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: Major Graphic Upgrade Needed.
Once again "graphics" is equated to "style". Those are not the same thing.1970merlin wrote: »I think is needs to be more colorful and have more style.
Indeed.
One of my pet peeves is people not knowing what it is they are complaining about.
Ashes has a specific feel to the art style. The world itself has a kind of gritty realism to it. This is the style Intrepid were aiming for, and the quality of the graphics within that style are actually really quite good.
That specific style may not be to everyones taste, but that is no different to how WoW's graphic style isn't to everyones taste, or Breath of the Wild had a graphic style that wasn't to everyones taste.

3
Re: How to fix the EXTREME server drop off we are experiencing.
Seems like a great time to test out the Mentor program 


6
Re: Major Graphic Upgrade Needed.
Maybe upgrade your machine so you can play on better graphics settings. My game looks beautiful 

Re: Grinding Spots
Best places will be contested but I am hoping there will be plenty of locations by virtue of quite expansive lands. Want the best location, you will have to compete. Want a peaceful existence, go live in the country side or side with a strong guild!
2
Re: Death mechanics improvement suggestions
I personally feel like the death penalty, specifically to gatherers, is in a poor state. I understand the idea that it would be considered too harsh if you dropped gear every time you died, but lets look at a common scenario.
Player 1 (lets use a level 15 mage as an example) goes out and spends 4 straight hours as part of a group farming a PoI camp. During this time they get massive xp (we can say about 1.5 levels), quite a hefty stack of glint (lets say 20 bright worth), a handful of droppings and emblems, and one or two pieces of gear. The group was well set up for where they were farming and other than the occasional death of the tank, no one else died. Eventually the group breaks up and on the way back to town Player 1 gets killed because they did not see that 3 star level 20 standing behind a tree. When they die, they have a minor xp debt, dont drop any of their gear or looted gear, they lose half the droppings and emblems and 10 bright glint. They get back to their ash pile and recover half of the droppings, emblems and glint that they had lost.
Player 2 (again lets use a level 15 mage) spends 4 hours looking for gatherables. We can even limit this and say they are just looking for one profession and not make it lumberjacking for willow or mining for copper, lets say they are an herbalist and looking for bluebells. In those 3 hours they were able to gather 596 Daffodil, 744 Snowdrop, 212 Flax, 138 Moonbell, and 116 Bluebell, all of various rarities, and get a smidgen of leveling xp and some decent gathering xp. During their journey back to town they also die, they have the same minor xp debt, and lose half of all their gatherable resources. Supposing they get lucky and are able to make it back to their ash pile before anyone else they are able to recover half of what they dropped or a full hour's worth of gathering. This is compounded by the various resource rarity since these dont stack with each other this gives a different stack that is reduced by half. So if our player had managed to get say 20 legendary bluebell then die they lose 10 and if they can recover their ash pile they get 5 back.
This seems incredibly one sided and intentionally detrimental for gatherers. Like I said I understand not wanting to have a system where you can lose your equipped gear but the current system is overly punishing for gatherers. I would like to see it where you only drop glint along with all of the changes proposed by the original poster. I also think there should be some form of mitigation (reduced durability loss, reduced xp debt, increased glint rewards), for tanks when they are in a group as they are the most likely to hold agro, get beaten on the most, and often are the ones to die.
Player 1 (lets use a level 15 mage as an example) goes out and spends 4 straight hours as part of a group farming a PoI camp. During this time they get massive xp (we can say about 1.5 levels), quite a hefty stack of glint (lets say 20 bright worth), a handful of droppings and emblems, and one or two pieces of gear. The group was well set up for where they were farming and other than the occasional death of the tank, no one else died. Eventually the group breaks up and on the way back to town Player 1 gets killed because they did not see that 3 star level 20 standing behind a tree. When they die, they have a minor xp debt, dont drop any of their gear or looted gear, they lose half the droppings and emblems and 10 bright glint. They get back to their ash pile and recover half of the droppings, emblems and glint that they had lost.
Player 2 (again lets use a level 15 mage) spends 4 hours looking for gatherables. We can even limit this and say they are just looking for one profession and not make it lumberjacking for willow or mining for copper, lets say they are an herbalist and looking for bluebells. In those 3 hours they were able to gather 596 Daffodil, 744 Snowdrop, 212 Flax, 138 Moonbell, and 116 Bluebell, all of various rarities, and get a smidgen of leveling xp and some decent gathering xp. During their journey back to town they also die, they have the same minor xp debt, and lose half of all their gatherable resources. Supposing they get lucky and are able to make it back to their ash pile before anyone else they are able to recover half of what they dropped or a full hour's worth of gathering. This is compounded by the various resource rarity since these dont stack with each other this gives a different stack that is reduced by half. So if our player had managed to get say 20 legendary bluebell then die they lose 10 and if they can recover their ash pile they get 5 back.
This seems incredibly one sided and intentionally detrimental for gatherers. Like I said I understand not wanting to have a system where you can lose your equipped gear but the current system is overly punishing for gatherers. I would like to see it where you only drop glint along with all of the changes proposed by the original poster. I also think there should be some form of mitigation (reduced durability loss, reduced xp debt, increased glint rewards), for tanks when they are in a group as they are the most likely to hold agro, get beaten on the most, and often are the ones to die.

2
Re: Suggestion: mini game for crafter's
azuleslight wrote: »Arya_Yeshe wrote: »This was debated multiple times already and a lot of people are against. maybe most people are against.
Intrepid failed in gathering information from the community because there's no polls here, were there any polls and voting anywhere at all? If there was any then I missed, I never saw anything like that here
So i am adding to the debate, it doesn't have to be a required mechanic, you can just skip the mini game and craft it without playing. However, you do not gain the bonuses the mini game would give.
@azuleslight @Syraleaf
I’d go for something more natural, where you get bonuses and traits based on certain conditions while crafting, like the phase of the moon, the stars, being near water or a mountain, or by adding special things to the recipe or using blessings.
You’d have to manage stuff like the fuel for the fire, its temperature, and keeping it going for hours. An NPC would be there hammering the metal for many hours and maybe even days. If anything goes wrong during the process, the NPC would let you know either through a message or in person, and offer you on a quest to grab the right materials or get blessings from a witch or someone. If everything goes right, the gear would get a nice buff.
Quests could be bringing more coal when problems happened with the fire maybe the weather is bad, or bringing a certain type of wood for the fire to increase or decrease heat, or your ore for some reason has some kind of problem and you would have to add more ore of a certain kind to fix mixture, sometimes the quest could be bringing a certain type of blood from a boss, or pay a cleric to come to the forge and chant something for hours.
I would not do mini-games at all, I would make every piece of special equipment be almost like a saga sometimes with multiple quests if you want to go big. If the player does not want to be a dedicated crafter and doesn't even want to do industry, then the player would rely on crafters and the crafters would feel special doing this.
The best crafters would be people who can actually do stuff and not simply be a clicky boy.
I could elaborate such ideas like this, but I am not sure if the player base or Intrepid is interested in this kinda of stuff, the community itself is kinda a drag, sorry.
Re: Major Graphic Upgrade Needed.
I think you DO care about graphics, otherwise you, well, wouldn't care.
I, for one, truly don't care, so even though I've been playing at the minimal settings I've still highly enjoyed my 130+h of gameplay and have still found several spots in the game that looked really nice to me.
Also, from what I've seen/heard, the game looks quite nice at max settings. But those are obviously nowhere near optimized, so you need a beefy PC to play the game at those. And the visuals would only get better with time (and more optimized).
I, for one, truly don't care, so even though I've been playing at the minimal settings I've still highly enjoyed my 130+h of gameplay and have still found several spots in the game that looked really nice to me.
Also, from what I've seen/heard, the game looks quite nice at max settings. But those are obviously nowhere near optimized, so you need a beefy PC to play the game at those. And the visuals would only get better with time (and more optimized).

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Re: 📝 Dev Discussion #70 - Music in MMORPGs 🎶
Hi friends! We're having a great time listening to these tracks and hearing your thoughts on music!
For those that only shared a link to song(s), we'd love to know why that music is special to you. How does it make you feel, and what do you specifically like about it? Please feel free to elaborate! We have a new Dev Discussion going out very soon, but we'll continue to check this thread
For those that only shared a link to song(s), we'd love to know why that music is special to you. How does it make you feel, and what do you specifically like about it? Please feel free to elaborate! We have a new Dev Discussion going out very soon, but we'll continue to check this thread


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Re: Designing the Rogue to be less about stealth
I'm a big fan of Permasteath, to me it's the whole identity of a Rogue otherwise might as well be a fighter class with some different abilities