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
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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: Changing Gatherable Rarity to be based on Tier
I soft-disagree because:
So, for me, I'm not expecting Legendary to just be 'out in the world' in the first place, that's the opposite of dynamism that Ashes is built on.
I am expecting a clamp on the upper values of items that can be found under normal weather/event conditions, and for that clamp to be 'lifted' under the special conditions, at which point 'having rarity gear' would matter (I don't like that implementation, but I can understand it).
This could also apply to how and when things are made. We should also remember that they have the easy option to put high level Processing stations deep in Dungeons and then to further stack weather/event on top of that, in fact, it's one of the easier things to implement and also would be very lore-appropriate for some places.
"Climbing to the top of Carphin to use a ritual at the altar that doubles as a Master Scribing Station" or "Finding an Alchemist's lab deep in another dungeon that only opens in X season" and all that.
This is what would qualify items to be 'Legendary', and would explain the goals of the team directly when it comes to their player-psych design. Their current implementation just isn't doing the job and should be scrapped/replaced as soon as possible, but they also need to test all rarities of gear, so they'd have needed to implement this first instead of 'well, open world only goes up to Rare'.
As always, let 'em cook. They don't have the NCSoft/Square Enix budget or experience to be 'building a dev path that causes each update to be a feature-complete iteration.
Just bear in mind that we are missing an entire system that is causing issues with both aspects of this.
However, I can't say as much because I know that the recent information doesn't convey all that well, that we should be expecting that system to change things.
Right now, the weather system of Ashes isn't far enough along yet, for us to get a good feeling of what the gathering experience is supposed to be like.
So, while legendary X might not need to be obtainable normally in the world, it's different if that Legendary X spawns or upgrades some time after a specific weather event. In which case, it being 'static, and based on a timer', would be the expected and 'correct' initial implementation step.
If the weather is the thing that disrupts the 'quality timer', sometimes it would be more correct to have the spawn stay static, as it does in Throne and Liberty now (and of course FF11 and other games that have dabbled in weather, I think even BDO had something at some point).
So, my contribution is that I don't mind if normally it's impossible to get Legendary X out in the world, but you need to leave some room for 'true 'Thunderstruck Trees' or 'this Marble node got exposed by rain causing a mudslide'.
Those could be in the same physical space, while achieving all the team's goals and making all the things they have said, make sense in context.
I feel more and more lately as if most people who still play Ashes didn't play games with this design type and obv are here instead of delving into TL, but as usual I speak in 'defense' of the devs here, reminding that not only does some of their work need to be taken in terms of a huge context we don't see all of, but also as 'a person who has seen these systems designed and helped design some'.
So, for me, I'm not expecting Legendary to just be 'out in the world' in the first place, that's the opposite of dynamism that Ashes is built on.
I am expecting a clamp on the upper values of items that can be found under normal weather/event conditions, and for that clamp to be 'lifted' under the special conditions, at which point 'having rarity gear' would matter (I don't like that implementation, but I can understand it).
This could also apply to how and when things are made. We should also remember that they have the easy option to put high level Processing stations deep in Dungeons and then to further stack weather/event on top of that, in fact, it's one of the easier things to implement and also would be very lore-appropriate for some places.
"Climbing to the top of Carphin to use a ritual at the altar that doubles as a Master Scribing Station" or "Finding an Alchemist's lab deep in another dungeon that only opens in X season" and all that.
This is what would qualify items to be 'Legendary', and would explain the goals of the team directly when it comes to their player-psych design. Their current implementation just isn't doing the job and should be scrapped/replaced as soon as possible, but they also need to test all rarities of gear, so they'd have needed to implement this first instead of 'well, open world only goes up to Rare'.
As always, let 'em cook. They don't have the NCSoft/Square Enix budget or experience to be 'building a dev path that causes each update to be a feature-complete iteration.

1
Re: Feedback from a player that's stuck at level 8
Copperfield wrote: »starting with leveling after 5 months will be a pain as there are no groups to join
That's kind of the nature of all MMOs... Got to ride one of those first few ways to end game or forever be left behind. FOMO. No MMO has solved this problem though. But in Ashes nothing is BOP/E, so join a guild and get some hand me down gear. I passed some armor and weapons to a new fighter character I started and I leveled insanely quick, at least to 9. And it was fun, I did enjoy it, but then I got bored. Progression is has too many ebbs and not enough flows. This game is a 'end game' only game. Everything between start and level cap is just filler. The meat is at level cap, that's when the real grind and loot lottery start. So I wouldn't get hung up on the leveling process, there's bigger problems to worry about lol.
I would like to point out that a lot of the popular MMO's have fairly easy ways to level solo. I know I could start playing World of Warcraft and have no issues reaching max level within a descent amount of time. The current problem with AoC is that the leveling takes a bit to long for a game that has PvP as a major part of the game.
Why is this important? Nobody is really going to consider PvPing until they are max level.
They will have to put in an easier way to level that does not revolve around killing 1000's of a mob. It is too repetitive and most people will just stop playing the game. I know many people who have stopped playing due to lack of content and the difficulty to start another class because there are too few people to find groups with.

1
Re: Linux Tips, Tweaks and Troubleshooting Thread
mercfredis wrote: »For those having trouble with Bottles, you might give Lutris a try. I know some people couldn't get it to work, but ashesofbutt got the following working. I tested this on Ubuntu 24.04 and Fedora 41.
PREREQUISITES:
1. The latest tarball from https://github.com/Open-Wine-Components/umu-proton/releases. As of 2/3/25, this is UMU-Proton-9.0-3.2.tar.gz
2. Recent Lutris. If Fedora, you probably have this (0.5.18.) If Ubuntu, grab the latest tarball from Lutris github at https://github.com/lutris/lutris/releases
PROCEDURE
1. Extract UMU-Proton-9.0-3.2.tar.gz into ~/.steam/steam/compatibilitytools.d so that Lutris will see it as a runner.
2. Run Lutris -> Settings menu -> Preferences -> Runners -> Wine -> Choose UMU-Proton for Wine version.
3. At Lutris main window, click + in top left to add game.
4. Choose "Search the Lutris website for installers", search for Ashes of Creation, choose to install.
5. Go through installation process. When you have the tickbox choice to install Easy AntiCheat, install that and ensure the other 2 are unselected.
6. After the launcher installs, run the launcher. The launcher will update the game. Leave the launcher open. The launcher is the window that has a blue button "play game" (don't click that.)
7. Add new non-Steam game to Steam, Add the AOCClient.exe that got installed. For me it was "/home/merc/Lutris/ashes-of-creation/drive_c/Program Files/Intrepid Studios/AshesOfCreation/PROD/AOCClient.exe"
8. Set compatibility tool for Ashes of Creation in Steam to a proton-GE, UMU, or Proton Experimental. I use Proton Experimental, seems to run the best.
9. In Steam, set the Ashes of Creation launch options to:eval $(%command% LauncherTetherPort=$(ss -ulpn | grep wineserv | awk '{split($4, a , ":"); print a[2]}' ) -NOSPLASH -USEEOS=0)
Now you can launch Ashes of Creation from Steam. Anytime you want to play, you must first open up the launcher from Lutris. Again, thanks to anyone who figured this stuff out, and ashesofbutt in particular. I removed his Bottles step, as it was not needed in my case (Ubuntu or Fedora.) The important part is using UMU-Proton in Lutris to install/run the launcher. (Some other runner may work as well, I don't know of one.)
This was super helpful. One thing not sure if you run into also.
When I'm done playing Ashes, and I close out and then tell Lutris to stop the client it often hangs. After a while it does close, but from then on if I re-launch it fails to properly load the "are you human" auto-capcha thing. This will continue to happen until the computer is rebooted.
It's more an annoyance than anything else. Just curious if you have run into it. I've been using Proton Hotfix on Lutris not UMU, so maybe it's the runner.
Re: Why make everything so punishing??
Nonsense. People don't like disrespect to their time. I would love to pvp but the who process of doing that is needlessly complex and punishing. Just like everything else so far.
3
Re: Why make everything so punishing??
image the whole map being active and you need move from north to south map...
takes around 4 hours of travel...
takes around 4 hours of travel...
Re: Feedback from a player that's stuck at level 8
I actually think that players should depend on other players the more they level up (crafting, gathering, leveling, etc). I shouldn't depend on a group of 8 players or 5 other professions to progress my character at level 20, that's just insane. Instead, the more level we get, the more we become dependent from other players, so when we hit level 50, majority of content must be done with friends, not at level 20. This is called progression. Make the game fun, not punishing.
Re: Feedback from a player that's stuck at level 8
The insistence on forced teamplay for levelling is going to bite Ashes in the as...sooner or later. It won't be healthy for the player population and retention after the release. If anything grouping up should be encouraged, especially from the perspective of the game economy, but levelling should not be such a pain from a solo player perspective. It's enough you cannot gain good gear. Also there is no reason to punish players who join at a wrong time window.
Re: Feedback from a player that's stuck at level 8
Agreed. In Phase 1 I got til about level 20 or something and once the wipe in Phase 2 happened I lost all will to login as there is barely any new content and we're still in the Riverlands throughout much of it (even if the desert is expanded now). Not to mention that what is available in the Riverlands feels very soulless, barren and boring to me. The systems still feel so rough that I'd rather just not log in right now.

1
Re: Why make everything so punishing??
Still trying to figure out whats so punihsing about the game lol
its punishing because people are use to instant results.. no one likes to grind anything anymore. no one likes to earn anything. just wants participation rewards. i like how everything takes a long time and is hard to acheive. crafters for example, i want to see a GM crafter and say damn.. he put in some work.
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Re: Why make everything so punishing??
Still trying to figure out whats so punihsing about the game lol
1