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: Killing a player in town vs paying for materials......
guards do like1 shot people now atleast when there purple (Not sure if they attack people in wars though atm i think they should though) i do think it should be possible to attack somone in area's where there not many guards around though however i dont think T3 villages should have many blind spots for there like it does now since guards not resetting properly to their location/patrols. However in larger towns there should be more blind spots for guards unless u build or upgrade buildings that add more security aka more guard patrols that cover the blind spots in cities and metrolpolists.
as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
1
Re: Killing a player in town vs paying for materials......
Imo this should be controllable by the mayor and should be easier or harder depending on the node type. Military nodes could have cheap guards, scientific ones would have guards that require resources to sustain them, divine ones would need community-based quests done, economic would just have expensive but best guards.as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.

2
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
I'll just copy my pylon suggestion here, cause it includes everything that I want to say on the topic.
Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.
We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.
Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.
The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.
The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).
The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.
The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).
I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.
Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.
The gameplay would go down smth like this
Resources should be respawning within their general regions (i.e. willows by the rivers, minerals closer to mountains, etc) with a 2+-1h timer (could be faster, if testing shows that's better). Their rarity should be completely randomized on each respawn.
We should have 3 types of pylons. One is a research pylon, the other is quality and the third is quantity.
Research pylon should have a fairly big radius, fairly cheap cost, some reusability (either limited uses or fix requirements) and tell you how many resources will spawn in that radius within the next 3h. Could potentially show their rarity, if the pylon was of a high-enough quality.
The other 2 pylons would become "artisan events". Once a player places one of them down, other players in the vicinity would see it as an artisan event circle on their map for the duration of the pylon.
The quality pylon should immediately make the respawn of the resources longer (so they'd be rolling the +1h rng window, up to the max of 3h from their initial respawn start time), but their quality would be a step above whatever they would've been normally (could be more steps, depending on the quality of the pylon).
The quantity pylon would give the -1h roll and would obviously increase the quantity of gatherables. If a respawn was about to happen in, say, 2 minutes and the rng roll for the -1h hit that respawn with 58+min - the resource should immediately respawn.
The pylon durations themselves should be determined by their own crafting materials and they should also be their own things, rather than linked to the player's character (cause I fucking hated that my pylon would go away on relog/crash).
I think this could be a good way to not only let players control their gameplay more, but would also create a caravan-like artisan-based guild/group event, where you can get a high return on investment as long as you can defend it or use it at an opportune moment. And the research pylons would allow solo players to try and hunt down a good gatherable respawn w/o activating the event.
Imo this would be a much better approach to creating pvp around gatherables, rather than letting bots relogin next to a staticly-spawning resource. And to just clarify, imo this should not be a pvp zone, cause otherwise you'd completely cut off any and all solo players and even small groups of gatherers.
The gameplay would go down smth like this
- a gatherer comes up to a mountain
- uses a research pylon
- sees that there's gonna be a few rare minerals respawning within the next 3h
- gatherer asks their guild/friends how soon they can come to that spot to defend it from competition
- if they are close and/or if the research showed that the spawns will have high rarity - the gatherer uses the quantity pylon
- otherwise they could use quality, to get the best return on investment or if they just have enough time to wait
- everyone in the vicinity now knows that there's a potentially juicy gathering spot nearby and can react to that in an according manner
- Ashes gameplay ensues

1
Re: Artisan testers being tortured
If you missing just one, and wanna do 100 stack, why not buy missing materials on market?
Maybe this is the purpose, to convince you to buy something from other players, even just one last material for your 100/100.
you understand some materials cost like 30 gold each, and guilds process whatever their members donate, and sometimes the donations gonna be 48, 37, 97 etc.... right?

3
Re: Partical Effects
I've been playing for roughly 1 weeks and I love the progression of devlopment since Alpha 1 in April-May 2021. The particle effects are cool, but I'd like the ability to turn them down or even off so battle among many can be seen. If reduce particle effects has been miplemented in settings, I've missed it. Otherwise, the game's outstanding at this stage.

1
Re: AOC Guild Summit - Server Discussion Recap
daveywavey wrote: »Why is it that only guild leadership of large guilds have worthy feedback?
Thats quite a stretch. This is a community run situation, and many small guilds pop up and dissappear quite often so it has nothing to do with if they have "worthy" feedback. It's posted here so you can also submit feedback too.

1
Re: AOC Guild Summit - Server Discussion Recap
I want wipes after a fix to enchantment and gatherables rarity/spawns. Otherwise they'd be pointless.

1
Re: Consensual PvP System in Ashes of Creation
I agree - and this will also be the case on live servers when people hit the level cap.
But then, what is the point of PvP?
Well yeah I thought the PVP was based around building up and taking down nodes. I was hoping that once I was max level and close to max gear, I would be spending most of my time and effort gathering, glint grinding, running caravans and PVPing in order to empower the node and fight other nodes. If our node gets destroyed then we need to build it up again, etc.
Like I thought the end game "loop" was preparing for and executing node wars basically. We dont have to keep chasing player power if we can keep chasing node power which has a reset mechanism.

1
Re: Why The Game Needs Fast Travel
Albion Online topped out over 350,000 BEFORE they released Asian servers.
And that MMO is more PVP focused than most.
Saying anything is "on it's deathbed" is so 2006 WoW.
No, it's perfectly appropriate to say it, but people need to understand that a genre death takes years or decades, not weeks or months as was the case back then.
As to Albion Online hitting a peak of 350,000 players - that is specifically for Steam. As of writing this, there are 7,458 players playing the game on Steam.
Don't use Albion as an example of anything good for the PvP focused MMORPG sub-genre.
As to your comment that the basis of this game is that PvP changes the world - I know, I was the first to phrase it like that (before Steven did).
The problem is, PvE is supposed to build the world, and the PvE is shit. Why PvP over the PvE building blocks if that PvE itself is shit?
Ashes core design - the one you are talking about where PvP changes the world - it requires thst Ashes have better *PvE* than any other MMORPG out there.

1