Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: πΌπ Dev Discussion: Gatherable Spawning System
+1 to ~95% of the things said by previous posters. Excellent points by all.
Personally, I would like to say that press "F" to mine rock has been a tremendous experience for me. So I don't really care for adding the gathering minigames to this already riveting process. But not opposed to it either as long as it's something meaningful. I don't want there to be skill checks, as I feel the role of a "check" should be fulfilled by your gear.
I like the suggestion to make it so that each swing with your gathering tool extracts a portion of a resource in the node. Maybe make it for only certain professions like mining and herbalism, to give a different feel to them.
I like that I can tell what a resource is from a distance. I think that creating too much obfucsation there would take away agency from me as a player in deciding which resources I want to gather vs what I choose to skip.
I like the bag system. I like that there is that need to choose between gathering everything in your path but having to make frequent trips back to town as a result vs going out on longer trips to gather a lot of a particular resource but leaving other valuable stuff behind. But I think it could use some iteration because having 2-5 rare+ materials each occupy an entire slot in your bag just feels bad.
I like that there is a system where I can turn in the common resources in bulk in exchange for rewards from the node. It keeps harvesting the more common resources relevant.
I dislike the way artisan gear currently works. If you are gathering resources from different professions on the same trip (e.g. mining and herbalism) then you have to reequip your gear each time you switch between a type of resource you are gathering.
Either:
- Make it so you can wear all artisan gear simultaneously, just like you already can with artisan tools.
Or
- Make it so you can't change your artisan gear at all while you're out on a gathering trip. Thus forcing players to pick the right "fit" for the task they are about to embark on.
But having to min/max by constantly re-equipping your artisan gear is just annoying.
Personally, I would like to say that press "F" to mine rock has been a tremendous experience for me. So I don't really care for adding the gathering minigames to this already riveting process. But not opposed to it either as long as it's something meaningful. I don't want there to be skill checks, as I feel the role of a "check" should be fulfilled by your gear.
I like the suggestion to make it so that each swing with your gathering tool extracts a portion of a resource in the node. Maybe make it for only certain professions like mining and herbalism, to give a different feel to them.
I like that I can tell what a resource is from a distance. I think that creating too much obfucsation there would take away agency from me as a player in deciding which resources I want to gather vs what I choose to skip.
I like the bag system. I like that there is that need to choose between gathering everything in your path but having to make frequent trips back to town as a result vs going out on longer trips to gather a lot of a particular resource but leaving other valuable stuff behind. But I think it could use some iteration because having 2-5 rare+ materials each occupy an entire slot in your bag just feels bad.
I like that there is a system where I can turn in the common resources in bulk in exchange for rewards from the node. It keeps harvesting the more common resources relevant.
I dislike the way artisan gear currently works. If you are gathering resources from different professions on the same trip (e.g. mining and herbalism) then you have to reequip your gear each time you switch between a type of resource you are gathering.
Either:
- Make it so you can wear all artisan gear simultaneously, just like you already can with artisan tools.
Or
- Make it so you can't change your artisan gear at all while you're out on a gathering trip. Thus forcing players to pick the right "fit" for the task they are about to embark on.
But having to min/max by constantly re-equipping your artisan gear is just annoying.
Re: Dev Discussion #75 - Node Siege System
As a non participant...
I did not realize the node siege was going on and I had logged into my character for the day only to be instantly killed as soon as I logged in. There was no warning, no countdown...nada. And then insta robbed by a node siege participant (didn't have much on me fortunately).
Once I was dead I did rez at the Winstead Embershrine and then got the notice and timer warning to 'get out of dodge' or be slain. With this warning, I was able to move out of range and go on my way while the madness occurred in and around Windstead.
Devs: For the future, please warn us at login/character select if possible, or at least insta teleport us out of node if we are not a participant.
Thank you
I did not realize the node siege was going on and I had logged into my character for the day only to be instantly killed as soon as I logged in. There was no warning, no countdown...nada. And then insta robbed by a node siege participant (didn't have much on me fortunately).
Once I was dead I did rez at the Winstead Embershrine and then got the notice and timer warning to 'get out of dodge' or be slain. With this warning, I was able to move out of range and go on my way while the madness occurred in and around Windstead.
Devs: For the future, please warn us at login/character select if possible, or at least insta teleport us out of node if we are not a participant.
Thank you

3
Re: Dev Discussion #75 - Node Siege System
thanks for having the chance to participate. Here is my feedback.
- Meele is a nightmare...kinda zero impact - you just die in a sec without even pressing a key.
- Game performance is not in the stage as it needs to have to for a reactive pvp gameplay on a decent rig.
- attackers basically just camped the marketplace thats all - gg
- time to get respawned was good
- lean set up via discord was good
- only lvl 25 should be a requirement to sign up at the moment
- Meele is a nightmare...kinda zero impact - you just die in a sec without even pressing a key.
- Game performance is not in the stage as it needs to have to for a reactive pvp gameplay on a decent rig.
- attackers basically just camped the marketplace thats all - gg
- time to get respawned was good
- lean set up via discord was good
- only lvl 25 should be a requirement to sign up at the moment
Re: Dev Discussion #75 - Node Siege System
It would be good if the watch towers around the town had more impact, perhaps allow players to climb the ladder and receive a small +range boost while inside the tower, also if they could be destructible it would add to the experience.
I noticed a few times the defenders couldn't get a good angle to fight the attackers when the attackers were pressing a gate, but the watch towers would make the ideal position if usable, it also makes sense from an immersion perspective as these structures would be specifically designed for that purpose in reality.
I noticed a few times the defenders couldn't get a good angle to fight the attackers when the attackers were pressing a gate, but the watch towers would make the ideal position if usable, it also makes sense from an immersion perspective as these structures would be specifically designed for that purpose in reality.
1
1 to 1 AP Rating > AS Rating
The bad things about AS Rating compared to AP Rating
- Because AP is FlatDamage while AS is a SpeedMultiplier, you need 1k AP Rating before 1 AS Rating gives the same DPS (on using a single ability) as an additional point of AP Rating BEFORE diminishing returns
- AP Rating does not currently have diminishing returns, AS Rating does
- AS Rating doesn't improve Bleed, Hemo, Poison, Burn, and many other effects while AP Rating does
- AS increasing buffs are additive with AS Rating from gear, AS increasing buffs are multiplicative with AP Rating from gear (and Damage buffs are multiplicative with both AS Rating and AP Rating)
- Effects which happen on hit, or non-AP Rating flat damage additions (which would be multiplicative with AS Rating and additive with AP Rating) are rare, while AS Increasing buffs are fairly common
- AS Rating does not affect cooldowns. Over a rotation it will 'dilute' the abilities in your rotation. Detailed explanation/example: Assume you have X% attack speed, which is enough to get a single extra basic combo attack hit out, before your larger Archetype abilities come off cooldown. If you instead had X% increased damage it would theoretically be the same DPS on any single ability. But because of cooldowns, the increased damage would actually be more DPS over the rotation; since it would be improving your more powerful cooldown abilities, instead of giving you an extra lesser hit.
- Faster feels better
- Faster combo attacks means faster Finishers/Extended Finishers which triggers effects
- Many abilities tend to be .5seconds to 1second. 1 second or less already feels pretty good. In comparison, WoW has 1.5 second global cooldowns. So if you're using abilities with less than a second of use time, it feels like you're spamming insta-cast abilities from WoW
- If you had 30% increased attack speed from AS Rating, that 1 second ability would be 0.77s and that .5 second ability would be 0.384 seconds. A base ~5.3 second full GS or 1h-Sword combo (calculated by timing combos with a stopwatch, and correcting for character's Attack Speed) would instead take 4.07 seconds. Less than .3 seconds faster!
- That 30% AS from rating is from in game numbers, and requires ~445 AS Rating to achieve. To be 'optimal' for DPS on a single ability use, you'd need 1,800 AP Rating to balance that out. Anything less and DPS would be improved by shifting AS Rating to AP Rating.
Feedback: Font Size for inventory stack-able items.
Problem: Font size for inventory stack-able items.
I am able to read almost everything else on the screen, but I really have a hard time with the numbers in the inventory. The small white ##/## in the bottom right corner of the inventory icon is near impossible for me, especially on a lighter colored stack-able item. Can we make this larger? Change the color? Both?
I am able to read almost everything else on the screen, but I really have a hard time with the numbers in the inventory. The small white ##/## in the bottom right corner of the inventory icon is near impossible for me, especially on a lighter colored stack-able item. Can we make this larger? Change the color? Both?
1
Re: Make Levels Great Again!
Well, the good news is that they're fixing the Rune System.
The 'bad' news is that it still leaves us with the troublesome leftovers, and unlike some of their other stuff, this one isn't the type of thing they can just rip back out. Fortunately Throne and Liberty in particular probably can 'let this one slide', but it actually does go back to the thread concept.
As long as Devs chase the approval of both 'the players who like to grind/farm' and 'the players who don't like to grind/farm' at the same time without implementing a proper economy, they'll always be in this cycle of building up and tearing down things. And this includes even Levels, for some the most fundamental part of RPGs.
I'll hope the recent successful shifts in TL's economy model helps them see that they really don't need to constantly 'give less invested players quick progression'. The Auction House is roaring and they're finally making bank from Taxes alone (the equivalent of 10k monthly $15 subscriptions on my server). Though I guess that might not actually compare to whatever L2M and other blatantly P2W offerings are making so I should hope the massive number of people I see in cosmetics is doing the rest.
Finally, a game where I can still see semi-serious players who aren't max level and know that it's possible the only thing they're really missing is maybe 2 (arguably unnecessary sometimes) points of STR.
The 'bad' news is that it still leaves us with the troublesome leftovers, and unlike some of their other stuff, this one isn't the type of thing they can just rip back out. Fortunately Throne and Liberty in particular probably can 'let this one slide', but it actually does go back to the thread concept.
As long as Devs chase the approval of both 'the players who like to grind/farm' and 'the players who don't like to grind/farm' at the same time without implementing a proper economy, they'll always be in this cycle of building up and tearing down things. And this includes even Levels, for some the most fundamental part of RPGs.
I'll hope the recent successful shifts in TL's economy model helps them see that they really don't need to constantly 'give less invested players quick progression'. The Auction House is roaring and they're finally making bank from Taxes alone (the equivalent of 10k monthly $15 subscriptions on my server). Though I guess that might not actually compare to whatever L2M and other blatantly P2W offerings are making so I should hope the massive number of people I see in cosmetics is doing the rest.
Finally, a game where I can still see semi-serious players who aren't max level and know that it's possible the only thing they're really missing is maybe 2 (arguably unnecessary sometimes) points of STR.

2
Re: Make Levels Great Again!
Source: Throne and Liberty, where Levels really can be 40-50% of your character's power if you build correctly.
Let Ashes be WoW if that's what they want, the type of player that this makes happy in a PvP game is... generally not going to gel with the rest of the game.
What is wrong with Throne and Liberty levels being 40-50% of max power? Thats the number I was throwing around in my head. That way a naked max level guy is still 50% of the complete decked out guy. Seems much better for PVP imo.
Nolifers will still grind hard over a .5% increase, but a semi casual with a day job can still compete in PVP. Makes complete sense to me.
My bad, truly.
In Throne and Liberty this design is great. Top tier fabulous, no notes, no sarc. I hope they can keep it up.
But TL is building for an entirely different culture, has an entirely different basis for engagement, economy, ability to trade, and even developer incentives. Ashes doesn't even come close (I am not saying this is good or bad, they're just different).
TL PvP (excluding Ravagers) is about understanding your formation and counterplays, so if one of your team is undergeared the goal is to play around this. In Ashes of Creation, if one of your team is undergeared, your job is to give them gear.
Unless we're assuming that the entire gear design of Ashes up until now has been a 'haha, we just wanted to see how you guys would react lol', the goal is closer to what Steven is used to/enjoys.
Yes, it's ironic as hell that TL has 'given' what Ashes has 'promised' in cases like this, but it's moreso that none of us can really figure out why Ashes doesn't give us the basic obvious things it promises. I can only think of two other reasons.
1) The Devs or Director like it better this way
2) They're trying to make moreso ArcheAge but with long leveling for some reason, and therefore somehow can't seem to get their test phase in order and we'll know in the TTK/Stats pass
Either way, my prediction is that it still won't fit with what you want because game different.

1
Re: Display problem
πA Goblin Shaman cursed the forums, and now it's looking a bit weird in some places - The team is aware tho and working on fixing it.