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: guard system sucks
Yeah, afaik they're near-unkillable and one-shot anyone, which is why I said that for sieges they should be weakened, if Intrepid do want to keep them around during the event itself.I have never fought them -> but i also kinda got Wind of the Guard NPC's being kinda invincible.

1
Re: Drop the node guards, but fix the problem.
It's the other way around. Pvp events have the standard flagged death penalties (maybe lower than that in amount of stuff lost, but still the same type of stuff lost, gatherables included).Might be misunderstanding here -> but do i get that right ? You no longer lose EXP but only your Gear loses Durability like in WoW ?
I am not really against it, though. Or do People still lose EXP when they die ?

2
Re: Small Suggestions to Improve Ashes of Creation
I
Crouch Button:
I genuinely miss having a crouch button. It would be great if every class could crouch to hide or sneak around, which could add some extra depth to gameplay.
Crouching down or even crawling on the Ground to hide in like for example higher Grass, behind rocks, inside or behind huge Bushes and the likes,
Yes - i would really love to have that available for every Player and Archetype of Course.

1
Re: Drop the node guards, but fix the problem.
I understand the frustration with how the guard system currently works, but I don't think the solution is to just remove them. The issue isn't the existence of guards, it's how poorly designed and reactive their implementation has been.
Well no, I do think guards will be an advancement able to be chosen by a mayor, but at no point should a guard kill a citizen of that node, they should be for the protection of the citizen, but as it stands now you get griefed by those exploiting their blind spots/terrain and by the guards on top of it. A ranger can get merk'd by a guard for someone else attacking them with thorns on.

2
Re: TTK "fix" went from few weeks away to "no ETA"
Stat changes to address TTK likely to be coming in the 0.9 release (April 24th 2025)
https://www.reddit.com/r/AshesofCreation/comments/1jo2lxv/notes_on_stevens_stream_on_31032025/?share_id=irFlJ4-wgNXL3-mrmtgJw&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
Apparently pulled from his live stream he did the other day i havant watched it all yet to comfirm though
https://www.reddit.com/r/AshesofCreation/comments/1jo2lxv/notes_on_stevens_stream_on_31032025/?share_id=irFlJ4-wgNXL3-mrmtgJw&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
Apparently pulled from his live stream he did the other day i havant watched it all yet to comfirm though
1
Re: guard system sucks
Arya_Yeshe wrote: »Arya_Yeshe wrote: »For what I hear the guard system seems promising, patrolling guards is very cool!
Over time the system will have adjustments here and there and be fine
I think it is worth having a guard system that lets people go into the enemy city and commando style just yoink some kills in their own place, this is thrilling!
OK, I can understand this aspect from the attacker's perspective, if the guards are actually legit AI cool and this is a difficult task. But it's different when the attackers are maxed out 1 shotters and the only punishment for death by guards is the walk back from the emberspring. Contrast that with the noob at the storage, just trying to catch up and get some better gear so they can actually compete in PVP, getting 1 shotted and losing 1/2 the mats they were transferring from/to storage.
The noob at the storage is risking WAY more, just to do a simple/fundamental task for progression in Ashes, while the person "commando styling the guards" doesnt even have to care about the guards because they can 1 shot the guy with mats before they die. Guy with mats loses 1/2 his shit, killer loses nothing. LULZ all the way back to storage. Guy with mats cant transfer or do anything.Arya_Yeshe wrote: »Carebears who play like bots without communicating with their fellow citizens must coordinate their defense as a group or suffer the consequences for playing like a NPC.
Treating this as an issue of "Carebears who play like bots" is completely missing the point. In a game where professions are REQUIRED to catch up to gear score, there is a huge imbalance between the 1 shotter who doesnt care about guards at all and the regular player just doing a fundamental task - interacting with storage.
This current setup only encourages anyone who is weaker than the 1 shotter to drop their node during node wars, or guild during guild wars, etc. Is this really the incentive we want to drive for players? Drop your affiliations because whoever is online and available is unable to defeat the other side?
If you cant even interact with storage, your options in this game are quite limited, especially when you are already behind on gear progression.
I stand by what I said, I fully get the struggle, and I’m saying it’s okay. If you’re weak, you’ve got to play the game, rely on someone stronger, and ask for help. If you end up dying because you’re weak, that’s your fault. Every group has its heavy hitters, they are the ones who step up as heroes, while you’re stuck playing the damsel in distress, just shouting for rescue.
Newbies don’t sway the tide in conflicts, noobs don't matter, they’re just dead weight the strong have to lug around. If the citizens don't work for the group, maybe it’s time to ditch the group. Talk to the locals and to the mayor, see if they’ll step up. If they don’t give a damn, walk away since these people are not worth your time.
Everything that happens to you and how you overcome everything is just content, it is your personal story.
OK, sure, this is one form of logic... Just not sure how many people find this logic appealing when the vast majority are "weaker" than the top 1-shotters. Being locked out of storage impacts the majority of useful game loops, this is not an area where you want people to recklessly dominate "the weak".
Storage should be one of the most secure places in the game because it directly links almost all of the game loops for power enhancement together. A PVP soft lock should be maybe happening to 1% of the population for a couple hours a month. Not every citizen/guildy for every weekend.
Instead, your suggestion is that the players should start a new game loop which is called leaving their node/guild and finding a new one until they end up on the strongest team? Is this really the incentive people want in a game? I would think that people would still like to retain their guild/node and help them grow stronger, not just run away.
I just dont see why storage access has to be involved in this whole thing, when all it is doing is gear gating people from storage due to node/guild affiliation. There can be many other ways/places to have conflict in the game that dont create this dynamic.
Guards arent/havent been helpful for this type of griefing.
That's not griefing, it's just the guards patrol route is not good right now and there might be an issue with blindpots.
I agree that the storage being a choke point may be a problem.
In other games like EVE, the biggest trade hub in the game is Jita and Jita is literally the all-time number 1 rank in player kills and it that solar system is a high security system where police instazaps criminals, and the game is a 100% loss game. People are still using the system and going there non stop, there's not a day there arent 2000 people in the system trading, killing and stealing. Losing stuff is not an issue, the issue is more like the guards aren't optimal right now and the storage is choke point and it's not being covered.
I agree that the guards should attack war deccers who are at war againts the node itself, but in the case of guild wars there's nearly nothing that can be done by NPC, what can be done is working with other players and try to get these materials somewhere else... maybe trade with someone somewhere, go over there and do stuff away from these attackers. You absolutely gotta reach out others even if Intrepid fully fix how the guards operate.
Almost always problems caused by players can be fixed by players.
Re: guard system sucks
I get the frustration, but I think the guard system isn't inherently bad, it’s just incomplete and poorly tuned right now.
The purpose of guards, from what Intrepid has said, is not to make the nodes "safe zones" like in themepark MMOs, but to slow down enemy harassment, not outright prevent it. They’re meant to give citizens breathing room and make it risky for attackers to camp towns endlessly.
Guards could scale over time, become more aggressive the longer an attacker lingers.
Just my two cents. The real issue isn’t the existence of guards, it’s how ineffective and badly implemented they currently are.
The purpose of guards, from what Intrepid has said, is not to make the nodes "safe zones" like in themepark MMOs, but to slow down enemy harassment, not outright prevent it. They’re meant to give citizens breathing room and make it risky for attackers to camp towns endlessly.
Guards could scale over time, become more aggressive the longer an attacker lingers.
Just my two cents. The real issue isn’t the existence of guards, it’s how ineffective and badly implemented they currently are.

1
Re: The logic behind Tank’s name
I am a Tank my Name is Frank i'm such a Skank i'm going to Prank by blocking pointblank !!
Okay i am out of Words. I think the Tank being named exactly that is mostly for Oversight for the Gamers. It has no deeper meaning. Of Course they could name him "Bulwark" or whatever or so - but Tank is the easiest to understand.
Okay i am out of Words. I think the Tank being named exactly that is mostly for Oversight for the Gamers. It has no deeper meaning. Of Course they could name him "Bulwark" or whatever or so - but Tank is the easiest to understand.

1
Re: More rpg elements pls.
What I missed this weekend, while playing Rogue:
NPC Ability Trainers. Typically, they would conrgegate in pre-fab Guild housing.
In D&D, EQ and WoW - I would be able to learn from a person who has mastered Shadow Stepping - etc.
I'd like to experience the lore of Ren'Kai NPCs crafting and teaching the Blood-based branches of the Fighter Active Skills.
Could be this will be ammeliorated via Augments - once they beocme available to us players.
NPC Ability Trainers. Typically, they would conrgegate in pre-fab Guild housing.
In D&D, EQ and WoW - I would be able to learn from a person who has mastered Shadow Stepping - etc.
I'd like to experience the lore of Ren'Kai NPCs crafting and teaching the Blood-based branches of the Fighter Active Skills.
Could be this will be ammeliorated via Augments - once they beocme available to us players.

1