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The 2 Main Reasons people are quitting P2 already

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Comments

  • Lucascp92Lucascp92 Member, Alpha Two
    edited December 2024
    neobpm wrote: »
    Lucascp92 wrote: »
    neobpm wrote: »
    The main reason people are quitting the game: after many years waiting to play the "definitive MMO experience" they are hours and hours killing the same stupid mobs making the "definite experience" in a ultra boring grinding fest.

    At this moment the game is unplayable, I don't want waste my time with this, I hoped a real MMO experience doing quests, dungeons, exploring, PvPing, roleplaying, etc., but no, every time I enter the game I'm killing mobs in a spot to get lvl up and I bored the game.

    Come back in the beta then before your final decision

    Yes but, when beta will come? Nobody knows, I'm thinking with the current game state, it will be in too many years, then your proposal is not valid.

    June 2026, Steve told me. Trust me brother.
  • thunderfury2024thunderfury2024 Member, Alpha Two
    neobpm wrote: »
    The main reason people are quitting the game: after many years waiting to play the "definitive MMO experience" they are hours and hours killing the same stupid mobs making the "definite experience" in a ultra boring grinding fest.

    At this moment the game is unplayable, I don't want waste my time with this, I hoped a real MMO experience doing quests, dungeons, exploring, PvPing, roleplaying, etc., but no, every time I enter the game I'm killing mobs in a spot to get lvl up and I bored the game.

    💯
  • LodrigLodrig Member, Alpha Two
    The state of gathering, especially metals is FUBAR. The way the metal resource nodes operate, their respawn timers and how existing spawned resources do NOT get rotated unless they are gathered seems like a massive oversighted from the gameplay perspective, nevermind people enjoyment of the actual gather process. Wake up Intrepid's senior game designers.

    The gap seems to be more in the implementation then the design. Over and over were given placeholder systems which are only fit for PTR testing being pushed out to the wider Alpha. Intrepid has detailed plans and concepts but none of thouse details are making it into what were playing, and thouse details are vital.

    In the worst instances this is allowing blatant exploits of war systems and PvP, exploits which were BLINDINGLY obvious to anyonw who know anything about MMO's.

    With regard to harvesting it really seems like they have no dynamic getherable spawn system which adjust spawn rates based on server population/playtime. Something which should have been obvious to any modern developer who is wildly shifting the population density in testing.
  • NeverlossNinjaNeverlossNinja Member, Alpha Two
    People just know that if the devs are set on a way of doing things, they won’t change it if there is something about the game that is annoying you. What we get, is what we are stuck with.
    Like sbmm in apex legends.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Shinto wrote: »
    I do wish that Steven’s vision for a more old school grindier approach for Ashes was more evidently advertised and transparent such as being included on the web page or on the alpha purchase page for example. Had I known that was his intention for the game, I would not have paid to have myself and someone else enrolled for the alpha. I’m assuming that was intentional though to encourage more people to pay for the alpha and get more revenue.

    I think there’s a lot of great ideas for the game. I also appreciate the monthly updates and openness with the public regarding timeline and development plans/progress. However the main reason I was fine with paying over $100 per person for two people to help test a game in the early stages (which is not the norm for mmos) is because I was fine contributing my money and time testing a game that had goals that aligned with my own ideals for an end product. I thought the initial gameplay that was lacking in quests for level progression was due to the nature of being an alpha but am now suspecting that is the intention and plan for the future after seeing Steven’s quotes about Ashes being on the “grindier side.”

    I would have liked to join last week’s few test sessions where characters were given max levels so the developers could test specific aspects of the game, but these session were hosted during normal work hours multiple times. They were over by the time work and dinner were done so I was unable to participate, unfortunately. I did like the idea of those very specific tests, though, which would allow the developers to test specific things they wanted to work on, provided a goal and framework for players to know how they could contribute to testing, while also providing a rewarding experience for testers to see the potential of the game (max level means the opportunity to explore all the different skills and builds a player could look forward to).

    To be fair there is alot of fine print and false advertising with ashes, it's quite frustrating
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