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: Mount Permadeath Love it or Hate it?
In this game I'd hate it. Temp like mounts that can die would be okay. But with mount collecting being a thing I don't think they would be good. Plus all the dumb ways your mount can die...
Anyone else remember HorseMurder? Or was it HorseKiller? from early A2? lol.
Anyone else remember HorseMurder? Or was it HorseKiller? from early A2? lol.
1
Re: Mount Permadeath Love it or Hate it?
Mounts to collect for the collection, not because someone wants to add survival aspects to an mmorpg.
Can purchased cosmetic armors be dyed different colors?
Can purchased cosmetic armors be dyed different colors? I feel like this will make or break a lot of purchases for people.

1
Re: Suggestion: mini game for crafter's
I agree with your title here. I think games like Vintage Story show that crafting can be a process that takes a long time. Sure, that's not an MMO and the way you craft obviously doesn't fit 1:1 for Ashes but it -does- show very clearly that time can be the metric of investment while still allowing for experience to show in the speed of the process (though it's a bit limited in that game for obvious reasons)
Especially the crafting skills itself could benefit from smaller minigames though I can see a world where gathering also has this to make sure that each profession has a distinct feel!
Especially the crafting skills itself could benefit from smaller minigames though I can see a world where gathering also has this to make sure that each profession has a distinct feel!

1
Suggestion: mini game for crafter's
I love the gathering and i also have high hopes for future additions to crafting.
Some suggestions for the mini game is the following:
-Players at every 10 levels gain 1 chance to improve quality of a crafted item. From normal to green: 25% chance. Green to blue: 10%chance. Blue to yellow: 5% chance. Yellow to orange: .75% chance.
-Each level costs materials to fuel the chance. For instance the dust and the green shards as fuel.
-Each level has associated fee's with all crafting. You must use the correct tier work bench to maintain these chances.
*At lower tier crafting table, the improved chances are halved.
*For higher tier workbenches, a slight increase in chances to improve quality.
-A failure can lead to damage ranging from slight to severe all the way up to destruction of the item.
-Require an item be repaired to have a chance to improve quality.
the actual games can vary for each crafter, prosessor.
Some suggestions for the mini game is the following:
-Players at every 10 levels gain 1 chance to improve quality of a crafted item. From normal to green: 25% chance. Green to blue: 10%chance. Blue to yellow: 5% chance. Yellow to orange: .75% chance.
-Each level costs materials to fuel the chance. For instance the dust and the green shards as fuel.
-Each level has associated fee's with all crafting. You must use the correct tier work bench to maintain these chances.
*At lower tier crafting table, the improved chances are halved.
*For higher tier workbenches, a slight increase in chances to improve quality.
-A failure can lead to damage ranging from slight to severe all the way up to destruction of the item.
-Require an item be repaired to have a chance to improve quality.
the actual games can vary for each crafter, prosessor.
Re: Suggestion: mini game for crafter's
This was debated multiple times already and a lot of people are against. maybe most people are against.
Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here
Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here
Re: [Feedback] Why Ashes is currently destined to fail...
AirborneBerserker wrote: »Steven said in the past that he needs data to balance the game.
Now he gets data about how players interact while he still adds features.
He is learning something from this.
If population drops a lot during Alpha 2, he cannot ignore it. He has to make the game interesting enough before the full release, otherwise the entire open development concept will turn out to be a bad idea.
And here is the real problem. The things we are pointing out aren't balance problems that can be solved by data. They are conceptual problems, which means all the data in the world wont help with solving them.
Here are some examples.
People dragging trains of mobs into groups in dungeons, this is not a problem that can be solved by more data. The only way to solve this is to mercilessly ban everyone that does it, or separate the dungeon from the open world. The latter is called instancing which they have already said there not doing, and the former has 3 problems first it will catch people that did nothing wrong just accidently wandered into the wrong area, second it doesn't actually prevent anything, and third prevention may not be enough, because we have Twitch and YouTube now and this behavior is monetizable which means even if you do perma ban entire accounts (or IPs) on the first offence no matter what, people still might do it because the 60-90 dollars it costs them is worth the 1k the video will make them over the next 3 months.
The corruption system has a huge loop hole which is your friends can kill you after you go corrupt and give you all your shit back. This system can't be fixed, it's a logical impossibility. I can go over why it wont work if you want.
Arenas are planned (1v1s - 5v5s), the balancing plan is to balance to a full group. These two things don't coexist for a reason. Having arenas means you need to balance the classes to each other not at the group level. The reason being that certain classes will outshine every other class and end up dominating so hard that everyone rerolls that class, then the fights become stale and boring.
The game is filled with problems like this. These aren't data issues they are concept issues.
Maybe these examples can be solved.
The scarcity could solve the corruption system loop hole by increasing gear durability loss and increase materials needed to repair if the corrupted player is killed fast after becoming corrupted.
The one I cannot solve is how to make the game feel good to people who hate losing progress in a game where resources are supposed to be scarce.
But my statement you quoted still stands: Steven needs to see what happens before acting.
It is up to Steven to decide.
The worst thing to happen is Steven to lose passion and to try to make a game he doesn't like for players he don't understand.

1
Re: For the love of casuals PLEASE
From 2017 (pretty much the start of it all)indigohaze wrote: »Just wondering where that was announced or indicated to players? Cause I didn't know until I watched some high level just beating the crap out of noobs in the starting areas cause someone drove a cart through there....
https://ashesofcreation.wiki/Caravans
And if you're talking about Alpha. No, Alpha does not have first-time-player systems, because it's not interested in first-time-players who got no damn clue about what they're supposed to do in this test. This was one of the main reasons for the high cost of testing - it would weed out the people unprepared for the test.

1
Re: Is taking too long to develop going to kill Ashes?
Thread title and OP title don't match.
What I understand from the post is that some people wait for ArcheAge Chronicles and will go and play it.
But the title is about long development time.
Even if no other better mmo is released, player count goes down overtime.
What is pushing people away?
What is bringing them back?
What is keeping them in the game?
People want to try new games out and streamers sponsored to advertise them pull them away too.
Many are here now because they can afford paying and want to see something new.
They'll get bored once they explored everything and they know all the game mechanics.
There will be a core playing but how large will it be compared to other mmos?
This happens because there is a specific type of player that plays MMOs and lobby games purely for the social 'feel good response'.
Those are the players you will find in the world chat or forums of any game that does not retain 50% or higher of its playerbase, giving some equivalent of 'ded gaem? kek' as their main contribution.
Unfortunately I can tell you, not all of those people are trolling. In my experience, not even 'most of them'. Some people are just not as good at logic.
Devs handle it better now, since YoshiP basically paved the way. "Go play other games and come back."
So now MMORPG devs can focus on making a game that you 'want to log into but don't because there's nothing to do right then', or a game that 'is just comfortable to be in, and triggers nostalgia or has some slow things you can do'.
But those people I mentioned don't care about that, they care about 'wherever the biggest other group of people is'.
So when dealing with those players, the #1 thing you need to maintain to retain them is 'a large population'. If another game takes that from you, those people will 'declare your game to be dead' and then go around making sure 'everyone else knows that'. Because they are informing other people about what they value (and implying that other people should value it).
It does not matter to those people how much fun the thousands of players of Mortal Online II are having, it only matters that there are not 'enough people'.

4