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
Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[2]
https://ashesofcreation.wiki/Resources
Player stalls: An attendant NPC is assigned to the stall. Character does not need to be online or at the stall.[6][8][9]
Personal shops: Player must be online and present at the shop.[6][9]
There is a table which describes the differences between the Player stalls and the Personal shops
https://ashesofcreation.wiki/Personal_shops
The Wolves of Verra
are recruiting: https://discord.gg/4bFySwxS
For example: When you research a weapon trait in ESO, it starts up a cooldown timer for x amount of time, limiting you from progressing that items research until the timer is up.
I think in a game like this, people should not be able to hide behind alts. People matter... let the facts be known. Does Intrepid agree with me?
Also will there be climbing mounts? I love the idea of arrows from the side of a mountain.
Love you all and your passion. It shows and thanks for your disciplines
Formerly T-Elf
I was wondering if more detail could be shared on the plans (or desires) for how class building will work, pertaining to skill specializations in the skill tree(s)?
I believe the wiki shows that skill points are earned upon leveling up, but are the trees going to be incremental improvements (+1% damage with bows, up to 5 points for +5% max) that feel somewhat boring, or will it be more substantial & monumentally weighted (+20% damage with bows, up to 5 points for +100% max) to promote class diversity & build diversity within each class?
I would like to see more variety, with higher weight/value per point, as that makes decisions both rewarding and challenging (as long as the variety promotes competition amongst point allocations to adhere to a player’s desired style/build), but I’d love to hear the current mindset the team has on this. 😊
For example, this may be in regard to camping mechanics, or if caravans can be more than just a goods transportation method and more of a mobile home for you, a small group of friends, or perhaps an entire guild.
This question looks to expand the viewpoint on caravans to possibly evolve into "walking villages" at most, and "walking houses" at least.
(I particularly get the image in my head of a band of adventurers travelling on the backs of giant tortoises the size of small houses as they enjoy the simple life, I might just be projecting my fantasies a little too much)