Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Fishing and bards are the most important.
Currently AOC UI is more like a placeholder.
Considering the game will not have addons they need to work harder on UI.
You're not even gonna ask us to dinner first?
(In all seriousness, definitely appreciate the ideas folks are highlighting in here - I know our team is excited to share more as we can! )
I'm most looking forward to the combat overhaul and seeing how much it really improves. I know a lot of people are concerned but to be fair, it is pre-alpha. I'd really like to see animation improvements in general.
In the meantime more node mechanics or anything with naval! Even just being on a boat or another update happening in a town interacting with those systems again.
2. Tulnar
3. Assassin
Most importantly - raiding and pvp content
I don't think we need to see so many armor sets and cosmetic stuff. Most people are drawn to this game for its game design and game systems, not cosmetics, so I think priorities should be adjusted accordingly.
Also, players will argue for convenience, but this is exactly what is killing modern mmorpgs. So take any feedback on these systems with a grain of salt. I don't mean that they should be intentionally tedious like clicking a button to craft a thousand times, but rather having to manually transport goods to places instead of simply a one-click solution.
Armpit hair.
I'm dead worried about the crafting system now since I heard Ashes is going in the "recipe based, one-button craft" direction?
If you want crafting to be interesting for players, we crafters need a mechanism that let us differentiate ourselves from one another, preferably through crafting-related player skill/knowledge, and not just the recipe repository (acquired through leveling, questing, PvE etc.)
The best recipes have uses and crafters with the right recipes will be sought-after. Being able to aquire the recipes will be work. They seem to like the SWG crafting system and I'm not quite sure what that is...
The wiki only covers a minimal amount of information
- Core character profile / character sheet
- - what will the stats mean? Is 50 Strength 25% more damage than 40 Strength? etc.
- - which stats will I be able to allocate points to each level?
- Primary Archetypes, Secondary Archetypes and Augments
- Racial augments, or at least a little more info than the wiki provides
- Gods and their individual theology.
- Guilds
- - how they will work?
- - what customization options will there be?
- Social organizations
- - how will they work?
- - what customization options will there be?
The God information is probably the "lowest hanging fruit".2) Rewarding exploration. Rare/hidden achievements, difficult/hidden quests with big rewards, some secret chests in the world. But please no puzzles. Or if you do add them, make them actually difficult, and not like "compare A-A B-B C-C".
3) Naval content including underwater content