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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here

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Phase 2.5 Feedback (so far)

LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
edited May 14 in General Discussion
Hello! I wanted to provide a few pieces of constructive feedback on the phase of testing.


When I focus on Artisanship, even early on in the game, I cannot make equipment that is useful to people who are focusing on leveling their Archetype. This makes me feel like focusing on Artisanship is not worthwhile. The level requirement on Artisan gear and the time it takes to get access to apprentice benches compounds this feeling. The required time spend to explore Artisanship also discourages me from exploring to find a best fit. This all makes me feel like Artisanship is designed to be done after your leveling is completed.

Has anyone been able to keep pace crafting gear for people who are focusing leveling their Archetypes? Does anyone else find Artisanship at the beginning to take too much time investment to explore different paths?


I am unclear on loot drop mechanics and I know it has changed over time. I am sure Intrepid wants the details not to be very clear. However, I feel that having some of the loot drop chances being intuitive and informed by observable parts of the game would be beneficial.
The reason I mention this is because I share updates on Ashes with friends who are interested in the game and the loot drop chances topic comes up it always frustrates them. I get asked "How would we know that? Why is it so complicated?" and I know some of it is related to the economy they want to create but it does point out a failing in the design I feel. Something observable like experience gain would be a great way to show a player if they are able to have a chance at loot from a mob or not.

Has anyone else had difficulty understanding or explaining loot systems to friends? Does it ever hamper your group composition or feel overly complicated?
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Comments

  • LudulluLudullu Member, Alpha Two
    Leukael wrote: »
    Has anyone else had difficulty understanding or explaining loot systems to friends? Does it ever hamper your group composition or feel overly complicated?
    To all my friends it's really easy - you either drop the item or do not.
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    I meant more the likelihood of drops being influenced by level of archetype in relation to the mob(s) you're killing. To me, there is not anything in game while playing that gives you an indication of that mechanic.
    Stag-Axiom-Sig-LEAUK3.png
  • LudulluLudullu Member, Alpha Two
    Leukael wrote: »
    I meant more the likelihood of drops being influenced by level of archetype in relation to the mob(s) you're killing. To me, there is not anything in game while playing that gives you an indication of that mechanic.
    Do believe the name color is the direct indicator of that. White is the proper range. Blue is lower, orange is slightly higher but proper enough, red is higher. Ideally you want to be in the proper or at least in proper enough.
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