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: Dev Discussion #74 - Rogue Archetype
Looks good, being sneaky from behind and not being spotted is a 10/10.
The advantage resource seems fun and its sensible for a rogue.
If the rogue could block or dodge would be cool gaining advantage.
I wouldn’t put much emphasis on AoE for the rogue. Instead, maybe have a skill that if he lands a critical hit, he’d get a buff to his critical chance on the next target, as long as it’s a different one. The idea would be chaining criticals while reducing his resistances making him more exposed and way more deadly. Then reduce these effects faster if you’re stacking too many of this skill, and reduce them slowly if your stack is small.
It’d be more fun to make the rogue not just sneaky, but a sneaky character that goes crazy on people when he steps out of the shadows, he could unleash extreme violence. He’d come out to kill or be killed, not to drag out a long fight like a tank and do AoE jumpy stuff.
This way he would be more like John Wick and that's what people wanna be, people wanaa be John Wick.
The advantage resource seems fun and its sensible for a rogue.
If the rogue could block or dodge would be cool gaining advantage.
I wouldn’t put much emphasis on AoE for the rogue. Instead, maybe have a skill that if he lands a critical hit, he’d get a buff to his critical chance on the next target, as long as it’s a different one. The idea would be chaining criticals while reducing his resistances making him more exposed and way more deadly. Then reduce these effects faster if you’re stacking too many of this skill, and reduce them slowly if your stack is small.
It’d be more fun to make the rogue not just sneaky, but a sneaky character that goes crazy on people when he steps out of the shadows, he could unleash extreme violence. He’d come out to kill or be killed, not to drag out a long fight like a tank and do AoE jumpy stuff.
This way he would be more like John Wick and that's what people wanna be, people wanaa be John Wick.
Re: Fast travel
Take a look at the WoW Classic and Retail servers and see which ones are thriving.
Don't make the mistake of assuming people here are asking for WoW classic levels of convenience, let alone WoW retail.
Rather than it being a case of less convenience being better, WoW classic is doing so well because it strikes a nice balance. Retail is too far in one direction, and Ashes is far too far in the other.

1
Re: Fast travel
Do you really think your vision is less inconsistent than the game's own design?
Alright, let me break down my arguments.
First, let’s consider the game’s universe. The game is designed to be largely sedentary, where the main objective is to develop a node, level it up, and establish a vassal network with lower-level nodes. This should naturally encourage citizens of these nodes to commit to increasing their influence and protecting themselves from other powerful regions.
Why would fast travel be detrimental and play directly into the hands of zerg guilds?
Let’s start with the obvious: caravans.
Imagine you’re part of a medium-sized guild, transporting goods or running a trade caravan to a neighboring node. In the current system, a zerg guild would have to be nearby to launch a massive attack. But with a fast travel system, one player can just sound the alarm, and within two minutes, you’ll have 400 people on you, leaving you no time to respond or organize a countermeasure.
The same problem applies to naval systems.
Example Scenario
You defeat a world boss, and fortune smiles upon you a valuable relic drops. But guess what? A zerg guild spots you, and within two minutes, 300 players arrive to steal it from you. These are people who, under normal circumstances, would’ve needed 40 minutes to reach you. But thanks to fast travel, they’re on you almost instantly, with zero effort.
If you played at the beginning of Alpha 2, you’ve seen how this plays out on a smaller map. All the routes were camped, caravans were destroyed on sight, and what I call "server killers" were running rampant. They weren’t interested in testing or providing feedback; they were just hell-bent on destroying every caravan for fun.
As a result, many guilds left the game, and ironically, the same zerg guilds later complained that there was nothing left to do. Of course, because they drove away three-quarters of the server’s population.
Moving on...
If a world boss spawns near your node, a normal guild or alliance would have a fair shot at engaging it. But with your proposed system, zerg guilds can rush any boss on the map with ease.
Now, consider the regions and their unique resources. This design encourages transportation of goods via caravans, enhancing the node’s progress and missions. With the old system, there was a real incentive to load your mule with resources and transport them from one region to another.
But with fast travel? Any player can just teleport wherever they want, whenever they want, making this unique gameplay feature useless.
The people who understand the negative consequences of fast travel don’t want it. The developers don’t want it. And frankly, the only ones who could possibly benefit from such a system are the large zerg guilds who would be able to mass-move wherever they please, with no penalties.
What’s the point of choosing and belonging to a node for resources if, with just a click, you can instantly be wherever you want to gather?
So, where’s the real inconsistency?
You can prefer a game where zergs rule the world, where a small minority of players can wreak havoc across two entire continents.
Or, you can support the game developers who have already anticipated these issues and are working to address these recurring problems.
In any case, you will have fast mounts, public transportation systems, and teleportation between scientific nodes and their vassals.
No need for anything else to maintain balance for everyone.
To wrap this up,
Ashes of Creation was designed with a clear, well-thought-out vision. The developers have said it, repeated it, and written it down for everyone to see (I'll share the link) — they don’t want fast travel. And it’s not just for one reason, but for many reasons I’ve already mentioned, and plenty of others.
But despite all that, there are still players who want everything right away. They’re willing to make the game feel dull just to be able to click on a point on the map and teleport instantly, even if it means throwing away six important features of the game.
But a real RPG is so much more than that. It’s about running into people on the road, stopping at an inn to chat, stumbling upon a group doing RP. It’s those random encounters that breathe life into the world and make the experience so much richer.
But no, some people would rather rush through everything like they do in real life, never taking the time to actually enjoy the journey. Traveling around, watching nodes grow and evolve, witnessing changes, living that constant exploration... That’s what makes the world feel alive.
I genuinely hope the developers have the financial means to see their vision through. Because a world that keeps evolving, that truly feels alive, perfectly matches their idea of travel based on exploration rather than just a magical click on the map.
Alright, let me break down my arguments.
First, let’s consider the game’s universe. The game is designed to be largely sedentary, where the main objective is to develop a node, level it up, and establish a vassal network with lower-level nodes. This should naturally encourage citizens of these nodes to commit to increasing their influence and protecting themselves from other powerful regions.
Why would fast travel be detrimental and play directly into the hands of zerg guilds?
Let’s start with the obvious: caravans.
Imagine you’re part of a medium-sized guild, transporting goods or running a trade caravan to a neighboring node. In the current system, a zerg guild would have to be nearby to launch a massive attack. But with a fast travel system, one player can just sound the alarm, and within two minutes, you’ll have 400 people on you, leaving you no time to respond or organize a countermeasure.
The same problem applies to naval systems.
Example Scenario
You defeat a world boss, and fortune smiles upon you a valuable relic drops. But guess what? A zerg guild spots you, and within two minutes, 300 players arrive to steal it from you. These are people who, under normal circumstances, would’ve needed 40 minutes to reach you. But thanks to fast travel, they’re on you almost instantly, with zero effort.
If you played at the beginning of Alpha 2, you’ve seen how this plays out on a smaller map. All the routes were camped, caravans were destroyed on sight, and what I call "server killers" were running rampant. They weren’t interested in testing or providing feedback; they were just hell-bent on destroying every caravan for fun.
As a result, many guilds left the game, and ironically, the same zerg guilds later complained that there was nothing left to do. Of course, because they drove away three-quarters of the server’s population.
Moving on...
If a world boss spawns near your node, a normal guild or alliance would have a fair shot at engaging it. But with your proposed system, zerg guilds can rush any boss on the map with ease.
Now, consider the regions and their unique resources. This design encourages transportation of goods via caravans, enhancing the node’s progress and missions. With the old system, there was a real incentive to load your mule with resources and transport them from one region to another.
But with fast travel? Any player can just teleport wherever they want, whenever they want, making this unique gameplay feature useless.
The people who understand the negative consequences of fast travel don’t want it. The developers don’t want it. And frankly, the only ones who could possibly benefit from such a system are the large zerg guilds who would be able to mass-move wherever they please, with no penalties.
What’s the point of choosing and belonging to a node for resources if, with just a click, you can instantly be wherever you want to gather?
So, where’s the real inconsistency?
You can prefer a game where zergs rule the world, where a small minority of players can wreak havoc across two entire continents.
Or, you can support the game developers who have already anticipated these issues and are working to address these recurring problems.
In any case, you will have fast mounts, public transportation systems, and teleportation between scientific nodes and their vassals.
No need for anything else to maintain balance for everyone.
To wrap this up,
Ashes of Creation was designed with a clear, well-thought-out vision. The developers have said it, repeated it, and written it down for everyone to see (I'll share the link) — they don’t want fast travel. And it’s not just for one reason, but for many reasons I’ve already mentioned, and plenty of others.
But despite all that, there are still players who want everything right away. They’re willing to make the game feel dull just to be able to click on a point on the map and teleport instantly, even if it means throwing away six important features of the game.
But a real RPG is so much more than that. It’s about running into people on the road, stopping at an inn to chat, stumbling upon a group doing RP. It’s those random encounters that breathe life into the world and make the experience so much richer.
But no, some people would rather rush through everything like they do in real life, never taking the time to actually enjoy the journey. Traveling around, watching nodes grow and evolve, witnessing changes, living that constant exploration... That’s what makes the world feel alive.
I genuinely hope the developers have the financial means to see their vision through. Because a world that keeps evolving, that truly feels alive, perfectly matches their idea of travel based on exploration rather than just a magical click on the map.

1
[EU] Dark Reavers | PvX | Long Established UK Gaming Community

Website: https://www.darkreavers.co.uk
Voice Comms: Discord
Facebook Page: http://www.facebook.com/darkreavers
We're a long established UK & Ireland based gaming clan/community that has had a presence in many different games over the years, starting with TFC back in 1999, through Counter-Strike and TF2 and into MMOs such as Warhammer Online, GW2, ESO, WildStar, Archeage, Black Desert Online and World of Warcraft.
Although we aim to be highly skilled and thrive on competition, our priorities are enjoyment and a strong sense of community and friendship, and this will not change. Ensuring that all members feel welcome and valued is hugely important – we never want anyone to feel like they are just a name on a list or an anonymous follower.
We don't intend to focus on any particular area of the game, but as release gets closer this may change.
Our AoC roster is currently 81 strong (it reached a little over 200 after the initial announcement but I keep our rosters pruned based on member engagement on Discord or the website). Not entirely sure what number we're aiming for at the moment, as it depends on factors that are still up in the air.
We're not a hardcore guild, though we do have some hardcore members.
Many of those who join [DkR] are considered members for life, and will always be welcome to participate in the clan even if they play in other clans at the same time, or if they decide to return after a long absence.
We normally only accept applicants aged 18 and older (average age of the guild is 32), and want members who take gaming seriously enough to play competitively, but not seriously enough to rage or get upset about it.
Our rules are mostly common sense and we ask for a reasonable level of activity from all of our members.
For more info please read the about page on our site (https://www.darkreavers.co.uk/about), and if you're interested you can apply here: https://www.darkreavers.co.uk/apply
Cheers!
Dark
Re: Desert is finished?
SmileGurney wrote: »I bloody hope not. So many mob spawns feel like someone copy/pasted some 2-star mobs too many times and called it a day.
Tropics are the same right now. But that's still new
[EU/ENG] Absit Invidia | PvX | Close-Knit | Recruitment Open!
Looking for a true community? Join Absit Invidia!
Tired of toxic, high-pressure guilds? Searching for a place where players matter more than progress? Welcome to Absit Invidia, an international PvX guild that values camaraderie, fun, and mutual support over the grind.
If you want a guild that prioritizes people over numbers, where you can enjoy the game at your own pace while making great friends—this is the place for you!

We are a guild of seasoned MMORPG players with extensive experience across multiple titles. Our leadership team consists of veterans with Phase 1 knowledge, always ready to share expertise and support our members.
Our community thrives on diversity, welcoming:
✦ PvP warriors who dominate the battlefield.
✦ Master crafters & traders shaping the in-game economy.
✦ Casual adventurers who enjoy the journey and social aspects of the game.

Our doors are open to everyone, including:
✦ Veterans looking for a skilled yet welcoming community.
✦ Casual players who enjoy the game without unnecessary pressure.
✦ Former members of toxic, high-stress guilds seeking a fresh start.
There are no strict performance requirements, only the desire to be part of a supportive and fun community.

✦ Node Control – We aim to build and defend a top-tier city in a strategic location.
✦ Caravan Protection – We stand by our own, ensuring safe trade routes while eliminating threats.
✦ A Safe & Thriving Community – A place free from toxicity where every member can grow and enjoy the game.

✔ Phase 3 Access – You must have access to the current phase of the game.
✔ Basic English Communication Skills – Fluency isn’t required, but you should be able to communicate with fellow guildmates.

Discord
If you're looking for a guild that values community over competition, and fun over stress—then Absit Invidia is the perfect place for you.
Be part of more than just a guild—be part of a real community.

1
Re: [NA] ATARAXIA | PvX - PvP Main Focus | CST | 40+ A2 | Latinos
Me interesa.
Intenté unirme pero el link de discord parece haber caducado.
Sahakhiel#3349
Intenté unirme pero el link de discord parece haber caducado.
Sahakhiel#3349
Re: Preferences/ideas/suggestions For Naval combat
Lots of cool suggestions to consider @Arya_Yeshe. But out of those, which 3 to 5 things do you think would be the best implementations if you had to pick? To put in all of these things may make the naval part of the game a bit convoluted, but that's my opinion. Either way though here's my opinion of each so far.
Flares- this is a great idea, even having them as simple as a marker in the air to alert others or even potentially for marking enemy ships on a groups map.
Water pumps- im.indifferent to this one, it could be an upgrade choice perhaps as a defense option? Not really a high priority for mechanics imo.
Winch- I don't really see this as necessary at all.
Seine Nets- would be an awesome feature for master fishermen. Would need to be balanced as to not make any resources too easy to aquire or overabundant. Maybe one of those multiplayer gathering tools.
Killmarks- not necessary but could be a fun option. It'd be just a cool to have a ship log that players could access to see your stats.
Stinkpots- definitely a solid projectile option
Lanterns- I definitely prefer the toggle option for these. Would hate to have them only while being sneaky at night.
Sharks- I mean I think they would be an interesting fishing option. Having a frenzy of sharks around your boat in a fight for whatever reason just seems silly. I'd be more convince by some trained aquatic creatures equipped as a feature.
Greek Fire- another solid close range projectile choice.
Balloon Crow Nest- interesting but unnecessary feature. Not against it nor am I for it.
Crew Space- I am undecided about this. On one hand I believe it is important to require the players to be responsible for their situational awareness and surroundings while having designated players protect the ship. But on the other hand, it would be a nice convenience to include everyone on board in whatever content is being explored underwater, and allowing the NPC crew to guard the ship from.basic dangers.
Rogue Waves- not really a necessary feature. Could be a cool node event though!
Hammocks- I feel like rest should only be acquired in player housing and taverns. Keeping those things much more relevant.
Crafting Stations- the only thing they should have is a basic cooking station. Keep the crafting relevant on shore. Makes resupplying important in harbors.
Flotilla list- great idea. Just make it where the ship itself is added to a party and the crew is it's own party signed up with said ship.
Lost at sea- fun and interesting concept, but not necessary. I'd say for developers to only do this if they have spare time and resources.
Ship Ravens- could be an interesting equipped feature.
Heavy fog- I could see this being implemented with the weather system. Definitely would.be cool to have some monsters that only appear with the mists.
Ships bell- if those other features are implemented sure but otherwise unnecessary
Ghost Crew- this definitely sounds like a fun event at sea. Basically a mini boss that constantly reappears. But it'd have to tie into the worlds lore.
Flares- this is a great idea, even having them as simple as a marker in the air to alert others or even potentially for marking enemy ships on a groups map.
Water pumps- im.indifferent to this one, it could be an upgrade choice perhaps as a defense option? Not really a high priority for mechanics imo.
Winch- I don't really see this as necessary at all.
Seine Nets- would be an awesome feature for master fishermen. Would need to be balanced as to not make any resources too easy to aquire or overabundant. Maybe one of those multiplayer gathering tools.
Killmarks- not necessary but could be a fun option. It'd be just a cool to have a ship log that players could access to see your stats.
Stinkpots- definitely a solid projectile option
Lanterns- I definitely prefer the toggle option for these. Would hate to have them only while being sneaky at night.
Sharks- I mean I think they would be an interesting fishing option. Having a frenzy of sharks around your boat in a fight for whatever reason just seems silly. I'd be more convince by some trained aquatic creatures equipped as a feature.
Greek Fire- another solid close range projectile choice.
Balloon Crow Nest- interesting but unnecessary feature. Not against it nor am I for it.
Crew Space- I am undecided about this. On one hand I believe it is important to require the players to be responsible for their situational awareness and surroundings while having designated players protect the ship. But on the other hand, it would be a nice convenience to include everyone on board in whatever content is being explored underwater, and allowing the NPC crew to guard the ship from.basic dangers.
Rogue Waves- not really a necessary feature. Could be a cool node event though!
Hammocks- I feel like rest should only be acquired in player housing and taverns. Keeping those things much more relevant.
Crafting Stations- the only thing they should have is a basic cooking station. Keep the crafting relevant on shore. Makes resupplying important in harbors.
Flotilla list- great idea. Just make it where the ship itself is added to a party and the crew is it's own party signed up with said ship.
Lost at sea- fun and interesting concept, but not necessary. I'd say for developers to only do this if they have spare time and resources.
Ship Ravens- could be an interesting equipped feature.
Heavy fog- I could see this being implemented with the weather system. Definitely would.be cool to have some monsters that only appear with the mists.
Ships bell- if those other features are implemented sure but otherwise unnecessary
Ghost Crew- this definitely sounds like a fun event at sea. Basically a mini boss that constantly reappears. But it'd have to tie into the worlds lore.

1
Re: Corruption
I think it is ok arresting someone for a few minutes, in EVE when a player becomes criminal he has to stay docked for 15 minutes and it is fine, it's a good time to stretch your legs and have a bio break.
Think about it, the corrupted might’ve swiped loot a farmer spent ages harvesting, leaving the guy with nothing for his effort. No biggie if the corrupted chill in jail for 10-15 minutes and turn into entertainment for everyone else LMAO.
The corrupted only mistake was getting caught in the first place.
Think about it, the corrupted might’ve swiped loot a farmer spent ages harvesting, leaving the guy with nothing for his effort. No biggie if the corrupted chill in jail for 10-15 minutes and turn into entertainment for everyone else LMAO.
The corrupted only mistake was getting caught in the first place.