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
This is a great question would love to hear insight on this
Castle sieges and node sieges will both happen during the server prime time. Since the castle sieges happen on a monthly basis after the first successful siege against the Raid boss defending it. Will castle siege and node siege happen at the same time in the world and if yes, will it be possible to time a node siege approximately at the same time then its region castle siege?
Thank you and have a nice day.
(asking for a friend~)
Thank you,
ChumbaWumba.
Are you planning on implementing any mechanics which would make boss fights harder (both open world and instanced) and change the loot table?
Guess I’m thinking of a well known mmo which ensures end game content by making boss fights mechanics difficult to master. While the rest of the content is dull, it does ensure that I continue to log in to play group content with friends and feel that sense of achievement when a boss goes down.
Thanks!
Will each monster have its own, individually assigned, set of resistances and vulnerabilities or will the game feature specific 'types' with their resistances and vulnerabilities which would then be assigned to each monster?
I.e., will you do it the D&D way or the Pokémon way?
For example if i'm playing Cleric + Summoner (Shaman) casting flashy bright yellow holy spells which come from Cleric primary class doesn't feel very Shaman-ish..
Keep up the good work
There won't be specific times and areas. Bounty Hunters will hunt corrupted players wherever they appear on their bounty hunting maps.
If you wait for a certain time, people will just avoid that time frame and gain corruption after it.
From the wiki: https://ashesofcreation.wiki/Bounty_hunters
Players with a high enough corruption score will be visible on the world and mini maps. These players will have markers posted on the map by an NPC from a Military node of at least stage 4 (Town), and will only be granted to players who have the Bounty hunter title. The accuracy of bounty hunter maps is determined by a player's progression in the bounty hunter system.
Taverns are one of the locations that bounties will be posted. As players gain corruption, taverns may offer bounties to eliminate those players; or have a specific area cleared of problem players, thus giving a POI (point of interest) on the world map.
Such that before the duel commences, the participants can choose to bet certain items and the winner gets all.
Cosmetics are account based.
Arenas may have cross-server functionnalities: https://ashesofcreation.wiki/Arenas#Server_vs_server
We definitely like cross-server play. I think it's cool because it is something that players get to participate in.– Steven Sharif
When you're talking about Arena play especially, one server might not be able to support that depending on what's going on with it, but across all the servers then we've got a really great pool for matchmaking. – Jeffrey Bard
Will there be a system in place for Mercenary Bands? Not Bounty Hunters but actual Mercs. They would work separately from guilds and perhaps allow you to be hired with your band for gold. Payed per task or something?
All games that allow content to be fully zerged either fail or are short lived. Please give us some updated input/ideas on what you plan to do to prevent this.
((We really get minimal detail in the current testing, but I understand that is because balancing hasn't occurred yet, so we shouldn't focus much on build minutia.))
As I've followed Ashes since the announcement of the kickstarter, I've always been looking forward to hearing about how the story of the game will be played out to us, like will it be given to us in quests in the world so that it is another factor to decisions we make and also will there be like big characters in the game that we will remember, one thing I always enjoy is being able to reference really cool generals or warlords that appear in the stories.
Would not be fun to buy a mount if you dont know how it looks 😛
In WoW you can see how the mount look and how it looks when you sit on it before you buy it 😛 Will it be similar in ashes ?