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
the main big issue i had was visual clarity. with so many people using flashy effects on top of each other it was very difficult to see enemy attacks, or even recognize ally abilities.
one other complaint is the enemy respawn time. it is way too short. i had several situations where a mob respawned on top of me while the group was still clearing out the room. enemy density and variety felt good.
Freeholds pity all gone by the time I found 1
New dungeon looks like a lot of fun and tough
I feel like the boosting could be a bit more organized / planned. Hours wait line in Joeva to then hear its only for people going to dungeon and get your gear there. It really took away from me testing the freehold.
I managed to purchase one, but then after getting gear and running the dungeon real quick to see what its like, die to a bugged out bridge, then went for the freehold stuff.
I tried farming droppings, but took to long. Eventually people got back to me in chat and handed me some so i could craft the balls, just for server to go down as i reached my freehold.
Freehold feedback:
I managed to purchase one, cause we had figured out before hand you had to talk to the well. I saw a lot of frustrated people who didn't know and missed out. Not sure if the purchase way is going to stay the same, but with everyone now being put on one server, i can see the zerg guilds owning every single one of them. From what i understood the mayor was supposed to put them to auction, hope it will be that way in the coming phase. Planting things i can't comment on. Would have been useful if gm's also handed out some of the balls to the players owning freeholds, since it was rough trying to acquire those through in game means in such a short time. Which makes me curious as to the yield of those and if its worth it.
Also monsters should not be spawning on the freeholds.
Forgotton Forge:
The place looks cool, but the bridge at the bottom is really buggy. For some people it was active, for others it was not. But when trying to run across you still died due to lava burns. Mobs seemed to be decent hp sponges though, was kind of hard to judge if its enough to go in with just one party or you need an actual raid.
Amar
I was unable to test the Freehold housing system as all houses had been claimed by the time I figured out that one must talk to the well in order to purchase the plot. I will instead be speaking about the housing system as I have observed it via the Alpha Two Freehold Update and read on the Wiki. As someone who owns Freehold building skins, I have feelings about the current system as it has been presented thus far.
The Freehold housing system in Ashes of Creation is ambitious, offering deep customization and resource integration. However, its current implementation faces several challenges that may hinder accessibility, player satisfaction, and long-term viability. Transitioning to an instanced housing model could address these struggles while preserving the system’s core philosophy of meaningful player choice.
Struggles with the Current Freehold System
Land Scarcity and Competition
High Risk of Loss
Complexity and Upkeep
Isolation from Core Gameplay
Limited Scalability
Transitioning to an instanced housing model could address these challenges while preserving the meaningful player choice AoC is wanting to be known for. Instanced housing would guarantee access for all players, lower risks tied to node de-leveling, and simplify management while fostering social interaction through shared neighborhoods. It would also provide scalability for future content and allow for physical entrances in the world, retaining immersion while ensuring accessibility and inclusivity for all playstyles.
For those that want to argue about AoC not being for "RP'ing Andys" or whatever:
1. Inclusivity Enhances Player Retention
- Counterpoint: Even within a niche game, retaining a diverse playerbase is critical to long-term success. Hardcore players may drive initial interest, but casual players or those less focused on specific mechanics (e.g., crafting) contribute to the vibrancy of the game’s economy, social interactions, and community-building.
- Position: By making Freeholds more accessible and rewarding for a broader audience, AoC ensures a steady influx of players who can support the game's ecosystem, even if they do not fully engage with every system.
2. Complexity Doesn't Equal Depth- Counterpoint: Niche MMOs are often praised for their depth and complexity, but excessive micromanagement can alienate players who appreciate layered systems without the tedium of overwhelming mechanics.
- Position: Simplifying aspects of the Freehold system—such as reducing maintenance requirements or providing scalable housing options—would not dilute the complexity but would instead make it more approachable. Depth should feel engaging, not burdensome.
3. Player Freedom and Agency- Counterpoint: A niche game like AoC thrives on player agency. However, the current Freehold system imposes barriers (e.g., node dependency, land scarcity, and PvP risk) that may limit this freedom, even for committed players.
- Position: Improving the Freehold system by addressing its restrictive elements (e.g., allowing for more flexible placement or reducing node-dependent risk) enhances player agency and aligns with the game’s core philosophy of choice and consequence.
4. The Hardcore vs. Casual Dichotomy Is Oversimplified- Counterpoint: Many players do not fall neatly into "hardcore" or "casual" categories. Instead, they have fluctuating play schedules and varying degrees of interest in different gameplay systems.
- Position: A flexible Freehold system that accommodates different levels of engagement allows players to adapt their investment to their available time or interests. For example, hardcore players could still fully optimize their Freeholds, while casual players could enjoy smaller-scale benefits without feeling excluded.
5. Appealing to Niche and Mainstream Audiences- Counterpoint: While AoC aims to be a niche game, it must still attract a critical mass of players to sustain its ambitious development goals and server-based systems. Overly exclusive mechanics risk shrinking its player pool and harming the game’s longevity.
- Position: Balancing the Freehold system to be both rewarding for dedicated players and accessible to less-invested players strengthens the game’s appeal across a wider audience. This ensures the game can thrive financially and maintain healthy server populations.
6. Risk of Alienating Hardcore PlayersConclusion: Enhancing Accessibility Is Not About Catering to Casuals
The argument is not about diluting AoC’s niche appeal but about creating systems that feel rewarding and engaging for all players. By addressing the current limitations of the Freehold system, AoC can strengthen its player experience and maintain its unique identity without alienating casual players or hardcore fans. A robust housing system that caters to varying levels of commitment ultimately supports the game’s longevity, economy, and community—benefiting everyone involved.
Befallen Forge - Explore the dungeon!
Do loot drops feel fair for the amount of effort you have put in?
I saw one green item drop. Ran the dungeon a few times.
What was your experience with environmental hazards?
Felt good. Would like to see more. Like traps you have to navigate.
Does the difficulty, time-to-kill, and density of mobs seem appropriate for the area?
Yes, if the drops were dial up 10x. Currently, no--to high.
The Freehold owner is in the chat. I was able to get the droppings and plant the Flax and Blueberry. I didn't experience any special problems. It is not clear just how long these resources will grow. It would be convenient to have some kind of hint. (And a chair in the house to sit on)