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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.
Best Of
Re: Dev Discussion #75 - Node Siege System
1st of April Siege - Lotharia EU Winstead Defender
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
What control points? Is that something for the attackers? - I know from the tests on PTR that there are respawn camps, but this time the defenders died so hard, they didn't even had the time to try to (re)capture them.
I don't know about wave respawn, the only waves I noticed where the ones that the raid leaders formed.
Final Objective Location - What did you think about the final cap objective locations?
Compared with the PTR test where the final cap objective was on the hill, I think the marked place is better. But I miss a bit the possibility to place defenders on strategic points (like barikards) to defend the point.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
What gate? - The gate was destroyed so fast, that it already was missing when the raid I was in reached it.
Impact of Archetypes - Did any archetype stand out as having too much or too little impact? Why do you feel specific archetypes had more of an impact?
I think rouges have too much of an impact. You can't see them -> can't attack them, but they just onehit one player after another.
On the other Hand I as a Cleric felt completely useless, the players were dieing too fast for me to heal, if I even where able to target them before they die. Even to heal myself I died too fast (mostly in CC and without seeing from what).
Additional notes
2nd of April Siege - Lotharia EU Miraleth Attacker
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
I find it difficult to see which Respawn Point is where, I always had to check on the map.
Final Objective Location - What did you think about the final cap objective locations?
Miraleth has an easier time to defend the final cap objective than Winstead. While in Winstead the defenders come down an unguarded hill and reach the capture point from the side with less buildings, where the attackers can just mow them down. In Miraleth the defenders have first the high advantage from the cliff (with their walls that they can pass with ease) and than can recapture the final cap objective from the side with the buildings where they have cover.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
It shows with less rouges and a split group it is more difficult to destroy the gates. Also it seemed like Miraleth has (on the gates that got attacked) a more easy time to attack the attackes from cover and high ground. Maybe the problem in Winstead was more, that the defenders didn't have a real way to prevent the attackers from hitting the gate and could only wait for them to destroy it.
Additional notes
I think the biggest problem is the coordination. While defenders basicly just need to sit on the final cap objective the attackers need a good way to coordinate. In the real game I assume that someone only attacks a node when they have a plan and a group that helps them, but what about the players that are not part of the group?
Attackers can just climb over the cliff at the south west gate to ignore the gate itself.
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
What control points? Is that something for the attackers? - I know from the tests on PTR that there are respawn camps, but this time the defenders died so hard, they didn't even had the time to try to (re)capture them.
I don't know about wave respawn, the only waves I noticed where the ones that the raid leaders formed.
Final Objective Location - What did you think about the final cap objective locations?
Compared with the PTR test where the final cap objective was on the hill, I think the marked place is better. But I miss a bit the possibility to place defenders on strategic points (like barikards) to defend the point.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
What gate? - The gate was destroyed so fast, that it already was missing when the raid I was in reached it.
Impact of Archetypes - Did any archetype stand out as having too much or too little impact? Why do you feel specific archetypes had more of an impact?
I think rouges have too much of an impact. You can't see them -> can't attack them, but they just onehit one player after another.
On the other Hand I as a Cleric felt completely useless, the players were dieing too fast for me to heal, if I even where able to target them before they die. Even to heal myself I died too fast (mostly in CC and without seeing from what).
Additional notes
- I wasn't able to see the attackers at the gate. Just got a vague "use AOE you will hit something"
- In the teams were many low level players. I even saw a level 1. Is the Leader able to remove them to make place for other players?
- I still don't see the point in participating in a siege. My equipment got damaged and I didn't get anything. Thankfully we lost so hard that I didn't had the time to die so often.
2nd of April Siege - Lotharia EU Miraleth Attacker
Control Point Respawns - What did you think about the location of the control point respawns? Did you have any thoughts regarding wave respawns?
I find it difficult to see which Respawn Point is where, I always had to check on the map.
Final Objective Location - What did you think about the final cap objective locations?
Miraleth has an easier time to defend the final cap objective than Winstead. While in Winstead the defenders come down an unguarded hill and reach the capture point from the side with less buildings, where the attackers can just mow them down. In Miraleth the defenders have first the high advantage from the cliff (with their walls that they can pass with ease) and than can recapture the final cap objective from the side with the buildings where they have cover.
Gate Destruction Time-To-Kill (TTK) - What did you think about the gate TTK?
It shows with less rouges and a split group it is more difficult to destroy the gates. Also it seemed like Miraleth has (on the gates that got attacked) a more easy time to attack the attackes from cover and high ground. Maybe the problem in Winstead was more, that the defenders didn't have a real way to prevent the attackers from hitting the gate and could only wait for them to destroy it.
Additional notes
I think the biggest problem is the coordination. While defenders basicly just need to sit on the final cap objective the attackers need a good way to coordinate. In the real game I assume that someone only attacks a node when they have a plan and a group that helps them, but what about the players that are not part of the group?
- Voice Chat: It is good for coordination, but also has the problem that people who are not part of the siege team can join and give info to the other side. My idea would be an ingame voice chat, where the members of the siege team automaticly join. Talking rights are given by the siege leader.
- Raid: At the moment the players have to manually invite the members of the siege to a raid but can't invite all. A speacial group where all members automaticly join would be nice. Each players can configure for themself what from this group they can see. (Specific players, archetypes, players in a range etc.)
- Markers: I find it difficult to see specific players that I want to follow in this chaos, but the markers are for the entire groupe and can only be set by the leader. I think another set of markers only for the player would be a big help.
- Map: Sometimes it is difficult to understand the instructions in VC. It would be helpfull to have the possibility to draw plans on the map that all members of the siege partys see, even if they are not in the same groupe etc. Drwaing rights are given by the siege leader.
Attackers can just climb over the cliff at the south west gate to ignore the gate itself.

2
Re: Dev Discussion #75 - Node Siege System
1. Restrict Participation to Max-Level Players
Issue: Lower-level players (e.g., Level 10 or 14) were able to join the battle, creating a major imbalance. Teams with higher-level players had a significant advantage, whether attacking or defending.
Proposed Solution: Only max-level players should be allowed to participate or be invited. This ensures fair and competitive battles.
2. Strengthen the Gate with a Temporary Damage Reduction Buff
Issue: The gate to the inner area was destroyed too fast, giving defenders little time to organize. A key strategic structure should not be breached in mere minutes.
Proposed Solution: Implement a Damage Reduction Buff for the first 15 to 30 minutes to prevent a rush and allow defenders time to establish their positions.
3. Defenders Need a Stronger Starting Position to Withstand Early Attacks
Issue: Attackers had an overwhelming advantage, while defenders lacked effective ways to counter them outside the walls.
Proposed Solution: Adjust the starting numbers for both sides to create a more realistic siege scenario:
- Defenders start with 100 players, attackers start with 75.
- After 30 minutes, attackers receive 25 reinforcements.
This system would:
- Give defenders a slight early advantage, encouraging strategic defense.
- Simulate a real siege where attackers call for reinforcements after an initial struggle.
- Make battles feel more dynamic and engaging.
Issue: Lower-level players (e.g., Level 10 or 14) were able to join the battle, creating a major imbalance. Teams with higher-level players had a significant advantage, whether attacking or defending.
Proposed Solution: Only max-level players should be allowed to participate or be invited. This ensures fair and competitive battles.
2. Strengthen the Gate with a Temporary Damage Reduction Buff
Issue: The gate to the inner area was destroyed too fast, giving defenders little time to organize. A key strategic structure should not be breached in mere minutes.
Proposed Solution: Implement a Damage Reduction Buff for the first 15 to 30 minutes to prevent a rush and allow defenders time to establish their positions.
3. Defenders Need a Stronger Starting Position to Withstand Early Attacks
Issue: Attackers had an overwhelming advantage, while defenders lacked effective ways to counter them outside the walls.
Proposed Solution: Adjust the starting numbers for both sides to create a more realistic siege scenario:
- Defenders start with 100 players, attackers start with 75.
- After 30 minutes, attackers receive 25 reinforcements.
This system would:
- Give defenders a slight early advantage, encouraging strategic defense.
- Simulate a real siege where attackers call for reinforcements after an initial struggle.
- Make battles feel more dynamic and engaging.

1
Re: Make Levels Great Again!
Was just rereading that page to member the good ol' days and WOULD YOU LOOK AT THAAAT
Stupidiest fucking change... I tell you.
LOL u are more salty than i am about this shit haha!

1
Re: Dev Discussion #75 - Node Siege System
Sadly, I have not been picked to join a defense of a siege and that already gave me red flags about the system.
This system should be a node defense by the citizens of the node. The people who have all the risk in the system are the citizens of the node. They will have the most storage that is as risk. While outside citizens may have storage they will have half as much as a citizen will. Also, when owning a freehold requires you to be a citizen of the node those players will also have more risk in the system. Allowing rosters to be filled with other nodes citizens or those w/out any citizenship will give the content to the same group of people constantly, I heard this concern voiced about the system like this in New World. Give ownership to those who are citizens of a node.
This system should be a node defense by the citizens of the node. The people who have all the risk in the system are the citizens of the node. They will have the most storage that is as risk. While outside citizens may have storage they will have half as much as a citizen will. Also, when owning a freehold requires you to be a citizen of the node those players will also have more risk in the system. Allowing rosters to be filled with other nodes citizens or those w/out any citizenship will give the content to the same group of people constantly, I heard this concern voiced about the system like this in New World. Give ownership to those who are citizens of a node.

2
Re: TTK "fix" went from few weeks away to "no ETA"
I'm glad to hear it, I just hope this "fix" pushes further and flattens those power gap issues we have been seeing. Ashes is becoming too much about character raw stats, instead of player ability to play their class.
Re: Drop the node guards, but fix the problem.
I completely agree - griefers will always find a way to harass and exploit. Why stop exploiting when some of these same people keep getting a slap on the wrist and go back to toxic gameplay time and time again? I say give them the big prize of "fuck around and find out" lol letting these people stay long term without actual punishment only damages the health of a game short and long term imo.

1
Re: Make Levels Great Again!
How bad would hard ceilings on waterfall stats be for Ashes?The entire point of the design of Ashes is to force character growth into the player-social space. You can't just 'oppose your enemies for the sake of it' if Levels are too important because losing will setback your leveling. But you can do it by being socially adept enough to be chosen by the elite to receive power.
Let's say that at max lvl a char can have 50 value of each stat, 25 of them coming from pure lvls and 25 coming from any other source, but you can never go above 50. So before you reach lvl50 you could still get your stats to 50 value, but you'd be sacrificing a gear-based direct stat (like CW or evasion or whatever) increase by doing that.
Minmaxers will still have room to grow, because they can increase stats directly (or attempt full 50 stats, if Intrepid are willing to allow that), but the overall ceiling of waterfall stats would be equalized for all.
Feels like balancing both pve and pvp would be easier that way. And gear variety would matter more too, cause now crafting dials could go from "all waterfall stats" to "none waterfall, just direct stat" and you could mix and match all kinds of shit in the search of "optimal" power.
Not a thing I could even have a real personal opinion on given what we have now.
But as usual, you are roughly describing the outcome that TL achieves with the way their waterfall stats work. Currently, Throne and Liberty has a more robust foundation for things like Social Orgs and stat blocks than Ashes does, and some of it is already implemented.
E.g. 'if your Guild holds this Boonstone, you get +2 DEX, which might allow you to hit a stat tier for DEX'.
If that doesn't make sense just ignore it, treat it as just another situation where the two games are night and day and once again your instinctive solution is to go toward the Dark Side.
They have cookies.
But I don't think I understand Intrepid's goals enough to say, I can only give my data from watching players and their psychology, and the thing about TL is that, well... people don't really 'complain' about base systems as much. I see that as a good sign, but I can see how people might see it as a bad one.
In TL you distribute your own stats though, and the Devs don't 'tell you how to do that' other than the 'after putting 20 points into STR it cost 2 Level-Points to get another point of STR'. You pick your own style and make it work with your gear choices. Since Ashes doesn't let you do this, it would come down to numbers and formulae again.
Plus, we already have issues with Ashes' waterfall stat choices. Anything I imagine is just gonna be 'but TL's is good, use something like that'. I literally won't be able to imagine 'which specific worse version they could use' (in terms of equations).

1
Re: Undead and Zombies! (latest Sept. update video )
And half of them revive after you've downed them the first time.
Re: Make Levels Great Again!
How bad would hard ceilings on waterfall stats be for Ashes?The entire point of the design of Ashes is to force character growth into the player-social space. You can't just 'oppose your enemies for the sake of it' if Levels are too important because losing will setback your leveling. But you can do it by being socially adept enough to be chosen by the elite to receive power.
Let's say that at max lvl a char can have 50 value of each stat, 25 of them coming from pure lvls and 25 coming from any other source, but you can never go above 50. So before you reach lvl50 you could still get your stats to 50 value, but you'd be sacrificing a gear-based direct stat (like CW or evasion or whatever) increase by doing that.
Minmaxers will still have room to grow, because they can increase stats directly (or attempt full 50 stats, if Intrepid are willing to allow that), but the overall ceiling of waterfall stats would be equalized for all.
Feels like balancing both pve and pvp would be easier that way. And gear variety would matter more too, cause now crafting dials could go from "all waterfall stats" to "none waterfall, just direct stat" and you could mix and match all kinds of shit in the search of "optimal" power.

3
Re: Make Levels Great Again!
Ok, having re-read my response I realize that I massively failed to convey what I actually mean to you @Xeeg. The consequence of trying to keep things short when I shouldn't.
Throne and Liberty makes Level matter because it doesn't have:
Social Organization Power
Node Loyalty Power
Economic Knowledge/Control/Specialization Power (only kicking in now sorta)
Unrestricted Player-to-Player Trading.
I will at least skip the essay about how, if those things are coming, they will integrate well because the current benefits offered by Levels are diminished as Levels go higher, as is the case in most older MMOs (each new stat point is, percentage wise, less meaningful than any stat point before it). Mainly because Ashes will be the same.
But since Ashes intends for all those things to be available as meaningful power sources fairly early (unless this too has changed in which case ugh), and has less specialization until considerably further into the Leveling curve, there is no equivalent Level Based way to satisfy the ego of the average player.
If Intrepid says 'Gear will be 40-50% of a player's power', then it's not like the other 50% will be 'level'. Each of the other things mentioned will matter too.
But in AoC, half of those will be expressed through Gear. The difference is that in TL, your gear caps out in its ability to gain more power or suppress your enemies much faster. The salt-mine only opens basically on Castle Siege day when people are reminded just how much more powerful the winners are. The rest of the time, it's not as important that the gear is suppressing you because your growth can't be disrupted and forced into the player-social space.
The entire point of the design of Ashes is to force character growth into the player-social space. You can't just 'oppose your enemies for the sake of it' if Levels are too important because losing will setback your leveling. But you can do it by being socially adept enough to be chosen by the elite to receive power.
Unfortunately for any player who can't play constantly, who needs to devote time to being powerful, the elite will not take the same action. Tossing some leftover gear to a random who makes you smile is easy. Making 2 hours to take them to a good Exp spot is not.
Throne and Liberty makes Level matter because it doesn't have:
Social Organization Power
Node Loyalty Power
Economic Knowledge/Control/Specialization Power (only kicking in now sorta)
Unrestricted Player-to-Player Trading.
I will at least skip the essay about how, if those things are coming, they will integrate well because the current benefits offered by Levels are diminished as Levels go higher, as is the case in most older MMOs (each new stat point is, percentage wise, less meaningful than any stat point before it). Mainly because Ashes will be the same.
But since Ashes intends for all those things to be available as meaningful power sources fairly early (unless this too has changed in which case ugh), and has less specialization until considerably further into the Leveling curve, there is no equivalent Level Based way to satisfy the ego of the average player.
If Intrepid says 'Gear will be 40-50% of a player's power', then it's not like the other 50% will be 'level'. Each of the other things mentioned will matter too.
But in AoC, half of those will be expressed through Gear. The difference is that in TL, your gear caps out in its ability to gain more power or suppress your enemies much faster. The salt-mine only opens basically on Castle Siege day when people are reminded just how much more powerful the winners are. The rest of the time, it's not as important that the gear is suppressing you because your growth can't be disrupted and forced into the player-social space.
The entire point of the design of Ashes is to force character growth into the player-social space. You can't just 'oppose your enemies for the sake of it' if Levels are too important because losing will setback your leveling. But you can do it by being socially adept enough to be chosen by the elite to receive power.
Unfortunately for any player who can't play constantly, who needs to devote time to being powerful, the elite will not take the same action. Tossing some leftover gear to a random who makes you smile is easy. Making 2 hours to take them to a good Exp spot is not.

1