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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
Keep in mind, Ashes isn't a themepark game. It doesn't have the same questing that a game like WoW has. The reasoning behind wanting to find a group to run a quest that happens in WoW likely won't happen in Ashes.
A looking for group system in Ashes actually has a very different purpose to the same system in WoW. Rather than being about the content as it is in WoW, it is about the people. You are looking for a group not because you have something you want to get done, but because you don't have any friends online and want to meet new people.
I agree with you that spamming chat to find a person isn't a good experience. That is why the notion of this system is a good idea. The system will allow you to see players that want a group, and since Ashes is not WoW, people will be after *A* group, as opposed to a group for a specific piece of content.
As such, every person of an appropriate class and level thst is listed as LFG would be interested in running the content you are wanting to run.
Why is giving up on what you originally wanted to do a good outcome? Shouldn’t the system help you find groups that align with the activities you’re most interested in?
A well-designed UI that shows both flagged players and available groups would allow you to actively search for groups rather than relying solely on others reaching out. This way, you can find something that matches what you want to do in the moment, without settling.
As I mentioned earlier, if you’re unsure what you want to do, you can still browse listed groups or LFG chat channels to find inspiration.
That's unfortunate for chat.
The system the OP is talking about, I should clarify, was accompanied by a general lack of Global chat.
So there was much less 'shouting in chat for party' for distant areas, particularly.
It did have some downsides, such as the 'blind invite', the WoW-style mentality of 'you want to fill the slot and I want to do this thing'. But people ignored those half the time.
Lack of global chat was a large contributor to the usefulness of this function because otherwise you would have to stay in an area where you expected to hear 'Large Area chat'. You would go to wherever you wanted to do something, put up the /seacom and LFG, and either wait, or look for other people, depending on your personality type.
This wasn't even the primary benefit of it. In a game like that (which is similar to Ashes), when you want to do content and can search for people within your level range and just 'see if a reasonable party configuration is online', the target content matters much less. By contrast, if you notice that all the other people online are Ranged DPS and no Tanks or Healers are LFG within your level range, you could just leave yours up while doing something else. Eventually someone would do the search at a timing when it was possible to form a party, and it would form.
If we have no Global Chat, somehow, then some Discord server is going to end up being how this happens.
But mixing that with OPs individual flag would be the best. Having a group finding interface were a group can post "LF tank" and it shows they have 6/8 and what classes etc.
and a solo person can post their names/classes in a looking for work kind of way.
https://ashesofcreation.wiki/Group_finder
I think you overlook the fact that even in non-themeparks games, players often form groups around shared objectives—events, dungeons, or world bosses. While grouping can sometimes be about meeting new people, this usually happens alongside pursuing a specific goal.
Additionally, many players form small, close-knit guilds of 5-10 friends and intentionally keep them that way. At some point, they’ll need to fill group spots for specific content. Casual solo or duo players will also rely on pickup groups for activities like open-world dungeons and world bosses.
While the game may encourage larger, socially active guilds, smaller guilds and more casual players will still be a significant, and an important part of the community and will frequently try and find groups for content.
Events and world bosses won't be using the LFG system.
Dungeons are a potential, but again, people in Ashes are less likely to have a need to go to a specific dungeon than in a more themepark game. For the most part, any level appropriate dungeon is acceptable.
There will be occasional exceptions to this, but these will be exceptions to the rule, not the norm. The normal use for an LFG system in Ashes will be people wanting a group to fill in time, and meet new people along the way - not to try nd get a group to get that quest objective in the bottom of the dungeon that they really want to get.
Since the tool will be used differently in Ashes, for a different purpose, it should be designed for *THAT* purpose, not for the purpose of a similar tool in a different game.
Of course, the system should be designed for Ashes. I’m not suggesting it should be a direct copy of WoW's system. I only used it as one example of a group-finding tool I enjoyed and believe could work well in a tailored form. I’ve also mentioned systems in FF14 and ESO as examples.
I agree that some content, like world bosses, may be more of a big guild effort, with groups formed via Discord or guild chat. However, I still think there will be players interested in joining external groups for these activities, and having a UI to facilitate that is only a positive.
As for dungeons and events, Ashes will have specific content tied to them, influenced by node progression. Each dungeon will likely offer unique mobs, quests, materials, and loot. Wouldn’t it be beneficial for players to group up for those quest objectives or dungeon bosses? And if the goal is to encourage social interaction, why not make it easy to start? Giving players something in common—like a POI quest or a shared goal—is a great way to foster those connections.
This is what Archeage had for events and such, and I fully expect to see it in Ashes for events, and many different types of boss encounters that Intrepid intend for Ashes.
While this is possible to a degree (not to the degree many think - it would be illogical to build 20+ versions of each dungeon), you need to keep in mind that as each new dungeon appears, the old one disappears.
People aren't going to be looking for people to run an old dungeon, they will be looking for people to run the current.
If we are to assume that this LFG system only applies to the node you are in and those around you, it is probable that there will only be 1 level appropriate dungoen anyway. If you want to run a different dungeon, you will go to that area and look for a group there - where it will again be the only dungeon of an appropriate level range.
Filters are NOT automation, and they do NOT make communication between players automated. Instead, they improve communication by ensuring players start with a common goal or shared interest, fostering more meaningful interactions.
I can see your point, and that’s why I’m also not a fan of automated grouping tools or teleportation systems. But what I’m suggesting is nothing like that.
The tool doesn’t make decisions—the players do. It simply removes unnecessary friction and gives them a reason to connect. Plus, expecting players to manually message strangers can alienate those who struggle with taking the first step. Filters make social interaction more accessible for everyone, creating a better overall experience.
If ArcheAge had a location-based tool for events, then it’s likely something similar will be implemented in Ashes as well.
However, I have a hard time believing Ashes will have only one level-appropriate piece of content available at any given time. The LFG tool shouldn’t be limited to just dungeons—it should encompass all types of group-friendly content. That doesn’t mean adding filters for every single quest, but it should help players find something they want to do at that moment without unnecessary friction.
Ashes dungeons are not going to be like what you are used to seeing in WoW. They are obviously open dungeons, but what that means is that they are basically just zones in and of themselves. An Ashes dungeon will be close to the size of some overland zones in a game like WoW.
So yeah, it is reasonable to assume there will only be one level appropriate dungeon in an area the size we are suggestign this LFG system should work.
If we were to assume there would be more than one level appropriate dungeon in an area that consists of the node you are in and those around it, then Ashes would have more dungeon area than overland area.
It is most likely that an area the size we are talking about will only have a dungeon for some level ranges, not all.
I mean, we could do the math, but a basic outline of it would be that to have more than one dungeon in an area that size, for each level range, the game would need to have several hundred total dungeons. Each of these dungeons would need to be populated 20+ times based on changes to the local node state. All of this would equate to Ashes never actually launching.
Again, in Ashes, the thing players will want to do is *A* dungeon, not a specific dungeon.
I understand your points about dungeons, but I wasn't specifically limiting my argument to dungeons. I was referring to level-appropriate content as a whole, which extends beyond just dungeons.
Ashes of Creation is mostly designed to be group-focused. While I used dungeons as an example because that's a context where LFG systems are commonly discussed, the broader goal is a system that facilitates finding groups for any type of relevant content.
And yes, as you've mentioned, Ashes should tailor its group-finding systems to suit its unique design and mechanics. Filters, however, are not exclusively tied to dungeons—they're a general feature that could make finding group content of all kinds more accessible and efficient.
Events will be excluded from this system, as will caravans. Open world PvP is also excluded just in general (joining a pickup group unseen for PvP in Ashes would be a monumental misplace of trust). World bosses that aren't part of an event will be the domain of guilds all but exclusively.
In a game like Ashes, an LFG system is for finding a group to run a dungeon.
The argument may be made that people could want to find a group for experience gain. If that is what someone wants, then they are clearly not concerned about the specific content, as long as it is level appropriate. Putting a filter on what they are after may well mean that they miss out on groups that would provide them with faster experience gain, simply because the group in question was not looking at that filter.
Keep in mind, the notion of filters for content in an LFG system is to filter OUT players. It is to exclude. This should only exist if the game gives players a specific reason to NOT want to run a given piece of level appropriate content, not just because they may have a preference for a different piece of content.
While I agree that pick-up groups for PvP in Ashes are challenging due to the lack of factions and inherent trust issues, I believe there’s still significant utility for an LFG system in these scenarios. Guilds, even large ones, may occasionally need to recruit additional players for events or world bosses, and smaller groups could benefit from joining forces with others. A well-designed LFG system can act as a bridge between groups of different sizes and objectives, fostering collaboration in situations where it might otherwise be difficult to connect.
Regarding filters: while it’s true that filters can exclude, their primary purpose is to include. They create opportunities by connecting players with shared goals or preferences. Filters don't restrict players from being open to broader possibilities—they simply allow those who know exactly what they want to do to, in that moment, find like-minded players efficiently. At the same time, players who are open to "anything" can simply forego filters and still be included in general group searches. In this way, the system is inherently non-limiting and player-driven.
This level of flexibility makes the system adaptable to Ashes’ unique design and can be applied across its various systems—not just dungeons, but also quests, open-world events, and more. By tailoring the system specifically to the game’s group-centric philosophy, it can enhance accessibility for all types of content.
But I still see the potential benefits of a simple UI LFG tool.
But this tool shouldn't be used for these things.
Anything specific a player wants to do that requires a group, they should be encouraged to make friends and form a group from them.
This LFG tool should exist to help people meet, not to help people run content.
If it exists to help people run content - to mark things off their to-do list, it encourages people to not make friends in game, to just use the LFG system when they come across something that needs a group.
This is what I said a while ago about an LFG system in Ashes needing to be about people, not content.
You say that more flexibility means the system can be expanded to do these things - but the LFG system should not do those things.
I don’t see the goals of an LFG system and fostering friendships as mutually exclusive. In fact, a well-designed LFG tool can enhance social interaction and help players form lasting connections while also facilitating content.
It’s important to acknowledge that not everyone has an established network to rely on—especially newer players or those who play at less popular times. A LFG system helps these players meet others with similar goals and interests. These initial encounters can naturally grow into friendships, guild memberships, or even regular groups. In this sense, the system acts as a starting point for building relationships, not a replacement for them.
The idea that an LFG system should focus solely on “people, not content” is a bit restrictive. In a game like Ashes, content is inherently tied to the community experience. Whether it’s a dungeon, quest, or event, these activities are opportunities to connect with others.
A robust LFG system doesn’t detract from the social aspect of Ashes—it supports it. By bringing players together, whether for content or companionship, the system fosters collaboration, creates shared experiences, and strengthens the overall community. Rather than limiting what the system can do, we should ensure it’s designed to facilitate both short-term goals and long-term relationships.
Your character goes to the location (not some part of yor UI), and then you use local chat to ask if anyone would like to form a group for X dungeon, OR if any group wants a lvl L class C.
THAT is the system.
The simple reason why this isn't quite as good (without being a bit odd) is that if a group of 8 forms and is doing something in one area, and one person has to leave, disconnects, or even 'mentions that they will need to go in 15m', that group is not at the Tavern to recruit a new member to join them.
This isn't an issue or anything, after all, this is a world where every Citizen of a Node can talk to every other no matter where they are, probably, I'm just reminding that the Tavern board isn't likely to be the way this works out for non-roleplayers (and even for some roleplayers).
A non-UI solution is fine for a low population where the local chat won't be flying by.
Problems arise when you have 50+ people of different levels, experience and needs look for people. A locka tavern char works, but it's just a big hurdle and bring with it some annoyens when you have a big population.
Neither do I, which is why I am detailing for you how to make that happen.
Allowing players to filter by content means people will look at the LFG system as a means to get updates. Not having a filter will see players look at the LFG system as a means of meeting people to run group content.
I understand your concern, but I don’t think filters change the fundamental purpose of the LFG system. Filters don’t force players to exclude others—they simply allow people to narrow their focus when needed.
For example, the system could use tags. Groups could select a few relevant tags for their activity, allowing players to sort by those tags if they wish. However, the group would still be visible to players who haven’t applied any filters. This way, the system remains inclusive while also providing practical tools for finding groups efficiently.
In a large game with many players, a non-filtered system could quickly become overwhelming due to the sheer number of listings. Even with fewer listings, filters help players find something that fits their current goals without wasting time sifting through irrelevant options.
Sure, but this isn't an issue in Ashes - since it would be a requirement for this LFG system to only work within the one given node and perhaps it's neighbors.
You are already losing 90% of players on the server due to them not being in a location that allows you to group with them in any reasonable way - there is no need to filter out more than that.
The projected current users per realm is 8-10k, with an initial limited number of users of 15k. Which will later be 50k.
10% is 0.8-1.5k users, and let's say only 10% of those are looking for a group. That is 80-150 people looking for a group. Let's say 50% of them is in a group, that's is still 40-75 active listings. That is quite a lot for people to go through.
This is just random numbers that technically have no meaning. I do believe that ashes will have a large player base, and 8-15k may be underestimating the total amount of active players on one server. And 10% looking for a group may be overestimating.
That 50k was the total number of players on a server - it was never the concurrent number.
There has also never been a claim of 15k concurrent.
The only actual statement is 8-10k concurrent.
The notion of being able to be flagged LFG while in a group is something you should assume won't happen.
The notion that there could be as many as 75 people flagged as LFG but none of them managed to put a group together from that pool is something you should assume won't happen. If it did happen, the only thing I know is that I don't want to group with any of those people, as they are either incompetent or lazy.
The reality is, with this system in place, we will likely see no more than 30 players LFG at any one node, across all level ranges.
This is why a system like this needs to be used with the intent to just find *A* group, not to find a group to do something specific.
I see your perspective, but dismissing the potential for a large number of LFG users as “unlikely” or assuming it doesn’t require a better solution feels shortsighted. As the player base grows or during peak times, the number of LFG users could easily surpass 30.
Ignoring this possibility and the need for efficiency prioritizes an ideal over practicality. The goal should be to create a system that scales well, supports diverse playstyles, and ensures players can find groups effectively, no matter how large or small the LFG pool is at any given time.