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
Looking for the best GPU to run Ashes of Creation
Hello everyone,
I'm planning a GPU upgrade focused on getting solid performance in Ashes of Creation, and I’d love some advice based on my current build.
Current Specs:
CPU: Intel Core i7-9700KF
Motherboard: Gigabyte Z390 UD
RAM: 64GB DDR4
GPU: GTX 1060 Ti (looking to upgrade)
PSU: 500W 80 Plus
Case: Mid-tower with good airflow
Monitor: 1080p (but may move to 1440p in the near future)
I’m looking for a GPU that can handle Ashes of Creation at high settings, preferably without creating bottlenecks or requiring a PSU upgrade. I'm open to suggestions from both NVIDIA (like the 30 or 40 series) and AMD, as long as power consumption is within safe limits.
I’ve been considering the RTX 4060 Ti, but I’d love to hear your thoughts.
Anyone with similar specs or experience—what would you recommend for the best cost-performance ratio?
Thanks in advance!
I'm planning a GPU upgrade focused on getting solid performance in Ashes of Creation, and I’d love some advice based on my current build.
Current Specs:
CPU: Intel Core i7-9700KF
Motherboard: Gigabyte Z390 UD
RAM: 64GB DDR4
GPU: GTX 1060 Ti (looking to upgrade)
PSU: 500W 80 Plus
Case: Mid-tower with good airflow
Monitor: 1080p (but may move to 1440p in the near future)
I’m looking for a GPU that can handle Ashes of Creation at high settings, preferably without creating bottlenecks or requiring a PSU upgrade. I'm open to suggestions from both NVIDIA (like the 30 or 40 series) and AMD, as long as power consumption is within safe limits.
I’ve been considering the RTX 4060 Ti, but I’d love to hear your thoughts.
Anyone with similar specs or experience—what would you recommend for the best cost-performance ratio?
Thanks in advance!
2
Re: Repeatable Collection quests and other quest feedback
Yes, it's almost entirely defined by how optimal it is to do the thing.
But, quite simply, neither Ashes nor Throne and Liberty actually takes much philosophically from L2 quest design as far as we know, so it basically never comes up.
Things are shuffled around to make it feel more normal overall, but again, this is basically because L2 is older. What TL has now and what Ashes intends to have are basically 'the right way', and they're both tuned really well to a smooth experience. Good foundations.
If a quest/Contract says 'kill 15-20 of this, here's an in-world reason, here's a small reward equivalent to the time spent doing something harder', they're not obnoxious. In Ashes (or even TL if they eventually care) these can be explicitly offered by Social Orgs (in TL it would be better to keep them as random Contracts that are affiliated with Social Orgs because TL has a good design based around not being able to just repeat the same contract bot-style forever, but Ashes hasn't shown any signs that they'll be adding that benefit).
Even light RP-ers like this sort of thing, so it's really just an automatic win for almost no effort if done correctly as long as it isn't so optimal that it can't be ignored by the average player.
But, quite simply, neither Ashes nor Throne and Liberty actually takes much philosophically from L2 quest design as far as we know, so it basically never comes up.
Things are shuffled around to make it feel more normal overall, but again, this is basically because L2 is older. What TL has now and what Ashes intends to have are basically 'the right way', and they're both tuned really well to a smooth experience. Good foundations.
If a quest/Contract says 'kill 15-20 of this, here's an in-world reason, here's a small reward equivalent to the time spent doing something harder', they're not obnoxious. In Ashes (or even TL if they eventually care) these can be explicitly offered by Social Orgs (in TL it would be better to keep them as random Contracts that are affiliated with Social Orgs because TL has a good design based around not being able to just repeat the same contract bot-style forever, but Ashes hasn't shown any signs that they'll be adding that benefit).
Even light RP-ers like this sort of thing, so it's really just an automatic win for almost no effort if done correctly as long as it isn't so optimal that it can't be ignored by the average player.

1
Re: Would You Sell A Castle?
Not the guild, but I could definitely throw the next defense in exchange for something insanely good for my guild. Seen it done countless times in L2.
This is exactly why I've brought up the issue of just how easy it seems to be to make that throw in the planned design for sieges.
This is exactly why I've brought up the issue of just how easy it seems to be to make that throw in the planned design for sieges.

3
Re: Mount killing = corruption = lose gear
This is why they need to implement the fix where you don't need to use forced attack vs flagged people. In L2 you could just attack them normally and you'd get autoflagged. Completely removes even the chance of going PK against a random passerby.At this point I'm not even going to bother attacking purples in the open world anymore. Not worth the risk at all. A rogue opened up on me, and I went to attack back. He stealthed and my tab target selected a random (Esoderic) who was running across the screen at the exact same time. My muscle memory reaction to the new target was to throw my discordance notes... I saw them fly through the air and insta kill the doods mount and i went red, ended up losing my gear.
And ultimately this is still a ttk issue. People should not be fucking dying to a single hit ffs.
Well it was the mount with 1 hp that did it. or however many hps it had. Can totally corruption bait people with low HP mounts.

1
Re: TTK and Power scaling can be easily fixed.
dmg being cut in half with make skill expression too high? reducing a ranger's snipe from 6k+ crits down to 3k crits is too much skill expression? because you have a chance to react? sorry my 25% left over hp would be too much.... sounds like you want an economy game of who can farm the more amount of gold to buy gear rather than having any skill... rogues are hitting for over 12k non crits... a 50% nerf wouldnt even let someone live through it... not a single class in this game takes longer than 2sec to kill another player and that includes clerics... steven already mentioned he wants TTK to be 8+ seconds.... avg at is 1-1.5sec at the moment...

1
Re: Would You Sell A Castle?
Not the guild, but I could definitely throw the next defense in exchange for something insanely good for my guild. Seen it done countless times in L2.
This is exactly why I've brought up the issue of just how easy it seems to be to make that throw in the planned design for sieges.
actually good point. we did similar stuff on NW lol sold tterritory early on for more gold than it generated
1
Quality of life idea
I was thinking about in my mind a good quality of life feature a hot key that could display what nodes you had processing jobs running in. Not interactable as in you can't do anything about the jobs through the menu but I have been known to forget from time to time where I had a job running and this menu would make a huge difference especially when I am in some downtime and happily willing to travel from node to node to collect some stuff that I may have set to process for various reasons like alts or inventory space?
Re: Would You Sell A Castle?
To me, it would depend on too many factors to say whether I would, but what that means is that there is indeed a situation where I would.
It happened often in Archeage. Sometimes in game exchanges, sometimes eBay exchanges.
I personally think the real question should be "how much".
It happened often in Archeage. Sometimes in game exchanges, sometimes eBay exchanges.
I personally think the real question should be "how much".

2
Re: reconsider race and artisans stats
I think they discarded the 'Racial stat differences' thing.

2
Re: Dev Discussion #74 - Rogue Archetype
Comments about PvP balance. Intrepid have always said there will never be any balance around 1v1 only group vs group. This has always been the case in other big MMORPG's I have played.
The only 1v1 viable "fair" fight is the class vs itself as in Rogue vs Rogue etc if you want to duel with other players.
I hope that PvP gripes do not kill the fun and design philosophy of playing the Rogue or any other class.
My point is not about balance. My point is invisibility is an annoying mechanic for everybody else but the ghost itself.
I don't have PvP gripes either. I have had a lot of fun in other games griefing people with overpowered mechanics. It was intended to be a constructive comment. Because, although Intrepid doesn't care about 1v1, I am pretty sure they do care about mechanics that annoy a bunch of their players but a few.
Yes I agree that invisibility can be overpowered if there are no counters to it that actually work. Especially for squishy classes such as mages and some healers. They need spells to detect invis, I thought they had this already? Does it actually work?
Having said that certain archetypes such as Rogues should be designed for taking out healers/mages as priority targets but the Rogues should be less effective vs "soldier" types classes such as Tank, Fighter, there should be a rock paper scissors thing here with general Archetypes. This is what I found fun in PvP in other MMORPGS I have played.
Main worry I have is that PvP changes to classes can often severely effect the fun and viability of classes in PvE.

1