Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
So for whom is this game is supposed to be for?

From my perspective Phase 3 has shifted the gear progression into a full on pixel grinder. There is no illusion anymore about the past Intrepid proclamations about "We hate grind". Steven's past declaration that player progression can be achieved through different paths can be boiled down to mindlessly grinding mobs or resource nodes for 1000s of hours. Now if only this could be done through varied and engaging gameplay loops, but so far the core gameplay becomes pure drudgery at higher levels.
This is true for the all character progression paths currently available in the game: gear, citizenship, guild and node progression. Especially if you consider material rarity requirements, the current game trend demands an insane amount of materials and gold to craft ONE item, and we aren't even even the intended level cap. At that trend, what are going to be requirements for a level 40 or 50 item?
What is even worse this unhinged grind is extremely repetitive and not engaging. The game offers ZERO gameplay. I'm sorry but in 2025, hitting dumb pve bot spawns and hitting node resources isn't gameplay even for a mobile game.
Here is a thing about the actual sandbox feature which can actually lead to some player created, dynamic content, whatever that is running crates, caravans, ship combat, guild and node wars. If you want to take part in that content and have any chance to enjoy it, you are forced down a very long, dull path. Nevermind even character levelling grind, or important of balance in sandbox competitive content, whatever that would be class, guild size or gear related balance.
Hence the question: For whom is this game is supposed to be for? Do you even realise what is an average age of your playerbase?
I get it that there are some individuals who can afford to eat, sleep and play one game 24/7, but that's is not your average player, and definitely not an average MMO player out there. People have jobs, studies, families, and life outside Ashes, and the way the current game and content is shaped, you simply won't be able to compete in the player driven content without quitting your actual life.
Is this really a sensible business model for a game which as it is is aiming for a very niche market?
This is true for the all character progression paths currently available in the game: gear, citizenship, guild and node progression. Especially if you consider material rarity requirements, the current game trend demands an insane amount of materials and gold to craft ONE item, and we aren't even even the intended level cap. At that trend, what are going to be requirements for a level 40 or 50 item?
What is even worse this unhinged grind is extremely repetitive and not engaging. The game offers ZERO gameplay. I'm sorry but in 2025, hitting dumb pve bot spawns and hitting node resources isn't gameplay even for a mobile game.
Here is a thing about the actual sandbox feature which can actually lead to some player created, dynamic content, whatever that is running crates, caravans, ship combat, guild and node wars. If you want to take part in that content and have any chance to enjoy it, you are forced down a very long, dull path. Nevermind even character levelling grind, or important of balance in sandbox competitive content, whatever that would be class, guild size or gear related balance.
Hence the question: For whom is this game is supposed to be for? Do you even realise what is an average age of your playerbase?
I get it that there are some individuals who can afford to eat, sleep and play one game 24/7, but that's is not your average player, and definitely not an average MMO player out there. People have jobs, studies, families, and life outside Ashes, and the way the current game and content is shaped, you simply won't be able to compete in the player driven content without quitting your actual life.
Is this really a sensible business model for a game which as it is is aiming for a very niche market?
My lungs taste the air of Time,
Blown past falling sands…
Blown past falling sands…
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https://forums.ashesofcreation.com/discussion/68641/so-for-whom-is-this-game-is-supposed-to-be-for/p1?new=1
Blown past falling sands…