Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
it was alpha and the game has still quite a distance to traverse to get to its release but i do want to say that u cant say anything of "shallow and wide" or "deep and tall" due to it beein 15 lvls in alpha tell me a game where u can get to the point where ur point distribution is as deep as u want it to what i think is that u have the possibility of resetting the skillpoints so u put points into it up to the point where u can get the skills that u want to build and pump ur points into it whilst removing it from the "shallow" skills from the start beacause it counts the points spent in the tree not in which layer u spent it on (i do not know the coding nor have i played the alpha so this is pure speculation) that way u can do what u want with ur points
if the devs let us have this way of distributing points it will be quite a fun thing to see what amazing builds will appear and how you all let ur creativity run free
wish u all an amazing day and that the servers open soon XD
Well, how can one argue with such a sentiment.
Alpha 1 was a Tecnical Alpha that was so othen mentioned by the developers that it should be hard to forget. it was focused on server stability and primarly tecnical components. and not of the interface or the players skill balancing or whatever that may count for the game itself it was primarly a test for the construct and arrangement of code. skills crafting and many other thing we have seen in the game were there so we could play and thru your play deliver data to the matter of what was tested. without that content they might would had to pay for a testing by professionals. shure some stuff seen in alpha 1 will also be in the game but the unvisible foundation of the game to build on was tested then.
so with that knowlegde in mind it coulnt had been relased years ago. well there theoreticly was a game its called: "Ashes of Creations: Apokalypse" if i recall it correctly. here the wiki to it: https://ashesofcreation.wiki/Ashes_of_Creation_Apocalypse
If it were as easy as you think it is to design and implement classes, we certainly would have had the 5 that were planned and should have had all 8.
Remember that Steven originally believed he could release Ashes could be released before 2020.
Because he, too, was naive about how easy game development is.
well i wasnt following the development as far back as you did. i started hearing and learning about ashes about 2 month befor alpha 1 started so i cant say what is mentioned before. shure i heard rumors about the ranger class that wasnt in alpha 1 of a 5th class i hear here for the first time.
adding classes and skills might be a bit more work that i would expect it should be easy to have a class reset to another class since that wouldnt mean that its a new class its only allmost as if you would create a new char with the only exception that you have allredy ingame propertys and items in stock that your inventory may be maxed and that the previous class skills are unlocked in a additional skill select tree shure that means some programming would be involved and some grafical design but maybe in total only as much as implementing a 9. class to the system itself.
i see it in a way that might be a bit unusual but if i would writhe a essay and wanna add in some stuff later i might leave some empty pages where that stuff will come or useing placeholders for it like on websites where the "lorem ipsum" gets used as placeholder. and compaired to 2020 intrepid studios has grown in numbres i dont know the momentarly amount of employees but i would guess while in 2020 there were like 40 employees its now around 200 or more and still recutiong more so the knowlegde pool and the workforce is much higher which does benefit the speed of development of ashes. and if i hear from where those senior developers origin from i have no doubt that such a thing is rather easy to them since they may allredy programmed simular things in other games. if primarly junior developers would have been recruted that came fresh from the uni i wouldnt be so shure about it. but if i hear that devs from ncsoft and other game studios now work on it that did bring several complex and allredy buitiful games to life with many advanced systems in them i belive that this is not as hard as you might belive.
ncsoft for example did bring Lineage 1 and 2, Aion, Blade&Soul to life i did play the last 2 with aion beeing the more complex due to haveing the holy triangle in it and skilltrees of around 50 skill per char with tons of buffs and scrolls as well skills and passive stuf that did interact between chars in goupes with grouping that did go up to 192 players. with pvp rank abilitys and more and more stuff that all interacted with eachother (started with 8 classes ended with 12 classes). and that game wasnt developed in UE5. at this day the game developing did make a huge progress on the programming side the knowlegde pool that ashes can access today if far greater that when gildwars or aion or WOW were developed.
so to conlude: even if it may be a bit harder than i personaly think, i cant be much off if i take all factors into consideration. shure it needs a lot of creative and expirienced minds to develop a game such as ashes but the knowlegde and tools did extremly improof over the past 10-20 years of game development.
just to mention Valheim was developed by 3 peoples that would have been a imposible task to do in 2004
so i belive and trust in the devs that such a system would be not to hard to implement in ashes as some might think here in the forum. all we can do here between followers of the Poject is to talk shop about it, for as long as noone of the Projekt itselve is involved.
Regards and have a nice day Devs and also @Dygz
Asraiel
And, as far as I'm aware, the Valheim devs did not drastically change fundamental design concepts 5+ years into development.
Have fun!!