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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
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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
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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Re: Crafting is becoming stupid exhausting
UltimateTitane wrote: »It's challenging to gather all the necessary materials entirely on my own. Honestly, it's a dreadful task because it sometimes feels endless. I think it boils down to a few factors. On one hand, progress is slow, but I don’t see that as a big issue. On the other hand, the problem lies in the fact that I’m gathering and processing everything myself because I need it all.
If I had only 1 or 2 gathering options and 1 or 2 processing options, it would already feel much more manageable. This would also leave more resources available for others. A proper auction house would then be essential, allowing me to sell my materials and find the ones I need. This way, you’d also support the economy and ensure that lower-XP items could still have value, as they might be required for other processing skills.
totally agree... in the current state crafting makes no sense... I have leveled up:
- 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 this for just crafting some lvl 10 Medium Armor... and it was not enough to craft some gear. tanning and weaving have to be also at lvl 10...
In my opinion this is ridiculous. It took me several hours/days of gathering materials and to run a lot between different nodes... and we are talking about crafting lvl 10! medium armor gear (regardless of rarity)... if I had spend these hours in grinding some gear, I would have been lvl 25 with good stuff equiped...
maybe this crafting effort is fine for endgame legendary gear, but not for gear which you (and others) should use during their journey to lvl 50... this makes no fun and is really a horror
Re: Node Elections - alts abuse. Time for 1 player account = 1 vote scenario?
votes do need to be account based
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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

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