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Reason I currently do NOT want to play the game

Kiwi_Kiwi_ Member, Alpha Two
edited May 3 in General Discussion
With the most recent wipe and patches I was actually quite curious and considering to join the testing again
However... the current testing environment really keeps me from doing so, since I simply don't enjoy how things are, they have been similar when p2 started and got worse now especially with only one server so let me explain...

The sheer amount of people in the world and the locations are great to stress test the servers, I understand that, but having to spawn camp normal monsters with dozens of other players isn't really what I would call playing or playtesting the gameplay and how it should be when the game releases
Afaik it also does not represent how the player density is supposed to be on release as the world will be much bigger with a (previously in streams stated) concurrent player count being aimed at ~10k iirc.
But now it's around the same numbers on like a quarter or less of the final world map?
And even though player density is at such an extreme, adjustments to systems and environments, scaling, spawns etc etc are already being made as a reaction to how things are going with the current numbers of players, this doesn't make sense in my eyes
Unless it's because you want to push the server capacity to actually have a similar player density for the final game, which would honestly be a reason for me not to play at all, because this right now is not fun. It doesn't feel like a large world, it doesn't feel immersive, it just feels like an overcrowded main station where it's just too many people and you don't really wanna be there because it's nothing but stressful and exhausting

I do understand that extremes are needed to improve and work on server performance, I do know this is an alpha and it's for testing and not playing, I have been following the game for many years now and I don't mind waiting many more
But imo the alpha should be treated like an alpha, a little more like it's partly being done on the PTR that I have access to as well, where I honestly expected more testing to be happening than it is
Right now I personally feel like it's neither half nor whole
Like if you wanna test server performance - have people test server performance by doing things like you did with the siege testing. If you wanna have people test the economy, create a space and player density similar to the finished game. If you want people to test the gameplay how it's supposed to be then treat it like that for that test. This goes for basically everything

But with how things are right now I feel like a lot of things are not really testable in a way that actually makes sense - again, unless plans have actually changed and this kind of extreme player density is what you're aiming for - which I really hope is not true


edit/addition:
just to clarify - I don’t mind contesting for spots, POIs etc, that’s part of the game and should be. That’s not what this is about

Comments

  • LudulluLudullu Member, Alpha Two
    Due to the nature of dungeons and POIs on release, this will be the reality of the game across majority of lvls.

    Nodes with the most people will grow in lvls. Those higher lvl nodes will have bigger dungeons and higher lvl mobs. People who want to keep leveling will go to those location, because they'll be the optimal spots for progress. This will naturally create player funnels, which in turn creates player friction, resource scarcity and risk/reward decision-making.

    If you don't like contesting farming spots with other people, Ashes might, in fact, not be a game for you.
  • Kiwi_Kiwi_ Member, Alpha Two
    That’s not what I meant at all, made an edit to clarify since I can see how it can easily be misunderstood by the way I worded things and by the ongoing discussions about pvp etc
    it’s a pvx game and contesting is part of that and should be
    but if they want people to play test the game the way it’s supposed to be like on release, gameplay loops, economy etc imo the player density etc should reflect on that VS when they wanna stress test the servers for stuff like starting areas or large pvp events then it should be a dedicated stress test
  • LudulluLudullu Member, Alpha Two
    Kiwi_ wrote: »
    That’s not what I meant at all, made an edit to clarify since I can see how it can easily be misunderstood by the way I worded things and by the ongoing discussions about pvp etc
    it’s a pvx game and contesting is part of that and should be
    but if they want people to play test the game the way it’s supposed to be like on release, gameplay loops, economy etc imo the player density etc should reflect on that VS when they wanna stress test the servers for stuff like starting areas or large pvp events then it should be a dedicated stress test
    But that was kinda my point. I believe this is exactly how things will go down, even if the planned ccp of ~10k remains. And it will only be closer to what we're experiencing right now, the higher the nodes grow.

    We'll have 5 spawn points on release. That's, on average, 2k people per spot. There'll be some basic quest lines that will take people through the gameplay loops. All of those will be overflowing with people. Any of the commissions that people take will be overflowing with people. Any resource that's present in the relative vicinity to the spawn gate will be contested to all hell, because 2k people will descend on them like locusts.

    And supposedly most people on release will also be casuals/newbies, so they won't know all the proper leveling paths and optimized routes. Which means that things will be even worse than now, cause right now we have a fair bit of hardcore players who've gone through 2 phase starts already, who optimized the leveling routes as much as possible and who're also immediately playing in near-full groups - all of which allows them to shoot through the lvls and location waaay faster than some random dude who's reading the quests and trying to understand what do they even do in this game.

    In other words, I really believe that what we're testing right now is exactly what will be happening on full release. Which means that the data Intrepid are getting from our testing will be quite useful to them. They'll know which types of quests to boost with an alternative path (i.e. alchemy bottles for Purification Powder in the Alean ruins) or which mob respawn timers to decrease because the player heatmap shows that it's the most frequented mob for anyone between lvl3 and 5.
  • SmileGurneySmileGurney Member, Alpha Two
    edited May 3
    I'm taking it easy in P2.5, mostly taking a break until the actual P3 hits. If you are interested in playing the game, just wait few days and the sweat horde will move on to higher level spots fairly quickly.
    My lungs taste the air of Time,
    Blown past falling sands…
  • CawwCaww Member, Alpha Two
    Kiwi_ wrote: »
    ... extreme player density ...
    Nobody likes waiting "inline" to test/play a game and AoC has reduced server availability, in Aug. the server time will increase by 40% (2/5) more which will help everyone. But I'm with you, I waited taking the testing seriously until May when the servers were going to be 24/7 and that got pulled so now I'm waiting until Aug. for unrestricted access.

  • blobsterblobster Member, Alpha Two
    edited May 3
    Yeah I am a recent addition to AoC and the leveling experience is pretty meh especially on the 1 server, it's waaaay overpopulated :) I imagine we will be able to choose where on the map we spawn in the future? That will help a lot i think

    In the end it will all depend on how good the combat will be at higher lvls, i am still < lvl 10 so.. Cant really say much heh

    Edit: Spawn rates in general are really bad.. at least for quest spots like griffins etc.
  • CopperfieldCopperfield Member, Alpha Two
    got the alpha 2 package... but i dont have the urge to login into this game.. it is just not it.
  • daveywaveydaveywavey Member, Alpha Two
    got the alpha 2 package... but i dont have the urge to login into this game.. it is just not it.

    Yeah, it's not a great feel, right now. There's still plenty to test, though, but I understand if you want your first taste of Ashes to have a less disappointing flavour.
    This link may help you: https://ashesofcreation.wiki/


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  • nameis2nameis2 Member, Alpha Two
    I get where you're coming from, with how it's like; it seems the dev clearly don't look at other games and see what they did wrong. P2.5 just show that this game is doing the same failed stuff that wow did years ago and its not looking good. They need to look at how GW2 did their beta and try to do something more similar to that or create a more similar system so people don't have to line up waiting on spawns, copper node & etc. By far GW2 has had the best testing of all the MMO I've tested for out of the major MMOs.

    I know this is going to be pvp focus, but crafting nodes should just be spawn shared like how its done in GW2, ESO, & modern WoW. They want to create reasons for fighting but, they can easily create crafting focus mini spots in zones; ie) mines, garden & etc. Have these mini area nodes be capturable that will spawn guards to guard it from other factions. With the benefit of increasing the quality & amount of gathering outside of the mini area nodes, and have tons of nodes to gather from inside those mini area nodes (mines, garden, etc). While it also affects the build-up speed & other benefits for town/city nodes in the area under the groups' control.
  • LudulluLudullu Member, Alpha Two
    nameis2 wrote: »
    I know this is going to be pvp focus, but crafting nodes should just be spawn shared like how its done in GW2, ESO, & modern WoW. They want to create reasons for fighting but, they can easily create crafting focus mini spots in zones; ie) mines, garden & etc. Have these mini area nodes be capturable that will spawn guards to guard it from other factions. With the benefit of increasing the quality & amount of gathering outside of the mini area nodes, and have tons of nodes to gather from inside those mini area nodes (mines, garden, etc). While it also affects the build-up speed & other benefits for town/city nodes in the area under the groups' control.
    You have just described the perfect tool for zergs to win the game in an even bigger way than they already will. This kind of design will not magically give everyone more resources. It'll simply give the zerg more stuff, while everyone else will be in the same situation, except they're now worse off because the zerg is in a much better situation.

    There's also no real factions in the game, because no matter whether you choose for guards to defend vs guilds or nodes - there's simply too many enemies to choose from, so you can't defend against everyone. Not like guards would even be able to do that, unless you made them as OP as the ember spring ones are (which would be an even bigger boon to zerg).

    And I'd imagine this kind of design would impact economy in all kinds of ways. Recipe requirements would shoot through the roof even more (while majority of people don't have the mats for it), node building requirements would be just crazy which will mean even slower progress of crafting and by lvl 50 the base lvl of the crafting pyramid will get to thousands of mats per single item, simply because it'll all stack up together.
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