Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
Some form of solo play is essential in a MMO. If you can't do anything on your own the servers will be a wasteland in the offpeak hours.
As sad as it may seem, stereotyping exists cause it does define the majority of a group. Sure, there are always exceptions, but the chances are more than likely that it hits the nail on the head rather than not.
And yes, some solo play is not bad, and in fact there does need to be the ability to solo play to an extent. The problem arises when the game has to be watered down in order to allow solo play rather than just making a point at which solo play is non-feasible anymore. A player who can solo through a game ment for a group is a very skilled and talented player and will find a lot of enjoyment and richness in being able to do so, however, a solo player going through a watered down game that lowers its hardness level in order to allow them to complete the game solo will find themselves hopping to other games pretty fast. That is what has been happening, a lot of game hopping cause the game they are currently playing becomes to easy and lackluster to play.
- LazyPeon @ 10:35
This is a very impactful statement and shows just how serious people (and content creators) are about Ashes of Creation's success. You can almost feel, in his tone and expressions, how tired and dejected he is. And that AoC really is his last and final hope...
Steven Sharif is my James Halliday (Anorak)
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
-HPL
I don’t get why with today’s technology things such as “instanced” dungeons are debatable. Because here’s the point. An instanced dungeon shouldn’t feel like you leave your world and with today’s technology it’s just not that hard to toss a mini dungeon together for a group completing a crafting quest, but at the same time that group should form in the game world, leave town to head to that large canyon that normal mining hsppens in. Get to said canyon (getting attacked periodically on the way because your s group it’s a wagon. Get there, follow the scroll your handed, arrive at X marked spot. Use the “camouflage” anti spell the quest giver gave you and pop. A cave door appears, you and your group enter and one of (20 but always adding more) crafting dungeons happen. At the end you mine X ore which gives you special alteration mats to give a sword “water healing” adding an extra 10 hips to each HOT heal. My point..
In today’s day and age with things like Unreal 5 coming, there’s no reason to divide. The “lobby” should always be the gaming world..
That’s a mini example how I’d do some quest and some professions.
Don’t get me started on Lazy Character design of modern MMO’s and what I would do.
NO LOBBY.
A long watch, but nerdSlayer puts out good videos imo.
https://www.youtube.com/watch?v=QIsv6ESBFrU&
This is my personal feedback, shared to help the game thrive in its niche.
In Ashes, the real game is from leaving character creation on - there are many different types of progression "cap" besides just max Adventurer level and many of those progression paths can fall back to zero or one.
Also...most of the MMORPG players who had time to play 6 hours per day, now have jobs and families and kids that preclude playing 6 hours per day, so....expect most Ashes players to be some form of casual.
Nah, they just won't play Ashes. Not when they can spend their less than six hours of daily game time on other games that reward you more for the time they have.
This is my personal feedback, shared to help the game thrive in its niche.
I am not obsessed. I just have to keep pointing out that Risk Vs Reward is a core design focus because people on the forums seem not to understand or ignore what that means.
Likely because they have never played a game where Risk Vs Reward is a core design focus.
This is my personal feedback, shared to help the game thrive in its niche.
You assume you understand what that means even though what you seem to assume it means doesn't agree with how Steven and Jeffrey describe Risk v Reward in Ashes.
Pretty sure Steven's definition is the only one that matters at this point.
A definition that is well understood by those raised in Aden.
This is my personal feedback, shared to help the game thrive in its niche.
Well said!
A game where this means something: 'So-and-so, that was great heals/tanking/buffs/snares! Can I put you on my friends list? We're doing such-and-such dungeon tomorrow, would be great to have you with us.'