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
Thank you for your amazing game.
Another question I have would be if you guys have any plans to make it so that bosses in dungeons/raid swap out every once in a while? (this one is only extra and is not my actual question) I think one of the things with games I've been missing is the variety of mobs/bosses. I think a cool little thing would be for example every month or something, a certain raid/dungeon's boss and minions would change, this would add to the aspect of an Alive world. I understand it might be hard or even impossible to add into the game, and I won't stop supporting the game if none of my suggestions get in.
Honestly, most of my suggestions are more of giving you guys ideas to build off of, or to give you guys an idea for a system that I think would be amazing, obviously I do not expect to have my ideas added, I just hope you guys get inspiration or ideas that are maybe based off of mine, or the many, many, amazing minds out there supporting this game.
- I know you guys have been working extremely hard over there at Intrepid Studios to make an absolutely stunning game, I wish you all the best success, and keep up the amazing work! -
Sincerely, your friendly lizard, Lizuki.
Is there any advantage to sailing a ship on a river rather than being on a mount/caravan on land? i.e. Does one form of travel/caravan have any advantages over the other?
Some common themes I saw on the forum for instance: are you still thinking of the three branches of artisan specialization, how will you keep all artisan paths useful, will there be material swapping like SWtOR or ESO, or any other fun tidbits?
For now action mode is not looking good, there are too much designs are against action mode, for example ranged weapon attack and skills that need target and melee weapon attack lacking mobility or character controllability, ranged weapon attack and skills can be fixed easily by adding auto-targeting to work with action mode reticle just like GW2 action camera, melee weapon attack can be fixed by reference BDO melee weapon combat or make sprint work with melee weapon attack to perform a dash attack for example spear dash attack perform pole vault towards opponent or direction player aiming or make sprint work with skills to change or enhance skill effect for example use blink during sprint can teleport further or by holding down the skill button to charge skill into further stage and more powerful or make some skill can be used in the middle of skill for example you can use blink during channeling prismatic beam or some skills are channel type so you can just cancel it by moving or use another skill and the canceled skill will have a certain CD as penalty like you can cancel prismatic beam by moving and allow player have chance to learn or really have choices during combats, add action element into combat like above examples instead of just make attacks or skills can't be cancel and should be lock in place or move towards that some kind of you have to take the consequence with choose you made maybe realistic but it's not fun and will hurt the game directly because some skill you will rarely use to an opponent have same or higher skill than you so those skill are just equally not exist and meaningless like prismatic beam. To me impactful or meaningful is how mobs react to player’s attack or you can say how painful mobs looked, sound effect, camera effects… etc, no really need to do with animation locking attacks, but the more important is what does "hybrid combat” “action combat” "impactful” ”meaningful" really means when you(Steven) talking about combat? From my perspective everyone in our community has their own definition to those words and they are fighting each other endlessly and you(Steven) seems feel you have the responsibility to respond to whatever community said they wanted, I feel we need a real talk about these things to stay on same picture in order to make Ashes good.
About cosmetic:
Will you consider to collaborate with other games to produce cosmetic skins after release like having dark soul weapons and armors in Ashes?
About platform:
The major hardware and software companies seem to be quite focused on developing ARM 64-bit architecture products and have been moving very fast and smooth, things looking like they may have very big chance to give good products for market before Ashes release, do you have any plan or thought to react to ARM 64-bit based devices and OS such like Windows 11 ARM and Apple silicon, plus consider that Apple’s M1 chip seems good enough to run Ashes well, can you explain for us who don’t understand those develop engineering things why Ashes not supporting mac OS or maybe will support in future? And will Ashes support Windows 11 ARM?
About Boss fight mechanic:
I watched some elder dragon fight videos, will you consider having something like to weak elder dragon by breaking parts or to stop the big incoming move such as break wings so it can’t fly so it can’t do relevant skills for a period of time or using cc and damage on certain part to stop incoming breath, or break fangs to reduce some damage for tank. I think this is cook and fun and can work well with high end group to having choices during challenging a very hard mode dungeon or boss.
About questing:
Will there be any indicator or guide in future to show what certain level recommended to do certain quest while player choosing dialogues?
Seems questing will depend on personal choices, will there being an option to follow whatever my teammate choose and I don’t need to make my own so we can easily playing together and have same progression?
About resurrection:
Does bard and summoner also has the ability to resurrect dead ally?
This basically makes the game unplayable for me and therefore any help with testing is not possible.
Thanks
Alusi
Thanks Alpha 1 looking mint as btw
Question:
Will we be able to trigger skills with combinations of keystrokes (W/A/S/D/LMB/RMB/Q/E/R/F/C/Shift/Ctrl) and reuse the same keys as parts of different combinations?
Explanation:
BDO used this system.
You could either place them traditionally in the hotbar, or trigger them by using combinations of W/A/S/D/LMB/RMB/Q/E/R/F/C/Shift/Ctrl.
This allowed for higher combat fluidity and integrated directional skills seamlessly.
It also allowed for the same key to trigger different skills, as part of a different combinations - something that can't be achieved by simply assigning single keystrokes.
It set a new bar for action combat in my eyes, increasing the skillcap even further, without affecting more casual players, since the hotbar remained as a way to trigger skills. I would love to see a similar system in AOC.