Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Things I dislike in ashes currently
Graill
Member, Alpha Two
Players "owning" towns should not profit in any way from gold contributed to towns or via taxes, not materials, not money in anyway for individual usage, this includes monarchs or anyone in charge. If members of a guild want to voluntarily give gold to whomever is in charge then let them, do not force them, or anyone. No personal use of current taxes, any gold for any player under any circumstance.
Taxes are a garbage idea, I do not play games to do the thing I pay in RL. Player run towns are a bad idea in general. Guilds being able to "use" and "represent" a town is fine, but setting taxes or getting other perks outside of sieges leads to a lower player count due to animosity, Again, my opinion and I invoke New World and their failed player run game and town upgrade system and taxes. Ashes will have the same mess and same exploits to address. Guilds/individuals should only be able to work for the town and gain some influence buffs but that is it. As for King, Queen, Monarch, that entire idea needs to be shelved in my opinion. The leaders in the real world are garbage in most cases, why would I play a game in which a small set of players set policy/influence in a game?
As it is social media influencers (Youtube, tiktok, twitch etc) with built in followers will own everything. I get Ashes uses social media for free advertisement to reach the masses, just leave it at advertisement, I do not want youtubers or any influencers running my game.
Player housing and storage is a huge thing, more than I think these devs realize right now. Flying mounts are a big thing, the world is massive enough. Just having select players have flying mounts is a no-go for me. Temporary usage DURING sieges, not before, and gone after is fine in my opinion.
Flying mounts that die after a set number of days as a raid reward is an ill thought out idea. Not having flying mounts in general is bad idea, again, the world is huge enough.
The devs said there is no pay to win, well that was a non starter comment with the kick starter and early crowdfunding. Later crowdfunding does use skins terminology. That is something the Ashes team will need to address as either they will revoke the mounts and home plots or refund if the game decides to retroactively rename everything "skins". This NEEDS to be addressed by the games owner.
What happens to a storage area when a node is destroyed? For a guild? For a single player? A small group of casual players? Time is something I do not want disrespected or lost simply because of baked in game mechanics. Having a warehouse destroyed because of a node or freehold being destroyed with items that took months to gather, large or small is not something I would enjoy. There is some clarification needed in this regard.
This is based on a small group of RL friends that will not be using the guild mechanics but look forward to OWNING homes, NOT paying taxes as some ill thought out time sink and having a decent storage solution, to enjoy a game not run by other players to the point it affects me visibly. Some would say ESO answers all my requirements, but ESO is not visually appealing, is old in the tooth, and does not have the PVP that ashes has. Only a couple game mechanics are deal breakers such as player owned towns as opposed to the preferred player assisted/represented towns concept.
Just some dislikes of mine so far. Just in case, I do not reply in most cases as these are simply likes and dislikes and require no discussion or response.
Taxes are a garbage idea, I do not play games to do the thing I pay in RL. Player run towns are a bad idea in general. Guilds being able to "use" and "represent" a town is fine, but setting taxes or getting other perks outside of sieges leads to a lower player count due to animosity, Again, my opinion and I invoke New World and their failed player run game and town upgrade system and taxes. Ashes will have the same mess and same exploits to address. Guilds/individuals should only be able to work for the town and gain some influence buffs but that is it. As for King, Queen, Monarch, that entire idea needs to be shelved in my opinion. The leaders in the real world are garbage in most cases, why would I play a game in which a small set of players set policy/influence in a game?
As it is social media influencers (Youtube, tiktok, twitch etc) with built in followers will own everything. I get Ashes uses social media for free advertisement to reach the masses, just leave it at advertisement, I do not want youtubers or any influencers running my game.
Player housing and storage is a huge thing, more than I think these devs realize right now. Flying mounts are a big thing, the world is massive enough. Just having select players have flying mounts is a no-go for me. Temporary usage DURING sieges, not before, and gone after is fine in my opinion.
Flying mounts that die after a set number of days as a raid reward is an ill thought out idea. Not having flying mounts in general is bad idea, again, the world is huge enough.
The devs said there is no pay to win, well that was a non starter comment with the kick starter and early crowdfunding. Later crowdfunding does use skins terminology. That is something the Ashes team will need to address as either they will revoke the mounts and home plots or refund if the game decides to retroactively rename everything "skins". This NEEDS to be addressed by the games owner.
What happens to a storage area when a node is destroyed? For a guild? For a single player? A small group of casual players? Time is something I do not want disrespected or lost simply because of baked in game mechanics. Having a warehouse destroyed because of a node or freehold being destroyed with items that took months to gather, large or small is not something I would enjoy. There is some clarification needed in this regard.
This is based on a small group of RL friends that will not be using the guild mechanics but look forward to OWNING homes, NOT paying taxes as some ill thought out time sink and having a decent storage solution, to enjoy a game not run by other players to the point it affects me visibly. Some would say ESO answers all my requirements, but ESO is not visually appealing, is old in the tooth, and does not have the PVP that ashes has. Only a couple game mechanics are deal breakers such as player owned towns as opposed to the preferred player assisted/represented towns concept.
Just some dislikes of mine so far. Just in case, I do not reply in most cases as these are simply likes and dislikes and require no discussion or response.
2
Comments
This creates a "duty" to your node, to your guild.... to your territory.
I would even allow at certain levels guilds to make in game official alliances (live EVE online maybe) to share the node ownership.
I think as well it is to a good idea to have a "Safe haven" , like Lionhold... but maybe more "bigger" and sophisticated. So there can be "pirate" guilds or mercenaries....
Total No go for me then and I'm sure I'm not the only one.
As you can see, according to the wiki only a % of the gatherable and processed items would be lost... but not the crafted ones.
Makes sense, it is a compromise between the 2 extremes.
There is no reference to a player’s specific materials stored in the warehouse being mailed to them. Stuff stored in player housing will be mailed (further down in the article).
I’ll wager a gold piece that the first major node war loss is going to result in a sea of tears, complaints to intrepid, charged forum posts, critical youtube vids, etc etc. Mainly from folks just not knowing the full effect of a node war.
I mean if you think folks are whining about copper now…
bro, its an alpha. its subject to change lol. youre not playing a game youre testing it
This dismissal is getting old.
I've done plenty of testing in my career and this is what is called results of the test. These are the things that your customer base or future hoped customer base are going to like/not like. Listen to it.
No one expects it all now, but they will expect it. That post was giving useful QOL interface feedback, quest feedback, systems and crafting feedback. It shows what is the priority for the user.
This isn't how the node system works.... >_>
As long as we have time to remove our materials before the war starts
Good news.
https://ashesofcreation.wiki/Node_sieges
If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![10] – Steven Sharif
Node destruction
Treasures in the debris field will take time and tools to uncover.[104][105]
The warehouse debris will contain a portion of all Materials (crafting components) and Gatherables that were stored in the destroyed node.[105][106][107][46][108]
The reliquary debris will contain a stockpile of shards of the relics that were stored there.[113][105][106][114][115]
The town hall debris might contain tax-oriented certificates that were held within the vaults and in the treasury.[106]
The stables debris might contain mount certificates that can be added to caravans in the future or sold on the auction house.[106]
Gatherables and crafting materials that were stored in in-node housing and apartment storage chests become lootable. These are not lootable if the node survives the siege- even if the housing buildings are destroyed or damaged during the siege.[107]
Unless your 100% confident in your node’s survival, I imagine having a plan to extract and move to a different node, or keeping a smaller cache of material (e,g. crafting in smaller batches) will prevent great losses if your node is razed.