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: We are going to need gear rebalance after all those stat squishes
its okay for gear to exist that does not typically benefit players... believe it or not, some players dont just spawn in fully geared.. and SOMETIMES bad gear is still an upgrade for them..
If bad gear is an upgrade to some players - just imagine how much of an upgrade good gear would be.
Saying bad gear is OK because even worse gear exists is nit a good defense of that bad gear. The bad gear shouldn't exist, you deserve to upgrade to good gear.

1
Re: Suggestion for guild XP commodity
Ill add another thing that might be worth considering is scaling XP requirements based on guild members to help the smaller guilds out a little however you must be able to delevel a guild if u recruit people causing threshold increase to delevel you this is to prevent people leveling guild with a couple of people then inviting the rest of the guild once it been level up this way it force the level back down to the appropriate level it should be for that many members.
1
Re: Minor suggestion to make low quality resource still useful
My main issue (at least of understanding here) with this particular example and premise is that I don't see rarity tiers as separate slots of econ, while the example seems to have given a range of items that are applied differently.tl;dr - since 'Rarer' items are more desirable but also sit in a specific 'slot' in the EconSystem, giving an easy way to convert 'something that is in another slot, into them', is bad because it squashes that system into a smaller space and that can be bad.
Ludullu lmk if this was too obscure or didn't seem to connect back to the main point so I know to rant more.
If Ashes had smth like "you can only craft this bow if you have a particular rarity of wood - no other rarity tier will do", then yeah, the examples would match and I'd probably agree with your dislike. But right now (and seeeemingly in the plans as well) the rarity itself doesn't change what the item becomes. It could be argued that additional stats that come from rarity tiers "change" the item, but imo that's somewhat of a weak argument.
And another point is the opportunism of gatherables in Ashes. We don't see rarity of gatherables, so, by deafult, that factor cannot be opportunistic. Yes, the gatherable itself can be (shout out to my girl COPPER from P1!), but we got 0 clue about its rarity, which goes back to Veeshan's point of "you spend time gathering useless items in hopes of getting something good".
We also don't really have any proper sinks for basic mats. The closest thing is node building requirements, but even those are mostly a one-and-done deal until we get full node sieges with destruction. I'd imagine that once we get boats, siege weaponry, siege defensive upgrade requirements, more node buildings (i.e. higher node lvls), maybe some better implementations of war types (both node and guild) that require some grand scale gathering - with all of those things in place, gathering basic mats would still be valuable enough for the process to not feel useless.
I'd still argue that having rarity upgrades as a yet another mat sink would provide a better econ gameplay, because it would create more options for item usage, but if I'm wrong in that assumption do point it out.

1
Re: Warehouse Storage for Others to Obtain
this system would likely be abused for free storage. but it does sound great. the crates should expire after a time to prevent unlimited storage in a town though.
1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
I think the issue is...that there seems to be a grand vision for intended gathering in the future... but no clear mention of any potential short-term fix for right now. It really does feel like, it's just going to get ignored until whatever it is, finally gets implemented.
To be frank, it seems like everyone hates it the way it is now...Especially the newer players joining phase 2, who simply cannot compete with kitted out gatherer's on 180%+ speed mounts. Which sucks, because it's something that quite easily drives people away.
I've been benefiting from it quite alot once figuring it out...but I still absolutely hate it.
Yeah we're testing/playing an alpha...but we're also trying to have some fun, testing said alpha.
Possibly the easiest short-term solution conceptually...would be to just randomize spawn timers for rare+ static resource nodes. As to how difficult that actually is to do in UE5 engine, I do not know...but surely it's doable, because it's already being done with huntables like Gryphons....which is why people have to camp them, if they want that constant supply...And having to camp a resource with an unknown spawn timer, means that it can be contested...Or, it can be more easily found by random passer-by's.
If you know the resource is coming back at exactly "x" time...then you can simply come back to it a minute before that time and make it disappear quickly again. Having to meta-game just to get the resources you need to explore the crafting systems, is just dreadful...even if it *is* just a placeholder system.
And you mentioned invisible hunters...but it's even worse than that. Take big guilds, and add alts...1) They have a much easier time using large numbers to actually find the rare static spawns faster/more reliably than anyone else...And once located, they can simply park an alt on each node with the required harvesting skill, and then log it off.
Then log it back in 30s to 1m before the timer is up, hit whatever node it is...log back off again. There's a high probability that nobody else will even know that node is there for the next 24h cycle...Though, I have caught glimpses of it while roaming around.
And my wager is...if they end up having to leave for whatever reason...they simply hand off that location and it's time to the next interested party within the group/guild...Nobody else will ever get to see that resource again, or have a chance to compete for it until the next rarity/spawn re-shuffle.
On the plus side however...it at least means that higher quality ingredients are making their way into people's hands / the market...so high end gear can be crafted/tested out. If tree gathering, was anything like hunting...Then there'd simply not be enough trees to support the sheer ungodly number of trees you'd have to statistically chop down, just to get 5x legendary.
And most JM equipment items seem to require 20x processed braid-wood.
To be frank, it seems like everyone hates it the way it is now...Especially the newer players joining phase 2, who simply cannot compete with kitted out gatherer's on 180%+ speed mounts. Which sucks, because it's something that quite easily drives people away.
I've been benefiting from it quite alot once figuring it out...but I still absolutely hate it.
Yeah we're testing/playing an alpha...but we're also trying to have some fun, testing said alpha.
Possibly the easiest short-term solution conceptually...would be to just randomize spawn timers for rare+ static resource nodes. As to how difficult that actually is to do in UE5 engine, I do not know...but surely it's doable, because it's already being done with huntables like Gryphons....which is why people have to camp them, if they want that constant supply...And having to camp a resource with an unknown spawn timer, means that it can be contested...Or, it can be more easily found by random passer-by's.
If you know the resource is coming back at exactly "x" time...then you can simply come back to it a minute before that time and make it disappear quickly again. Having to meta-game just to get the resources you need to explore the crafting systems, is just dreadful...even if it *is* just a placeholder system.
And you mentioned invisible hunters...but it's even worse than that. Take big guilds, and add alts...1) They have a much easier time using large numbers to actually find the rare static spawns faster/more reliably than anyone else...And once located, they can simply park an alt on each node with the required harvesting skill, and then log it off.
Then log it back in 30s to 1m before the timer is up, hit whatever node it is...log back off again. There's a high probability that nobody else will even know that node is there for the next 24h cycle...Though, I have caught glimpses of it while roaming around.
And my wager is...if they end up having to leave for whatever reason...they simply hand off that location and it's time to the next interested party within the group/guild...Nobody else will ever get to see that resource again, or have a chance to compete for it until the next rarity/spawn re-shuffle.
On the plus side however...it at least means that higher quality ingredients are making their way into people's hands / the market...so high end gear can be crafted/tested out. If tree gathering, was anything like hunting...Then there'd simply not be enough trees to support the sheer ungodly number of trees you'd have to statistically chop down, just to get 5x legendary.
And most JM equipment items seem to require 20x processed braid-wood.
4
Re: Disgusted by the team already and I haven´t played the game yet.
Redberet76 wrote: »Sure, I can choose to pay the pre release, but as you do not build anything and won´t keep your character, it ain´t interesting for me to pay for.
Then... don't.
A test isn't for everyone. If it isn't for you, wait until the game releases.
However, whether you enjoy testing games or not is not something Intrepid could or should know about you. That is something you should know. Intrepid have offered testing to those of us that do enjoy it, assuming those that do not enjoy testing will simply wait until the game is live.
I don't get why you would be disgusted by a company offering a product that isn't for you. Though I can see how you would be upset if you weren't already aware that testing wasn't for you (though this is your fault, don't take it out on others).

3
Re: Why make everything so punishing??
I haven't looked into resource node war gameplay, so tell me, is it literally just "whoever cuts the most trees first within a time window wins"? And is it just normal trees that other gatherers in the node would be going for, if they wanted them?I would like to see more war types that would manipulate the death penalty in regard to pvp. Like lets say your trying to slow down a node from gathering resources while trying to get ahead u send people out to PK the enemy node/guild to stop them gathering however there always gonna get 50% safely cause they retain 50% of items and you only get 25% as a reward so no matter what the enemy side gains 25% materials over you. I feel some wars should alter penalties and things like having a resource war over an area and they drop 50 and retain 25% so it flipped i think would go well (of course instant war decs need to change a little first here tbh)
Cause if both of those things are true, then I have issues with the whole premise of resource wars.
I'd prefer if the war event spawned its own special trees and anyone with those trees in their inventory would visually stand out to the war opponent. And then a high percentage OF JUST THOSE SPECIAL TREES would drop on death.
As someone who's actively dodging a war irl, I'd prefer if normal people in nodes could do the same. Obviously they'd still be able to be killed for free, because ultimately war is still war, but impact on their own gameplay should not be impacted so strongly, as long as those players do not choose to actively participate in the war process.

1
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
LMAO
No one - including I - ever claimed that Ashes would be dynamic during Alpha. ALPHA
We don't even have Stage 4 Nodes yet or Node Sieges - and you are complaining about the lack of dynamic content.
Alpha isn't about player retention. Alpha is about testing.
If you are bored testing Alpha Phase II - take a break.
If you guys really wanted us to test things, you'd give us the resources necessary to test them.
Re: I dont see myself subscribing, if the current trend of grind and character power continues
That's me frfrnot interested in TL because they can't run around as a Dwarf and chop every tree they can see while watching out for constant danger from the back of their mount

2