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: AoC isn’t Punishing its Frustrating
My main issues with XP debit is all of you would still play and love the game if it were gone, but there are an unknown number of potential players who won’t play the game because of it.
This game needs to attract a healthy full player base, and XP offers nothing positive and only negative.
It is an objective negative for this game to implement it.
Sure, but I also play Throne and Liberty as my main game now, and therefore I'm not as hardcore as the people who want to play Ashes.
But that's kind of the point. It's not necessarily a negative, because people who really don't want exp Debt have an objectively better (using your logic) game to play already, considering their main playstyle profiles.
Why should AoC strive to compete with a game for an audience that is better suited for that game already? It makes no sense as even a business plan.
Removing XP debt does not drastically change the formula of the game.
Also, just because a game doesn’t have an XP debt doesn’t make it an all around objectively better or more complete game.
Classic wow is very popular, if classic wow added XP debt nothing about the game formula would change, it would just introduce something 90% of players don’t want and there for it’s a negative.
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Error. Code: 525 - Unable to sign in to a spesific character
Hi,
I was in Halcyon dealing with some storage work, when I got the bug where items couldn't be moved. So I relogged. When I logged back in my character kept falling through the map, so I decided to relog again.
Now I get an error saying 525 when trying to login to that character.
I have tried the following to resolve the issue:
1. Restart the client.
2. Ending all related tasks in taskmanager
3. Restart PC
4. Repair game from launcher
5. Clear Cache from launcher
6. Reinstall the game from launcher
7. Relog from the website
None of these things has helped resolve the issue.
It appears to be a character only problem, as I am able to login to alternative characters.
This characters name is Arassuil, on Lotharia EU.
Please, any help our advice would be greatly appreciated!
I was in Halcyon dealing with some storage work, when I got the bug where items couldn't be moved. So I relogged. When I logged back in my character kept falling through the map, so I decided to relog again.
Now I get an error saying 525 when trying to login to that character.
I have tried the following to resolve the issue:
1. Restart the client.
2. Ending all related tasks in taskmanager
3. Restart PC
4. Repair game from launcher
5. Clear Cache from launcher
6. Reinstall the game from launcher
7. Relog from the website
None of these things has helped resolve the issue.
It appears to be a character only problem, as I am able to login to alternative characters.
This characters name is Arassuil, on Lotharia EU.
Please, any help our advice would be greatly appreciated!
Re: Live Streamer Grief-Pulling Mobs for Over a Week
If contesting farmspots is supposed to be the 'lifeblood' of the game, then you will eventually have the chance to enjoy the game with all those other 124 people worldwide who actually enjoy wasting their lifetime like this while the rest of us has moved on to another game. Kudos to you.
Re: AoC isn’t Punishing its Frustrating
Do you really think Ashes will have pve difficult enough to warrant this?Literally every player playing Ashes will be more risk averse in terms of their decision to run content with the players on hand, the classes on hand etc. Instead of running a piece of content with the 6 you have on hand, you will want to find 2 more to fill out your group (or, in many cases, you will want 12+ people to run content made for 8). With less of a death penalty, there is no real reason to not at least attempt to run that content with fewer people.
It will happen, but more to the point - risk aversion is a consideration in PvP as well.
Imagine the PvP in a game where people are too scared to engage unless they know they will win, vs a game where they have nothing at all to lose and so can freely engage in PvP just for fun.
I've said this before, but Intrepid know this to be true. There is a reason death penalties for sieges, wars and caravans are planned to be almost non-existent - they want people participating.

3
Changes to the way you choose sides on Caravans
The way that you engage with the caravan system right now feels really bad.
Issues
Reasoning
We need to get close to any caravan we try to attack and press attack. Bugs aside (like having to leave your party/raid to join a caravan as an attacker/defender), this creates a weird gameplay scenario where you declare as an attacker in the middle of their defender party. This also makes sneaking in and ambushing caravans impossible. If you increase the radius of the event, you end up notifying everyone in the area, even the ppl who didn't spot the caravan, that there is a caravan in the vicinity. This is also a bad thing and is not a good solution. This issue also creates a break in the gameplay flow. Instead of naturally spotting an enemy caravan and simply engaging in PVP, you need to stop, click on attack, then position yourself back or engage with the defenses in a weird positioning. It feels bad and gamey and unimmersive.
Another issue with the way it works: We were fighting a big convoy of caravans the other day. There were like ~60 caravans going for miles of road and we attacked the convoy. We didn't pick attack on every caravan because how could we. So what ended up happening is some ppl fighting some defenders while others couldn't because they didn't pick attack on that specific caravan. The same thing goes for defenders, they couldn't defend because they didn't pick defend on every single caravan. It's just a bad implementation atm.
Suggestions
Issues
- You need to walk around and press attack/defend on every caravan before being able to participate in the system (this is super bad for attackers and ppl who want to start defending mid pvp)
- You don't know whose caravan it is, and even worse you can't identify which caravan is connected to which event window
- There is no way to ambush/sneak attack caravans/defenders because you need to get close and click attack before engaging.
- The whole implementation feels gamey and unintuitive and creates a break in the flow of gameplay
Reasoning
We need to get close to any caravan we try to attack and press attack. Bugs aside (like having to leave your party/raid to join a caravan as an attacker/defender), this creates a weird gameplay scenario where you declare as an attacker in the middle of their defender party. This also makes sneaking in and ambushing caravans impossible. If you increase the radius of the event, you end up notifying everyone in the area, even the ppl who didn't spot the caravan, that there is a caravan in the vicinity. This is also a bad thing and is not a good solution. This issue also creates a break in the gameplay flow. Instead of naturally spotting an enemy caravan and simply engaging in PVP, you need to stop, click on attack, then position yourself back or engage with the defenses in a weird positioning. It feels bad and gamey and unimmersive.
Another issue with the way it works: We were fighting a big convoy of caravans the other day. There were like ~60 caravans going for miles of road and we attacked the convoy. We didn't pick attack on every caravan because how could we. So what ended up happening is some ppl fighting some defenders while others couldn't because they didn't pick attack on that specific caravan. The same thing goes for defenders, they couldn't defend because they didn't pick defend on every single caravan. It's just a bad implementation atm.
Suggestions
- Allow us to create a caravan convoy. When a group decides to run multiple caravans, they should be able to designate a group of caravans as a convoy, and that would make it so you only need to be a defender/attacker for the one convoy and not for all the caravans individually.
- Allow us to be flagged as a defender/attacker by simply interacting with the players/caravans. Attacking a defender/caravan should flag you as an attacker. Supporting a caravan/defender would flag you as a defender and attacking a caravan/attacker would flag you as an attacker. You should also be able to become a caravan/convoy defender in other ways like right-clicking a caravan/player or a name in the party/raid UI. This way you can easily and quickly engage with the system without having to break the flow of gameplay by going through an UI element while still having other options when necessary.
- Caravans should also have an event radius. Once you leave that radius for more than X minutes you are no longer considered an attacker/defender. You could also make it so that when players come back to the event radius they become automatically flagged as their previous flag that they had in that particular event.
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
This is bs option.
A main perk of citizensjip is extra storage. What happens to that storage and everything in it?
Gone.
Node wars shouldn't be able to take place within town.

2
Re: Is there a singular Working Quest in this game?
ThevoicestHeVoIcEs wrote: »https://www.youtube.com/clip/Ugkxy1o6r5ZVskH1YD_DdITPjlL6y37eqKYjhttps://ashesofcreation.wiki/Grinding
Repetition will not be part of progression in Ashes of Creation.[1][2]
There will be no "grindy" quests.[2]
There will not be repetitive quest lines through a single dungeon to obtain gear.[3]
The aspiration is to have more things to do in the game than a player has time to do.[2]
*cough cough*
He said "player" not "tester"


1
Re: Eliminate these reason to quit
I am really curious if such a thing will happen given that AoC will have a very long open Alpha 2 phase.Every MMORPG post WoW has an initial population at launch, and then loses a portion of that over the next 3 months. Losing 50% of that initial population is normal.
Ashes is likely to have a 65% loss over the first 3 months.
So, preventing someone from playing the game at launch that is definately going to leave in the first few months is absolutely a good thing for the game long term.
Those who quit early will probably quit already during Alpha or Beta with little reason to be on fresh servers at release, for only 3 months.

1
Re: [FEEDBACK] Initial Experiences with Artisanship
AirborneBerserker wrote: »The third problem lies with the blatant disrespect of my time. There is no reason to have the different Profession Benches separated by so much. Especially when you have them interconnected the way you do.
Problem four is Processing professions add nothing to the crafted product. The quality and amount of crafting is determined by gathering, the end product is created from crafting professions. Again wasting my time.
Agreed. To pile on, the not-fun aspect of processing is made worse by the forced batch sizes (1,5,10,25,etc). It’s cumbersome, pointless, and so easy to fix. Ashes has a number of little constraints that erode fun, while not having any real value or meaning.
all of that falls flat knowing that Journeyman will be the highest rank I could ever achieve.
As a side note this is a perfect example of how this game is aggressively anti-solo player. Normally in a game like this I would circumvent the inability to craft everything I could as a solo player by leveling up multiple characters, which is usually a fun experience. This game goes out of its way to make sure that I not only cannot craft the highest skill items by locking the best crafting materials in areas I can never farm, dungeons and raids, which I am totally fine with, but by also saying you can't even max any of your professions because you're not in a guild. Curious.
Well said. I’m ambivalent, I like that Ashes is sticking to its guns on ‘bringing the multiplayer back to mmo’, though at a practical level most of my personal playing is solo. It may be that the best way for solo players to experience the full breadth of Ashes would be to join the server uniguild just for access to master / gm processing.

1