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: Random encounters in the world
Arya_Yeshe wrote: »random encounters are cool, cooler if they happen at the sea
would be cool having random NPC faction wars against the node
That would be peak. It gives a node "practice" for wars and keeps things lively in the event that a server is unwilling to attack a particular node. At a point before I stopped playing TnL our guild got a bit too strong and other guild would dodge fighting us over rift and boonstones which took a bit of the fun out for me, so I can see the benefit to such content. On top of that in would be a pve loop that requires a bit more effort along with stakes. Could be a good way to get pve players more into the pvp side if that makes sense. I think If it was a guaranteed event once you're node reached a certain level that you had to experience at least once before another node could declare on you. I'm just yapping at this point tho. Great idea.
Settite
1
Re: Random encounters in the world
random encounters are cool, cooler if they happen at the sea
would be cool having random NPC faction wars against the node
would be cool having random NPC faction wars against the node
Re: Steal Chrono Odyssey's Horses
I came back to Ashes yesterday for the Pawkets quest, and the mounts felt wooden as hell. CO's horses felt alive. The active movement, the animations, the sounds and, yeah, the speed too. But just adding speed to Ashes mounts won't do shit. They'll still feel wooden.daveywavey wrote: »I dunno, seemed kinda jerky. I think the feel of mount-riding in Ashes would be fixed simply by making them a touch faster, and increasing the duration of Dash.
So I just hope that the future passes on the mounts will get us much closer to an "alive" feeling.
the size too , like an actual horse not a pony
Re: Would you guys be FOR or AGAINST highlighted abilities in action bar for combos?
Bard has this already in a way as well. The game will highlight abilities depending on your talents and what melody you are playing.
Vhaeyne
1
Re: Character Models
GreatPhilisopher wrote: »
yeah we are very cooked , there is no hope
Same noses on every race model sized differently, same eyes, oversized cheekbones... FFS! Put the green skin on that Py'rai and you have Ren'kai. HOW ARE THEY NOT SEEING THIS?!
WTF ARE THOSE BANGS?!
Same slightly stylized cr*p and everyone is ugly. Dunir have sunken faces ffs and gnomish bodies! Empyrean still look like meth addicts...
It's like a single person is in charge of character design and 3d modelling and there is no one there to tell them they are doing it wrong...
Wtf!
God, I miss the old character creator-The one Steven used to create Asmongold.
Re: Ashes Terrain Topography and Cohesion
Appreciate all the details here!
Interesting points about terrain shape, variety, and zone identity. The screenshots and comparisons help paint a clear picture of how things feel on the ground right now.
Here are some follow-up questions for those who haven't specified on them in this thread:
- What kinds of landmarks or terrain features make a zone feel memorable to you?
- Do you like big, dramatic features or more subtle stuff that you discover as you explore?
- What kind of biome-specific gameplay would help tie things together for you?
I think what makes a landmark or a zone memorable in general is intentionality in landmarks and connection to an overarching world lore. When a zone doesn't feel memorable, it's usually because of lacking this connective tissue. I feel like when a game tries too hard to be too big or too "realistic", that you lose some of the intent, and then you stop remembering places you've just gone through.
I'm going to try and explain something similar to what @Ace1234 did, but using existing examples from a game 20 years ago, which should show that this kind of thing is possible.
I really like Ro'Maeve in Final Fantasy XI. It's a zone that manages to do a lot of things by playing a set of specific tricks, all of which come together to make a very memorable place.
Lore Connection
The first part is that Ro'Maeve is tied directly into the storyline of the ancient original civilization of Vana'diel. You have these alien Cermet (think concrete/ceramic) spires popping out of the forest straight up, clearly ancient and broken down but still far beyond the current technology used by any of the nations. Not only that, but the zone changes outright during the full moon, glowing and allowing a different path through it that leads to the Hall of the Gods, a pivotal part of the Zilart storyline. None of this is peppered by cutscenes or even much explanation, the world and the story itself make you feel these strange things, and you pick up the scraps later, making your own concept of the world, confused as any adventurer here should be.
Features
Ro'Maeve uses asymmetry due to its ruined nature to guide you through it. When this place was new, maybe it would have been extra confusing to navigate, but by using the ways the ruins break in specific ways in certain places, you can find your way around. It doesn't have many huge notable features at first - mostly just stairs, and the occasional big pillar - until you see the central fountain, the Moon Gates and, when past them, the entrance to the Hall of the Gods that makes you feel like something important is going to happen as you scale the stairs to what looks like an enormous building. Everything is huge, many levels higher than character height, compared to the buildings you encounter in towns that have usually low ceilings or where it's easy to whip your camera near their tops, as opposed to here where you run into the walls. And the beautiful fountain right at the center of it makes it all come together. What's memorable here is the contrasts, of symmetry and asymmetry, of these huge buildings of high technology ruined, and the multiple elevation levels making it feel like it is a much bigger place than it probably is in terms of the actual distance you walk. The biggest success here is the fact that it peppers you with small landmarks so you can remember where you are, allowing the bigger landmarks to be more of an exploratory reward. A collapsed column here or there is a small landmark, and the huge fountain structure is a bigger one - both allow you to create mental markets of more of the zone rather than making them feel samey, without spending that much effort on the smaller parts.
Biome-specific gameplay
This ties back in to the lore connection, which is that only here does the full moon change the area and allow you to pass, among other strange and specific spawn conditions that are unique to this area. I think that focusing on making unique events related to the cross of time or weather and a specific biome make for even more memorable gameplay here.
I'll also propose a counter here of biome-UNspecific gameplay with Dark Ixion. Dark Ixion shows up in a pretty wide range of zones whenever it pleases, and it accentuates the biomes it spawns in a lot. The big hill on West Sarutabaruta (S) is something you learn to recognize as a safe place to relax and take a break from the Campaign battles that happen at the bottom of the hill, as it's rare that the Yagudo come down from this side, but when Ixion is wandering it now it becomes memorable for an entirely different reason. Having a large boss come down and change a former safe haven into something different, or even just having something come out of hiding like the Three-Star monsters that shows up in a specific place with unique/distinct gameplay can also make you think of that part of the zone as a landmark, because it's where the thing shows up.
The weakness that Ashes has right now is that the POIs fail one or more of these checks, and it makes me miss a lot of the stuff in Alpha 1. I feel like I remember the pirate camps in the mountains way up north, or the river crabs, a lot more than I remember any area in Alpha 2 outside of the area around any given node or Lionhold, and even the area around Lionhold is often confusing and doesn't stick as well because the terrain is not variable or there aren't as many of these small landmarks. I hope that you can take this example and rethink how you address what a smaller-scale version of a "point of interest" is. I'm going to post a video of someone wandering Ro'Maeve, and I suggest you turn off the sound and replace it with the music that plays here as it adds to the atmosphere, and their old FRAPS recording doesn't convey that as well.
https://youtube.com/watch?v=Wlzc_yWIXR8
https://youtube.com/watch?v=hm_zg9KxDBwRe: Linux Tips, Tweaks and Troubleshooting Thread
Webview2 breaks every time you change the Proton version in the prefix. There is an easy fix for that if you go to Winetricks, in my case in Faugus Launcher:

Then you choose the Standard Prefix

Choose the uninstaller

Select Webview2 runtime and press on change

Then you click on repair

Then it should reinstall and works afterwards

If you get EAC kicked error:

You need to add the AOCClient.exe to steam with this argument and select a Proton version. I use for now Proton-GE 10-4
In my case I added DXVK_FRAME_RATE=60 to limit my FPS to 60 and removed -NOSPLASH. But -USEEOS=0 is needed. For me I get the EAC error if I run it without this argument.
I tried with Faugus Launcher with
Also for the people who want to try
This will be resolved in the future when AOC gets in better shape. So for now it seems Intrepid did indeed not block EAC and it is some weird communication error to EAC daemon, which why -USEEOS=0 is forcing something in the background to avoid this error. We will se in the future. At least we can play

Then you choose the Standard Prefix

Choose the uninstaller

Select Webview2 runtime and press on change

Then you click on repair

Then it should reinstall and works afterwards

If you get EAC kicked error:

You need to add the AOCClient.exe to steam with this argument and select a Proton version. I use for now Proton-GE 10-4
eval $(%command% LauncherTetherPort=$(ss -ulpn | grep wineserv | awk '{split($4, a , ":"); print a[2]}' ) -USEEOS=0 -DXVK_FRAME_RATE=60)
In my case I added DXVK_FRAME_RATE=60 to limit my FPS to 60 and removed -NOSPLASH. But -USEEOS=0 is needed. For me I get the EAC error if I run it without this argument.
I tried with Faugus Launcher with
-USEEOS=0 DXVK_FRAME_RATE=60but I get EAC error as well. So at the moment only with steam possible for now like in the past but with improvements without setting webview version and shadermodel since Proton 10.
Also for the people who want to try
, this sadly also not works so we need to wait this 3-5 min for compiling shaders every start-NoShaderCompile
This will be resolved in the future when AOC gets in better shape. So for now it seems Intrepid did indeed not block EAC and it is some weird communication error to EAC daemon, which why -USEEOS=0 is forcing something in the background to avoid this error. We will se in the future. At least we can play
Azalroth
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