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.
What Is Truly Wrong With Phase 2?
Belluccii
Member, Alpha Two
Hey everyone,
I’ve been keeping up with the updates for Ashes of Creation Alpha 2 Phase 2, and I noticed the addition of market stalls. While I understand the convenience they offer for trading, I can’t help but feel that they might take away from the core "community-driven" and "communication-focused" aspects of the game.
Since many people on P1 Lotharia know of my character, "FlashHeal," I can’t help but point out how such a system has already impacted the way the game is played. People seem to rely heavily on stalls now, and I’ve noticed a decline in direct player-to-player communication. Despite this, I still prefer selling "common" items through /global, /shout, or /say chats in-game because it feels more personal and engaging.
One of the things I love about Ashes of Creation is how much it encourages players to interact and negotiate directly. With market stalls, there’s a risk that player-to-player interactions will be replaced by static, automated systems. This could potentially lead to less engagement and fewer opportunities to build relationships within the community.
I wonder if there’s a way to balance convenience with community. For example, perhaps market stalls could have limitations, like requiring the player to be physically present or offering benefits for direct trades instead.
What are your thoughts? Do you feel market stalls enhance or diminish the community aspect of the game?
Looking forward to hearing everyone’s take!
I’ve been keeping up with the updates for Ashes of Creation Alpha 2 Phase 2, and I noticed the addition of market stalls. While I understand the convenience they offer for trading, I can’t help but feel that they might take away from the core "community-driven" and "communication-focused" aspects of the game.
Since many people on P1 Lotharia know of my character, "FlashHeal," I can’t help but point out how such a system has already impacted the way the game is played. People seem to rely heavily on stalls now, and I’ve noticed a decline in direct player-to-player communication. Despite this, I still prefer selling "common" items through /global, /shout, or /say chats in-game because it feels more personal and engaging.
One of the things I love about Ashes of Creation is how much it encourages players to interact and negotiate directly. With market stalls, there’s a risk that player-to-player interactions will be replaced by static, automated systems. This could potentially lead to less engagement and fewer opportunities to build relationships within the community.
I wonder if there’s a way to balance convenience with community. For example, perhaps market stalls could have limitations, like requiring the player to be physically present or offering benefits for direct trades instead.
What are your thoughts? Do you feel market stalls enhance or diminish the community aspect of the game?
Looking forward to hearing everyone’s take!
0
Comments
As for the communcation part, in my experience, if I (or my friends) saw a constant seller/crafter in L2's markets - we'd try to catch that player online and make a deal of buying out his stuff directly and asap. When we have the full game of Ashes, with its limitations on artisanry leveling and its local economy - I think what my friends and I did in L2 will be even more prolific in Ashes, cause seeing someone sell a T6 item would mean that they have access to a step in procurring that item, which in turn means that befriending them would be of high importance, if you want to participate in the crafting cycle (or even just want the final result).
I think that player stalls/shops is the best middle ground between interactionless auction houses and pure direct trade. We'll still have that direct trade, as long as we have chat that reaches further than 20m around your character, and we'll also have auction houses in economic nodes, but for every other situation - master card player stalls.
But,
If the AFK players (by the hundreds or thousands) needied to be present, added any lag whatsoever, I'd be against it. Though I'm sure the Devs could concieve solid work-arounds.
The stalls could be done better, the search system is buggy and maybe they could do it for each node instead of for each player's individual stall. I like the buying and selling system, I think when you try to put in too much "realism" it takes away fun/convenince out of the game
My personal people will note all the names for a kill list. Plenty of loot so far in a2.