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
I don't want crafting to be useless at end game. Crafted gear should be as good as any gear dropped from end game raids. And don't gate end game crafting mats in raid either. Basically don't force me to play content I don't want.
Don't make things that were valuable content suddenly valueless in expansions. I'm not talking about gear being replaced I mean like say you have to collect crystal shards to purchase something in-game and after the expansion the crystal shards are worthless. Once you add them to the game leave them in the game.
Don't make achievements character specific but rather make them account-wide.
Don't race lock classes.
Group finders should be server-specific.
Group Finders will not exist, they have direct negative effects on player interaction and hostility levels.
All servers will be PvX, you need to come to terms with the fact that you will have to PvP to be effective in the game.
Account-wide achievements remove the context of those achievements. 1mil group healing is something very different on a Rogue than it is in a healer. Keep achievements character-specific.
Crafting will be needed at all levels due to gear degradation and the systems by which gear is acquired. They’ll be needed for seige equipment and for furniture and for ships.
I can’t imagine them creating one-off currencies, and we’ve got confirmation there won’t be race-locks on class.
Is this projected or confirmed? If I can't at least flag my character as a non-combatant for PVP my interest in this game just hit zero.
(ie noisy items that cause your character to faint or dance without your direct input)
this is confirmed. If you cant handle that you will have PVP with PVE at all times, then this game isn't for you.
https://knightsofember.com/forums/members/winner909098.54
Ashes has always advertised as a PvX game. It’s been confirmed since day one.
Thanks. I'm rather new to this game and I was not aware. That's too bad my sons and I were looking for a new MMO to play together and this game sounded very interesting. I think this game would have had a fairly wide appeal if that were not the case. My experience in PVP games is that it brings out the worst examples of the gaming community.
Hope the game works out for you.
It brings out both, worst and best, its not pvp game, its pvx game, means no pvp without pve and vice versa. It ahould be completely different experience to modern mmos. Would recommend to try.
I'd recommend FF14 or World of Warcraft for your family if you only want to PvE.
My understanding is that, while there is always PvP in the game, there will be enough content for those who want to focus on leveling through questing and building out a character's profession that you won't have to participate in it all the time. I don't like PvP when it becomes a gank/camp party. The corruption system in AoC sounds like it will take care of that problem so that the game should still be enjoyable for someone who doesn't want to focus on PvP content.
Great point. Disabling global chat is one of the first things I do in any mmo.
Excuse my ignorance, I am completely new to the game, but how do you PvE while someone is attacking you?
I’d appreciate it if anyone could explain better how the system is supposed to function or point me in a direction when I can read up a little more about it.
Say for example there is a crafting recipe that you really need, and you know it drops from a dungeon close to your home node and off a certain trash mob. You grab a few friends and head out to the dungeon. You set up inside a room in the dungeon and begin to grind mobs trying to get this recipe to drop. Another group might come in and think to themselves "Wow that's a really good room, it seems like way better loot than our room" You will now most likely have to defend your room. This is PvP and PvE at the same time. World bosses all drop materials to craft the best gear in the game, guilds will fight over these bosses. This is PvP and PvE at the same time. Caravans can easily be set to be attacked by a random spawn of mobs, no idea if they are going to do this though. If they do you will have to defend caravans from mobs and players.
You can't have one without the other in Ashes. Everything is completely intertwined.
I hope they are factoring PvP into drop rates but that’s impossible to do as PvP isn’t controllable like PvE is. While you can control the spawn rate of mobs, you cannot control player characters nor can you predict what they will do. So it seems to me you either have to design the game such that there isn’t much camping involved otherwise you end up making camping near impossible.
I played DAoC so I’ve seen what open world PvP can be like. In DAoC the frontiers allowed for anytime PvP so any PvE camps in the frontiers became very well known and attracted constant visits from the players from the enemy realms. There had to be a really huge incentive to consider camping those frontier PvE spawns for them to be used but the designers failed to account for that, at least in the early years (this may have changed at some point). Thus those frontier PvE spawns were virtually never utilized, the frontier was the PvP zone and the inner realms (safe from PvP) were the PvE zones by choice of the players.
It was never fun to spend a bunch of time to gather a group, travel all the way out into the frontier to the spawn location, and then get ganked within 10 minutes. Many a group simply disbanded after such experiences and many people’s first questions before joining groups was, “are you going out to the frontiers?”
well its not factioned based game, so unless ur guild has a lot of declared wars, you shouldnt worry to much about someone coming along and killing you just like that. But at the same time, killing someone will still going to be worth when fighting over top spots. So you better have a good party that can defend the spot as well as kill some mindless mobs.
Well if I have to pick one it will have to be: I do not want to see Intrepid bending their knee to the vocal minority, especially when it comes to changing core game systems completely.
There seems to be a number (minority) of individuals in the community who seem to think they know the ins and outs of what Intrepid studios is designing and exactly how everything is going to play out in this game already and why it will not work. I find this very interesting considering the game isn't even in the Alpha phase just yet. I also believe it is kind of disrespectful at times how some individuals think that with all the talent and experience from so many different backgrounds that the Intrepid studios has accumulated this far are completely unable to find solutions to potential problems. We haven't even seen what they are planning to do... Especially when the game is not even if Alpha state and most core game systems have not been tried/testsed yet.
Please do not confuse this with Intrepid not taking in feedback. They most definitely should do, but this should be agreed by a considerable amount of the community AND should still fit in with the overarching design ideas/systems of what this game is being built on. This game has some strong core ideas and I would personally hate seeing these being changed into systems which would create another WoW clone.
That's just my opinion, if others disagree then they're perfectly free to do so.
It's fine bro
Change your keybinds.......I mean with sons it's good too ...u will have a house to protect....by becoming stronger u will show your son's u r capable of protecting them , this will give u a wonderful feeling and sons will look happy, that my dad actually doing something for us in game rather than just money grinding in real life.
Instead, its very refreshing to see players answering questions for newer players and helping them with quests, coordinating parties and such. Problem is, its too difficult for a company to monitor on a daily basis. It happens in every game and I know its a long shot to not see toxicity, but this community has been really cool to watch in my short time here - I definitely think this community is capable of being amazing to each other. Just my $0.02
Kash | Content Creator/Podcaster | Twitter X @KashQuests | Twitch.tv/LoreForgedHQ | LoreForged.com
I agree 100%, I want the boss the be actively trying to take out large groups and pumping out mechanics in areas for players to face off against on the fly while they handle rival guilds and players at the same time. If they aren't going to have DPS meters I hope its because I need to hybrid my build so while it may not be optimal, it can handle boss mechanics and counter player tactics. Make tanking matter in more than a traditional manner so we have to protect our allies from multiple points of interest, if they make this work it would be highly active and require a "think on your feet" style of play that I can absolutely get behind.
To take this a step further, instead of us players training the boss to certain area how about the boss trains us across the world, within reason of course.