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 am still going to do that ? The only difference is that the devs will not recognize my divine self but will only see a mortal shell with divine power
more aggressive rpg.
for example, if I'm an elf i want all the background and relationships and dialogues and options and quests and cosmetics, etc to follow it, and i want my choices to matter and have consequences in a larger pool of choices from different elven players and history.
i want to see all races with that kind of lore and difference and relationships towards each other.
like a real and live community.
i hate it when the "race" option is only as far as the looks go in games...
steven said our top priority is towards our city or nation in this game.
i want our top priority to be towards our city as well as race. in a way that they both feed each other for a richer experience in rpg element.
A weapons free class would be awesome as well.
I've never seen these limitations in other games being a positive thing or being endorsed by players.
You could always just limit your own game play to 2 hours of progression and then relax to do social things for the rest of the time; you don't need the devs to enforce it. Remember, we also don't currently know how 'repetitive' the systems will be as it is something they're trying to avoid.
You're in luck! They plan to have that in game. Supposedly there is one in APOC which hasn't been found yet.
Formerly T-Elf
this video was from 2 friends of mine in PWI https://www.youtube.com/watch?v=zCi093-kpqk a good example of how it used to work there
FFXI destroyed their attempt at it.
lol
FF11 was awesome, except that haha. Totally agree.
What I would like to see in Ashes is the possibility to learn new spells/abilities while exploring the world, like imagine, a old ruined village who happened to have a church, in that same church it's heard that in the old Verra prior to the chaos the clerics over there would practice a very powerful spell, but due to the calamity that happened, the teachings of that same spell was lost, and what now is left is a book, a sacred book... A tome that would teach the cleric who possessed the knowledge of the healing school magic to learn, through reading it would learn a part of that spell, looking more around the world the cleric could find more lost tomes, or any spiritual hints for the path of that same spell, in the end if the cleric could get all the parts of that spell, he/she would learn the magic spell on all it's glory...
Also if one cleric found the tome in the church the other cleric who would try to find that same spell, would need to look somewhere else, in the lore they could explain that magic in question would be used in diferent places of the old world. They could even do legendary spells and skills, so perhaps some of the abilities would be learnt only by a small number of players of the server.
Bosses, perhaps also random mobs could drop certain tomes, it would be very very rare, sometimes it wouldn't give the ability right away, sometimes it would give a hard chain quest to accomplish the reward ( that would be, get the freaking spell ) xD
In the melee archetypes/classes fashion,. sometimes they could learn the anatomy of the enemies, depending on the races, so they could perform critical strikes and more damage aswell, in the case of the tanks, they could learn how the enemy's body movements works, so they can calculate and mitigate damage, etc... This would require groups of players aswell, all of them working with each other to accomplish the goal.
Another thing... I am afraid of the balancing of the classes, since the system is the way it is, I can see most ppl will choose the self healing classes more, especially on pvp, since it can provide more survival to those players, an advice, plz in order to balance classes and archtypes even more implement counter abilities and spells, in the case of the healing ones implement the reducing healing amount abilities just like the mortal strike of the warrior in WoW, don't repeat the same mistake that Elder Scrolls Online did in it's first years, where everyone would be either Harry Potters with sticks or self healing templars/dragonknights that would be impossible to kill even when there was like 5 to 1.
Basically now every raid and dungeon now has to be paranoid of its own party members. This would be a good objective for character's whom are spies in opposing guilds.
This sounds awesome! xD
This skill should be expanded or a new one should be created. I’ll call Incognito skill.
Incognito Skill -A Combat Gear menu and Casual Gear menu like Guild Wars 2. (FYI. I haven’t played GW2 in a long time.)
•Instead of switch gear between the two, the Casual Gear menu is used to magically hide the Combat Gear visually while still receiving the bonus that the gear provides.
• The skill should permanent or until the Caster receives a certain amount of damage that breaks the magic or depending the Caster’s combat style. The magic on the weapon will break when the weapon is used.
Example: If the Caster is a sword user and made the sword look like a cane, umbrella etc. and attacks with the sword. The magic breaks return the sword to its original look. The Player can leave certain Combat Gear visible like weapon, cloak etc.
• This will give Crafters more creative use for casual clothing and other props that can be used to hide the Combat Gear.
• It is also more immersive because you don’t have to switch back to your Combat Gear when you get into a fight.
• Some ways a Player/NPCs might use the Incognito Skill. A group guarding a caravan wants to bait a group of bandits that have been attacking the route that they are taking. This is where the Incognito Skill comes in so the bandits will see a soft target rather than seeing the true strength of the guards. Another scenario is that you play an Assassin class or another class that needs to hide their class instead of sticking out like sore thumb. This is why I think it should be permanent because it’s different from stealth. No stealth bonus for attacks in Incognito.
Bards would also benefit from this because they can create different costumes to instantly change into. I’m not sure which direction Bard combat is going in AoC but to me Bard are performers so they need some theatrics aka costumes.
Not flight, levitation.. akin to EQ1.. Float just a meter above the ground but can use rocks and hills to float higher, but you gently loose altitude till you are back one meter above a solid surface . Can float over water.. unlike Back to the Future II...
I know we saw this (somewhat) in a very early video with a mage casting a sphere/levitation spell. But it sounded like it was removed. I really liked the EQ1 iteration...
You're bleeding for salvation, but you can't see that you are the damnation itself." -Norther
This would be my one thing to add/change. Having 6 out of 8 classes that can't tank or heal so you cannot do group content with any number of them no matter how they gear & spec would most likely be the worst thing to happen to MMORPG's in 20 yrs IMHO.
I actually don't think this is necessary if the secondary class is still at least somewhat capable.
Haha, DDO has this in it's Anniversary Event and it's fun :-)
That the environment actually makes a difference and that I has a player can interact with it, if I'm making a scout mission I want to be able to climb a tall tree and have a better eyesight, if my primary is a rogue I can climb it if not I need a rope and some skill to do it.
In a siege the rain, snow or storms makes more difficult to use the siege weapons but give and advantage of I want to make my route inside the castle through the back door.
If there is a road that passage through a mountain I can use magic to make some rocks to fall and trap a caravan or a bunch of enemies
But also had the option to play ghosts so you would progress as a ghoul, specter, banshee, finally getting body playing a mummy until you became an archliche.
Really the material for this game is like hundreds of pages long but you guys get the idea.
The best ore will need to be mined from the deepest tunnels. Said tunnels have to be dug and thru a leveling/phasing system the tunnels are revealed.
Resources are needed to expand the mine (may take a large guild to fully fund the deepest mines) and both NPC hired help as well as the mine itself will need defending, especially if you get greedy and dig too deep.
These tunnels may intersect with tulnar areas and new pathways could be opened up for caravans.
I wanna have outfits reaching from fanservice thats almost 18+, cute stuff like pyjama skins as well as edgelord stuff with black robes and skullmasks and a system that allows to mix diffrent sets together in a meaningful way
I love experimenting with a lot of things. Trying to copy BRS's outfit or walking around with a pyjama. Trying to mix a few sets together so that you cant even tell what the character behind those clothes looks like
Having a feature that lets you design your own masks would be really cool too
Non-Floaty combat. Circle strafe idiocy. Like ESO, GW2, Wildstar.