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Game is too punishing.

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Comments

  • KalnazzarKalnazzar Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Shoklen wrote: »
    Punishment for dying solo (pve) seems a little harsh but I'm going with it for the moment.
    • 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...

    It is intended and now implemented to flag players that do this which now I just run back and see who is flagged and destroy the little **** that took my chit lmao. Guys there is a bug that needs fixed with the flag system can you guys please make it so it don’t flag our teammates grabbing our loot for us? I understand anyone being flagged but Guild/Party members getting flagged lmao although it’s funny watching my friend get destroyed by the guardsmen running for his life with my chit still hopefully it’s a bug…
  • BlackthornesBlackthornes Member, Alpha Two
    edited November 20
    The concerns about material loss and the difficulty of Ashes of Creation are valid, but the current death penalties are a critical component of the game's design philosophy. They encourage risk assessment, strategic play, and player-driven interactions, which are at the heart of the Ashes of Creation experience.


    Why Harsh Death Penalties Matter

    Risk vs. Reward Gameplay
    Harsh penalties make resource-gathering more meaningful. Every node farmed or rare material acquired carries weight, as there’s always a potential cost if you take risks without preparation. Reducing or removing the penalties during Alpha could result in an unrealistic portrayal of how the game will play at launch.

    Encourages Group Play
    While solo play is supported, Ashes of Creation thrives on the concept of community and cooperation. The high penalties for death incentivize grouping up for protection and forming alliances, which aligns with the game's MMO nature. A solo-friendly experience should not come at the cost of undermining these core principles.

    Alpha Testing Is About Challenge and Discovery
    Losing materials or facing setbacks during Alpha may feel frustrating, but it provides critical data for developers to refine systems. Adjusting penalties too heavily during Alpha could lead to unrealistic feedback loops, masking issues that may only arise under the intended level of difficulty.

    It’s Meant to Be Tough
    Intrepid has always marketed Ashes as a game where actions have consequences. Removing penalties entirely during Alpha could dilute the ethos of the game and provide a false impression of what the live game will demand from players.


    Addressing the Specific Concerns

    Bugs and Performance-Related Deaths
    This is a valid concern and should be addressed as a separate issue. Reporting bugs and performance issues that lead to deaths is part of Alpha testing.

    Travel Time to Death Locations
    The extended travel times add weight to the game world and make exploration meaningful. Streamlining this too much would diminish the immersion and reduce the need for strategic planning when adventuring.

    Alpha Attrition
    While some testers may find the penalties off-putting, others embrace this challenge as part of the appeal. Testing under realistic conditions attracts those who are invested in providing actionable feedback, ensuring the development aligns with the intended player base.


    A Closing Thought
    Harsh death penalties in Ashes of Creation are frustrating by design, but they also define its appeal. While adjustments might be necessary during Alpha, especially in the face of bugs and performance issues, the spirit of risk and consequence should remain intact. Finding a balance that allows for meaningful testing without eroding the game’s intended challenge is key.
  • Savic ProsperitySavic Prosperity Member, Alpha Two
    i personally feel it should drop a larger % and delete less, the future mention of having bags that lock your stuff from being lootable with certain bags i think would help for pve deaths as well

    but i think right now it just kinda punishes tanks more than anyone else
  • dirichdirich Member, Alpha Two
    edited November 20
    Death is a penalty in itself, both in pve and pvp, and really there's no need to add any other penalty to it.
    I can understand that stealing each other's loot can be fun - since you always think of yourself as the winner of the exchange, or you might enjoy the adrenaline of the risk - but that's for pvp. So adding this as a pvp penalty can make sense and give the game a given style, but there's no point in adding it to a pve death. That's basically just deleting hours of farming from the economy for no one's advantage and no one's enjoyment - unless someone picks it up by chance. But, as I found out when I died in the land of nowhere, your body disappears after a given time.

    Talking specifically on pve, and in the case in which the body (and loot) disappears if not looted in time by anybody, losing part of your stuff if you die doesn't make the game hard. Just more time consuming. Less respectufl of your time as a player. Less friendly for the one with less time availability. All for no gain at all (since nobody is enjoying the fruits of your work if the loot disappeared without it being picked up).
    Now, if the body persists indefinitely, then it's a different matter.

    This said, I find that "forced pvp" + "drop of stuff on death" is a troublesome choice for a game. Only hardcore people can afford to play such a game, since you need to group all the time, have a lot more time to invest than you'd need if even only one of those two options was implemented and, honestly, Ashes implements some choices that, while fun, were also staples of griefing in the games pre-wow, which makes the game even more unpalatable to the more causal players.
    Of course it's fine to create a game like this, if the devs so desire, but you're limiting your success chances massively. There are a lot of things that I like about Ashes, so I'd rather see it a bit milder than initially intended, but very successful on the market.
  • CROW3CROW3 Member, Alpha Two
    Harsh death penalties in Ashes of Creation are frustrating by design, but they also define its appeal. While adjustments might be necessary during Alpha, especially in the face of bugs and performance issues, the spirit of risk and consequence should remain intact. Finding a balance that allows for meaningful testing without eroding the game’s intended challenge is key.

    Well said. btw - wasn't Blackthorne a villain from U VII?

    Good to see another student of the old school. B)

    AoC+Dwarf+750v3.png
  • BlackthornesBlackthornes Member, Alpha Two

    CROW3 wrote: »
    Well said. btw - wasn't Blackthorne a villain from U VII?

    Good to see another student of the old school. B)

    Yes it was!
  • RedLeader1RedLeader1 Member, Alpha Two
    Palmax wrote: »
    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.

    The solo game at the moment is punishing. Artisanship and gathering has to get a lot more efficient and rewarding. Currently the risk/reward balance is badly off. I think that will get better through phase2. I think once we get into phase 2, the group and PvP players are going to start to complain more. Progress in development isn't going to be even.
  • kadimirkadimir Member, Alpha Two
    edited November 21
    Shoklen wrote: »
    Punishment for dying solo (pve) seems a little harsh but I'm going with it for the moment.
    • 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.

    Well a youtube video detailing ptr notes went up.

    Good news, exp debt now also gives you damage and healing dampening.

    So now when your tank dies for instance, they'll just be more likely to keep dying until the group disbands- back to leveling by auto attacking melee mobs with a bow, new meta let's gooooo

    Because you know of all the players actually complaining that dying didn't suck enough? Now you die, lose a bunch of stuff. Lose the time and energy you spent grinding mobs, lose durability, have to run back, your ashes were looted AND you do less damage and receive less healing so have fun 'getting revenge' on the purple farming right by your corpse.

    I'm hoping that abomination doesn't even make it to the alpha, but atleast it's not something they decided to try spicing up retail release with. I have some serious concerns for the individual coming up with those ideas though, like do you torture lizards and insects you find outside? What problem where you attempting to solve? Was anyone actually trying to die for a benefit???? Are you trying to make a game? Last time I was actively motivated to NOT play a game was when darkfall new dawn launch and that gave evaporated.
    PvP focused: TERA / Wildstar / Aion
    PvE focused: WoW / FFXIV / Lineage II
    Sandbox: Ultima Online / Darkfall / Mortal Online
    Big Influence: SNES Fighting games / Starcraft / Diablo II / Smite
  • AlzeidoAlzeido Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I feel like losing items on death is a very bad thing. i'm 100% fine with dropping items for others to take if they are there and see, but in the game you currently randomly come across lvl 21+ mobs at lvl 5 in the world, and get 1 shot. or even post lvl 10 you can't do anything about it. randomly getting hit by a mage and being 1shot, or having a bird or a wolf to agro you and chase your mount down and kill it then you and theres NOTHING you can do about it.

    In the short term 25% of your items deleted is nothing but if you're grinding for hours, even with a group and amass a few stacks of glint, then die due to messup you can lose stacks of glint in 1 death, and if you're ina high level area where you died, specially as a low mobility class like a tank, its likley it'll cause a wipe, making your entire party die and lose huntreds of glint from 1 mistake. if someone doesnt heal you in time, you lose 25% of your items and they dont if they can get away. its way too punishing for a tank at least. it makes sense for this to be the case if corrupted but for 25% deleted on default is just terrible.

    I get wanting to have immersion and encourage teamplay but it jsut doesnt work, maybe 50% items drop but no deleting? heck i'd prefer 100% of items dropping and being able to recover thaem than 10% outright deleted nomatter what you do.

    Genuinely loving the game as it stands but this is my one critique that i sincerely home gets changed as it does ruin the game for so many people

    (Inb4 PlAy WiTh OtHeRs / iTs In AlPhA / tHiS tEsTiNg PhAsE iS SeRvEr SStaBilLity)
    Feedback is feedback, discussion is discussion. there's immersion and there's punishing players for dying for no reason.
  • AlzeidoAlzeido Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    i get that but it is a sandbox game with exploration being a big thing. tbh 90% of my issue is glint being something that can be dropped. if it was just crafting materials like logs i wouldnt have an issue since typically you only have a large number if you're farming that. and times when you diue and drop that are few and far between unless you're dumb. but farming for money you get glint, and farming glint requires mindnumbing tedium of low lvl mobs, or farming high levels, and risking death. and therefore dropping glint.

    the current system encourages high levels to sit in low level areas and never branch out.

    but once again i get its alpha, i get its testing the system not the game, i get itll get fixed eventually with balancing. but im stating strongly i disagree with item deletion ever being a punishment for uncorrupted death
  • CROW3CROW3 Member, Alpha Two
    IMO - it's the reward of gathering more v. the risk of losing more. There's a balance players will find when they need to head back into town to deposit things in the bank, or push the limit to get a little more despite potential dangers. This is a good thing in a sea of mmos that are solo faceroll no risk.
    AoC+Dwarf+750v3.png
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Shoklen wrote: »
    Punishment for dying solo (pve) seems a little harsh but I'm going with it for the moment.
    • 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...

    I agree. IMO you are in consenting PvP, someone should be able to loot my Ash pile but in consenting PvP, you should not build exp dept. With death in PvE I should gain exp dept.
  • PalmaxPalmax Member, Alpha Two
    Nah this team play vs solo play is going too far now... I'm not "encouraged" to play in a team, I'm "forced" and thats a big difference. I did an event earlier with Unruly agressors with like 15 people and I was rewarded with 50 dull glint and 1 dim glint. I just now did that same event at the same level entirely solo and was rewarded with 1 dim glint and 4 dull glint. I get that its supposed to encourage team play but don't PUNISH me for playing solo...
  • Dune1Dune1 Member, Alpha Two
    pyreal wrote: »
    It's a group focused game. If you were in a group, you would be less likely to die and if you do your party could pick your stuff up for you as you travel back.

    Sure, but finding groups is next to impossible.
  • Miguel_DMiguel_D Member, Alpha Two
    Zapatos80 wrote: »
    Death is meant to sting. Risk/reward. If you're out for a while, consider making a run to storage to bank your stuff.

    What reward? :D That little bit of glint that you might get doesn't really float my boat. :D
  • AgripinensiaAgripinensia Member, Alpha Two
    Veeshan wrote: »
    nanfoodle wrote: »

    25% is not worth the risk of corruption 99% of the time :P

    You can wait until they looted - then they are flagged and you shouldn't gain corruption.
    Since you also get 25% of their stuff, sometimes you'll even make a profit.

    There is a reason I stopped looting ashes ;)
  • SevarielSevariel Member, Alpha Two
    I love death penalties. It’s the perfect balance of casual and hard core that makes death feel like it matters. It’s immersive and inspiring even if sometimes it’s the pits. 🤷‍♂️
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