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: Mob drops, coexisting with crafters
Yeah, but not saying anything also doesnt help.
Just hope they acknowledge that a change is needed. Forward is forward.
Just hope they acknowledge that a change is needed. Forward is forward.
Re: Mob drops, coexisting with crafters
This has been brought up a few times. Here were the good ideas I heard. No particular order.
1. Mobs only drop "damaged" or "degraded" gear. So a mob would and could drop a copper greatsword, but it'd be a "damaged copper greatsword". The drop rate would still be low though, but higher than it is. Higher tier mobs drop have higher rates and chances to drop higher tier 'damaged" gear. This can persist throughout the leveling process. I'd advocate for very rear actual gear drops. So low, no one actually grinds for them, but have them exist.
2. Material drops from mobs at a low rate, about the same as the damage gear drop or a little higher. This might not be needed if gathering and markets are balanced. But it'd still give that combat focused player an easier in to crafting, or something to sell on the market if they don't want to bother with gathering or crafting. In no way should this be a faster way to get material actual gathering.
3. Gear should be dismantlable for either materials or study it for a chance of or progress towards the recipe. This should include all gear. Such as the rare drop in idea 1 that dropped from a mob, maybe you can dismantle it for a high tier material or study it to learn how to make it. Or you never got that one recipe of that super cool breast plate but now you can buy a number of them and study them to learn it.
These were the main ideas. There are a ton more. I'd like to see a dev discussion on this if there hasn't been one. The ideas above would allow for mob drops but would still hold crafted gear as the best and most common option. There would still be a lot of balancing to make all this feel right. Looks good on paper to me but implemented wrong it could be a mess.
Some of these points are better worded than my approach but cover the same idea.
It woukd benefit everyone without punishing the crafter, nor the grinder
Re: Mob drops, coexisting with crafters
This has been brought up a few times. Here were the good ideas I heard. No particular order.
1. Mobs only drop "damaged" or "degraded" gear. So a mob would and could drop a copper greatsword, but it'd be a "damaged copper greatsword". The drop rate would still be low though, but higher than it is. Higher tier mobs drop have higher rates and chances to drop higher tier 'damaged" gear. This can persist throughout the leveling process. I'd advocate for very rear actual gear drops. So low, no one actually grinds for them, but have them exist.
2. Material drops from mobs at a low rate, about the same as the damage gear drop or a little higher. This might not be needed if gathering and markets are balanced. But it'd still give that combat focused player an easier in to crafting, or something to sell on the market if they don't want to bother with gathering or crafting. In no way should this be a faster way to get material actual gathering.
3. Gear should be dismantlable for either materials or study it for a chance of or progress towards the recipe. This should include all gear. Such as the rare drop in idea 1 that dropped from a mob, maybe you can dismantle it for a high tier material or study it to learn how to make it. Or you never got that one recipe of that super cool breast plate but now you can buy a number of them and study them to learn it.
These were the main ideas. There are a ton more. I'd like to see a dev discussion on this if there hasn't been one. The ideas above would allow for mob drops but would still hold crafted gear as the best and most common option. There would still be a lot of balancing to make all this feel right. Looks good on paper to me but implemented wrong it could be a mess.
Great summary - These indeed are ideas I've seen in the past, and all are interesting thought-starters! The team is currently working on some pretty big artisanship and economy changes that we'll be discussing on the Dev Update Livestream this Friday, so be sure to check that out!!
Vaknar
1
Re: 📝 Dev Discussion #77 - Let’s Talk Quests! ❗
I am not in the current alpha, so I can't comment on the current rewards, but I am definitely and 100% in the camp of people that want to be able to level from 1 to 50 on good quests, with rewards giving decent XP and glint, gold, titles, cosmetics, recipes, materials etc.
The crafting recipes can be single-use recipes for good equipment, so artisanship is still front and center in the game.
The crafting recipes can be single-use recipes for good equipment, so artisanship is still front and center in the game.
3
Re: Make PvP Viable
The idea of going to do to task in order to reduce your blight so you can kill 5 people again (as example) before you have to these tasks again is just worse design. You may think otherwise but i am correct
So, you only gain corruption if the player you are attaking doesn't fight back. Doing that multiple times in a row is not PvP, it is being a murderhobo.
Intrepid have said they do not really want murderhobo gameplay to be a part of Ashes. They aren't going to stop you from doing it, but they want it to be punishing.
What this means is that you saying that you don't like corruption because it prevents you from engaging murderhobo gameplay can basically be restated as you not liking corruption because it is doing EXACTLY what it i intended to do.
Noaani
1
Re: Ashes Terrain Topography and Cohesion
@Vaknar
Sometimes I worry my posts are a bit too theory heavy and lack specific comprehensive examples, so I ran my post through chat gpt to come up with an area concept that reflects some of the things I mentioned, and thought it sounded pretty cool, enjoy.
🌑 Zone Concept: The Weeping Hollow
📍 Setting Summary:
A gloomy, sunken forest nestled in a crescent-shaped valley, constantly shrouded in mist. Once home to a reclusive sect of moon-worshippers, it was sealed off centuries ago following a catastrophic event known as the Lament. Now it’s overrun by strange flora, ghostlights, and corrupted wildlife.
This area evolves over time, reacts to player choices, and contains deep lore hidden in its terrain, making it a narrative sandbox for exploration, discovery, and role-play.
🧱 Core Concepts from the Post on Display
1. Worldbuilding / Narrative Integration
🔹 Visual Lore & Structure:
The forest layout itself follows lunar geometry — winding paths mirror crescent shapes, and ruins are arranged around a ritual basin in the shape of a full moon crater.
Statues of a three-faced moon goddess appear, each face turned toward a different cardinal direction — hinting at philosophical divisions among the ancient sect (Truth, Memory, and Mystery).
🔹 Layered Narrative Access:
Early on: Players find tablets and murals hinting at a ritual to “drown memory in moonlight.”
Later in story (or via exploration): They learn the “Lament” was a failed ritual to erase a collective trauma — the goddess divided into aspects as punishment.
The more players uncover, the more their understanding of the forest shifts — it’s not a cursed place, but a spiritual scar.
🔹 World-state storytelling:
If a player sides with certain factions, statues begin to "weep" starlight or blood.
Interacting with a certain hidden shrine unlocks a hidden history, changing dialogue in future quests across the world. NPCs may now recognize the player as a "Lament-Touched."
2. Mystery and Discovery
🔍 Non-linear Exploration:
The mist changes dynamically — obscuring and revealing new routes based on time of day, season, or player attunement.
Day: Wildlife aggressive, few landmarks visible.
Night: Ghostlights appear, statues rotate, secret glyphs glow.
Full Moon Event (monthly): A door in the hollowed tree opens to a hidden sanctum.
🧠 Knowledge-based Gameplay:
Puzzle shrines scattered in the zone require interpretation of moon phases, statue orientation, and lore clues.
An abandoned observatory on a hill lets players align its telescope to the glowing craters to reveal glyphs on nearby trees. These glyphs unlock an optional class-specific skill if deciphered.
🧩 Environmental Interactions:
Certain rare herbs only bloom under specific moonlight cycles — they can be used to brew elixirs or unlock alternate dialogue options in key storylines.
A rare creature, the Velumbra Stag, can only be summoned if players lure it with moon lilies planted during a prior seasonal event — encouraging long-term mystery-solving.
3. Atmosphere
🎧 Audio-Visual Integration:
Ambient audio includes whispering wind that changes pitch with proximity to hidden lore markers.
Leitmotifs evolve with player progress: a soft harp theme becomes more dissonant or hopeful depending on story paths chosen (e.g., embracing the memory vs. erasing it).
Lighting is volumetric, diffused through fog. As players solve more mysteries, the fog starts to part more frequently, letting in beams of moonlight — giving the sense that the forest is “responding” to the player.
🎨 Theming:
Visuals support the theme of half-remembered history — half-built bridges, statues with missing faces, trees growing upside-down.
Optional role-play tents exist for players — e.g., they can meditate at shrines to receive visions that influence story arcs, even if they’re not on the “main path.”
🧭 How It All Comes Together in Different Player Journeys
🧙♂️ Player A: The Scholar Path (Truth)
Focused on learning the forest's history.
Solves puzzles, finds the sealed library under the lake using moon glyphs.
Discovers the true nature of the Lament and shares it globally — this causes the mist to thin permanently for their server, changing visibility for all.
World perceives them as a “Revealer.” NPCs treat them with reverence, and certain items cost less or become unlocked.
⚔️ Player B: The Purger Path (Control)
Wants to purge the corruption and harness power from the Weeping Hollow.
Sides with a fire-worshipping order that believes in cleansing the land.
Burns down one of the spirit groves. Mist recedes temporarily but angers the Velumbra Stag, who now appears hostile in future encounters.
This creates dynamic conflict: future players must choose to appease or destroy the beast — affecting future seasonal events.
🌙 Player C: The Role-Player (Mystery/Memory)
Focuses on immersing in the mood, meditating at moon shrines during full moons.
Unlocks secret dialogue options for key NPCs in far-off cities (thanks to hidden memories gained in visions).
Over time, becomes a member of a secret roleplay-only cult of the Three-Faced Moon.
Special cloak reward only available through this long-form spiritual RP path.
🧩 Final Layer: Systemic Interdependence
The map is designed to reflect all of this: layered topography with fog/mist effects, persistent weather conditions, landmark visibility lines, and timed events.
The zone’s design encourages return visits under different world-states, with multiple optional storylines and character build effects tied into the area's mysteries.
✅ TL;DR
The Weeping Hollow showcases:
Worldbuilding via lore-rich landmarks and layered history.
Mystery & Discovery through exploration, hidden systems, and player choices that change perception and access.
Atmosphere via coordinated audio-visuals, emotional theming, and symbolic layout.
And most importantly, all these elements interlock dynamically, reacting to player agency, faction alignment, roleplay, time, and story progression — just as the original forum post envisions.
Sometimes I worry my posts are a bit too theory heavy and lack specific comprehensive examples, so I ran my post through chat gpt to come up with an area concept that reflects some of the things I mentioned, and thought it sounded pretty cool, enjoy.
🌑 Zone Concept: The Weeping Hollow
📍 Setting Summary:
A gloomy, sunken forest nestled in a crescent-shaped valley, constantly shrouded in mist. Once home to a reclusive sect of moon-worshippers, it was sealed off centuries ago following a catastrophic event known as the Lament. Now it’s overrun by strange flora, ghostlights, and corrupted wildlife.
This area evolves over time, reacts to player choices, and contains deep lore hidden in its terrain, making it a narrative sandbox for exploration, discovery, and role-play.
🧱 Core Concepts from the Post on Display
1. Worldbuilding / Narrative Integration
🔹 Visual Lore & Structure:
The forest layout itself follows lunar geometry — winding paths mirror crescent shapes, and ruins are arranged around a ritual basin in the shape of a full moon crater.
Statues of a three-faced moon goddess appear, each face turned toward a different cardinal direction — hinting at philosophical divisions among the ancient sect (Truth, Memory, and Mystery).
🔹 Layered Narrative Access:
Early on: Players find tablets and murals hinting at a ritual to “drown memory in moonlight.”
Later in story (or via exploration): They learn the “Lament” was a failed ritual to erase a collective trauma — the goddess divided into aspects as punishment.
The more players uncover, the more their understanding of the forest shifts — it’s not a cursed place, but a spiritual scar.
🔹 World-state storytelling:
If a player sides with certain factions, statues begin to "weep" starlight or blood.
Interacting with a certain hidden shrine unlocks a hidden history, changing dialogue in future quests across the world. NPCs may now recognize the player as a "Lament-Touched."
2. Mystery and Discovery
🔍 Non-linear Exploration:
The mist changes dynamically — obscuring and revealing new routes based on time of day, season, or player attunement.
Day: Wildlife aggressive, few landmarks visible.
Night: Ghostlights appear, statues rotate, secret glyphs glow.
Full Moon Event (monthly): A door in the hollowed tree opens to a hidden sanctum.
🧠 Knowledge-based Gameplay:
Puzzle shrines scattered in the zone require interpretation of moon phases, statue orientation, and lore clues.
An abandoned observatory on a hill lets players align its telescope to the glowing craters to reveal glyphs on nearby trees. These glyphs unlock an optional class-specific skill if deciphered.
🧩 Environmental Interactions:
Certain rare herbs only bloom under specific moonlight cycles — they can be used to brew elixirs or unlock alternate dialogue options in key storylines.
A rare creature, the Velumbra Stag, can only be summoned if players lure it with moon lilies planted during a prior seasonal event — encouraging long-term mystery-solving.
3. Atmosphere
🎧 Audio-Visual Integration:
Ambient audio includes whispering wind that changes pitch with proximity to hidden lore markers.
Leitmotifs evolve with player progress: a soft harp theme becomes more dissonant or hopeful depending on story paths chosen (e.g., embracing the memory vs. erasing it).
Lighting is volumetric, diffused through fog. As players solve more mysteries, the fog starts to part more frequently, letting in beams of moonlight — giving the sense that the forest is “responding” to the player.
🎨 Theming:
Visuals support the theme of half-remembered history — half-built bridges, statues with missing faces, trees growing upside-down.
Optional role-play tents exist for players — e.g., they can meditate at shrines to receive visions that influence story arcs, even if they’re not on the “main path.”
🧭 How It All Comes Together in Different Player Journeys
🧙♂️ Player A: The Scholar Path (Truth)
Focused on learning the forest's history.
Solves puzzles, finds the sealed library under the lake using moon glyphs.
Discovers the true nature of the Lament and shares it globally — this causes the mist to thin permanently for their server, changing visibility for all.
World perceives them as a “Revealer.” NPCs treat them with reverence, and certain items cost less or become unlocked.
⚔️ Player B: The Purger Path (Control)
Wants to purge the corruption and harness power from the Weeping Hollow.
Sides with a fire-worshipping order that believes in cleansing the land.
Burns down one of the spirit groves. Mist recedes temporarily but angers the Velumbra Stag, who now appears hostile in future encounters.
This creates dynamic conflict: future players must choose to appease or destroy the beast — affecting future seasonal events.
🌙 Player C: The Role-Player (Mystery/Memory)
Focuses on immersing in the mood, meditating at moon shrines during full moons.
Unlocks secret dialogue options for key NPCs in far-off cities (thanks to hidden memories gained in visions).
Over time, becomes a member of a secret roleplay-only cult of the Three-Faced Moon.
Special cloak reward only available through this long-form spiritual RP path.
🧩 Final Layer: Systemic Interdependence
The map is designed to reflect all of this: layered topography with fog/mist effects, persistent weather conditions, landmark visibility lines, and timed events.
The zone’s design encourages return visits under different world-states, with multiple optional storylines and character build effects tied into the area's mysteries.
✅ TL;DR
The Weeping Hollow showcases:
Worldbuilding via lore-rich landmarks and layered history.
Mystery & Discovery through exploration, hidden systems, and player choices that change perception and access.
Atmosphere via coordinated audio-visuals, emotional theming, and symbolic layout.
And most importantly, all these elements interlock dynamically, reacting to player agency, faction alignment, roleplay, time, and story progression — just as the original forum post envisions.
2
Re: It's not about losing, it's about how losing feels.
12hr declaration period, Fixed
No, there needs to be more than just this.
Guild Wars are supposed to be fights over in game guild assets. Obviously these aren't implemented yet. However, when they are implemented, a guild declaring a war such as in the OP's example may well find that they are putting those assets (things such as a guild hall) at risk for declaring a war over something so trivial.
However, even when these assets are at risk, there still needs to be a cost for declaring war on a guild - a cost that scales based on the over all power difference between the two guilds. Declaring war on an evenly matched or stronger guild should be fairly cheap, but declaring a war on a much less powerful guild should cost a substantial amount.
Noaani
1
Re: Ashes Terrain Topography and Cohesion
@Vaknar
I think the main components involved in answering these questions relates to:
- Worldbuilding/narrative integration
- Mystery and Discovery
- Atmosphere
1. Worldbuilding/narrative integration:
2. Mystery and discovery
3. Atmosphere:
Overall:
Both
Some fun references if you are interested:
There are a lot of useful insights, explanations, and examples found in the following videos that I may not have been able to fully capture in my summary.
https://m.youtube.com/watch?v=nuqSAGqofaE&t=144s
https://m.youtube.com/watch?v=iHSEFMYjbnE&t=1085s
https://m.youtube.com/watch?v=bups0ZUQdvc&t=8s
https://m.youtube.com/watch?v=qJy8j64pTV4&t=23s
https://m.youtube.com/watch?v=ET1kQfNF0rk&t=251s
https://m.youtube.com/watch?v=2oQOp80cP00&t=16s
https://m.youtube.com/watch?v=c-bRgo3RutM&t=135s
https://m.youtube.com/watch?v=WdTZFvvQ2zY&t=50s
https://m.youtube.com/watch?v=jQNeYbBiCKw&t=16s
https://m.youtube.com/watch?v=Jr-Czfl27Kc&t=1s
https://m.youtube.com/watch?v=RwlnCn2EB9o
https://m.youtube.com/watch?v=ilnq1ZNmhoM
https://m.youtube.com/watch?v=11PA8QlyRNI
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?
What kind of biome-specific gameplay would help tie things together for you?
I think the main components involved in answering these questions relates to:
- Worldbuilding/narrative integration
- Mystery and Discovery
- Atmosphere
1. Worldbuilding/narrative integration:
Having depth of lore and purpose in a good area design is the foundation for other aspects of the game because it should contain lot of "data points" that act as building blocks for other types of gameplay.
For example, information about and within different areas house the content and "raw material" used for story decisions, dialogue choices, leads used for solving mysteries, etc. (like the information and knowledge gained through lore and area discoveries).
The area should feel like it has depth, with many layers, deeper meanings, secrets, lore and story aspects, etc.
This provides content used for exploration, puzzle solving, quest challenges, story arcs, etc., as well as making the area feel more immersive and believable.
There should be a lot to learn about each area, how each area fits into the overarching story, and how your perceptions of each area can shift and change as you progress and learn more about the world as a whole, as more story and context is discovered.
There should be worldbuilding at all levels. Its important to allow for the level design itself to tell a story, through how the setdressing, area structure/layout, and lore/setting of the area does the following:
A- requires observation and thought to make key story connections
B- evokes feelings/emotions in the player (like feeling claustropobic, or like a sense of dread for example)
C- establishes a certain identity/rules of behavior/perception for that area in the mind of the player, of which can be leveraged for overarching narrative, storytelling, and role-play purposes
If you want a deeper explanation on this point, you can find more details here:
A- the "reinforced through environmental design" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/466962#Comment_466962
B- "storytelling of environment" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/445233#Comment_445233
For example, information about and within different areas house the content and "raw material" used for story decisions, dialogue choices, leads used for solving mysteries, etc. (like the information and knowledge gained through lore and area discoveries).
The area should feel like it has depth, with many layers, deeper meanings, secrets, lore and story aspects, etc.
This provides content used for exploration, puzzle solving, quest challenges, story arcs, etc., as well as making the area feel more immersive and believable.
There should be a lot to learn about each area, how each area fits into the overarching story, and how your perceptions of each area can shift and change as you progress and learn more about the world as a whole, as more story and context is discovered.
There should be worldbuilding at all levels. Its important to allow for the level design itself to tell a story, through how the setdressing, area structure/layout, and lore/setting of the area does the following:
A- requires observation and thought to make key story connections
B- evokes feelings/emotions in the player (like feeling claustropobic, or like a sense of dread for example)
C- establishes a certain identity/rules of behavior/perception for that area in the mind of the player, of which can be leveraged for overarching narrative, storytelling, and role-play purposes
If you want a deeper explanation on this point, you can find more details here:
A- the "reinforced through environmental design" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/466962#Comment_466962
B- "storytelling of environment" section in my post found here
https://forums.ashesofcreation.com/discussion/comment/445233#Comment_445233
2. Mystery and discovery
The area itself should have a sense of mystery that compells the player to want to learn more about the area and its role in the story
see my post found here for more details (this is relevant for area design in general, not just treasure hunting):
https://forums.ashesofcreation.com/discussion/comment/499241#Comment_499241
The area should have mysteries and discoveries relating to
- exploration (hidden areas)
- progression (the need for utility skills, etc.)
- observable interactions/mechanics (like seasons or mob behaviors shifting the landscape)
- knowledge based gameplay (questing/riddles/etc.)
- narrative information (like discoverable lore info or story beats relevant to that area)
It also enhances the fantasy elements and immersion when there are triggerable surprises such as "audio-visual events" (such as triggering a creature stampede or something) that can be experienced within an area, which helps bring life and dynamicism to the area design as well.
see my post found here for more details (this is relevant for area design in general, not just treasure hunting):
https://forums.ashesofcreation.com/discussion/comment/499241#Comment_499241
The area should have mysteries and discoveries relating to
- exploration (hidden areas)
- progression (the need for utility skills, etc.)
- observable interactions/mechanics (like seasons or mob behaviors shifting the landscape)
- knowledge based gameplay (questing/riddles/etc.)
- narrative information (like discoverable lore info or story beats relevant to that area)
It also enhances the fantasy elements and immersion when there are triggerable surprises such as "audio-visual events" (such as triggering a creature stampede or something) that can be experienced within an area, which helps bring life and dynamicism to the area design as well.
3. Atmosphere:
I think that the visual and audio components are intertwined and can affect the quality and perception of each other.
Themeing
- this can provide identity and important story context to the area
Soundscape
- background music, ambience, and musical storyelling devices (such as leitmotif) can enhance the visual and story aspects of the area
Visual style, art, and graphics obviously plays a huge role as well. Having cool and interesting setpieces to find is a good incentive for exploration.
Themeing
- this can provide identity and important story context to the area
Soundscape
- background music, ambience, and musical storyelling devices (such as leitmotif) can enhance the visual and story aspects of the area
Visual style, art, and graphics obviously plays a huge role as well. Having cool and interesting setpieces to find is a good incentive for exploration.
Overall:
Overall I think its essential that each area (and/or biome) contains depth in worldbuilding through its lore, secrets, and various story aspects in order to establish mystery and incentives to drive gameplay. The worldbuilding should establish certain perceptions, understandings, and expectations of each area to help provide both story and gameplay context within each area, of which can shift and change as you discover and progress throughout each area or as your progress through the overarching narrative, and of which can be leveraged for storytelling and role-play purposes.
Do you like big, dramatic features or more subtle stuff that you discover as you explore?
Both
Some fun references if you are interested:
There are a lot of useful insights, explanations, and examples found in the following videos that I may not have been able to fully capture in my summary.
https://m.youtube.com/watch?v=nuqSAGqofaE&t=144s
https://m.youtube.com/watch?v=iHSEFMYjbnE&t=1085s
https://m.youtube.com/watch?v=bups0ZUQdvc&t=8s
https://m.youtube.com/watch?v=qJy8j64pTV4&t=23s
https://m.youtube.com/watch?v=ET1kQfNF0rk&t=251s
https://m.youtube.com/watch?v=2oQOp80cP00&t=16s
https://m.youtube.com/watch?v=c-bRgo3RutM&t=135s
https://m.youtube.com/watch?v=WdTZFvvQ2zY&t=50s
https://m.youtube.com/watch?v=jQNeYbBiCKw&t=16s
https://m.youtube.com/watch?v=Jr-Czfl27Kc&t=1s
https://m.youtube.com/watch?v=RwlnCn2EB9o
https://m.youtube.com/watch?v=ilnq1ZNmhoM
https://m.youtube.com/watch?v=11PA8QlyRNI2
Re: Mob drops, coexisting with crafters
This is not WoW where you can get to "end-game" in a day or two.
During that Pandaria Remixed event I hit max level on a character in like 2~ hours I think? Something like that? I'm no speed runner but I was surprised lol 💀
Vaknar
2
