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
Node Elections - alts abuse. Time for 1 player account = 1 vote scenario?
I'm surprised this isn't a thing yet. Rigging elections with level 10 alts is getting stale.
Re: Feedback from a Leatherworker point of view
hm sorry... in my opinion the crafting system is far away from being perfekt... and I dont even like the idea that noone is able to craft items themselve without the need of other persons... (but ok this is my opinion)
Generally I like crafting, although my focus in a MMO is on PvP. So I have leveled up the following:
- herbalism to lvl 10+
- hunting to lvl 10+
- lumber to lvl 10
- weaving to lvl 9
- tanning to lvl 6
- leatherworking to lvl 10
all things done to craft medium armor (lvl 10)... without success because of lacking tanning to lvl 10 (carcass)... what a pity, because most of the players now want to have lvl 20gear, which felt to be light years away to be crafted (for me)...
Crafting in general:
I think it's important that all the items that could be crafted, should be possible to craft during your journey along to lvl 50. If this is not the case and crafting (in general) is an excessive effort, only the items of endgear/grandmaster (lvl50) will matter to be crafted (+ rarity)...
=> in consequence as a result:
- all other items of lower level are useless (noone is interested in a crafted heroic level 0... item)
- all the effort (time = money for the dev team) to design and implement such a complex system, is a waste of time, if only less than 5% of the craftable items are attractive (think of all the items that have to be implemented in game, while noone cares about them...)
- every crafter will speed up to reach the "endgame"(grandmaster) in crafting, regardless of anything he has crafted the way along to grandmaster...
but maybe I'm wrong and I am the only one with these feelings :-)
Generally I like crafting, although my focus in a MMO is on PvP. So I have leveled up the following:
- herbalism to lvl 10+
- hunting to lvl 10+
- lumber to lvl 10
- weaving to lvl 9
- tanning to lvl 6
- leatherworking to lvl 10
all things done to craft medium armor (lvl 10)... without success because of lacking tanning to lvl 10 (carcass)... what a pity, because most of the players now want to have lvl 20gear, which felt to be light years away to be crafted (for me)...
Crafting in general:
I think it's important that all the items that could be crafted, should be possible to craft during your journey along to lvl 50. If this is not the case and crafting (in general) is an excessive effort, only the items of endgear/grandmaster (lvl50) will matter to be crafted (+ rarity)...
=> in consequence as a result:
- all other items of lower level are useless (noone is interested in a crafted heroic level 0... item)
- all the effort (time = money for the dev team) to design and implement such a complex system, is a waste of time, if only less than 5% of the craftable items are attractive (think of all the items that have to be implemented in game, while noone cares about them...)
- every crafter will speed up to reach the "endgame"(grandmaster) in crafting, regardless of anything he has crafted the way along to grandmaster...
but maybe I'm wrong and I am the only one with these feelings :-)
Re: Feedback from a Leatherworker point of view
I agree with you all that the current system's idea is perfect but it needs a little bit of rework and rebalance.
1) Can't agree more, right now gathering/harvesting seems like the least effective way to gear up when it should be equally good as dropping or, even better, complementing it. (BALANCE)Although I cannot see the big picture - here are a few ideas from my limited viewpoint:
1) As soon as it becomes possible - wipe server and require a fresh start of actual expectations. I think true Data is needed to adjust things properly - not the data that is affected by node advancements and other erroneous inputs from the dev team to advance certain aspects. This should make gathering/harvesting an equal priority to adventure types - assisting the crafters and reducing one of the skills required to level.
2) Keep hunting as an AH skill but maybe change the killing of certain mobs to a loot option scenario - like choice of glint or carcass - along with the other drop items as in emblems, runes - etc etc.
3) DO NOT put items on vendor - make it so food is needed from a cook, scrolls are needed from a scribe, salves are needed from an alchemist and weapons and armor are needed from the appropriate crafter. Maybe keep quests and drops available - but do not make them a higher quality than uncommon.
2) Yes, Hunting seems really off... it needs a total rework.
What about even from the lowest animal you could gather a very lower tier carcass that you need like 10 of this to make a 1 good carcass?... it would also helps to level up Tannering and Hunting faster. As we say in point 1), currently it is not worthy the time you spend leveling it up at expense of leveling the character. Grind is good, but it has to be rewarding and not boring in excess.
3) I agree, anything that encourage the market economy but for this to work we would need a "public" market in the starting areas. Right now I am level 6 and I would love to sell or buy mats... I understand I need to be a citizen to be able to make a Stall and also that I need to be level 10 so.... (maybe I got it wrong, but nothing inside the game explains it)
What can I add?
1. As a low level player that tries to have the level of artisanship and the character level at the same pace, questing, gathering and grinding I do find a little bit annoying to have the novice? stations scattered "across" the initial area... can't we have it together at lionhold? (I mean, we already do have stations there but it is only for the tutorial)
Re: Fishing profession Has NO FUNCTIONAL USE IN GAME
They should make it so that fish can be used as fertilizer (in place of poop), to help grow trees/crops on freeholds

1
Should Novice artisan skills also be limited like apprentice and higher?
When I first started the game in P1 I thought getting a chance to try everything was great. But now getting to see the startup of a server in P2, I'm thinking that allowing everyone to gather/process/craft everything comes with downsides to the server progression and economy: people gathering for the heck of it, and hoarding.
Talking through what happens if people were only allowed to have 7 novice professions:
Did I miss any obvious downside? What do you think about this idea
Talking through what happens if people were only allowed to have 7 novice professions:
- People could still try all the novice professions, they would just have to demote one (losing progress) to get another. But that would require travel to a trainer at least
- 7 professions is enough to do roughly 2 crafts at a time, maybe 3
- Valuable resource nodes wouldn't always be picked up, as people wouldn't have all the gathering skills. So they would get funneled to the people who have chosen those crafts.
- Over half the server would likely still take mining just for the income. But it would still lighten the gathering a bit for mining, and a lot for hunting and flax
- Fuel might have to be vendor buyable, as not everyone could cut trees
- It would better prepare people for what's coming with apprentice crafting and higher. The a-ha moment when you realize that processing is important
Did I miss any obvious downside? What do you think about this idea

1
Re: Feedback to the current state of Artisanship
Elemenohpe wrote: »I have to agree with a lot of the points you have made here. I started playing MMOs with Everquest in 1999. I enjoy a good game where it takes work to achieve things. I love that feeling when I've accomplished a challenge and then reap great benefits. However, I'm not getting that with crafting right now.
Between resourcing from my husband who is focused on gathering and funneling items to me, some help from guildies, and myself I've made it to level 5 in scribing. I've made sure I'm leveling scribing with full xp node buffs, xp scrolls, and a scribe shirt. Yet my alchemy, for processing scribing materials only, without buffing it in anyway or paying attention to xp node buffs is level 14. My gathering skills are around 12/13. So crafting definitely has some pain points that needs to be addressed in it's xp rate gain, amount of money, and/or mats it takes.
With all of the various economic systems (one of those systems is definitely artisanship) that are in play here, Intrepid should really have someone on their team that is either an economist or a behavioral economist. Having an economist will help them more appropriately identify the pain points in the game's economy while a behavioral economist will do the same but also have more understanding of human psychology of what people are doing, why they are doing it, and how to nudge people or the game in the correct direction for a healthy economy and happy player.
Just because people are screaming for more copper in the game doesn't mean the best route to fix the problem is for them to add more copper to the game like they are doing. They may seriously need to change how much copper is needed and how far it is getting players in all of the other systems it is involved in to balance it out. Eventually, people aren't going to want that copper as much and then there will be too many copper spawns taking place of move valuable mining spawn points. They may also need to consider that people have to choose their first 5 Artisanships starting at the beginning and you just can't do the other ones. So if you don't choose mining then you don't mining, freeing up resources to the people that are.
100% this. Having an economist and a behavioural economist on staff is / would be a huge boon.
Re: Economy in Ashes (Solving MMORPG Inflation)
Not sure, we won't know until the game is fully implemented it and people are playing it as if there are no more wipes to be had.Wandering Mist wrote: »

1
Re: Economy in Ashes (Solving MMORPG Inflation)
Wandering Mist wrote: »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.
The golden question though is, is it enough?
Personally I don't think any amount of gold sinks will completely combat inflation, it's just something every mmorpg has to deal with sadly.
It's quite controllable, both FF MMOs and more recently New World have all had periods of controlled, slight deflation and then specifically needed to try to tune it back to even for specific player groups.
The difficulty in Ashes is the disparity in player groups relative to if they are experiencing it or not.

1
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.
Re: Steven handing out the best mounts in the game on stream feels bad
This is an alpha and everything will be eventually wiped. I don't see any logical reason to complain about the game director giving out mounts and cosmetic items(has given nothing OP). He isn't just giving them away either, there is something involved with getting something from him. This seems more like a jealous take than an actual complaint.