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: Can we just get rid of boss/monster drops altogether?
I like the idea of a window. It honestly doesn’t have to be a big window either.id say anything like a 10-20min difference should be fine.
Re: Can we just get rid of boss/monster drops altogether?
I think the drop rates on named mobs are way too high, and the spawn timers are far too predictable. We shouldn’t be contesting spawns down to the second.
I enjoy the world PvP that comes from fighting over these mobs, but I’d rather be fighting for materials to craft items—not for full items themselves.
As it stands, crafters don’t really need to exist.
We could coast all the way to August just fighting over named mobs on fixed timers, never crafting anything, because no one is motivated to push nodes to the level of the player base.
I agree with you in terms of the issue you are talking about. I would just go about a remedy in a different manner.
Crafting needs to be made more important than it is now (it will be, it is still only partially implemented even for the level range we have now).
I also agree with you in terms of how bad timed spawns are.
However, I don't believe the answer is in lowering drop rates on named mobs, but rather on switching the drops to items that enhance crafted items.
Actual drop rates (the number of valuable items that drop per kill) on named mobs needs to be high. Killing challenge appropriate named mobs should be the single most rewarding activity in the game. You should want to drop literally everything you are doing when presented with a real chance of killing a named mob.
However, this requires those mobs not have a spawn based on time. It should be a window, or better yet, it should be based on kills of appropriate mob types in the region.

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Re: Ranger Archetype Changes
Dezmerizing wrote: »I made some slight edits to the post above, and I want to add this:
After discussing with some friends, I have come to the conclusion that it looks like the ranger *might* be an archetype that is heavily relying on secondary archetypes. The more I think about it, the more I realize that the ranger abilities being so generic makes them perfect for altering through secondary archetype choices.
I agree with most of your observations above about how the Ranger is clearly lacking in many places. However, even though the Ranger might synergise well with secondary archetypes it cannot be designed this way. Each primary archetype must be of high quality on their own, it can't be that they need a secondary to make them viable, it would be extremely poor class design, in my opinion, if this was the case. The Ranger and the Fighter just need to be re-worked to bring them up to standard.
Definitely agree that each archetype should be unique, recognizable and viable on their own. I am unable to comment on the state of the fighter though as I have not yet played one.

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Re: Idea to combat RMT.
Some ideas for combating RMT:
Intrepid has a small department that uses pre-made accounts to "buy" gold from gold seller websites and then ban the seller once the transaction is complete. It could be in small amounts of $ so it's not the most costly and if it's done enough and as efficiently as possible then it will reduce the incentive for gold sellers if there's no way for them to know if they're selling to a real player or getting the honeypot.
I imagine there are some flaws in this so feedback is encouraged.
Intrepid has a small department that uses pre-made accounts to "buy" gold from gold seller websites and then ban the seller once the transaction is complete. It could be in small amounts of $ so it's not the most costly and if it's done enough and as efficiently as possible then it will reduce the incentive for gold sellers if there's no way for them to know if they're selling to a real player or getting the honeypot.
I imagine there are some flaws in this so feedback is encouraged.

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Re: Can we just get rid of boss/monster drops altogether?
I got no clue how difficult it is to implement all that stuff, but I do find it real damn weird that we've had so much static respawning across the board. Normal mobs should have a +-3min window and named ones should be at least on a +-30m imo. Anything that's valuable enough to attract competition should not be so damn predictable that competition seizes to exist, cause people in the know can simply be there at the respawn time at second 0, get the first hit buff on loot rights and then completely ignore any potential competition completely.
Best L2 contests for content happened during the times when the respawn timer went deep into the + range. With each minute and each failed pvp battle the tension would rise, because THIS one might be the last attempt to remove the competition from the location. And when you did manage to remove them juuuust in time for the respawn - the reward would feel that much better, because it was truly earned.
See, this is where the dynamic of spawning them based on mob kills completely changes things.
If you remove the competition, then the rate at which the appropriate mobs are being killed goes down. As such, you kind of what to keep your competition around, as long as they are killing the appropriate mobs.
If you have both in a game (and players know the basics of each), it can create a bigger range of experiences just due to how a named mob spawn is triggered.

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Re: How's the progress going?
The fixed the static rarity of gathering nodes so you can no longer just set a timer and gather same legendary over and over
and Ashe piles don't have name plates, best you can see is when you go to loot the pile it says who it belongs to only (not guild affiliation)
and Ashe piles don't have name plates, best you can see is when you go to loot the pile it says who it belongs to only (not guild affiliation)
Re: Entity proportion size
Perception of weirdness is very subjective. To me, nothing in Ashes is weird (visuals-wise).GreatPhilisopher wrote: »there is a reason every game makes things bigger than they are supposed to be so they dont look weird and out of place like ..well everything in ashes

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Re: Entity proportion size
To me it looks completely fine. I personally don't want oversized everything for no damn reason.

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Re: Can we just get rid of boss/monster drops altogether?
https://ashesofcreation.wiki/Loot
Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[13] – Steven Sharif
Q: Are Alpha-2 bosses dropping full items instead of recipes and mats placeholder?
A: The reward tables are very much in a functional state right now. So, I wouldn't look at these reward tables and say oh this is long-term intended. This is for A2 purposes. However, it is going to be a combination of both. You're going to have full loot drops that are going to occur with world bosses. That is an expectation that should be kept. But, in addition, you will have recipes, you will have unique material components that are used to create those items as well; and you'll also have the ability to deconstruct those items to recoup some of those more unique materials to potentially create more.[13] – Steven Sharif

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