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: 🌼👋 Dev Discussion: Gatherable Spawning System
Ok, to cover my group as a whole, one more!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!
What aspects of the current gathering system do you like and dislike?
With the current form, the feeling of 'I want [__] so I go [__] or buy from someone who goes because I don't want to go' is weak and does not incentivize engagement, immersion, or even the will to log in to exist.
What makes a gatherable system fun for you?
It all comes down to the above, whether it be gatherables or mobs. It can't be directly progression though, because that runs out/gets warped/messes with incentives. It has to be 'progression within one's chosen path'. A good enough economy covers this though. Minigames that fit the mental model of the player who likes the craft often help, but aren't vital.
What kind of scenarios would you like to see encouraged through the system?
Paying attention to dynamic weather, and dungeon/POI delving to use special crafting stations. Open World.
Are there gatherable systems in other games that you enjoy?
Speaking primarily in MMORPG terms, this is the spot where the answer is personal (my group members will be poked to expand on their stuff for this only, now that I've written enough essays on the rest...
Personally I like almost all gathering systems because I think so abstractly, but if we're talking about Itemization as an integral part of gathering, then MineCraft is fine, BDO is usually at least okay but suffers when I want an actual incentive, FF11 is fine, except Chocobo Digging which is the best thing ever (but I do not need nor particularly want replicated anywhere). Throne and Liberty is getting there, I definitely have a few 'spots' in that game, especially because they are at the 'mildly dynamic weather' stage.
What about those mechanics do you find fun?
I want, therefore I go. If I want enough different things, the dynamism determines where I go, who I meet, the relationships I have with people who have similar interests.
In FF11 I knew the other high level chocobo diggers by name because we were always competing for the good zones, and whoever was most prepared for the weather and moonphase combination on that day would win out using various strategies.
Similarly, you could 'leave a zone to someone else' out of 'respect' knowing that while you COULD compete for the big ticket items, you didn't share the Artisanship skill that goes with the bulk of what you get for that zone, so you 'leave it to them' rather than both of you spending the same time for 'half the profit'. Or if you didn't like them you could do it anyway for 'spite' ofc.
It's hard for me personally to say what I find fun, but for the group feedback in case they don't touch this one, the first line is the important one.
Which of the upcoming gathering-related changes excites or intrigues you the most, and why?
It's hard to be excited about the installation of boilerplate experience, I think. No group members have expressed any meaningful interest beyond 'oh you mean they might stop doing it the utterly stupid way? Well, that's good'. The changes are moreso removing a pain point, but they don't, as of now, even raise the gathering to 'getting a passing grade'.
That's relative to the 'final exam' though, and it seems like y'all are still in 'week 2 of the semester', so for now, keep doing your best, we (mostly) believe in you!

1
Re: [Fan Art] - Mobs and Mounts -A new Monthly Magazine about...Mobs and Mounts
I really loved your work! Thank you for taking the time to do it! If there were a magazine, I would gladly read it every week.

1
Combat - Why it feels basic right now.
I've been thinking about what feels off about the combat in the game for a while now, having played the 3 main archetypes - DPS, Healer, Tank. So far, for me, it feels like it boils down to the weapon system that is currently in place, how it is implemented, and why it feels extremely basic and boring.
The current system, I realized, makes it feel like I'm playing a weapon with some skills attached to it, and not a class picking a weapon I to compliment my playstyle. Everything is guided by the weapon at the moment, and it is done in such a way that it makes it feel like the player is a beginner at a dance studio learning to count their rhythm - 1, 2, 3 step....1, 2, 3, step. I am drawn away from 'participating' in combat because I have sit there and count out the combo of my weapon (and it's made worse by Deadly, Extended, etc...finishers) to the point that I don't even need half the skills most of the time and can just hit auto-attack and be done with it.
It almost feels, and I really hate to put it this way, like the system is being developed for a mobile input where the system does most of the heavy lifting and I can just sit back and hit a key or two after the combo does its thing. Is that a little exaggerated, sure, since input is needed a bit more often than that, but doing so breaks the combo set-up and results in a loss of some buff or the other that is needed. The additional input, when it is done, has a very "spam like" feels to it, where I feel like I'm either adding some blocks/mitigating abilities, or as a healer I spam some heals and go back to auto-attack waiting for the next big hit, or I throw some skills in to add to the proc my auto-attack triggered from the 1-2-3 Finisher.
The current system, I realized, makes it feel like I'm playing a weapon with some skills attached to it, and not a class picking a weapon I to compliment my playstyle. Everything is guided by the weapon at the moment, and it is done in such a way that it makes it feel like the player is a beginner at a dance studio learning to count their rhythm - 1, 2, 3 step....1, 2, 3, step. I am drawn away from 'participating' in combat because I have sit there and count out the combo of my weapon (and it's made worse by Deadly, Extended, etc...finishers) to the point that I don't even need half the skills most of the time and can just hit auto-attack and be done with it.
It almost feels, and I really hate to put it this way, like the system is being developed for a mobile input where the system does most of the heavy lifting and I can just sit back and hit a key or two after the combo does its thing. Is that a little exaggerated, sure, since input is needed a bit more often than that, but doing so breaks the combo set-up and results in a loss of some buff or the other that is needed. The additional input, when it is done, has a very "spam like" feels to it, where I feel like I'm either adding some blocks/mitigating abilities, or as a healer I spam some heals and go back to auto-attack waiting for the next big hit, or I throw some skills in to add to the proc my auto-attack triggered from the 1-2-3 Finisher.
Re: In-game Chat Filter (+18 Age)
I imagine it'll come in the full Chat Box. Pretty sure the one we have is just placeholder. It is pretty basic.
Re: Fast travel
No fast travel, it's perfect right now!
Let's stop caualizing games. It hinders immersion.
Let's stop caualizing games. It hinders immersion.

8
Re: Fast travel
This topic has already been widely debated, but we are in a game where fast travel clearly has no place. Adding it would kill a large part of the game experience just to please a few people who don't even take the time to fully enjoy the game.
The game is built around trade, exploration, and immersion. Allowing fast travel would ruin many of these essential features.
Steven and the developers have repeatedly confirmed in the dev blogs that fast travel will not be part of Verra, and that’s a very good thing.
You want teleportation? Well, scientific cities will be connected to each other. For everything else, you have your mounts and your feet.
Because we know you, the ones who complain about the lack of fast travel because you only have two hours to play. Then, you’ll whine because you have to walk to the instances, you’ll be tired of looking for a group for a dungeon, and then you’ll ask for an automated group finder. And once that’s in place, you won’t even bother saying hello when joining your instance groups. If something goes wrong, it’s always the tank’s or the healer’s fault, a little taunt, and you leave.
Yes, I admit it, I’m salty against this mentality that always wants to simplify everything in the game.
The studio’s stance is clear, and I really hope they never listen to you.

The game is built around trade, exploration, and immersion. Allowing fast travel would ruin many of these essential features.
Steven and the developers have repeatedly confirmed in the dev blogs that fast travel will not be part of Verra, and that’s a very good thing.
You want teleportation? Well, scientific cities will be connected to each other. For everything else, you have your mounts and your feet.
Because we know you, the ones who complain about the lack of fast travel because you only have two hours to play. Then, you’ll whine because you have to walk to the instances, you’ll be tired of looking for a group for a dungeon, and then you’ll ask for an automated group finder. And once that’s in place, you won’t even bother saying hello when joining your instance groups. If something goes wrong, it’s always the tank’s or the healer’s fault, a little taunt, and you leave.
Yes, I admit it, I’m salty against this mentality that always wants to simplify everything in the game.
The studio’s stance is clear, and I really hope they never listen to you.


4
Re: So the " biiig " Updates are coming and approaching now ... ...
Not sure this is healthy expectation management, leaping from one disappointed overblown expectation to the next. Let's just focus on hyping up the things we like that we actually get to see.
Re: Give us a way to view our storage out of game
I hope this bad boy can prodive that
https://ashesofcreation.wiki/Companion_app
https://ashesofcreation.wiki/Companion_app

1
Re: Race specific starting zones
Unless there are any last-minute changes, this has already been discussed and confirmed during the livestreams. The plan is to have four starting zones in the world, likely two on each continent. Players will be able to choose where they start, making it easier to join friends or their guild without any hassle. That’s the current plan, but we'll see if it changes before release.

2
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
my fav OCE guys n' gals. if ur from the OCE region and have a competitive mindset look no further these are the dudes.