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: So how many still excited?
I'm happlly confused. Love the vision. I love the combat feel and that's hard to nail down. Love the classes design structure but the need love. The Confused with is the size of the world, needing 10k a server to feel alive. So that size of a population would require casuel players. Casuel make up most MMO population. But the game is so harsh when it comes to a casul players needs. This seems like a conflict in design. I can't reconcile this and I have tried.
Re: Ashes Terrain Topography and Cohesion
GreatPhilisopher wrote: »GreatPhilisopher wrote: »lmfao we got the anvils ... same bland thing as before its even worse since it literally riverland with a different tree ...then we got a look more fugly races yea i am just legit about to give up honestly. they dont listen to any feedback
Work. In. Progress.
That's not even remotely what it will look like in the future.
Yes I'm going into overprotective manager mode now because seriously they keep saying this...
sure like the rest of the biomes..right , like the same rock used in every biome its like even irl type and look of rocks change but not in ashes i guess and lets be real its still gonna be 1 small tree in most of the zone with 0 diversity or well 2 trees i guess that appear sometimes.
i am tired of all of this honestly
Steven literally said that they are going to replace entire mountains, come on!
If you're tired of all this, it's technically on you, just don't go around spreading ideas like 'Oh it's the same shit" or "they don't listen to feedback". If the feelings aren't good right now, sure, fine, but at least pay attention to it when they tell you 'we're working on it and this part is early'.
entire mountains as in the biome borders not the same looking "shit" in the biomes , i am not spreading anything its literally the stuff we've been seeing for months and still nothing changed but sure lets wait and see when these mountains change if the "shit" inside the actual biomes change or they add any diversity or fantasy to them
Re: why are you putting the cart before the horse?
There are a number of reasons, but they won't become apparant in game until much later on.I can't stress enough just how much of a bad idea this is.MargaretKrohn wrote: »If you could change one thing about early-game crafting that would make it feel more rewarding right now, what would it be?
Cap a character's level to the tier of the Node they are a citizen of, so that crafters have someone to sell their stuff to.
You make a lot of good points in these forums, so I'd like to know why this is a bad idea.
As far as I can see you can still race to max level, you just need to level your node with you. When your character hits 50 you will have access to max crafting too - which is a win all around is it not?
With what the alpha test is now, I'm sure it would make some sense to do things this way - but changes should be made (and suggested) with an eye on the final game, not just with an eye on the alpha test as it stands today.
With the live game though, not every node will be able to be bought up to max level. If your neighbor node hits level 4 before you do, your node becomes a vassal of that higher tier node, and you are unable to level up your node any longer. This doesn't mean players should abandon their node, as there are perfectly valid reasons for wanting to be in a given node as opposed to being in a metropolis tier node.
Not every player will want to be a citizen of a node at all, let alone a metropolis node. There is no specific need to be a citizen of any node if a given player isn't after any of the specific perks that come with citizenship.
It may well also be optimal for some people to be in a city level economic node that is next to a metropolis level scientific node.
Additionally, there are reasons players will want to spend time in more outlying areas (resources, for one), and so they would probably want to be a citizen of an outlying node.
These players are valuable members of the larger node cluster community, but your suggestion would see them needlessly capped - something that would be absolutely horrible for these specific players as they would be more reliant on caravans getting the resources from those far flung parts of the world in to the metropolis nodes for consumption.
Basically, a change as drastic as limiting your characters level to the node you are a citizen of would change the game completely, and would require redesigns of a large number of systems just in order to make the game function.
There may well be a reason that is important enough to warrant making a change like that, but doing it just so that crafters have a market is not that reason - there are plenty of other, better ways to achieve that without gutting the game as a whole.
And that is without even getting in to the notion that this change wouldn't have the desired effect at all, if anything it would probably be the opposite.
If a change like this was made, players would do one of two things. The first is that they would all just move to what ever node was the metropolis - Intrepid would need to make changes to the games design to allow for this otherwise people will simply play a different game (an open world PvP game where you are prevented from leveling to the cap is simply not viable).
If this happens, it has no change at all on crafters.
On the other hand, the other possibility is for players to stay in their node and sat at the level they were stuck at. I don't see why any player would do this, but lets look at what they would do if they did.
The first thing that would happen if players did this is they would stop upgrading their gear. If I am level 20 nd can not progress, that means crafters just lost the ability to sell me level 25 gear, and level 30 gear, and level 35 gear. I just have no need to buy it off of them. I have my level 20 gear, and I am stuck at level 20, so no need for me to be a customer of theirs any longer.
Ah yes, good points. Thanks for taking the time. Damn I thought I was on to something there.
Would this alternative work: Cap player level by the highest level node on the realm? No citizenship required.
The fact that the initial notion you put forward has flaws doesn't mean the core idea isn't valid.
As to the second idea you've put here, the games design has a softer version of that built in.
Content is supposed to be tied to node state eventually. When this happens, there won't be any higher level content until there are higher level nodes. No higher level content, no way to level to higher levels.
Noaani
1
Re: corruption system needs a rework
I like the idea of dynamic PvP zones. I just hope its really worth farming in those zones.. like extra % rare spawns in materials and maybe drop chance increase aswell so people go there and you easily find pvp. And people who really dont want to pvp can just go to the safer zone.
Exzear
1
So how many still excited?
So we had a few Alphas now, with loads more info out there.
Taking how you felt, what 6 or 7 years ago, when this game was still in its infancy, how do you feel now about it?
For me, there’s a lot I don’t like anymore, but will leave that open.
I do think this game will end up with a very niche player base.
But more than happy to be proven wrong.
Taking how you felt, what 6 or 7 years ago, when this game was still in its infancy, how do you feel now about it?
For me, there’s a lot I don’t like anymore, but will leave that open.
I do think this game will end up with a very niche player base.
But more than happy to be proven wrong.
Nemeses
1
Re: Action camera mode - Targeting - Something have to change
Will need to check it out, cause I've had quite a few frustrating moments when trying to target the correct mob during an aoe encounter.SmileGurney wrote: »There is an option in the settings which lowers the time required to switch targets, it actually makes action mode targeting more usable.
Ludullu
1
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
Love the focus on specific topics with guests!
I'm a little confused about the direction of crafting/economy. Is the goal to have a deep player driven economy? Or to allow players choose how they want to acquire their gear?
I'm mostly ok with extremely low chances for full gear drops from difficult enemies, but when they mentioned unlocking node vendors for the low grade gear, it made me worry. If players can just buy gear from a developed node, what happens to the low grade gear market? All the crafters who got in the market early get to benefit from selling their services to all the new players, while any new comers just get to craft items to be thrown away.
Would it be possible to have the best of both worlds? Could these node vendors buy player made gear to keep their stock of items up? This introduces a way for players interested in crafting to have a way to earn some money while leveling; rather than just crafting junk items for the exp. This also helps give crafters more of an identity and gameplay loop.
I'm a little confused about the direction of crafting/economy. Is the goal to have a deep player driven economy? Or to allow players choose how they want to acquire their gear?
I'm mostly ok with extremely low chances for full gear drops from difficult enemies, but when they mentioned unlocking node vendors for the low grade gear, it made me worry. If players can just buy gear from a developed node, what happens to the low grade gear market? All the crafters who got in the market early get to benefit from selling their services to all the new players, while any new comers just get to craft items to be thrown away.
Would it be possible to have the best of both worlds? Could these node vendors buy player made gear to keep their stock of items up? This introduces a way for players interested in crafting to have a way to earn some money while leveling; rather than just crafting junk items for the exp. This also helps give crafters more of an identity and gameplay loop.
Re: Action camera mode - Targeting - Something have to change
There is an option in the settings which lowers the time required to switch targets, it actually makes action mode targeting more usable.I haven't used tab pretty much at all, but I can sure say that switching targets in Action mode is near-impossible. The stickiness of the targeting is way too much. The hitboxes are insanely huge. The inability to just press a button and, as long as my crosshair is on a target, get that target fully locked - is horrible.For those who’ve experimented with both styles, what have you noticed in terms of usability differences or areas where each feels stronger or weaker?
A side note to targetting:
@Vaknar BOTH action mode and tab target should have a keybind which allows you to switch target to the target which is being currently in your crosshairs. This would resolve a lot of targetting frustrations currently in the game.
The game has quite a lot of input latency, this is partially caused by DLSS, and general lack of optimization. I really feel it when trying to select players with a cursor.
Having different color schemes for the cursor itself, for example by making it bright red, blue would also help, as the current cursor is heavily stylised, and I heard quite a few people reporting that they lose track of it. Some desperate individuals use software like YoloMouse - Game Cursor Changer to make it easier to track it, but I'm sure that adds a performance hit.
Re: Steal Chrono Odyssey's Horses
I put 24 hours in the game and was level 20, CO has a lto of good elements (ignoring the people trying to hate train the game) combat motions felt good a nd fun, the mounts felt really good as well. They were a bit clunky in a good way on feeling like you were not riding on something static.
Though it isn't as easily to just simply implement that kind of movement and control. Though if they had that level of quality to all their unique mounts in AoC it be pretty huge and add tot he fact of people wanting to collect them and have fun with each one.
Movement in games is extremely important and something i feel Dev's take for granted. Part of the reason BDO or some of these kr games feel good or people talk about the combat is really the mobility and feeling. Where a lot of western mmorpgs are more static and/or rooted.
Including weight of the mount turning, strafing movements, etc, in contrast tot he normal the basic wasd instant turning of mounts and skipping a lot of those small animations and feeling of riding a horse or whatever type of creation.
Though it isn't as easily to just simply implement that kind of movement and control. Though if they had that level of quality to all their unique mounts in AoC it be pretty huge and add tot he fact of people wanting to collect them and have fun with each one.
Movement in games is extremely important and something i feel Dev's take for granted. Part of the reason BDO or some of these kr games feel good or people talk about the combat is really the mobility and feeling. Where a lot of western mmorpgs are more static and/or rooted.
Including weight of the mount turning, strafing movements, etc, in contrast tot he normal the basic wasd instant turning of mounts and skipping a lot of those small animations and feeling of riding a horse or whatever type of creation.
Mag7spy
1
Re: ⛰ June 2025 Development Update Livestream Discussion Thread ⚒
Stream was good. I appreciate that you take the time to inform your testers.
Two things were not so great imo.
1. I like the idea of roadmaps, knowing whats ahead in the next 6 months has a high value for the community imo.
But i dont like the communication around the roadmap right now. This livestream was designed to inform on the scope of the phase 3 launch and a lot of systems of the phase 2 roadmap didnt make the cut.
This is perfectly fine, plans are expected to change!
What i dislike is giving out information and then having loose ends that are unanswered ... it gives off the impression of sidestepping the topic... completely unnecessary. You had a livestream of 2,5 hours, taking 1 minute on the roadmap should have been in the scope.
2. I love the idea around the dynamic lawless POI system.
But i was a bit surprised to hear how its supposed to work.
The biggest concern players have, is a big mindless zerg that is dominating these zones.
The way you said you want to set it up " on a rotating schedule", "zone after zone", is very conducive to these zergs. There is a lot of ways to set that up, but you chose to use the 2 magic words every zerg wants to hear.
Two things were not so great imo.
1. I like the idea of roadmaps, knowing whats ahead in the next 6 months has a high value for the community imo.
But i dont like the communication around the roadmap right now. This livestream was designed to inform on the scope of the phase 3 launch and a lot of systems of the phase 2 roadmap didnt make the cut.
This is perfectly fine, plans are expected to change!
What i dislike is giving out information and then having loose ends that are unanswered ... it gives off the impression of sidestepping the topic... completely unnecessary. You had a livestream of 2,5 hours, taking 1 minute on the roadmap should have been in the scope.
2. I love the idea around the dynamic lawless POI system.
But i was a bit surprised to hear how its supposed to work.
The biggest concern players have, is a big mindless zerg that is dominating these zones.
The way you said you want to set it up " on a rotating schedule", "zone after zone", is very conducive to these zergs. There is a lot of ways to set that up, but you chose to use the 2 magic words every zerg wants to hear.
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