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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
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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: Consensual PvP System in Ashes of Creation
Two things I guess.
1) In my experience a surprising amount of people do mind if other people are more powerful or more successful than them in these games even if those people never kill them or anything like that.
2) Without the concept of the capacity of non-Consensual PvP, there isn't that much to 'enjoy' in Ashes in the first place, because it's a game built on that principle.
I'm not saying there aren't solutions, we've seen many and are still seeing them, but Intrepid is specifically targeting the demographic that doesn't like those solutions, and therefore doesn't have to compete with those other, bigger studios.
1) In my experience a surprising amount of people do mind if other people are more powerful or more successful than them in these games even if those people never kill them or anything like that.
2) Without the concept of the capacity of non-Consensual PvP, there isn't that much to 'enjoy' in Ashes in the first place, because it's a game built on that principle.
I'm not saying there aren't solutions, we've seen many and are still seeing them, but Intrepid is specifically targeting the demographic that doesn't like those solutions, and therefore doesn't have to compete with those other, bigger studios.

2
Consensual PvP System in Ashes of Creation
The type of competitive imbalance we have at the moment encourages exploitative behavior, as players look for ways to manipulate mechanics and stats, rather than engage in fair and meaningful battles. Large guilds, hardcore players and zergs dominate, while solo players and small groups are left with no options.
At this point in the game development, Intrepid Studios has created a stunning world better than most mmorpgs out there, however the PvP system is fostering one of the most toxic, divisive and exhausting environments imaginable among players.
Let’s face it, right now, those who treat the game as if there’s no life outside of Verra have significant advantages over casual players. The result? Casual players are leaving already or will eventually leave, and when that happens, even the hardcore players will suffer. A PvP system that only benefits hardcore and zergs will collapse the game inevitably and the population will lessen affecting all participants including Intrepid.
It is my opinion that the best strategy for Ashes of Creation moving forward is a consensual PvP system that allows players to engage in combat when they feel adequately prepared, rather than forcing them into unwinnable encounters with the consequential anguish.
Please Intrepid allow players to opt-in when they are ready to fight, not when they’re forced.
Completely eliminate PvP zones and instead make the whole world PvP but only when the fight is consensual. This will also prevent in large scale exploit abuse and large-scale zerg dominance as individuals don’t mind if a guild is "the 8th wonder of the world" or a player "the last coca cola in the desert" as long as they can enjoy the game without someone coming and killing his or her character for no other reward than bragging rights, ego, glint and some materials.
All comments are welcome and appreciated.
At this point in the game development, Intrepid Studios has created a stunning world better than most mmorpgs out there, however the PvP system is fostering one of the most toxic, divisive and exhausting environments imaginable among players.
Let’s face it, right now, those who treat the game as if there’s no life outside of Verra have significant advantages over casual players. The result? Casual players are leaving already or will eventually leave, and when that happens, even the hardcore players will suffer. A PvP system that only benefits hardcore and zergs will collapse the game inevitably and the population will lessen affecting all participants including Intrepid.
It is my opinion that the best strategy for Ashes of Creation moving forward is a consensual PvP system that allows players to engage in combat when they feel adequately prepared, rather than forcing them into unwinnable encounters with the consequential anguish.
Please Intrepid allow players to opt-in when they are ready to fight, not when they’re forced.
Completely eliminate PvP zones and instead make the whole world PvP but only when the fight is consensual. This will also prevent in large scale exploit abuse and large-scale zerg dominance as individuals don’t mind if a guild is "the 8th wonder of the world" or a player "the last coca cola in the desert" as long as they can enjoy the game without someone coming and killing his or her character for no other reward than bragging rights, ego, glint and some materials.
All comments are welcome and appreciated.

1
Re: Consensual PvP System in Ashes of Creation
No to toggles. Would rather have a leveling net until max level like bdo. Toggle is a covert cry for a way to avoid pvp forever more. When is someone who needs a toggle ever really prepared?
[Suggestion] Mine Dungeons for Rare Ores
Ideas pretty simple. Some ores, namely copper, zinc, and the like are extremely spread out and hard to find in Alpha 2. I propose that they add mine dungeons at some point that have a higher chance of spawning rare ores and that have strong enemies within so people cant just easily go there to farm by themselves, and if they do, they can but have to take it much slower.
This would not only give a location to go hunting for rare ores but encourage gatherers to partner up with one or two others to help take care of the strong monsters within the mines. They could either set these to just spawn rare ore more regualary OR my prefered idea would be to have different nodes have mines for different ores giving people more reasons to use caravans to transport goods. Maybe one node has a copper mine and another on the other side of the map a zinc mine.
Thats the general idea, think it would be a cool addition to the game and add some quality of life without much of a cost to anything.
This would not only give a location to go hunting for rare ores but encourage gatherers to partner up with one or two others to help take care of the strong monsters within the mines. They could either set these to just spawn rare ore more regualary OR my prefered idea would be to have different nodes have mines for different ores giving people more reasons to use caravans to transport goods. Maybe one node has a copper mine and another on the other side of the map a zinc mine.
Thats the general idea, think it would be a cool addition to the game and add some quality of life without much of a cost to anything.
Re: Why The Game Needs Fast Travel
at which point you're roughly 10-15 minutes away from any point on the map,
That is what the goal should be. There is no reason an entertainment company that operates in an online capacity should demand more than 10 minutes of a distinct lack of entertainment before the entertainment starts. I don't sit through a lecture when I go bowling.
In regards to zergs, if they have to travel 10 minutes from a teleport to get to the last known location of a target, they won't bother. The only way it would be viable to zerg with this paradigm would be if your target moved close to a teleport and you were all ready for it, or if you had someone following said target.
I would think things like disabling teleports during a war would be a given, and adding a cooldown on being able to join a caravan attack or defense would be possible (not the biggest fan of this, but it would be effective). With these in place, I don't really see what people could complain about in relation to zergs.

2
Re: Why The Game Needs Fast Travel
WHY do we want Fast Travel?
What specific feature do players THINK they need?
The ability to (probably once a day) gather together with close ingame social connections for content even if you were delayed in getting to play that day.
If true, lack of flight paths is acceptable to those I know.Flight paths? You never need to leave your node.
Can be once daily, if necessary, otherwise https://ffxiclopedia.fandom.com/wiki/WarpHearthstone? What CD/cost or limitations is acceptable?
The inability to coordinate due to 5-10 minute differences in schedules, and of course would like to 'skip' the misery of having to call off entire plans because one member's internet went out for 4-10 minutes.Like, what *exactly* do pro-fast-travel players want to skip?
For some weird reason even people who don't 'cry about unfairness' seem to have this dislike of 'losing stuff because of being outnumbered because someone had to leave suddenly and calling it a night for the adventure means they either have to log off in-place or strand that person'.Skip PVP? Why?
Something about 'the quality of the PvP', whatever that means.

1
Re: is ranger really that bad?
Intrepid.. rangers are not a physical damage mage come on..
I think i might crack out my steel energy wand on my ranger atleast i can imagine i can be a useful class like a mage then hahaha
i feel ranger might get looked over after rogue tbh, they wanted to get rogue out cause people know it spose to be coming since roadmap and class rewords are not on the roadmap so we get pushed back by the class team till rogue gets added. also some of the rogue mechanics will work well with ranger aswell like the evasion on some of their acrobatic skills can be applied to ranger disengage/airstrike potentially. I feel we should be next on the rework list since we are the only class untouched by and reasonable changes.
1
Re: Consensual PvP System in Ashes of Creation
We already have that. It's called
https://ashesofcreation.wiki/Player_corruption
When you don't want to fight - you just don't fight and the attacker gets fucked over if they kill you. Hell, all these "hardcore pvpers" have been whining about the corruption penalties since before A2 even started and have only become louder about it since its release.
Pvp zones are avoidable and caravans are meant to be a social thing. Also, in the final release the only constant pvp zone would be the ocean, which is also kind of a social thing cause ships are meant to cost a lot (iirc).
The current lawless zones are meant to replicate that ocean location w/o having the ocean itself.
https://ashesofcreation.wiki/Player_corruption
When you don't want to fight - you just don't fight and the attacker gets fucked over if they kill you. Hell, all these "hardcore pvpers" have been whining about the corruption penalties since before A2 even started and have only become louder about it since its release.
Pvp zones are avoidable and caravans are meant to be a social thing. Also, in the final release the only constant pvp zone would be the ocean, which is also kind of a social thing cause ships are meant to cost a lot (iirc).
The current lawless zones are meant to replicate that ocean location w/o having the ocean itself.

5
Re: is ranger really that bad?
Any class can wield a bow without any significant penalty to range or accuracy, making the Ranger a frustrating choice. Its incredibly restricted mobility means it can't simply turn and run, as even a Tank or a Fighter with a bow can keep landing hits effortlessly, making escape nearly impossible.
On top of that, the Ranger practically has no dodge, while other classes handle the bow with extreme dexterity, never missing a single shot on me. It feels like anyone can be a better archer than the actual Ranger.
The Ranger from Intrepid Studios is by far the worst archetype of any MMO. I know it's still in alpha, but the lack of attention to the class is evident. In its current state, the Ranger is nothing but pure trash, with no impact, identity, or real utility in the game.
P.S.: Despite all the complaints, I have to admit; we’re pretty good at buffing caravans.
On top of that, the Ranger practically has no dodge, while other classes handle the bow with extreme dexterity, never missing a single shot on me. It feels like anyone can be a better archer than the actual Ranger.
The Ranger from Intrepid Studios is by far the worst archetype of any MMO. I know it's still in alpha, but the lack of attention to the class is evident. In its current state, the Ranger is nothing but pure trash, with no impact, identity, or real utility in the game.
P.S.: Despite all the complaints, I have to admit; we’re pretty good at buffing caravans.

2
Re: Consensual PvP System in Ashes of Creation
No casuals dropped cash to play alpha
Consensual PvP just brings out the worst in people because they feel safe behind the system, using it as an excuse to be total jerks. I see it all the time, pve griefing scary
Consensual PvP just brings out the worst in people because they feel safe behind the system, using it as an excuse to be total jerks. I see it all the time, pve griefing scary