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.
Questing suggestions
Dizzy Rascal
Member
I haven’t played ashes yet so I don’t know how it is. But Is it just me. Or would you guys rather do less quests but longer more detailed quests that offer more xp? I loved in RuneScape where you find a quest out in the world and it sends you on an actual journey where you have to think and navigate and it’s not just spoon fed to you with bread crumb style map pins. Bring back difficult engaging quest chains. I get the need for kill 10 boar quests and harvest 6 plants but lord these get boring after a while *new world* cough cough
1
Comments
People who have been playing MMORPGs since 1997 now have kids and families and jobs that don't allow them to play 4+ hours per day. They need to be able to jump in and accomplish things in an hour or two.
Doesn't mean there can't also be longer quest chains.
We can expect those as we prepare for sieges... and as we try to move up in social orgs and religions.
I also wish to see a comeback of class quests.
Now for true QUESTS, I would like to see some actual storied elements, likely a fair bit of world traversal, something that feels like actual investigation, revenge, whatever... I would like to see more long term story, perhaps spanning several character levels. But these long, slower quests should be much fewer, which I think suits the variable node system well, since it would be hard to make lots of quests.
A quest log could be an actual log.. Jobs could just be more like a short hand lists in the journal, since they shouldn't need any spoon feeding.
The one quest where I had a serious complaint is the one where you pick up a weird Minotaur mask (I forget the name, but there was a large Brood Mother boss enemy involved at one stage), which has a quest description that's approximately "wander around and see what happens" but has a map marker. That didn't make any sense to me, and while it was probably fine in the context of Alpha-1 in order to make sure players would test the quest triggers properly, I think that quests of this type should exist without any indicator whatsoever of where you need to go. I'm a big fan of having certain deep, involved quests where all you get are the notes from past steps that are written up in the quest log. Sure, the quest will end up on a wiki eventually, but you can...just not read that data source. That's a lot easier to ignore than the game nudging you away from the mystery altogether with a marker.
https://forums.ashesofcreation.com/discussion/51141/bonus-dev-discussion-level-progression/p1