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: Economy in Ashes (Solving MMORPG Inflation)
Arya_Yeshe wrote: »deflation is terrible in games
In what way?, please elaborate. I'm trying to think this idea through and wonder if I have a logic error somewhere.
Alright, here’s the deal: people are working hard, farming and building up stuff, putting in loads of time in this, and then the prices will simply drop, making all their effort pointless. It messes up their whole way of making a living in the game.
In AoC, deflation would be way worse because it’s not a full loot game, so most people never lose gear. You really don’t want deflation in AoC.
Plus, a lot of farmers running RMT schemes would push the market down since they’re trying to grab as much gold as they can, as fast as they can. If you create an environment where deflation has to happen, the market would always be flattened at the bottom.
In another game, I do market stuff and it is only worth my time because the prices spike up.
Hunting a thought experiment
Hunting should have 2 basic skills that can be used on all animals.
The tranquilizer shot:
To tame an animal I have to tranquilize it.
You fight the animal and then use the tranquilizer shot. The less life the animal has, the higher the probability that it will be tranquilized. Then I can capture it as a process.
The hunting shot:
To get a carcass I have to use the hunting shot.
You fight the animal and then use the hunting shot. The less life the animal has, the higher the probability that it will be killed. Then I can collect the carcass.
The tranquilizer shot:
To tame an animal I have to tranquilize it.
You fight the animal and then use the tranquilizer shot. The less life the animal has, the higher the probability that it will be tranquilized. Then I can capture it as a process.
The hunting shot:
To get a carcass I have to use the hunting shot.
You fight the animal and then use the hunting shot. The less life the animal has, the higher the probability that it will be killed. Then I can collect the carcass.
Re: Iron Aura reduced from 10% reduced damage to 2% ?
Terrible skill.. could be removed and nobody would notice or care.
I certainly don't notice when it's randomly off and I don't remember clicking it off at all.
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[NA] Fungi Fellowship | Vyra | PVX-ROLEPLAY | PST | Semi-Casual | ESL Friendly!
🍄 About Us 🍄
A collection of gamers from around the globe, Fungi Fellowship is a guild of life-long video game and story telling enthusiasts. Whether it's a hilarious bout of improv during a Dungeons and Dragons session, or a coordinated group effort to bring down a raid boss, gaming is one of the pleasantries we can enjoy as a community all in the effort of having Fun. We don't have to be the best, the brightest, the meta, or even be online 40+ hours a week, but we will play with integrity and honor, and we will try our best to have a good time in the realm of Verra!
We have 4 primary divisions: PvE, PvX, Artisan, and Roleplay. Our roleplay division has a committed DM who hosts roleplay events.
🍄 Goals 🍄
Alpha II, Waves 1-3
Playtest Everything
Create Content
Make Friends
Give Good, Constructive feedback to the developers
Plan and strategize for Live Release
Help make this the MMO we all want to spend our time in
Beta->Live
Establish our presence on our selected server
Maintain a Mayorship of Node
Complete/Experience all PvE Content the game has to offer
Compete in Node v Node war, Lawless PvP content and more
Grow a community that will last for years to come within the realm of Verra
Join PorcinisMushRoom Discord to get involved!
https://discord.gg/dJEJe6GHRa
Send us a direct message in the Discord server if you have questions!
Guild Leader - @PorcinisMushRoom
Guild Video Introduction
https://youtube.com/watch?v=0ot0mTzfCdg&ab_channel=PorcinisMushRoom
A collection of gamers from around the globe, Fungi Fellowship is a guild of life-long video game and story telling enthusiasts. Whether it's a hilarious bout of improv during a Dungeons and Dragons session, or a coordinated group effort to bring down a raid boss, gaming is one of the pleasantries we can enjoy as a community all in the effort of having Fun. We don't have to be the best, the brightest, the meta, or even be online 40+ hours a week, but we will play with integrity and honor, and we will try our best to have a good time in the realm of Verra!
We have 4 primary divisions: PvE, PvX, Artisan, and Roleplay. Our roleplay division has a committed DM who hosts roleplay events.
🍄 Goals 🍄
Alpha II, Waves 1-3
Playtest Everything
Create Content
Make Friends
Give Good, Constructive feedback to the developers
Plan and strategize for Live Release
Help make this the MMO we all want to spend our time in
Beta->Live
Establish our presence on our selected server
Maintain a Mayorship of Node
Complete/Experience all PvE Content the game has to offer
Compete in Node v Node war, Lawless PvP content and more
Grow a community that will last for years to come within the realm of Verra
Join PorcinisMushRoom Discord to get involved!
https://discord.gg/dJEJe6GHRa
Send us a direct message in the Discord server if you have questions!
Guild Leader - @PorcinisMushRoom
Guild Video Introduction

Re: Exploitation Action Promises
Keep in mind, you aren't supposed to be playing or feeling like you are playing Ashes. You kind of aren't supposed to be enjoying it.
Intrepid are getting valuable data from players right now, and their staff are all working on things. Rather than fixing bugs that are a result of systems only being partially implemented, the developers are working on finishing those systems.
Re-tasking developers to perform a short term fix for something that has a long term fix planned is not a good idea in a testing environment. It may be a good idea if the game were live, but not during a test.
That is what you and I should want them to be working on, even if it means there are bugs in the test that go unattended for a while.
Our goal here is to get the game as good as it can be for launch, not to make the game better tomorrow.
As I have stated before, you seem to post just to get your numbers up and appear to be dead set focused on hitting that 16k number, even with unproductive posts. 🤦♀️
Where at in my post did I suggest that this is about 'having fun playing ashes' or even begin to give off that impression?
I specifically stated that this is about believing in a developer and trusting them to keep promises they have made to the community and following through on issues that greatly impact the game we have invested money in and are spending time to help test and develop.
I have repeatedly stated in many posts that we as tester are not simply here to play a game or treat this as a finished product, we are here to test so I find your entire reply a bit strange.
I look at testing in games more like an unpaid employee than a gamer. I need to have belief in and respect for, a company I work for and I expect a healthy environment where all us unpaid employees are all treated fair and equal. If one of my job requirements is to refrain from a specific action that my employer has stated they will take action against and I watch my coworking doing it and the action having a negative impact on those around them and the product I am also working on, I trust in good faith that my employer will act. This is what many of us have had for several weeks now, faith in the devs to follow through with their promises and not ignore, condone, excuse or brush off exploitation in this alpha. (Please understand this is an analogy, I am not suggesting that testing is a job. )😉
Your attempted lecture with the odd statement that I should not be re-tasking developers to perform a short term fix for something that has a long term fix and reference to fixing a bug is just that, odd.
Did you read my post before responding? If not, at least read the last sentence where I am simply asking for open communication and for Steven to handle the promises he made on Dec 25 and again on Jan 8.
Congrats on your 15,864 post. 🤦♀️
4
Re: What are your thoughts on the Classes so far?
Weapons and the passive skills added to them are the same for every class...
- Proc Duration,
- Keen Edge, etc.
A ranger short bow has the same weapon passives as a mage. The little difference being your class passive adding a Proc on Finisher (if you can get to a Proc I>E> BARD or CLERIC CAST starting your from hit no.1) ... However, I find these on Proc Finishers add very little to class play overall, as they are not class defining enough in my view.
Look at GW2 weapons for example (and in my view on of the best MMO implementations of such), where for each class the weapon provided a VERY differenct and unique skill set or skills, for which you then had specific class passive trees that would enhance how your character played. Full Bleed trees, Full Defense trees, Full Regen trees, Bull Buffing trees etc. This also allowed your weapons and weapon sub-skills to be effectively used with your preferred builds and specs.
Right now, I could run my Ranger, Bard and Cleric all on the same "short bow", doing the same rinse and repeat generic auto attacks and throwing in a class skill when not on CD... there does not feel like much of a difference in how the weapon use actually plays out for each and every fight. The generic weapon sub-skill tree for all classes needs to be modified such that each class has its own abilities/skills that generate through the different weapon sets. If these games launched and every single class had the same 'weapon' passives - it would be a very boring and flat use of mechanics.
- Proc Duration,
- Keen Edge, etc.
A ranger short bow has the same weapon passives as a mage. The little difference being your class passive adding a Proc on Finisher (if you can get to a Proc I>E> BARD or CLERIC CAST starting your from hit no.1) ... However, I find these on Proc Finishers add very little to class play overall, as they are not class defining enough in my view.
Look at GW2 weapons for example (and in my view on of the best MMO implementations of such), where for each class the weapon provided a VERY differenct and unique skill set or skills, for which you then had specific class passive trees that would enhance how your character played. Full Bleed trees, Full Defense trees, Full Regen trees, Bull Buffing trees etc. This also allowed your weapons and weapon sub-skills to be effectively used with your preferred builds and specs.
Right now, I could run my Ranger, Bard and Cleric all on the same "short bow", doing the same rinse and repeat generic auto attacks and throwing in a class skill when not on CD... there does not feel like much of a difference in how the weapon use actually plays out for each and every fight. The generic weapon sub-skill tree for all classes needs to be modified such that each class has its own abilities/skills that generate through the different weapon sets. If these games launched and every single class had the same 'weapon' passives - it would be a very boring and flat use of mechanics.
2
Re: What are your thoughts on the Classes so far?
I don't get the lack of identity. This game is doing that better then any game made in the past 10+ years. Who Tanks better then the tank? Who heals better then a Cleric? Right, only dedicated healer. Who does ranged DPS and also buffs the team then the ranger? What classes is a pure support role, right just the Bard. Who can flip flop the type of damage they do so you never know what kind of resist you need to deal with it? Right only the Mage. Nm
Poor verbiage. A better description is that their abilities / spec paths etc are very generic. Not a lot of room for playstyle choices. It in its current iteration boils down to a difference between a couple abilities and that’s the extent of it.
Obviously it’s very early. Just hoping there is more available to choose from even before we get the option to to spec a class. No issues with them filling their roles. I completely agree it’s a solid and a good direction. Just looking for more diverse ways to perform that role.

2
Re: What are your thoughts on the Classes so far?
Personally the Archetypes feel like they have a lack of identity / generic. Keep in mind I understand they aren’t classes yet. I was hoping for more in terms of class resource usage, spec options, choices matter. Something that gives the archetype a little flavor from within.
I can totally agree with this. It all seems awful generic at the current stage. I can't even imagine why they would separate summoner from the mage class when it's really just a part of being a mage, no? And fighters and tanks using mana strikes me as odd but that's just a small quibble. I hope they get more fleshed out as the game develops. Personally I would love an expansive class system where it's not just relegated to trees but as it stands I don't think we're getting much more than very generic "types" of classes in the typical MMO sense

1
Re: What are your thoughts on the Classes so far?
Personally the Archetypes feel like they have a lack of identity / generic. Keep in mind I understand they aren’t classes yet. I was hoping for more in terms of class resource usage, spec options, choices matter. Something that gives the archetype a little flavor from within.
That being said I played Mage and Cleric so far. Mage felt super generic but strong. Cleric felt better in terms of being different from other healers in previous games which was nice.
Mage was also super squishy. It seems like people might have a problem with its DPS but I think the class needs a bit of a redesign then.
Also sad there’s no DoT dps option versus direct damage.
Praying the archetype trees are barebones at best and will be expanded greatly come later patches.
That being said I played Mage and Cleric so far. Mage felt super generic but strong. Cleric felt better in terms of being different from other healers in previous games which was nice.
Mage was also super squishy. It seems like people might have a problem with its DPS but I think the class needs a bit of a redesign then.
Also sad there’s no DoT dps option versus direct damage.
Praying the archetype trees are barebones at best and will be expanded greatly come later patches.

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