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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'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.
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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.

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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
Re: Artisan testers being tortured
Yeah, they heard you and they'll be changing it! I think we all know how much the odd order sucks, and for a game where time, position, and logistics means so much, it really is punishing to run through odd stacks and plan to do anything else in the game.
Re: πΌπ Dev Discussion: Gatherable Spawning System
Going to have to see how the new surveying concept plays out but generally the changes look good. No more logging in every 2-4 hours to monopolize a resource each reset.
Now we need hunting and fishing updates!
Now all that needs done is a gear/stat overhaul to properly adjust TTK, and a proper adjustment for disparity between different rarities of the same gear. Do that and then a server wipe will allow for much more accurate data of class balancing in PvP.
Now we need hunting and fishing updates!
Now all that needs done is a gear/stat overhaul to properly adjust TTK, and a proper adjustment for disparity between different rarities of the same gear. Do that and then a server wipe will allow for much more accurate data of class balancing in PvP.

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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: πΌπ 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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πΌπ 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, weβll 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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