Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
I will always, in every new MMO I pick up, stay with the game until its first "end game" is over to see 1) how long the gap is and 2) is the content they devs are coming up with worth the wait for me. part of the reason I'm excited about ashes is that there are so many new systems that might have a big hand to play in removing or at least making a gap between new content less visible like the player drove node system etc.
At the stage now where I'm happy with all the sounds the team is making I just hope they can deliver.
No time sinks.
No pay to win in any form and at any level.
Choices (from the options menu to the game itself) - i.e. not all players are morons.
Meaningful and engaging PVE content.
No dumbing down of the game in any way, shape or form.
If this game won't have fast travel, I don't want to spend half playing the game just walking. If I can set my character to path his way along the roads while I go make dinner, get some cleaning done, or otherwise be productive... at least I can do other things instead of stare at a road for 20min.
Or really any AFK something to do while I wait for my friends to travel 20min to get to me. I know they announced no AFK fishing already... but I hope there is something to kill time with while travel happens.
P.S. Don't get me wrong, I love that there is no fast travel because it solves a lot of zerg issues... really makes the world feel bigger... if there is auto pathing I much prefer worlds with no fast travel.... pros and cons right?
The idea is every step is exploration/adventure.
If travel is boring then they aint doing their job.
If you go AFK autopilot, you should return to a corpse IMO.
And for a game desperate to be rid of BOTs....why on earth would they add tools to encourage it ?
2. Rich and comlex crafting system
3. Naval content
4. Risk and reward based caravan system
5. World reacting to player actions
6. Smooth and fun to play combat animations. (you guys should hire animators from east/ most of the western mmo combat animations is just dull)
7.and big guilds with different ideologies in server
reported
God help us all if they put AFK activities in here... please don't bring aspects of BDO into this. Once AFK is introduced, then the level cap for crafting (or whatever the mechanics are for it) has the potential to go through the roof (just like BDO).
On the other hand, if there's a carriage system where people have to pay for the travel on the road, in some cases paying for the travel could also add meaning in the cost. Makes people consider both options. Only thing for this is I'd like the caravan to actually move kind of like the transport system was in Archage. Poor as that game was in other aspects, I loved the blimp transport system. Even made some friends along the way while we all travelled.
Weather systems.
Since it seems the world will be seemless and no loading I would like a real weather system played out. Clouds forming over water, following paths and bringing rain, hail, snow, tornados and lightning. Droughts, high winds, calms, having a sailing ship becalmed in the ocean.
None of the "Rain starts falling so clouds appear out of nowhere to fit in." stuff I keep running across.
Npc familiarity and secret quests - On that note, I think there should be a secret npc-favor system that is not revealed to players. By speaking to an NPC repeatedly over time, you could unlock additional dialogue and even secret quests, which would reward you with a rare item.
Limited/Unique items - It's extremely satisfying to be able to acquire an item that no one else (or very few people) have. It would be cool if every patch a new set of secret quests were released, each rewarding players with a new rare item. There could also be a limit to the number of people who can complete the quest to keep these items extremely rare.
overall I just want an mmorpg that has a more in-depth element to it when it comes to exploring the world. There needs to be some sort of incentive to explore places that no one goes, talk to npcs that no one uses, and discover secret aspects of the game simply by being curious and exploring.
Just as long as I don't have to spend 20min of my time driving a horse along roads just to get to where I need to be. Sure, the landscape will be pretty the first dozen times... but when I'm on trip between node A & B for the 100th time... I'm just so used to games without fast travel being 50% actually playing the game and 50% walking to get to the part I want to play.
If 20min of travel time has to happen... I'd rather do laundry.
Access to raiding. I had a hard time getting into good raid groups, once in my main and alts came into demand. That was frustrating, but that's lucky compared to other guildies who never received the same chance.
Solid quests and questlines. Often the storyline you are supposed to be doing feels way more like "kill 8 of these", next quest feels like "get in line and find 12 of these"
Saw this before but don't dumb down the game, nothing should be a hand out. The old saying is still strong, 'a gift earned is cherished more than when it was given.' A perfect example of this is the druid water form quest in WOW. In vanilla it was hard....now, it's a complete joke. The only reason something should be taken down in difficulty is when no one is achieving the goal.
Have a very strong community as we have now, and the Intrepid staff keep in touch with the player base as much and as often as they can.
Smarter monsters, have them have a purpose not just canon fodder for us to kill.
Speaking of being smarter, how about having some of the NPC's in the cities, have a vast AI, i.e. that he will remember you and the more you visit him/her the better deals you will receive, will give you tips, maybe he received a new magic item you might be interested in. This would not be available anywhere or any other time until you build up your rapport with him/her.
Give me a huge world with lots to do and many places to explore and learn lore.