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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.
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Economy in Ashes (Solving MMORPG Inflation)
Hello,
it's well known that Inflation is a big thing in MMORPG's.
The Reason is mostly very simple, unending increase of circulating currency from respawnable resources which are changed into gold/silver/copper.
Usually these are combated with small money sinks here and there.
Sinks generally don't have the required impact to combat an ever increasing rate of inflation.
What I'd recommend is to create an massive artificial sink, that either periodically happens or at a certain level of inflation. This massive sink should create a percentual deflation serverwide.
As an example you could implement a sacrifice to the gods, in which the gods care for Gold,silver and copper (for a reason), then proceed to cut x% of all currency and then proceed to give a serverwide buff or event.
This would force deflation and renew markets. Coppers would still have meaning, and new accounts could also have a bigger % of all currency in Game since the basic "kill and sell" would generate relatively more with same numerical value.
You could even go so far to make this a integrated part of the story and a partial reason for why Npc's and the players are coming to Verra.
All this would give more reason for continuous action. Progress appear slower, yet more meaningful (At least on a grand long term scale).
It would also shift focus away from Currency to items, professions, skills, etc. Also it would (kind of) indirectly combat gold trading. (Imagine buying gold from sellers, only to get a 90% cut and the really big items you can't get anyway because no1 sells them.) Essentially Items>Gold, because high end items don't deflate in value.
The importance of of currency then may be viewed as necessity, yet not the goal of actions.
Combine this with the usual money sinks and you can pretty much regulate the whole Economy on a server.
Thanks for developing what is shaping up to be the MMORPG of a generation.
King Fool
Edit: Grammar
it's well known that Inflation is a big thing in MMORPG's.
The Reason is mostly very simple, unending increase of circulating currency from respawnable resources which are changed into gold/silver/copper.
Usually these are combated with small money sinks here and there.
Sinks generally don't have the required impact to combat an ever increasing rate of inflation.
What I'd recommend is to create an massive artificial sink, that either periodically happens or at a certain level of inflation. This massive sink should create a percentual deflation serverwide.
As an example you could implement a sacrifice to the gods, in which the gods care for Gold,silver and copper (for a reason), then proceed to cut x% of all currency and then proceed to give a serverwide buff or event.
This would force deflation and renew markets. Coppers would still have meaning, and new accounts could also have a bigger % of all currency in Game since the basic "kill and sell" would generate relatively more with same numerical value.
You could even go so far to make this a integrated part of the story and a partial reason for why Npc's and the players are coming to Verra.
All this would give more reason for continuous action. Progress appear slower, yet more meaningful (At least on a grand long term scale).
It would also shift focus away from Currency to items, professions, skills, etc. Also it would (kind of) indirectly combat gold trading. (Imagine buying gold from sellers, only to get a 90% cut and the really big items you can't get anyway because no1 sells them.) Essentially Items>Gold, because high end items don't deflate in value.
The importance of of currency then may be viewed as necessity, yet not the goal of actions.
Combine this with the usual money sinks and you can pretty much regulate the whole Economy on a server.
Thanks for developing what is shaping up to be the MMORPG of a generation.
King Fool
Edit: Grammar
Re: Economy in Ashes (Solving MMORPG Inflation)
Ashes already has many sinks built in to the game. Sieges are a huge one, with both the attacking and defending side needing to expend massive amounts of resources.
There are, how ever, many others that are already planned for.
There are, how ever, many others that are already planned for.

2
Re: [Feedback] Why Ashes is currently destined to fail...
No it doesn't.
If you are having an issue that is appeased by it being acknowledged, you really don't have an issue.
I have a testing issue that needs to be acknowledged so I know its been seen and can move off to other things.
Honestly the gatekeeping in here is wild.
No you don't.
You have no issue, there is nothing that is stopping you moving on.
If you disagree, feel free to explain what this barrier is that is preventing you from moving on, but where that barrier will be removed by the simple act of Intrepid acknowledging said barrier.
This isn't gatekeeping, it is you people being princesses about shit.
Never met anyone one that been through a 12 step program?
First step is admitting there is a problem. If the devs don't respond that implies either indifference, or ignorance. Neither being good.
That being said this isn't the place to look for a response, the known issues button exists for a reason.
Re: Live Streamer Grief-Pulling Mobs for Over a Week
unknowncannibal wrote: »He did this for another 4 more hours last night in Carph tower all streamed btw.
I mean, Ashes is the kind of game where this is perfectly valid gameplay. Right now it is easier than it should be, but that is about it.
What he is saying in shat is also not against the rules at all.
Ashes is a game where you are at the mercy of other players, and they are at your mercy. If someone is stronger than you (or a guild or alliance is stronger than yours) and they don't want you running a piece of content, you won't be running that piece of content.
Right now, this player is stronger than you and doesn't want you running that content.
The real question I have is...is this high quality gameplay?
Nope.
But Ashes design kind of dictates that people will often find themselves in situations they don't consider high quality gameplay.
Keep in mind as well, mob training isn't going to go away, it will still be possible. The only thing happening now is some people can't figure out how to stop it - there are multiple ways.
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.
One really simple idea that would also be annoying in many ways for general gameplay but more or less deter training masses of mobs is having mobs root players initially when engaging. Just for a second. So if you keep pulling mobs to train on people you keep getting rooted (and having it stack if you pull a lot at once) initially so its harder to out-maneuver mobs. Call it "bracing" or whatever even if its just something that the character activates upon engaging something. It wouldnt outright get rid of training as you say, but I would be willing to bet itd definitely have an effect on how well people can currently train mobs

1
Re: Forced pvp caused by war
closest spawn need 2 be changed to closest non home spawn tbh
you can also opt out by dropping citizen ship too and join back up when timer done
And pay a ton of extra taxes when you rejoin after that. Not a great option IMO
I don't think leaving guild/citizenship should be treated as a yo-yo - a cheap way of avoiding interacting with the game's systems/mechanics.

3
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 happe n to log into a node war and have shit in your inventory due to crafting the day before still
2
Re: Forced pvp caused by war
I don't think this is intended... mostly... probably... I have no idea lol. The current PvP state is bad. Logging in and loading into your Node to get killed is bad design. The Node getting camped is bad too. Losing items from Node storage is bad also. I thought of losing a bunch of hard earned stuff because a war happened while I was logged out will certainly dissuade me playing. You'll need to join a zerg guild or a streamer guild if you don't want to crotch stomped all the time . Nether sound fun. So we'll just have to see how it works out in the end.
1
Re: Right now, end game has so much griefing it's almost impossible to enjoy end game pve content
I've heard of this Marionette thing happening specifically to steal resources from people so many times now. Is there not yet a chance per tick for a player to break the effects? Are diminishing returns in yet?
There really should be some kind of mechanism to tone down the griefability of this even if that means something like lock in a resource spawn to a player, or if you've used a CC skill on a player, you're not able to gather for X seconds, or *something* to prevent this level of trolling. Or like, if you start gathering while PVP flagged, any CC you've cast breaks... Something to preserve the integrity of people being able to fight over resources without it being whoever happens to be playing the class with CC automatically wins.
Well I can tell you WoW had this problem early on. Priests and warlocks could mind control or fear people indefinitely. Their solution was to introduce diminishing returns for CC in PvP (specifically in the form of reducing the duration it lasts each subsequent cast and also increasing the chance it will fail to affect the target). Maybe Intrepid can do something similar?

2
Re: Toxic Griefing PVE Behaviour is encouraged ??
I literally logged in JUST to mute this Noaani person. Total troll. As for this post? This game, right now, is a total mess. My experience after almost 30 years of mmo's is this. Anytime you cater to PVP you end up with greifers and toxic gameplay.
The ONLY mmo's that have lasted that have PVP in as a main gameplay experience figured out how to deal with the bad apples. Right now Steven seems in my opinion to be ok with this type of gameplay.
I have over 1 thousand dollars invested in this game.
As of right now I wish I was allowed to just sell it all off and move on, as I see no hope for anyone who wants a good PVE experience from this title. What a shame, I hope Intrepid opens their eyes and sees just how bad a reputation this game is getting right now and rights the ship.
The ONLY mmo's that have lasted that have PVP in as a main gameplay experience figured out how to deal with the bad apples. Right now Steven seems in my opinion to be ok with this type of gameplay.
I have over 1 thousand dollars invested in this game.
As of right now I wish I was allowed to just sell it all off and move on, as I see no hope for anyone who wants a good PVE experience from this title. What a shame, I hope Intrepid opens their eyes and sees just how bad a reputation this game is getting right now and rights the ship.