Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
*cough* *cough* BARDS? *cough* *cough*
Now lets be serious:
Can they tell us a bit more about trophies? Will we be able to turn looted parts of bosses into trophies or furniture? It would be really cool to show guests the ginourmous tooth of a megalodon shark ;D
I fear without such a feature, crafting will be limited to the highly specialized, super rich, and hard core players. Casuals will not be able to acquire the necessary resources, skills, or currency to have access to upper tier gear and items thus creating a power gap. I guess a follow up question is, will casual players (5- hours per week) ever be able to compete with those that can play a lot (20+ hours per week)? With enough alts and banking space, even casual players will eventually be able to catch up to the super active players, regardless of the "meta".
Also please send me an invite I will dedicate multiple hours a day to playing this wonderful game I love you all at intrepid
-Crazyfish aka Daniel
Thanks in advance
Thanks for taking my question into consideration. Amazing MMORPG, can't wait to the alpha 1-2!
Could this possibly be something guilds have to unlock through points, instead of spending on guild size resulting in smaller more organised guild?
This link should help you: https://ashesofcreation.wiki/Artisan_classes
I would like more CONCRETE information about the gameplay.
How many hours does the cap take, how many skills will the characters have, will skills just learn, or will books be needed? Do skills improve?
More about craft, where to get resources/recipes, how long to collect it, how to swing craft, is it possible to assemble top gear in solo? Will the "special" things drop from the bosses (such as the "ring of a baium" in lineage2)? Can a solo player compete with players from the big guilds?
And the main question is when will alpha test? At least what quarter of what year.
I had the pleasure to meet Steven and Jeff at last years Gamescom. Any ideas if you all are coming to Germany this year and if there is going to be a community event again in cologne?
Looking forward,
PrinceofWales (Alex)
Thanks for good work!
You said that if a player attacks a corrupted player than he is not flagged as a combatant but non-combatants lose more xp and such when they die. So my question is if you plan to have people who are flagged as non-combatants but are actually fighting red players lose as much xp as regular non-combatants when they die.
You said that a guild that totally chooses size over skill augments will likely have a max size of about 300 members. What will be the max number of members for a guild that chooses to totally go after the skill augments?
As the only article so far this month was about a cosmetic creature from the shop i was wondering if we'll be able to encounter those creatures somewhere in the wilds ingame or if the article was just a goodie for ppl who purchased the cosmetic?
Are we going to see more articles about non-cashshop creatures in the future?
^^ This. Plus same question for clerics with healing.
If you are truly wanting to make the ultimate MMORPG, you must realise that people need the flexibility to make groups work with different numbers & classes.
Having a Holy Trinity class system where only 1 out of 8 classes that can tank and only 1 out of 8 classes can heal is going to seriously hamper that.
PLEASE can you talk a bit about your intentions for the tanking & healing ability of having tank or cleric as a secondary rather than a primary class ?
-A summoners or a circle of them might be able to call all kind of useful creatures, some ideas would be guardians that defend a place and let you know if an enemy appears, scouts able let you see trough their eyes or even track creatures/plants, land and sea mounts able to carry the summoner or even a group of players, maybe even workers or creatures able to help you with crafting/gathering tasks.
- Wizards alone or in groups might, for example, be able to manipulate weather, Send a magical winter over an enemy node to destroy their crops or do a lot of crazy things in naval content.
- Clerics could bless/curse zones depending on their god. Plague of undead upon your lands! May thy fields yield only stones and thy rivers only sandals!
Cheers,
Berros
Technically there are 16 Archetype Variations on Tank, and Healing.
Tank (main) /Rogue (secondary) will play much different then Tank (main) /Mage (secondary)
Likewise, Cleric (main) / Bard (Secondary) will be different than Cleric (main) / Warrior (secondary)
Also, Rogue (main) / Tank (secondary) will feel be strong Defensively but feel totally different the a Summoner (main) / Tank (secondary) Archetype.