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
What im saying is there a reason to keep armorsmith relevant as people gear up will there be a loop that creates constant demand for crafted items specificly non consumable such as weapons and armor
How spaced or clumped will the first initial spawn of player characters be, and if it is spaced is it based off of Race or will we have a "choose starting location " before launching the first character.
If yes, is there a solution to help artisans with bad luck?
If so, how much customization can players expect when it comes to crafting their own gear or items?
https://ashesofcreation.wiki/Enchantments
Over-enchanting items comes with a potential risk that the item decays or is destroyed if a safety margin is exceeded. This system is subject to testing.[5][6][7]
It's a progressive tier of risk. At lower levels you have opportunities to potentially lose out on the pluses instead of breaking the equipment. But when you reach a certain threshold, there is an opportunity to essentially destroy the equipment, where you get resources back. But that's a risk that the player takes.[5] – Steven Sharif
Lower levels of over-enchanting carries the risk of losing bonuses on the item. Over-enchanting beyond a certain threshold carries the risk of destroying the item and gaining resources back.[5][6][7]
IMO too good, it is hard to believe that all the crazy content we all saw in the past years will ever be in the game.
For me personal it feels like NoManSky-release and I don´t believe that all the other engineers in the world are unqualified and got no ideas for new games.
A “little” studio makes it better then AAA-studios with more men-power, money and reputation.
My Question:
If Steven would hear the first time of AoC (with his technical background and mmorpg experience) would he/you believe it is technically possible to have a massive multiplayer universe with all the promised made/shown in the past?
If so, can you expand on how that might work, especially if there are supply lines cut or nodes in flux.
1) reaffirm the statements that he made in the June 2022 livestream, particularly the final sentence:
"Crafted gear in the game is the best gear... One thing that I'm not a fan of is that you develop a crafting system in a game and you've spent a lot of time making this from a material and resource perspective. All the tables that you can receive, all the connectivity in the economy and how crafting is associated with the game; and then you undermine the crafting entirely by presenting a separate route of gear acquisition that is on-par with the crafting efforts. So here you have these people who are acquiring all of the resources getting, all the recipes, leveling up their professions and then everything they make is less or equal to anything you could just have chosen the easier path of and gone down the questing and received the best gear. So what we do focus on is that crafters make the best sh*t.";
and:
2) and confirm that there will be a royalty system where players can license recipes to other players for a certain amount of time and collect royalties as alluded to back in 2017.
Does this mean that some servers will not be available for newly created characters once a certain population has been reached? Or will the game incentivize new players to join lower population servers?
If a server's population falls below a threshold, will the world begin to revert the progress that players made?
And finally, if a server's population isn't very large, will there be content that they might be locked out of or is there some sort of catch up mechanic to make sure that each server progresses in some capacity?
twitch.tv/ashesofcreation
By extension: Will high end players all need to split their time between PvX and artisan leveling to be effective, or will they be able to rely on those who pursue an artisan gameplay semi-exclusively?