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
As far as I know it should be possible to save and restore the layout of your house in case you lose a siege and have to move to another node. Could you make that layout shareable between players? I am pretty sure there are some great architects out there.
I read that your inspiration for crafting comes from SWG. Could you elaborate a bit on this? In SWG it took real time and effort to get materials together. For example: you had to go around the planet finding the right area to place a harvester. Will it be similar in ashes?
Its either when alpha 1 happens or alpha 2 happens. https://youtu.be/ZOV_puvaIvU?t=3154
Its in this interview with steven
Thank you
Will the leveling experience until max level feel dynamic?
I ask this because like many other MMO's and even some of the great ones, a lot of the games is jumping zone to zone grinding the level appropriate mob until you hit the next level, add in a few quests in the path and you end up seeing a pattern that's predictable and linear.
Many of us simply don't have it in us to do long hours of grinding solely to reach a stage where we can say "well, now i can finally play the game"
One of biggest things i've noticed in all the MMO's i've played is that for many people the game only becomes "the game" once people hit the max level and start getting end game gear while the leveling gear (pre max level) is just the random stuff we find on the way or things we got from leveling our professions as "filler" gear.
This may seem rather vague and just outright bizzare but for me a system i'd like to see is one that rewards those who choose to complete the most the game has to offer while allowing others to bypass content but get a faster ride to the end (completionist vs casual end game)
Completionists may have access to some zones where a specific quest line out of the way in a far off land needed to be completed to have access through a border or entrance (example), perhaps different zones can be locked off by quests as nodes change requiring you to have done a different quest that you would have found while leveling and exploring.
The idea i'm having in mind is essentially that the more quests and the more you explore, the more ease of access you gain in the later stages of the game due to you going out of your way to complete missions/quests that would have slowed down your max level progression but doing so rewards you with a better end game setup in a sense (prepared for dynamic changes like nodes being changed)
Lineage 2 Franz/Naia Servers Non Stop From 2007-2012
Wow on and off
Rift for beta and a few months out
Tera for beta and a year or so
Would be really Awesome if you would integrate that too.
Just to second this.
Will orc's Ren'Kai and Vek be a playable races in alpha 1?
A big issue in many MMORPGs is that expansions effectively remove content by only making the most recent content additions be relevant.
planer stated what Will Your stance be on changing core systems after release.?
Having said that the upcoming alpha is a true development alpha, can you confirm that that version will indeed already be feature-complete (as per meaning of the word "alpha")?
https://ashesofcreation.wiki/Arenas
This answers all the questions you asked.
Node Sieges don't have a cap on number of participants (Castle Sieges do). There is no need for a Mayor to pick "players" for anything. Mayor's involvement should be focused on generating citizen quests to boost defenses, allocating node's finances from taxes gathered to reinforcement and siege defenses.
@rogonja they replied to this question in a previous Q&A (1 or 2 months back) and stated that they do NOT plan to have an AoE targeting cap if their system can handle that. If it can't they will try to make it as big as possible.
Testing... Alphas, and honestly more so Betas. They also do simulated bot-account testing just to see how many individual characters can be spawned and cranked through the game system loop with appropriate latency.
The answer to this question is the same as the answer to the question "how do you plan to keep early level areas relevant to higher-level players?". They have answered this question 2-3 times in previous Q&A and I encourage you to chase it down as Steven goes into quite some depth in his response.
PvP systems have PvP solutions to them. Caravan PvP griefing is not "griefing" at all. Developers themselves stated that they fully expect the emergence of mercenary guilds focused on providing Caravan protection services (or if you chose not to pay for it... perhaps attack of your Caravan to incentivize you in the future to pay the toll).
It is NOT possible for it to be feature complete as Alpha-1 will only feature 5 out of the 8 Archetypes as just one example. I assume you meant Alpha1 per the "upcoming alpha" statement.