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Mount Systems in MMORPGs: They Make or Break the Game

FalkathFalkath Member, Alpha Two
edited January 6 in General Discussion
I know the system is in early development, but I'd rather give ideas before, so let’s talk mounts. To me, they’re not just tools to get you from point A to point B. They’re one of the most important systems in any MMORPG on the same level as combat. A great mount system makes travel fun, gives you options in combat, and even becomes part of your character’s identity. Mounts aren’t just transportation; they can make or break how the whole game feels.
The best mount systems aren’t just functional, they’re dynamic, personal, and fun. If the mount system in an MMORPG feels bad, it drags the whole game down, no matter how good the other systems are. In fact, in the two examples I’ll bring up later, if you took the mounts out, the games would lose a huge part of what makes them enjoyable for me.
Right now, in Ashes of Creation, the mount system just feels... underwhelming and feels like its going the wrong way. The cast time to summon mounts is the biggest issue for me, it’s slow and clunky, and it doesn’t feel dynamic at all. The mount isn’t really an extension of your character; it’s just a vehicle you summon and put away.
Also, what really bugs me is that mounts don’t follow you. If I have to summon it every single time I want to move faster, and there’s this big delay, it kills the flow. A good mount system should feel seamless, not like a stop-and-go process. Even at lower levels, I’d expect mounts to be tied more to the gameplay, not just movement.

Two Games That Nailed It

- Guild Wars 2:
GW2’s mounts are incredible. They’re not just about going faster—they give you new ways to interact with the world. Whether it’s leaping across gaps, gliding over water, or scaling cliffs, each mount adds something unique. They even have stories and quests tied to them. Sure, the instant "summon under the player" mechanic wouldn’t work in Ashes, but the way GW2 integrates mounts into gameplay is something worth learning from.

- ArcheAge:
ArcheAge is much closer to what Ashes could aim for. Mount summoning is instant, the animations are quick, and mounts have actual combat abilities like charges, stuns, and buffs. Some mounts have crowd controls, others are fast, and some can make you charge through enemies without taking damage, so you always have a reason to use different ones. Plus, the system feels smooth, it’s dynamic without being overcomplicated.

How Ashes Could Improve Mounts

Here’s what I’d love to see to make mounts in Ashes feel truly great:

Fix the Summoning System: The cast time is too slow. As players bond with their mounts, the summoning should get faster, eventually instant at max bond. We also need an option for mounts to follow us so they’re always ready, or to stay on standby if we want to keep them safe.

Combat-Ready Summoning: This is non-negotiable. Mounts need to be summonable and desummonable in combat. It’s not just about utility, it’s about making gameplay flow. If you can’t pull your mount into combat when you need it, the system feels incomplete.

Dismount Skills: Dismounting should be tactical. Depending on the mount, you could use a dismount skill to engage or escape. For example, a warhorse could dismount into a knockback attack, while a fast mount could let you leap into a sprint for a quick getaway.

Knock-Off Penalty: If someone gets knocked off their mount, there should be a penalty, like a slow debuff or a brief stun. On the other hand, if they dismount themselves, they avoid the penalty. This creates a risk-versus-reward mechanic that makes combat more strategic.

Mount Armor and Gear: I love the idea of mount gear. Light saddles could improve speed, while heavy saddles add defense and make it harder to get knocked off. This makes mounts more customizable and gives players meaningful choices.

Bonding, Not Progression: Forget grindy progression systems. Bonding with your mount should improve its abilities—making it faster, reducing stamina usage, or strengthening its combat skills. It’s more immersive and feels more personal.

Variety in Mount Skills: Different mounts should excel in different areas. Some could have strong combat abilities like stuns or minor attacks, while others are better for utility, like detecting stealth or providing short-term immunity. It gives players a reason to collect and use different mounts.


For me, mounts should feel like an extension of the player, not just a tool you summon and put away. They should be useful in travel, exploration, and combat and they should feel personal. If Ashes of Creation can make mounts dynamic, seamless, and rewarding to use, they’ll be one of the game’s standout features.

What do you guys think?

PS : Steven, until you prefer to use the developer's console to move around, the mount system isn't there yet !

Comments

  • PhamPham Member, Alpha Two, Early Alpha Two

    I think the statement that mounts "make or break" an mmo is a bit hyperbolic, but I do agree that the current system could be vastly improved upon by taking cues from other successful implementations.
    "Put on the full armor of God, so that you can take your stand against the devil’s schemes." - Ephesians 6:11
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