Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Ranger Archetype Changes
goodsolonius wrote: »I would really like to see the hunting traps reworked or possibly changed to a new skill entirely. The ranger is really hurting from lack of a reliable CC outside of the AoE root. In their current iteration the traps are useless - they last for far too short of a period, they are too visible in pvp and they are too slow to use in a reactionary manner.
On the topic of useless abilities, there is not a single ranger on the server that uses Enhance Armament: Weight. This one should be reworked too - maybe to an armament that helps you fill out your focus or provides splash damage (Enhance armament: Lightning, or something along those lines. Or just a PvE buff), or an armament that provides are more meaningful form of control.
Next up is thorns - such a feeble ability. I don't see any reason why this should not be converted into a percentage of damage returned rather than a miniscule amount of damage with a chance to bleed. Remove the ability to place it on vans and make it actually worth using on yourself!
Hunt of the raven - after the rework, this skill seems almost entirely obsolete except for a few very very niche scenarios. I don't think anyone has actually considered using this since the 'rework'
The archetype doesn't need a lot to be really fun, but what it's lacking is very basic and very fundamental. The class could be greatly improved with only a few simple changes
traps need to be a different CC type tbh either a stun or trip or something else entirely off diminishing returns outside of traps. Atm with vine field people are pretty much always immune to root so when every u need 2 trap there immune to the CC or they charge right over it and doesnt go off :P
thorns only use is to place it on caravans at the current stage of things though haha

2
Re: Ranger Archetype Changes
Played a ranger to 15. Most of my thoughts are expressed in this thread. However, I would say let me choose when to take my mark off the target (or reapply it within the debuff timeframe) to get the buff. Bear gives mitigation but if i cant choose when to get it its kinda pointless. Let me proactively use my hunt as an oh shit button vs a fire and forget.
2
Re: Looking for the best GPU to run Ashes of Creation
I run on a 950 and it warms up my house, win?

1
Suggestion - Skill Trees
I am testing out mage in Alpha 2, while I love the character class and combat, one thing I noticed. the mage is able to use a wide assortment of abilities. Would it be better to have speacilizations e.g. specialty in fire, which unlocks a whole new fire tree, specialty in lightning or elements, which unlocks an entirely new lighting tree, or specialty in frost, which in turn unlocks a whole new frost tree. I realize this is MORE work - but I personally enjoy this better than a fire mage that can cast frost and vice versa. Only a suggestion!!
3
Re: Fast travel
No there should not be fast travel. But I'm for many other things similar. Like being able to mail materials to people. Maybe they can make it take a day, but that will also reduce the need to travel just to trade with someone far away. Mail that takes a day to ship is still in the realm of immersion so it shouldn't kill the game aesthetic. However, I think mailing gold shouldn't be a thing, it would just encourage gold buying.
What they absolutely need to do imo is that when a node levels up woodshop, it levels up lumberjacking, lumber milling and carpentry for example. No more of this it levels one thing up shit, I can't stand that and that is something that is a pain in the ass for travel. You could just have the need for double up professions in different biomes where, for example, an apprentice woodshop in the desert is needed to process all the apprentice trees from the desert. So there is a different reason to travel, but also allows people to stay in one place if they want to make certain things with the wood from the biome. This can be the same for mining and other things. They could also make it where armor smithing and weapon smithing metalworking is different than metalworking for jewelry. For example, metalworking for people who chose jewelry only can make tin, bronze, copper ingots not mixed ingots like bronze and brass etc. And then just make armor and weapon smithing need mixed ingots and jewelry need pure ingots. This also allows for balance and still reason to traverse the map.
Also, hopefully mounts can go up to %300+ and traveling will be less of a burden. It would also be less of a burden too if they had auto path running like they did in BDO. These are all QoL things that need to be in the game that don't rely on us just lazily adding fast travel. And make this only in non-lawless zone areas. but in lawless zones you have to move where you want with no auto pathing./
There are ways around making traveling less cumbersome and not rely on fast traveling which, I promise you, will be abused for things other than the "80% of players who don't have time to walk everywhere".
What they absolutely need to do imo is that when a node levels up woodshop, it levels up lumberjacking, lumber milling and carpentry for example. No more of this it levels one thing up shit, I can't stand that and that is something that is a pain in the ass for travel. You could just have the need for double up professions in different biomes where, for example, an apprentice woodshop in the desert is needed to process all the apprentice trees from the desert. So there is a different reason to travel, but also allows people to stay in one place if they want to make certain things with the wood from the biome. This can be the same for mining and other things. They could also make it where armor smithing and weapon smithing metalworking is different than metalworking for jewelry. For example, metalworking for people who chose jewelry only can make tin, bronze, copper ingots not mixed ingots like bronze and brass etc. And then just make armor and weapon smithing need mixed ingots and jewelry need pure ingots. This also allows for balance and still reason to traverse the map.
Also, hopefully mounts can go up to %300+ and traveling will be less of a burden. It would also be less of a burden too if they had auto path running like they did in BDO. These are all QoL things that need to be in the game that don't rely on us just lazily adding fast travel. And make this only in non-lawless zone areas. but in lawless zones you have to move where you want with no auto pathing./
There are ways around making traveling less cumbersome and not rely on fast traveling which, I promise you, will be abused for things other than the "80% of players who don't have time to walk everywhere".
1
Re: Fast travel
The only teleport I'd like to see is teleport back to your node you're a citizen of, if your material inventory is completely empty (players already do this by dying and respawning on their home points), and a metropolis-based teleport superpower, as it's already intended.
Remove the family summon and remove the respawn on a home point.
Other than that, faster travel is enough, like flight paths and public transportation with caravans and ships from node to node.
Remove the family summon and remove the respawn on a home point.
Other than that, faster travel is enough, like flight paths and public transportation with caravans and ships from node to node.
1
The power of community
Ever since I stumbled across a network engineering position at Intrepid Studios, I’ve been captivated by the thought of what the AOC back-end infrastructure might look like. The workings of a game studio’s network are a mystery I can’t help but ponder those c5 instances. While I’ve never had the opportunity to work on a game, my passion for networking runs deep. I proudly embrace being the “weird guy” with a beefy cluster humming away in my home. I realize most of this kind of information is likely sensitive, but hey—you miss 100% of the shots you don’t take, right?
1
Re: Dev Discussion #74 - Rogue Archetype
Unbelievably overpowered in 1v1 scenarios, almost impossible to overcome on any class. Actually astonishing that it made it to live servers in this state
Re: Broken Quests As I Come Across Them
"A Giant Threat" quest appears to be broken as well. Able to do everything on the quest line with no ability to progress forward. 
