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
In an AMA afew month back Steven mentioned all the existing artisan skills my Q is since ship building wasn't mentioned
is ship building still a stand alone artisan skill or it till be integrated in another artisan skill like carpentry
can you can you give us some teasers about them? (progress so far/timetabel/plans for them)
I would like to know if the gear in Ashes is going to be static or varied? I do not want to invest time on the same gear over and over again only to hope and pray to the RNG gods for luck the next time around.
TLDR: IMHO Complexity and depth is good, RNG is bad.
I understand that there should be different levels of crafting, and I feel that could easily be achieved by a proc to determine that you have crafted a "masterwork" version of the item. This version would have a baseline increase in stats across the board.
It just makes sense to me that every short sword in the game is the same base item, with the same damage range and item properties. And when you get into masterworks or magic gear that is where you may get some variance in the type of crafting or magic. For instance, perhaps there is a short sword of haste that has a much faster attach speed, and perhaps when you craft your gear you can attempt to mimic those properties too. The mats could require a harder and lighter metal, so it weighs less and you can craft a short sword of swiftness that also has a faster attach speed, and perhaps because of the different type of metal has a lower durability, because it is more brittle, but also takes less wear over time since it is more resilient to impact damage dulling the blade.
1.) How much weight are you intending to place on dynamic, compelling party combos and interaction over of the individual's rotations in party play.
2.) Is the intent to make class gameplay focused on rotations vs. toolkit combo decision-making? How do you intend to keep things from becoming mindless meta rotations?
Is there anything to stop a player controlled caravan from moving off the road? Just thinking of a scenario where there have been reports of a corrupted player between nodes, and you want to avoid an ambush.
When it comes to pvp specifically, will there be any mmr/ranked systems that reset seasonally with instanced based pvp (Arenas, battlegrounds etc) alongside the open risk/reward pvp in the openworld? What kind of risks are you taking in the open world? Will we lose everything we've collected when we die or will there be a way to save a small amount of what's collected in dangerous areas?
"Ship building can be carried out by any player in possession of the right components, recipes, and an advanced enough node with a harbor.[3][4]
Various professions can craft ship components.[3] These components can be sold to other players.[5]
Previously it was stated that players utilize the ship components that are crafted by ship builders.[5][6][7][8]
Ships are built in adherence to a recipe. That recipe requires components. Those components adhere to different crafting professions that require a player to intersect and/or craft or purchase those components from the different professions and then once they have those accumulated they can do the construction process through the recipe system at a harbor.[3]
Ships may only be crafted or upgraded in harbor crafting stations that are unlocked by the advancement of coastal nodes.[5][7][9]
Players can choose which "joints" get populated with either offensive weaponry, defensive, or utility attachments they want on their ship prior to construction completion.[2][10][11] The types of attachments that are available are dictated by the ship's class.[2]
Movement, Durability, Speed, Turn rate, Hit points, Defensive and Damage abilities.[12][5][6][8]
Weapon slots.[12]
Aesthetic customization.[13][8]"
https://ashesofcreation.wiki/Ship_building
"Choosing the same primary and secondary archetype increases focus on that archetype.[33]"
https://ashesofcreation.wiki/Classes
Just to clarify, Secondary Archetypes do not add additional skills/abilities, they just modify the existing ones.
So, a Fighter taking Mage will have the same base skills as a Fighter taking Tank, or as a Fighter taking Fighter. It's simply the augments/modifications that will be different.
Will a conjurer (primary and secondary summoner archetype) be able to spec into a pure role (dps, tank, support)?
The question is how the secondary summoner archetype will modify the primary summoner archetype, will this be the way into being a full on defined/pure role? (I personally hope yes)
I feel the the community will love speccing into a pure role using the summoner archetype (as main) (of course at the expense of other stats/abilities).
Will any class be able to utilize the transformation branch?
Thanks.
Because some people don't live in rich countries and 15$ is pretty much. Or at least make it cheaper for 3 months, 6, 9 and so on..