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: Mobs and bosses should not drop completed gear
I'll only be all for it, if the design ends up like thisIt's not okay for bosses to drop completed gear pieces for any purpose other than to be deconstructed, in Ashes of Creation (I had time to confirm some stuff about player incentives in Lineage, TL and Ashes).


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Re: Mobs and bosses should not drop completed gear
Completely agree on mobs, but bosses should drop 2-3 full items, given that their respawn timer is ~24h. Anything that respawns way more frequently should have a really low chance of dropping full items.

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Combat Music
Please give us more options for the standard combat music theme and an option to mute it.
I enjoy in-game music for immersion in most games. In Ashes, the combat song is okay for the first day or two while you're getting familiar with Verra. It quickly becomes annoying and then straight up irritating when you're just traveling from node to node and every little wolf or raven on the side of the road randomly aggros to you, then DUN! Dun dun dun dun..DUN! DUN! Dun Dun dun dun... take some fall damage? woops! DUN! Dun dun dun dun..DUN! DUN! Dun Dun dun dun... XD
Why am I going into combat music for a stray, bugged out grem on meth that's 8 levels below me? Or for taking a blip of fall damage? Fukin A dude that shits starting to drive me nuts. If you ever played FFXIV, hopped on a mount, Chocobo song plays...you know what I'm talking about.
Ideally, there would be a different theme for each Node, Biome, POI, Boss, mob family type etc. Combat music should draw us in and add to immersion, not make me want to AltF4. I'm fine with a standard combat theme, but man this one needs to be deleted. Hit the drawing board, give us a few options. At bare minimum give us an option to mute it.
I enjoy in-game music for immersion in most games. In Ashes, the combat song is okay for the first day or two while you're getting familiar with Verra. It quickly becomes annoying and then straight up irritating when you're just traveling from node to node and every little wolf or raven on the side of the road randomly aggros to you, then DUN! Dun dun dun dun..DUN! DUN! Dun Dun dun dun... take some fall damage? woops! DUN! Dun dun dun dun..DUN! DUN! Dun Dun dun dun... XD
Why am I going into combat music for a stray, bugged out grem on meth that's 8 levels below me? Or for taking a blip of fall damage? Fukin A dude that shits starting to drive me nuts. If you ever played FFXIV, hopped on a mount, Chocobo song plays...you know what I'm talking about.
Ideally, there would be a different theme for each Node, Biome, POI, Boss, mob family type etc. Combat music should draw us in and add to immersion, not make me want to AltF4. I'm fine with a standard combat theme, but man this one needs to be deleted. Hit the drawing board, give us a few options. At bare minimum give us an option to mute it.
Mayor system
Mayor flying mount is to much for the game. I purpose a riding carriage that for mayors that they can use and people can see a mayor on the map that they become killable for the server. Allowing the tyrants that are getting voted in to have what is coming to them instead of them flying around ganking. A mayor having full node control is to much deplomacy for the game. Right now on vyra no one can get journeyman ⛏️ because they destroyed it based on the mayor being mad about not receiving enough taxes. Now i think this type of system would allow for robin hood type people to go in murder the mayor steal his pot of gold and gove to the people. If the flying mounts are a thing then i thing there should be generals of the node that would also get them. Mayors getting flying mounts and being able to be rigged for certain people to get mayor for control destroys the economy.
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Re: Just another grind fest?
questing realy isnt in game yet tbh there adding some extra now and then butright now there only putting thing in barebone state to make sure it works before improving them later date
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Just another grind fest?
Tried out the Alpha only to find out that mob grinding is the best way to level up and questing is not even worth doing. Is there any information on if they are going to change this at all? Game seems alright but I don't want to play if it's just going to be a mindless grind fest to max level bashing your head against mobs with 0 reason for questing.
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< Performance Optimization Suggestions > make you play smoothly
Resource Optimization
Model and Texture Optimization
Simplify Models: Use polygon counting tools to analyze models, remove unnecessary details, and reduce the number of polygons in the models. For models visible from a distance, use low-polygon versions.
Texture Compression: Utilize the texture compression function of Unreal Engine 5 to reduce the size of texture files while ensuring visual quality. For example, use efficient compression formats like BC7.
Texture Atlases: Combine multiple small textures into a large texture atlas to reduce the number of texture sampling times and improve rendering efficiency.
Resource Management
Resource Streaming Loading: According to the player's location and activity range, dynamically load and unload resources to reduce memory usage. Use the streaming level function of Unreal Engine 5 to load resources of specific areas only when needed.
Resource Reference Optimization: Avoid duplicate references of resources to ensure that each resource exists only once in memory. Use the resource reference analysis tool in Unreal to find and solve the problem of duplicate references.
Rendering Optimization
Lighting and Shadow Optimization
Static Lighting Baking: For fixed lighting and shadows in the scene, use the lighting baking technology to reduce the amount of real-time lighting calculation.
Adjustment of Shadow Distance and Resolution: Adjust the maximum distance and resolution of shadows according to the actual situation to avoid unnecessary shadow calculations.
Use of Lightmass Importance Volume: Reasonably set the Lightmass Importance Volume to ensure that the lighting baking has sufficient accuracy in key areas.
Post-processing Optimization
Reduce Post-processing Effects: Avoid using too many complex post-processing effects, such as depth of field, blurring, etc., as these effects will increase the rendering burden.
Post-processing Quality Grading: Provide different quality levels of post-processing options according to the performance of the player's device, allowing players to adjust according to their own devices.
Network Optimization
Server Optimization
Server Architecture Design: Adopt a distributed server architecture to distribute players to different server nodes and reduce the burden on a single server.
Server Load Balancing: Use a load balancer to dynamically allocate player requests according to the load situation of the servers, ensuring the load balance of each server.
Server Performance Monitoring: Monitor the performance indicators of the server in real time, such as CPU usage, memory usage, network bandwidth, etc., and promptly identify and solve performance bottlenecks.
Network Communication Optimization
Reduce Network Bandwidth Occupancy: Optimize the size and sending frequency of data packets to reduce unnecessary data transmission. For example, only send the player's location and status information when necessary.
Network Latency Optimization: Adopt prediction and compensation algorithms to reduce the impact of network latency on the player's gaming experience. For example, when the player performs a movement operation, the client first makes a predictive movement and then synchronizes after the server confirms it.
Code Optimization
Script Optimization
Reduce the Number of Script Executions: Avoid executing unnecessary script code in every frame, and execute some operations that do not need to be updated frequently at appropriate time intervals.
Optimize Script Logic: Use efficient algorithms and data structures to reduce the computational amount of the script. For example, use a hash table to quickly find data.
Engine Code Optimization
Use the Optimization Functions Provided by the Engine: Unreal Engine 5 provides many optimization tools and functions, such as Actor pools, object pools, etc. Reasonable use of these functions can improve game performance.
Avoid Frequent Garbage Collection: Reduce the creation of temporary objects and avoid frequently triggering the garbage collection mechanism, so as not to affect the smoothness of the game.
Performance Testing and Analysis
Performance Testing
Use Performance Testing Tools: Utilize the performance analysis tools provided by Unreal Engine 5, such as Session Frontend, Visual Studio Profiler, etc., to conduct a comprehensive performance test on the game.
Multi-platform Testing: Conduct tests on different hardware platforms and operating systems to ensure that the game can perform well on various devices.
Data Analysis and Optimization
Analyze Performance Data: According to the results of the performance test, analyze the performance bottlenecks of the game and identify the parts that need optimization.
Continuous Optimization: Performance optimization is a continuous process, which requires continuous testing, analysis, and optimization to ensure that the performance of the game always remains at a high level.
Model and Texture Optimization
Simplify Models: Use polygon counting tools to analyze models, remove unnecessary details, and reduce the number of polygons in the models. For models visible from a distance, use low-polygon versions.
Texture Compression: Utilize the texture compression function of Unreal Engine 5 to reduce the size of texture files while ensuring visual quality. For example, use efficient compression formats like BC7.
Texture Atlases: Combine multiple small textures into a large texture atlas to reduce the number of texture sampling times and improve rendering efficiency.
Resource Management
Resource Streaming Loading: According to the player's location and activity range, dynamically load and unload resources to reduce memory usage. Use the streaming level function of Unreal Engine 5 to load resources of specific areas only when needed.
Resource Reference Optimization: Avoid duplicate references of resources to ensure that each resource exists only once in memory. Use the resource reference analysis tool in Unreal to find and solve the problem of duplicate references.
Rendering Optimization
Lighting and Shadow Optimization
Static Lighting Baking: For fixed lighting and shadows in the scene, use the lighting baking technology to reduce the amount of real-time lighting calculation.
Adjustment of Shadow Distance and Resolution: Adjust the maximum distance and resolution of shadows according to the actual situation to avoid unnecessary shadow calculations.
Use of Lightmass Importance Volume: Reasonably set the Lightmass Importance Volume to ensure that the lighting baking has sufficient accuracy in key areas.
Post-processing Optimization
Reduce Post-processing Effects: Avoid using too many complex post-processing effects, such as depth of field, blurring, etc., as these effects will increase the rendering burden.
Post-processing Quality Grading: Provide different quality levels of post-processing options according to the performance of the player's device, allowing players to adjust according to their own devices.
Network Optimization
Server Optimization
Server Architecture Design: Adopt a distributed server architecture to distribute players to different server nodes and reduce the burden on a single server.
Server Load Balancing: Use a load balancer to dynamically allocate player requests according to the load situation of the servers, ensuring the load balance of each server.
Server Performance Monitoring: Monitor the performance indicators of the server in real time, such as CPU usage, memory usage, network bandwidth, etc., and promptly identify and solve performance bottlenecks.
Network Communication Optimization
Reduce Network Bandwidth Occupancy: Optimize the size and sending frequency of data packets to reduce unnecessary data transmission. For example, only send the player's location and status information when necessary.
Network Latency Optimization: Adopt prediction and compensation algorithms to reduce the impact of network latency on the player's gaming experience. For example, when the player performs a movement operation, the client first makes a predictive movement and then synchronizes after the server confirms it.
Code Optimization
Script Optimization
Reduce the Number of Script Executions: Avoid executing unnecessary script code in every frame, and execute some operations that do not need to be updated frequently at appropriate time intervals.
Optimize Script Logic: Use efficient algorithms and data structures to reduce the computational amount of the script. For example, use a hash table to quickly find data.
Engine Code Optimization
Use the Optimization Functions Provided by the Engine: Unreal Engine 5 provides many optimization tools and functions, such as Actor pools, object pools, etc. Reasonable use of these functions can improve game performance.
Avoid Frequent Garbage Collection: Reduce the creation of temporary objects and avoid frequently triggering the garbage collection mechanism, so as not to affect the smoothness of the game.
Performance Testing and Analysis
Performance Testing
Use Performance Testing Tools: Utilize the performance analysis tools provided by Unreal Engine 5, such as Session Frontend, Visual Studio Profiler, etc., to conduct a comprehensive performance test on the game.
Multi-platform Testing: Conduct tests on different hardware platforms and operating systems to ensure that the game can perform well on various devices.
Data Analysis and Optimization
Analyze Performance Data: According to the results of the performance test, analyze the performance bottlenecks of the game and identify the parts that need optimization.
Continuous Optimization: Performance optimization is a continuous process, which requires continuous testing, analysis, and optimization to ensure that the performance of the game always remains at a high level.

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Re: Cleric Heals and Gear
As a cleric main, I prefer to have to sacrifice damage for more healing effectiveness. Like a cleric who can kill other classes in open world should be basically incapable of out healing their bursts. I want to be very hard to kill but also basically unable to kill others outside of maybe a duel where they cant just run away and I run them out of mana. Healing power should matter a lot more than magic power, seems to me.
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Re: Necromancer - Class and boss mob Idea
Wow, this is an incredibly detailed and creative concept! 🙌 Definitely a cool take on how a Necromancer class and themed boss could work in AoC. You’ve clearly put a lot of thought into the mechanics and synergy systems, love the idea of formations and summon evolutions. Would be great to have this shared in the class discussions section or even the suggestions forum so the devs can see it more easily. Thanks for the inspiration!
where can i find the suggestions forum?
[BARD] dps
Hello, I'm interested in the Bard and I had a few questions.
Can the Bard be played as a true DPS in both PvE and PvP?
When I say "true DPS," I mean choosing skills and gear specifically to maximize damage — is that a viable option compared to other classes that are defined as pure DPS (like Mage, Fighter, etc.)?
Can the Bard be played as a true DPS in both PvE and PvP?
When I say "true DPS," I mean choosing skills and gear specifically to maximize damage — is that a viable option compared to other classes that are defined as pure DPS (like Mage, Fighter, etc.)?
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