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.
Game is too punishing.
Palmax
Member, Alpha Two
Hello,
I could write tons of feedback but I would like to get across the most important point for me which is how harsh the game is.
For context I'm a solo player and don't intend on joining a team/guild
Personally, I'm a fan of how tough the game is but the material drop rate on death is way too punishing. I think its okay if I lose half of lets say 2 random out of 10 different materials in my possession but to lose 60% or w/e it is of EVERYTHING?? Additionally, anyone can just freely loot me, not to mention, In a few cases I had to travel 5mins just to get to the area I died. It should be significantly lowered, or make lootbags only accessible by the person who died if it was an NPC death.
Honest opinion I think in alpha we shouldn't drop anything on death due to the following reasons:
* its full of bugs, which can cause death.
* Poor performance overall currently, can result in death.
* No one wants to spend 2hrs farming mats just to die (especially due to the above) and have to start again in alpha.
* People will quit alpha testing if they keep getting punished so heavily before they reach higher levels which means less overall testing.
I could write tons of feedback but I would like to get across the most important point for me which is how harsh the game is.
For context I'm a solo player and don't intend on joining a team/guild
Personally, I'm a fan of how tough the game is but the material drop rate on death is way too punishing. I think its okay if I lose half of lets say 2 random out of 10 different materials in my possession but to lose 60% or w/e it is of EVERYTHING?? Additionally, anyone can just freely loot me, not to mention, In a few cases I had to travel 5mins just to get to the area I died. It should be significantly lowered, or make lootbags only accessible by the person who died if it was an NPC death.
Honest opinion I think in alpha we shouldn't drop anything on death due to the following reasons:
* its full of bugs, which can cause death.
* Poor performance overall currently, can result in death.
* No one wants to spend 2hrs farming mats just to die (especially due to the above) and have to start again in alpha.
* People will quit alpha testing if they keep getting punished so heavily before they reach higher levels which means less overall testing.
2
Comments
Not punishing at all. Even solo, there is a lot of unfinished stuff and tons of bugs. But for an alpha it is in a good place.
If you refuse to join a group in a group focused game that is on you.
This weekend, my guild groups have mostly been full, and I've been feeling a bit lost not able to progress much, just wandering around without getting much done.
When you play DPS, it's usually the spots that are taken first, and everyone wants a Bard, Tank, or Cleric.
That's something Intrepid needs to account for. Yes, the game feels punishing then.
On the character stat sheet, I see stats like ‘Resource Drop 25%’ and ‘Resource Delete 25%’ which help define the current penalty system. I’d love to see new stats to support a more immersive system, like ‘Flash Inferno’ and ‘Slow Burn’. Here’s how they could work:
Flash Inferno (e.g., 3 Minutes) – This would prevent others from looting your ash pile for a short time after death unless you’re within 10 feet of it, If you come within 10 feet of your ash pile, the protection dissipates, turning it into a free-for-all for your loot. This allows you to approach your pile and see who might be attempting to loot it, allowing for PvP engagement if you want to contest it. However, if you can’t return within those 3 minutes, the pile will cool down, allowing others to loot it.
Slow Burn (e.g., 15 Minutes) – This stat would delay the complete despawn of your items, giving them a longer duration before turning to ash. This would offer you more time to retrieve your items, which is particularly useful given the game’s travel times. I believe the current in-game duration is around 15 minutes, but this could be adjusted and slightly improved as a stat.
To make these stats even more dynamic, I’d love to see them influenced by gear, augments, or even node relics. For example, players might be able to improve Flash Inferno and Slow Burn times incrementally, but not to the point that it removes the risk of dying. Minor improvements like these would reward time and effort, adding depth without removing the game’s challenge.
Incorporating these mechanics as stats or through obtainable gear would add strategic layers to PvE and PvP without making death penalty-free. It would keep the thrill and challenge alive, even in a PvE environment.
Solo play is possible. I haven't had an issue personally. But if you don't want to play with people, that's sorta the whole point of Ashes, and MMOs in general. It sounds like you want a single player game if you have no intention of playing with other people.
I died from lag moments after being unable to store items due to bugs. But this is Alpha and to be expected. The death penalties are fine, please stop trying to make this into something it's not. As expected, there has been almost instantaneous whining about all of the features that are core parts of the game, like lack of fast travel, death penalties, pvp, etc. I hope Intrepid stays the course for their vision of the game, because changing things and half-assing systems ends up making a poor excuse for a game that pleases no one.
I think there will have to be a wipe incoming because Artisanship and the economy is hopelessly out of balance and not integrated at all with the rest of the game. It is going to need a few weekends to get it up to speed. But it has to wait until the basics are done.
If you get frustrated, take a rest and come back later, just don't get attached to anything, because at this point it is easy come, easy go!
Personally, I really don't want them wasting time on QoL changes for the testers, I would rather they cracked on and tried to hit the dates for P2 and P3 starting.
I was level 15 by Saturday night on a fresh start server and one of the higher level if not in the top5 of priest levels by just being social. Joining groups in chat. And well, played the game.
It causes you pain but it doesn't make you ragequit. Teaches you to play safer when you have a lot of stuff on you, to set revive points as you travel, makes you consider if you should go sell/store earlier...
Very pleased with how risk and world traveling feel so far.
PD: If you died because of bugs/lag it sucks yeah, but obviously they shouldn't design around having those. It's an alpha and will get fixed.
Material drop death penalty is too harsh. But that's at least partly because there's way too much stuff that kills you that is not your fault. IE, because of bugged leashing, server instability, etc. Also, no storage (for my characters anyway) means you can't offload stuff before heading back out.
Crafting makes it very hard to create anything useful (matching up item rarity for processing is awful), and the lack of an Auction house makes this worse. But once there's an AH an storage, this gets a lot better.
Also I don't want deaths to have 0 consequences I specified that I think we shouldn't drop loot IN ALPHA ONLY because of the bugs etc, by all means it should be re-enabled in beta even when the game is 'smooth'.
I still only see the stream version of this that starts about here, but Steven did address solo play, this is still an Alpha, and the Corruption system IS NOT completely implemented yet as... well, this is an alpha
https://www.youtube.com/live/01p7c0fW9Wo?si=9agj7-vT9Ciazvs-&t=35435
They are usually the first to die if something goes wrong, and they are usually the class with most responsibility and highest skill cap (pulling mobs, making routes etc as taking aggro back from someone else pulling is a bit of a hassle)... I just think we're going to lack tank players in general as it is right now. Highest risk by far, for no more rewards than anyone else. (Well, except for coordinated group play that just funnel gear into the tanks to compensate for this, but in pugs tanks will be rare af soon...)
I like to run around solo as well. Not always but alot, especially when I know I could be pulled away from the game any moment. Still though as I have geared up decently, filled the slots with regulars at least, I haven't died recently. Close calls but by lvl 8 now I have adjusted to the particulars of the game. Maintain situation awareness and know my limits and risks. That tension in fact adds to the feeling of the game for me. Maybe if you plan on alot of solo stuff choose a class that is more solo friendly like a healer? Or at least choose skills accordingly, I did. Early on before I had that gear I did die alot. Usually my fault not the server really. Even then though it didnt bother me one bit. Give it time. You will adjust, things will change as well over time. Nothing is so important right now you cant lose it. You will in fact lose everything here soon anyways.
Playing as a cleric who was with a group one day to flying solo the next couple of days, it is definitely punishing to try flying solo. While I do not think this is a terrible thing as they have said the balancing mechanics are geared more towards groups than single player, I think that it may be nice to have some areas with mobs not so closely packed together.
I spent some time attempting to solo some commissions and was overrun more often than not when attempting to pick out solo enemies. Part of this could be because it is still Alpha and things aren't fully working as intended in all areas. It could also be that I have not fully grasped the systems and how mobs work with other mobs (including pulling within aggro range).
I have been having a blast with it even though it has been a little difficult but I think that once the servers go live and the game is released, that people will find groups to play with because the game experience is better in a group. I feel like this will drive more people to work together and hopefully promote good crossplay for everyone across the map.
Attacking and healing do not happen simultaneously, even if I git gud. So, if you're an asshat, or a group of douchebags, I'm out and not in the mood. Hence, SOLO play. OR, as an adult with other obligations - sometimes I cannot commit to a group at the moment, even though I was randomly invited countless times and truly enjoyed MOST of the people I pugged. But, if I solo play, it doesn't mean the game "is not for me." I realize these things are on me and I need to work with what I've got. However, I never had a problem with solo play in AoC.
I got to level 10 over the past 3 weekends , spent my time traveling between Lionhold and Halcyon mostly and died twice from level 1-10. Once from that effing giant sparkle flower and another by the skelly camping the bridge to Halcyon. If you're level 9, RUN from level 14+ (they'll be the REALLY RED ones-maybe even stars by their names.) AS A CLERIC solo play was just as expected-rewarding. I agree with the OP - no one wants to spend hours gathering only to die and lose their $hit to a game glitch. However, the point is - it's not a faceroll. ESO scales - AoC does not - and it's perfect. I loved running from leashed wolves on my ass, only to return 3 levels later and kill them all with glee. One needs to know their limits and pay attention to their surroundings. Many times I blindly ran into a Minotaur because I was watching Barrens...I mean Global chat.
in any case, it's a testing alpha 2 for server stability. Steven said, "You're testing a system, NOT playing a game." It's all going to get wiped. So, as a learning experience, the things that made me unhappy in this phase can be considered a dry run, only to NOT make the same mistakes in the future when the game is playable.
Perhaps give some constructive feedback for ideas on how you would like a solo experience to be. Give them something to work with other than you don't plan to play with other player. If you want this game to work for you, they need to know what players like yourself want so they can tailor the experience for solo players while balancing it with the group content.
TBH I left myself attuned to the Lionhold emberspring and absolutely used killing myself as a cheesy way to fast travel, 2% experience penalty be damned...
This sums up my thoughts perfectly. The system is fine the way it is. In addition to joining a group/guild, you can also drop your stuff off in a local bank. This is what I do. I let glint/resources build up to a level where I start to feel a little uncomfortable, and I head to town. This is part of what defines a sandbox MMO, you have control over what you choose to do, with no clear cut decisions telling you what to do next.
Never give up.
Maybe the true Treasure was the Suffering we experienced along the way.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
I agree (half of that if you combatant) with the caviar that there bags with protection on them so like say an apprentice lumber bag might save 10 items in a stack from dropping and journeyman would be 20 saved from a stack (they do hold 80-100 in a stack so seems fair for gatherer to retain some via there specilised bags)
Should atleast be for PvP death keep 25% drop 50% delete 25%
if attack back you keep 50% drop 25% and delete 25%
25% is not worth the risk of corruption 99% of the time :P
- Dying and having (generally) a fairly long run back to my body is fine.
- XP dept is fine.
- Loosing a little glint is fine.
Having a dog-pile of bottom feeder-players jump my Ashes the instant I die and loot my body is a little over the top since it's'n addition to the above.What would be nice is if there was an in-game log of everyone that looted your Ashes, and or killed you in PVP. Or at least you get a text message in the chat "X has looted your Ashes". Now that gives me a name to seek revenge...