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
We have no info on the Summoner, rogue, warrior or bard apart from the names
Example: Tapping the block button instead of holding does an animation as if you're batting away your opponent's weapon. If it hits, the opponent cannot use their basic attack for a short time (like a second max?). If it misses, you lose stamina and cannot block for a short time.
Also, have you considered changing the targeting reticle depending on what weapon you're using? The overly large crosshairs doesn't really fit a melee weapon well, and it doesn't show your horizontal swing hitbox at all.
Will there be a 'auto walk' option that moves you foreward? Holding W for a long time while travelling can be so tedious ! and it hurts.
Formerly T-Elf
We have been updated on the server architecture issues among other things, but what I wanna know is how far along the road (estimate ofc) are the naval combat, ship mechanics along and ship models (as we have not seen one!)?
2. While we know caravans will be the main way to transport goods between the nodes, will smaller caravans be able to travel between freeholds? Example: A blacksmith likes to buy their materials in bulk and wants them transported to their freehold where their workshop is. If this is possible, will the risk remain the same as normal caravans?
Have they stayed above the line or have they been cut?
Is it too early to tell?
"Players can also double down on their archetype choice to strengthen their primary role." - Steven
Yes, doubling down on your archetype increases your potency at the expense of utility/specialization that comes with the secondary role.
Been roughly one cosmetic pack per month Since Feb 2018, assuming someone bought everything, they will have several hundred cosmetics more than you at launch
It has been stated numberous times that the Alphas and Beta from KS will not be under NDA.
There are bestial components that can be scaled up when creating a Tulnar character.
Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is. – Steven Sharif
Tulnar race does not have sub-types, instead, players will be able to customize the appearance of Tulnar characters.
Players will have dials to adjust the reptilian, mammalian, humanoid, and other attributes of their Tulnar character in the Character creator.
for more vist: https://ashesofcreation.wiki/Tulnar
Crafting is one of the artisan classes in Ashes of Creation. It is a driving force for the game economy.
2. While we know caravans will be the main way to transport goods between the nodes, will smaller caravans be able to travel between freeholds? Example: A blacksmith likes to buy their materials in bulk and wants them transported to their freehold where their workshop is. If this is possible, will the risk remain the same as normal caravans?[/quote]
Yes Personal Caravans can travel from any point of storage to any point of storage, this means from the storage on a freehold to the storage on another freehold or in town.
More lore will come closer to launch, but not "too" much. Enough for naming conventions and the like.
Here is your background. You are a chosen hero, selected to come through the portal on Sanctus to reclaim Verra.
And Go
I´d like to add the stiffness of the combat animations as well. It´s a bit tricky to explain but to me the animations feel more like animations for yet another single player game which was developed in Unreal Engine 4. To exaggerate a bit I´d say the combat feels more like the combat from Dark Souls than from an actual mmorpg. I´m not a big fan of Black Desert Online but I rlly like the fluent combat animations there! But maybe it´ll be more fluent in the final game. Can you say something about this please?
Thanks in advance
I really hope to se a more tab-target way to do combat. This makes a huge difference for me and others for the whole role playing game feel.
Please please please comment this
Best regards dualityps
How do you plan on keeping a steady player-base in the MMO without falling into the traps other MMO's in the past have done?
What are the milestones the castle siege has to hit for the Horde mode to be set for release?
What will be the duration between BR and Siege ? Will it respect the one before with one month or so of testing then next mode?
Checkmate Leader | EU | The Ashes Post
Yes, Necromancers are out, Necrodancers are in.
Will different races start with different stats.
I tend to prefer this sort of thing. Sorta like how EQ was