.
The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.
The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).
The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.
The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).
I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.
Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.
The gameplay would go down smth like this
Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.
We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.
Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.
The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.
The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).
The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.
The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).
I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.
Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.
The gameplay would go down smth like this
- a gatherer comes up to a mountain
- uses a research pylon
- sees that there's gonna be a few rare minerals respawning within the next 3h
- gatherer asks their guild/friends how soon they can come to that spot to defend it from competition
- if they are close and/or if the research showed that the spawns will have high rarity - the gatherer uses the quantity pylon
- otherwise they could use quality, to get the best return on investment or if they just have enough time to wait
- everyone in the vicinity now knows that there's a potentially juicy gathering spot nearby and can react to that in an according manner
- Ashes gameplay ensues

1
Re: Artisan testers being tortured
If you missing just one, and wanna do 100 stack, why not buy missing materials on market?
Maybe this is the purpose, to convince you to buy something from other players, even just one last material for your 100/100.
you understand some materials cost like 30 gold each, and guilds process whatever their members donate, and sometimes the donations gonna be 48, 37, 97 etc.... right?

3
Re: Partical Effects
I've been playing for roughly 1 weeks and I love the progression of devlopment since Alpha 1 in April-May 2021. The particle effects are cool, but I'd like the ability to turn them down or even off so battle among many can be seen. If reduce particle effects has been miplemented in settings, I've missed it. Otherwise, the game's outstanding at this stage.

1
Re: AOC Guild Summit - Server Discussion Recap
daveywavey wrote: ยปWhy is it that only guild leadership of large guilds have worthy feedback?
Thats quite a stretch. This is a community run situation, and many small guilds pop up and dissappear quite often so it has nothing to do with if they have "worthy" feedback. It's posted here so you can also submit feedback too.

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Re: AOC Guild Summit - Server Discussion Recap
I want wipes after a fix to enchantment and gatherables rarity/spawns. Otherwise they'd be pointless.

1