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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
[Suggestion] Gold Income and Node Upgrades
Raw gold income is hard to come by. Selling glint directly feels pretty bad. The primary source, instead, is caravans. This has led to some frustration from PvE/crafting/gathering-focused players who lack a meaningful avenue to generate raw gold. This post isn’t about the caravan situation that has been discussed ad nauseam. Instead, it’s about two things: raw gold income and node upgrades.
Node upgrades are great, and it’s great that they require coordination and hard work by the community. Yet players are still hoarding resources rather than turning them in. Why? It’s a freeloader problem. This comes up often in economics. Why pay for it themselves when they can wait for others to pay and reap the reward?
There are two solutions. The first is to limit access to the good to people who contributed to it. This is a bad solution in Ashes. The second is to permit meaningful rewards for people who contribute. I think you should do that.
Let mayors use the node treasury to incentivize turn-ins directly with raw gold or, alternatively, let the mayoral tickets be exchanged directly for gold. This creates a PvE/gathering/crafting flow of raw gold creation.
Second, please increase vendor sell prices for crafted items. The low vendor prices are just silly on gear.
(Alternatively, and this probably deserves its own separate post, but has the Dev team ever asked themselves why raw gold/silver/copper is even in the game? I’m not sure it adds something meaningful instead of just making glint not a “material” and replacing the gold/silver/copper with glint and letting you buy commodities that then unpack into valuable materials once delivered.)
Node upgrades are great, and it’s great that they require coordination and hard work by the community. Yet players are still hoarding resources rather than turning them in. Why? It’s a freeloader problem. This comes up often in economics. Why pay for it themselves when they can wait for others to pay and reap the reward?
There are two solutions. The first is to limit access to the good to people who contributed to it. This is a bad solution in Ashes. The second is to permit meaningful rewards for people who contribute. I think you should do that.
Let mayors use the node treasury to incentivize turn-ins directly with raw gold or, alternatively, let the mayoral tickets be exchanged directly for gold. This creates a PvE/gathering/crafting flow of raw gold creation.
Second, please increase vendor sell prices for crafted items. The low vendor prices are just silly on gear.
(Alternatively, and this probably deserves its own separate post, but has the Dev team ever asked themselves why raw gold/silver/copper is even in the game? I’m not sure it adds something meaningful instead of just making glint not a “material” and replacing the gold/silver/copper with glint and letting you buy commodities that then unpack into valuable materials once delivered.)
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Re: Instanced PVP (Arena and/or Battlegrounds)
That’s not what happened in wotlk, people still had to go down to the dungeon areas, raids, daily quest area. Everyone had to go do the argent crusade to get the rep otherwise you would be cooked for PvE and or PvP, gold wasn’t easily accessible back then so 90% of the population had to do dailies and that was all running into the other faction constantly. There was so much interaction for OW PvP it’s not even funny and this is not even including the OW PvP in Wintergrasp, sitting in town definitely got you no where and also just remembered that professions were also important back then (not like current retail) so a lot of players were constantly running into each or fighting each other for mine, herb, fishing spots etc this was server based and no cross realm either so a lot of people would brawl each other due to seeing each other again after being ganked while leveling and including guilds going off at each other. Again proving that hardcore PvE and competitive ranked 3v3 Arena and open world PvP can all coexist easily and have a healthy participation of all systems in the game AS PROVEN IN WOTLK
Did you even play that lol and have you even played this Alpha at all? Or are you just guessing, if you have played this Alpha are you even max level yet? Have you gone to the new desert area yet? Still haven’t answered whether you’re even participating in this Alpha. Il also happily keep contributing to the forums as I’ve done since making The Arena Thread, as someone who has max levelled in both phase 1 & 2. I can give a lot of feedback on the current state and put forward some suggestions. If they get taken or not so be it
If your only experience is watching streamers i can guarantee it’s completely different in the game
What you say about wrath is at best stretching the truth.
What rep did you need for pve/pvp? From my remembrance you needed SoH for shoulder and one other for your helm. Both of these took a week at max to get. Also lfg dungeon finder came in 3.3 during the ICC dungeons. Wows success in wrath had little to do with it's terrible content and more to do with the cultural phenomenon that it was. For pve naxx, togc and ICC were terrible raids. For pvp season 5, 6, and 7 were faceroll dk seasons and season 8 was SM and DBW. There's a reason wrath players were referred to as wraith babies.
Your obfuscation of information should lead people to take your opinions with a grain of salt.
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Re: Thoughts on Artisanship as a whole
I'm semi-confident that someone is working on this, it's not that hard to do (as always, Intrepid, please let us know if this is somehow hard to do).
The issue is often knowing how and when to release different parts of these systems, and how best to attune them to the design goals.
A lot of it is probably still in flux, and highly likely to be placeholder, considering the original plans/ideals for the game's economy.
I guess the one thing I don't agree with, in your post, given that, is the idea that Nodes need to have either Storage or any way of undertaking Artisanal activities in the Wilderness stage (I have no issues with Storage existing, I just don't think they need it).
With the existence of Lionhold, and the inability to drop crafted items on death when not Corrupted, even considering the distances that must be traveled, I still don't see an issue if more of the lower level mobs around nodes drop semi-appropriate crafting materials (e.g. I have previously made a specific single suggestion of making Copper fragments in some way available from Goblins in Nodes, i.e. outside Lionhold perhaps).
Players would go out from Lionhold in the direction of the mobs that drop the materials they want, and this would result in Nodes leveling. They could return to Lionhold to craft and repair basic gear and gathering tools and use the storage in Lionhold. They would build up even larger stockpiles in Lionhold and eventually maybe have reason to try to transport them to Encampment nodes, which might at least have a Smelter or weapon/armor crafting station. There are also already some crafting stations out in the world around Lionhold that are usable regardless of the status of Nodes.
In some previous test, I believe we did have some stations available at the Encampment stage (I haven't bothered to test early-flow this Phase since I learned that nothing much changed economically yet).
I'm looking forward to adjustments too, I'm just 100% expecting them (even if only because of the relatively consistent 'negative feedback' the current state of the Artisanship system keeps receiving). The only thing I don't know is if they are going to 'go back on' the idea of crafting being truly important in the early levels (for progression and such). I hope they don't change this aspect of the intended design, but I don't think the current state is really a reflection of anything other than 'the build that is supposed to give us actual Artisanship and Itemization' not being ready yet.
The issue is often knowing how and when to release different parts of these systems, and how best to attune them to the design goals.
A lot of it is probably still in flux, and highly likely to be placeholder, considering the original plans/ideals for the game's economy.
I guess the one thing I don't agree with, in your post, given that, is the idea that Nodes need to have either Storage or any way of undertaking Artisanal activities in the Wilderness stage (I have no issues with Storage existing, I just don't think they need it).
With the existence of Lionhold, and the inability to drop crafted items on death when not Corrupted, even considering the distances that must be traveled, I still don't see an issue if more of the lower level mobs around nodes drop semi-appropriate crafting materials (e.g. I have previously made a specific single suggestion of making Copper fragments in some way available from Goblins in Nodes, i.e. outside Lionhold perhaps).
Players would go out from Lionhold in the direction of the mobs that drop the materials they want, and this would result in Nodes leveling. They could return to Lionhold to craft and repair basic gear and gathering tools and use the storage in Lionhold. They would build up even larger stockpiles in Lionhold and eventually maybe have reason to try to transport them to Encampment nodes, which might at least have a Smelter or weapon/armor crafting station. There are also already some crafting stations out in the world around Lionhold that are usable regardless of the status of Nodes.
In some previous test, I believe we did have some stations available at the Encampment stage (I haven't bothered to test early-flow this Phase since I learned that nothing much changed economically yet).
I'm looking forward to adjustments too, I'm just 100% expecting them (even if only because of the relatively consistent 'negative feedback' the current state of the Artisanship system keeps receiving). The only thing I don't know is if they are going to 'go back on' the idea of crafting being truly important in the early levels (for progression and such). I hope they don't change this aspect of the intended design, but I don't think the current state is really a reflection of anything other than 'the build that is supposed to give us actual Artisanship and Itemization' not being ready yet.

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I feel rangers need a little bit of love in the form of range bonus
Rangers seem to lack at something they excel at aka a class identity giving rangers like a 25% bonus on range attacks i think would help in this regards and also rangers a 5-7m sweet spot that they can use to try and keep the edge in range combat because the moment any class gets within bow range they typical win agaist a ranger just by bow basic attacks atm so having this sweet spot where they can try and maintain a target would be rather rewarding if your able too.
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Re: What it's like to be on the other end of exploits.
How are those fishing / wood cutting comps exploitable? Does anyone care to enlighten me?Would be nice. On EU Sol Deus exploited their hearts out but they're a pvp only guild so they didn't the the above stuff afaik, however they do the fishing or woodcutting comps from time to time.
Re: Fighter's Much Needed Improvements.
When using some Fighter abilities in melee range my character will automatically switch to my ranged weapon after the ability completes. Probably a bug. Weapons shouldn't swap without control.
The weapon switching feature feels like it's super basic atm...paired up with the toggle auto attack feature that turns off on keypress(this never happens in the previous phase) mid-combat or during enemy target switching upon previous target's death. It's just all so meh which in turn makes gameplay CLUNKY AF.
I don't know exactly why but fighter feels boring AF at level 25 in a party/raid setting, it was fun for solo leveling. Maybe it's partly because of what Punkte mentioned in the above post.....i'm forced to come in and play the trip game and carry the party/raid otherwise they all wipe, scratch their heads cluelessly and complain cluelessly.
Last bit, whirlwind feels lackluster AF. It feels even lackluster AF when not being able to use form of ferocity and not having an attack speed buff coupled with it.
These animations take so long for so small of a reward.
Whirlwind animation needs to be sped up a little bit I think, and also when speccing into it, the actual last hit of whirlwind from the talent, should NOT extend the animation of whirlwind. So many times I just want the animation to end. I only use it when I have procced all my attack speed increases. I would honestly rather just keep weapon cleaving for more procs and reset cleave than use whirlwind.
It feels like a good skill when I have all my attack speed stuff procced, using ferocity form at full momentum, where you speed it up a bit, but outside of that, its not fun.
There's a ton of wierd issues that reset the weapon into ranged.
Casting some skills like Battle Cry switches to my main weapon.
There is another one too, I just forget what it is. Maybe Berserk?
Whirlwind is super sensitive on button press. If you press it too long and let go, it cancels the ability. If you accidently double tap, it cancels the ability. Any accidental button press cancels it.

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Re: Forced pvp caused by war
AirborneBerserker wrote: »@Volgaris @Gizban @Dezmerizing @Veeshan
Griefing is not a violation of TOS. This is to be expected in a Node/Guild War.
The expected response is to have other people come help you. Unless the most powerful people on the server are the ones doing it then log off.
This IS the intended result. Level 25 players killing level 12 players is OWPvP.
The issue is node wars and any war in genaral right now completely favors the attacks. Walk into town with your attacking force go go to storage and crafting benches and market place hit the declare war button spam aoe instantly wiping one side due to they dont have any warnings what sp ever or time to prepare where attacks do, now go to the respawn point and perma kill them over and over again due to it being the closest spawn location and most likely there home point aswell cause logicaly you would have the home point set to your citizened node and they dont have any option to spawn anywhere else.
Wars are not wars there bloodbaths in there current form and it 100% favors attacking sides in every situation atm. Some easy fixes to this issue
1 - Have a warnig timer when a war is declared there a 15-30 minute grace period for defenders to also group up and prepare a defence so there actualy a fight
2- Allow people to always have 2 respawn locations to use if there closest stone is also there home node location the closest option should now be the 2nd closest stone so they can spawn at there home node or there 2nd closest node the rezz options should never both be the same spawn to allow options to no be spawn camped and allow a side to regroup.
3- log in protection timer (im not sure if this is in place yet but you need to be invunerable from pvp for 30 seconds or so when loading in so u have the option to actualy load into game before dieing/option to nope out if u happen to log into a node war and have shit in your inventory due to crafting the day before still
I don't disagree with you just so you know.
Heres what the response will be.
1. Giving a warning period would allow you to set up your side to in an unfair way.
2. People would use this to fast travel.
3. Pretty sure this is in the game already. But if not it's something likely to be abused by someone and removed.
AirborneBerserker wrote: »@Volgaris @Gizban @Dezmerizing @Veeshan
Griefing is not a violation of TOS. This is to be expected in a Node/Guild War.
The expected response is to have other people come help you. Unless the most powerful people on the server are the ones doing it then log off.
This IS the intended result. Level 25 players killing level 12 players is OWPvP.
Lets say this is the intended end state of PvP. What happens when a "Group" of players ( i won't use guild here) get so powerful they can wipe any node out without any real resistance? People will generally flock to the winning side, only making this group larger and more powerful. Sure you can have streamer vs streamer wars, which might be fun, but probably won't be. Most PvP servers in MMOs end up extremely unbalanced. For either side this won't be fun. If there's no real fight to be had then whats the point in fighting, just the rewards, so don't build out Nodes unless you're with a large Group. Just use their Nodes. Literally Ignore all the Node stuff, that's a big bit of the game. So it's a "Go Big or Go Home" mentality? I hope you're wrong but if not the game isn't going to keep any PvE focused players. Too much hinges on PvP and PvP is made for LARGE groups. and ALL the Largest Groups are ran by streams. So it's a game designed for streamers. IF that's the case I'd rather smash balls in a waffle iron than play it.
I basically agree with everything. Not just that but most PvPers will be lost as well. the game isn't a PvX game it's an OWPvP game. It just calls itself a PvX game because it will pull more people in and is technically true.
Re: Let's talk about crafting in Ashes as it currently works.
DannybadFF wrote: »Are there any MMO crafting frameworks that you would like to see "inspire" the next iteration of crafting in AoC? I know most people are partial to their first/favorite overall MMO.
I actually really loved the gathering system in Amazon's "New World" which this system kind of feels like, where the nodes are built into the landscape and seem to mesh right into the world. I wonder if with this system you could put in a mini map "tracker" similar to LoTRO for profession specific nodes (i.e. mining you can see on mini map where ore nodes located). It should be said that in LoTRO it is mini map only.
As for the crafting itself I really how Lord of the rings has a base set of recipes at each tier and you can gather rare recipes from mobs or chests throughout the world and they can be either one time (Super rare top tier items) or multi use (Higher than default crafting items, but not top shelf). IDK, but I think Crafting is a big part of the mmo experience.
If you couldn't tell LoTRO was my first and most important mmo i played.
I actually like what Intrepid are going for with the crafting in Ashes, whereby you can get basic gear from vendors or mob drops, but crafting can give you better quality versions of those items. The main problem, as stated before, is the amount of time it takes to make those higher quality items which makes it impractical to do. By the time I've either gotten the mats or gold together to acquire a full set of rare level 1 gear I could have hardcore grinded my character to level 10+ so why even bother crafting in the first place?
Re: Live Streamer Grief-Pulling Mobs for Over a Week
They should (and will) fix the current bug associated with specifically spec'd tanks gaining hate on mobs that are currently chasing a character that they are on or near zero hate with, this much I agree.You're not necessarily wrong. But I will say that just because it likely wont go away, that shouldn't mean that Intrepid should stop trying to make it more and more difficult or punishing for players to do it.
However, that is all they should do.
Mob training should be a part of the game.
Why?

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Re: Live Streamer Grief-Pulling Mobs for Over a Week
He still isn’t banned. Steven’s already made it clear the aggro system is not functioning as intended and allowing for this, hence why it is clearly an exploit allowing people to avoid actual PvP.
Diagnostixx and AmericanRedCross were doing the same thing in Carphin all yesterday on Lyneth. Yes already reported.
If you want the spot, flag the hell up
Diagnostixx and AmericanRedCross were doing the same thing in Carphin all yesterday on Lyneth. Yes already reported.
If you want the spot, flag the hell up
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