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
State of Caravans
Caravans are a quintessential PvP system, and they don't work.
- Frequently the flagging system bugs and caravans you flag against do not take damage.
- While driving through the world drivers are frequently teleported across the world to Carphin.
- Solo drivers can logout and force their caravan to convert to boxes, fully healing it if the attackers don't have a full group.
- Bugs are constantly making caravans completely unrecoverable.
Love the game, love the system, but caravan issues (particularly immunity) needs to be addressed ASAP imo.
- Frequently the flagging system bugs and caravans you flag against do not take damage.
- While driving through the world drivers are frequently teleported across the world to Carphin.
- Solo drivers can logout and force their caravan to convert to boxes, fully healing it if the attackers don't have a full group.
- Bugs are constantly making caravans completely unrecoverable.
Love the game, love the system, but caravan issues (particularly immunity) needs to be addressed ASAP imo.
Re: Major Graphic Upgrade Needed.
Real gamers don't care much about graphics. The game looks fine as is, I'd play it even if it had star wars galaxy graphics.

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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.
If you have style preference, share them here so that Intrepid at least now your frame of reference in giving feedback.

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Re: Don't put hard gates on profession levels
Currently the system limits the amount of skills you can level up to journeyman etc. I'd like to propose that gaining those skills get exponentially harder instead, removing the need for a hard lock.
Let me break down why:
Currently the system has a hard cap which means that, once you hit it, you'll lose the satisfaction of gaining experience and potentially leveling up. Once you finished your final profession you'll be "done". You cannot improve anymore - ever. This feels bad.
The lock is a design decision:
Now, I can hear the keyboards rattling in the background telling me that they're limited for a reason! And you'd be right! I agree actually. I'm specifically not asking for those numbers to be reasonable. Call it a leveling fantasy. It doesn't need to be real. It just needs to give an excuse to keep the fantasy of leveling going. The very worst case scenario here is that several years after we start someone might have 1 extra profession 1 step higher. I think that'd be ok if they're dedicating that much of their time to the system. In the same way that mayors can be a bit special with dragons, our most dedicated artisans can be a little special with their extra leveled profession level.
Please note that I'm deliberately avoiding numbers here. There are various ways in which you could implement a system like this but I'm not interested in discussing the how's. I'd much rather discuss the why's instead.
Probably shouldn't tell you that freeholds are the only way to get past Journeyman so even if they did remove the hard cap there would still be a hard cap.
Re: Dodge roll hurts rangers
Rangers definetly the most under tuned character atm imo, there main source of dmg and CC is very easy to interupt, snipe huge cast time and long CD, Vinefield decent cast time and long cd, thundering shot long cast time. out side of that the only other thing we realy have is barrage and headshot.
rangers have the least amount of offensive skills too it seems since alot of there skill tree consists of overlapping buffs or overlapping debuffs taking up many of the skill spots in the skill tree so we dont get many activatable skills when it comes down to it and most of them are unusuable if your being hit due to being super easy to CC.
I use a short bow as a ranger so therefor i have like 4 skills i use, barrage, thundering shot, headshot and a mark which is 60 second CD everything else isnt worth using snipe does to little dmg for the cast time and super unreliable due to dodge or block if u know it coming, when u dont use a longbow, scatter shot is kinda meh unless ur in a choke point and u can fire it down so you basicly combat rotation is auto attack barrage auto barrage saving thundering shot for silence and headshot if there low
rangers have the least amount of offensive skills too it seems since alot of there skill tree consists of overlapping buffs or overlapping debuffs taking up many of the skill spots in the skill tree so we dont get many activatable skills when it comes down to it and most of them are unusuable if your being hit due to being super easy to CC.
I use a short bow as a ranger so therefor i have like 4 skills i use, barrage, thundering shot, headshot and a mark which is 60 second CD everything else isnt worth using snipe does to little dmg for the cast time and super unreliable due to dodge or block if u know it coming, when u dont use a longbow, scatter shot is kinda meh unless ur in a choke point and u can fire it down so you basicly combat rotation is auto attack barrage auto barrage saving thundering shot for silence and headshot if there low
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Dodge roll hurts rangers
First off I would like to say I absolutely love the system, I love being able to roll in PvP and dodge incoming attacks
However as the system currently performs, it is absolutely game breaking and an insane disadvantage to rangers in high level PvP
The way this system works is, when you roll you get a 1.5 second immunity debuff to incoming damage, or pretty much 100% evasion, whilst rolling if you evade attacks during this period it refills your stamina bar and allows you to roll again, therefore evading more damage
The reason this is so game breaking to ranger and not other classes is a few reasons, firstly if ranger does not get a stealth opener in PvP they lose every single 1v1 right now and it's not even close, given gear is the same, now if you are fighting anyone with any skill it is extremely easy to roll snipe as you can see the enemies cast bar
Secondly ranger will most of the time follow up with a barrage to try to proc their weapon ammo imbues, there is also not really any other openers possible as headshot sucks before the target is 50% HP and thundering shot needs to be saved for the weapon imbue to apply so it's very easy to predict, this is extremely easy to roll too because you don't even have to time it right as barrage is a one second duration, whilst rolling barrage your stamina bar will be auto filled back to 100 due to all the arrows missing and allow you to constantly evade the entire opener of the ranger and not be effected by the rangers weapon imbue,
Now the ranger has no opener, no cds and can't silence because our silence is so poorly worked compared to other classes.
As of right now the only way a ranger can PvP is stealth and try to one shot in suspecting victims, this feels so bad, there is no depth, no thought and feels like no time invested into the ranger class, they do less damage than a mage even with the nerfs, they have less mobility than almost all other classes, every class in game can remove our one cc, it would be really nice to start seeing some changes and the direction this class is meant to go, right now we are just a bad mage with less damage, defensives and mobility
The class plays well in pve and is fun to play but the skills that they have are so badly made it just does not fit the fantasy of a ranger whatsoever.
I will also add it's not possible to dodge roll magic attacks so there is also that..
Does anyone have any different or similar thoughts on this
However as the system currently performs, it is absolutely game breaking and an insane disadvantage to rangers in high level PvP
The way this system works is, when you roll you get a 1.5 second immunity debuff to incoming damage, or pretty much 100% evasion, whilst rolling if you evade attacks during this period it refills your stamina bar and allows you to roll again, therefore evading more damage
The reason this is so game breaking to ranger and not other classes is a few reasons, firstly if ranger does not get a stealth opener in PvP they lose every single 1v1 right now and it's not even close, given gear is the same, now if you are fighting anyone with any skill it is extremely easy to roll snipe as you can see the enemies cast bar
Secondly ranger will most of the time follow up with a barrage to try to proc their weapon ammo imbues, there is also not really any other openers possible as headshot sucks before the target is 50% HP and thundering shot needs to be saved for the weapon imbue to apply so it's very easy to predict, this is extremely easy to roll too because you don't even have to time it right as barrage is a one second duration, whilst rolling barrage your stamina bar will be auto filled back to 100 due to all the arrows missing and allow you to constantly evade the entire opener of the ranger and not be effected by the rangers weapon imbue,
Now the ranger has no opener, no cds and can't silence because our silence is so poorly worked compared to other classes.
As of right now the only way a ranger can PvP is stealth and try to one shot in suspecting victims, this feels so bad, there is no depth, no thought and feels like no time invested into the ranger class, they do less damage than a mage even with the nerfs, they have less mobility than almost all other classes, every class in game can remove our one cc, it would be really nice to start seeing some changes and the direction this class is meant to go, right now we are just a bad mage with less damage, defensives and mobility
The class plays well in pve and is fun to play but the skills that they have are so badly made it just does not fit the fantasy of a ranger whatsoever.
I will also add it's not possible to dodge roll magic attacks so there is also that..
Does anyone have any different or similar thoughts on this

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Re: Grief system kills the game
Game needs a Reputation System.
If a person kills, grave robs, attacks a caravan of a citizen of Node ABC that person loses reputation with that Node (and any node in that nodes vassal chain.), all the way to the point that those Nodes can become hostel to that player w/o that player needing to become corrupted.
This would help with the chaos of the current PvP and draw more clear lines of who is friend or foe. Name plates need to be more clear for this to be fluid. Displaying the Guild, Node, Vassal Chain, Religion ect...
As it is there's no clear line of friend or foe in PvP leading to this get rich through ganking scheme.
This would give more incentive to defense friendly node caravans, players, ect. And less incentive to attack friendly node caravans. Right now the attack has very little to lose if played right. The idea is for the attackers to go to Nodes not in the Vassal chain and attack caravans there. W/O Vassals being in the game there's no way to know how this will actually work. W/O a reputation system the punishment for attacking friendly peoples/things is too low.
How many times have you been killed by someone from your own Node? Or how many times have you looted from someone from your own Guild?
This was quickly brought up in the pirates interview but wasn't focused on, which is strange because this is (as I see it) a core issue making people stop testing. It's a grief fest because it's a world of small tribes and big tribes leading to unbalanced team death matches.
If the current iteration of PvP is the desired end state for the game I want nothing to do with it. Which is okay with me I'll play something else. I still hope for success for the game either way. But I don't see success for the game if the PvP isn't brought under control.
edit: thanks for making me think this out a bit. i believe it deserves it's own post
If a person kills, grave robs, attacks a caravan of a citizen of Node ABC that person loses reputation with that Node (and any node in that nodes vassal chain.), all the way to the point that those Nodes can become hostel to that player w/o that player needing to become corrupted.
This would help with the chaos of the current PvP and draw more clear lines of who is friend or foe. Name plates need to be more clear for this to be fluid. Displaying the Guild, Node, Vassal Chain, Religion ect...
As it is there's no clear line of friend or foe in PvP leading to this get rich through ganking scheme.
This would give more incentive to defense friendly node caravans, players, ect. And less incentive to attack friendly node caravans. Right now the attack has very little to lose if played right. The idea is for the attackers to go to Nodes not in the Vassal chain and attack caravans there. W/O Vassals being in the game there's no way to know how this will actually work. W/O a reputation system the punishment for attacking friendly peoples/things is too low.
How many times have you been killed by someone from your own Node? Or how many times have you looted from someone from your own Guild?
This was quickly brought up in the pirates interview but wasn't focused on, which is strange because this is (as I see it) a core issue making people stop testing. It's a grief fest because it's a world of small tribes and big tribes leading to unbalanced team death matches.
If the current iteration of PvP is the desired end state for the game I want nothing to do with it. Which is okay with me I'll play something else. I still hope for success for the game either way. But I don't see success for the game if the PvP isn't brought under control.
edit: thanks for making me think this out a bit. i believe it deserves it's own post
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Re: Why the Ranger shouldn't have better Single-Target than the Mage
sorry OP but your arguement seems to be: because mages are more fragile they should do more damage than hunters. You use wow as an example. in wow not only do mages do more damage but they also CC like crazy. Mages shine because of the control. same can be said for good hunters they have great damage and can throw down ice traps, scatter, interupt casts ect. Damage and control is the name of the game. As for Ashes rangers have some snares, but not even close to the damage.

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Re: The problem with gear, waterfall stats and enchanting
I would prefer if gear provided more horizontal and not vertical progression and enabled different playstyles across different classes. Stuff like lifesteal, evasion, stamina regen gear is a good start. Power stacking...not so much. It just invalidates class skill sets atm, even if its "funny" to see a fighter do more damage from a bow auto-attacks than a ranger who actually tries to use their skills.
Massive power gaps will just add to balance issues, from individual level to guild politics, and gatekeep players from game content. I don't see players with less free time paying a sub to be a punching bag for the "stat elite".
Massive power gaps will just add to balance issues, from individual level to guild politics, and gatekeep players from game content. I don't see players with less free time paying a sub to be a punching bag for the "stat elite".
Re: The Plea of the People: Linux Please
Intrepid is likely very aware of the decline of Windows and consequent rise of Linux among not only gamers, but general PC users. One Google search will show the metrics, and much of the rationale is readily apparent with the public sentiment of Windows and its spyware, AI, reduction of functions, stripping of user control, and more, while Linux is at a point where users can for most purposes install, plug, and play without any technical knowledge.
Particularly with the advent of Steam's Proton and the growth of other platforms such as Lutris, most games are very easily playable without any fiddling necessary. Enabling the existing engine's Linux support should not be a daunting challenge, and its benefits will be seen to outweigh the effort. The engine and anti-cheat they use is already Linux-compatible, so the remaining consideration is if any extra exploit-protection measures can be put in place in accepting Linux natively.
Particularly with the advent of Steam's Proton and the growth of other platforms such as Lutris, most games are very easily playable without any fiddling necessary. Enabling the existing engine's Linux support should not be a daunting challenge, and its benefits will be seen to outweigh the effort. The engine and anti-cheat they use is already Linux-compatible, so the remaining consideration is if any extra exploit-protection measures can be put in place in accepting Linux natively.

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