Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Comments
For instance I think Alts should be able to share citizenship, guilds, professions and housing but players should still be able to hop on a tank, dps or healer without any MAJOR nerfs... Some players will be player for many hours and some (Including me) might want to switch up roles after a few hours a day of playing.
Any thoughts?
Most MMO's end up limiting themselves to end-game content, almost punishing players from deviating off the [optimal lvling path] (lvl boosting in dungeons, for example). Are there any plans incentivizing players to take a more social/adventurous approach? How will you reward players that, instead of rushing to max level, decide to have fun with friends, explore the world and lvl up having fun?
It looks like you have smoothed out so many essential bugs (ghost ai and falling world, hello!) and i am sure testers are itching for more to test!
А что делать, если вдруг меня не было в игре месяц или больше и за это время город уничтожили. У меня там был дом и потерял его. В нем находилась мебель. Что станет с мебелью? Сколько будет стоить купить новый дом? Могу я покупать несколько домов в разных городах?
twitch.tv/ashesofcreation
What are your thoughts on big dependent inter-locking skill systems via level requirements? Like hopping from one skill to another to create something like in OSRS.
I would appreciate if you would like to convert ur time to CEST by default, for us European's
Kind regards Amadeyo
Edit: It's 20:00 CEST (for you who wonder's)
@Maezriel - Death penalties will apply as normal throughout the open world other than for the PvP events you've listed, so it would likely depend on your flagging status. Death penalties are not planned to differ between PvP and PvE, but this is subject to change.
@Nostra, @ViBunja - Stay tuned as we share more details on military and divine nodes, including their services and superpowers, as we continue our Know Your Nodes blog series!
@Darkfuria - You can check out more on our philosophy around increasing boss difficulty and adaptive content here.
@Altii, @Kesarakk - You can check out more on our plans for how augments will change spell colors and general FX here.
@Dante Machiavelli - As it stands, SEA and OCE have been shared as separate server regions at this time.
@NiKr - When another "guild" lays down a declaration scroll to start the siege, it alerts the region and shares the name of the caster/guild leader (for the 5 minute rooted cast), so that others can interrupt as they wish before casting is complete. All of this will be subject to further testing of course!
@McShave - Much of that will likely depend on the information we gather from Alpha One, but you can see more on where we've previously shared our plans for Alpha Two here.
@Neatche - As of right now we are working towards implementing all of the systems we have shared plans for previously!
@WinnieV12 - This may just be due to the particular camera zoom/angle that Steven has shared in more recent videos, to show action in things like sieges on a larger scale. You can still zoom in closer and lower behind your character to get that same close-up feel!
@Elias13 - If there were players in-game sharing messages that you would prefer not to see, we would likely be giving you the tools to ignore/block them yourself so you no longer have to interact with them. In addition, if there were spammers abusing the chat system, there would likely be reporting mechanisms to bring those to our team's attention for review as well.
@Emba - Sorry, it's already been confirmed that shields can't be dual wielded!
@GarMr - Currently Ashes of Creation is being developed for Windows PC.
@Hjerim - Looks like I shared an answer on this one for you more recently! At the moment our design plans for the API are still under consideration, and we'll keep you posted as we have more details to share on that front!
@Grum, @MasterOfPain - You can check out more on our plans for in-game voice chat here.
@Asraiel - We previously shared our primary goals for our Alpha One testing and the systems we were focusing on in our news post here.
@Azherae, @Tsubo, @SoggyBandaid, @UlissesNeverMisses, @JustVine - Stay tuned for more details on artisan professions and their mechanics as we dive deeper into testing them with you!
@Teologi - In recent days, Steven has chimed in on places like Twitter to share his thoughts on the matter!
@Slov, @Argantis, @Kusaijshi - As we are still very early in Alpha at this point, I would expect to see many additional iterations on combat as we progress throughout testing with our community's help!
@icosahedron - You can check out more on where we've discussed server populations and limits before here.
@countbrownbear - As of right now, NPCs will have voice-acted audio greetings, but narrated quest lines are not currently planned.
@punkte, @LittleLightz, @RdScorpion, @Lizuki, @Dizz, @angelicshiya, @l3v3rag3, @nightragner, @Tiuan, @DavisB, @Sago65, @copperlein, @Trufflecat, @mr n0body - Please only share one question next time as requested, and the more direct/succinct it is, the more likely it is to be selected by our team!
@Lloyd - Yes, the Underrealm is planned to have its own node structure as well, including the possibility of metropolises.
@Celestial Scythe - Right now since our main focus is on stability as well as a few other core areas, with our community's help we've been able to see some great early improvements on that throughout testing!
@StorySurgeon - As of right now, the only way to gain corruption is through PvP. Corrupted areas in the world do not confer corruption onto a player either.
@Erodgemon - During this most recent phase of Alpha One testing, our QA team estimates they've received approximately 10,000 bug reports so far (this doesn't account for duplicate reports of the same bug or reports of things that were already on our Known Issues lists).
@XMandri, @DAL, @Weaversong, @Valkura, @ButtercupClover, @Breeze Salhyrr, @keyframe, @Esoteric, @DrPDQ - Stay tuned for more details on archetypes, classes, and their skills and augments as we share more blogs and videos in the lead-up to upcoming testing!
@KeeperBrGO - You can check out the regions we currently plan to support here, and we'll be keeping this page updated if additional regions are added due to level of interest!
@Jokery - If you're referring to cosmetic items, our themes have a tendency to follow along with seasonal changes as well - so perhaps something more around Spooktober will spark your interest!
@Powurshot - Since Verra itself will be evolving as nodes grow and decay, each server will have its own lore and story to tell over time!
@unknownwon - From what we've shared previously, it sounds like you would only be able to transition to a naval caravan where land meets ocean, not necessarily on rivers.
@skearnz - You can check out more on our plans around racial augments/benefits here, and stay tuned for more details as we dive deeper into testing them with you!
@Elviajero - While we will likely rely heavily on player reports to catch inappropriate naming/imagery in-game, ultimately that kind of action would likely be taken by an official Intrepid GM rather than our community members.
@RowniSciponi - If you're both citizens of the same node, no; you are not eligible to control monsters attacking a node where you're a citizen. If they were in a different node, you could theoretically disable certain buildings or services within that node during a monster coin event.
@Dreoh - Much of the point of early testing with our community is to identify these sorts of edge cases in a variety of systems, though our focus will predominantly be on group balance rather than 1v1 balance.
@Hedgemon - For our ongoing Alpha One testing, getting our servers in a stable state for more persistent testing over longer periods of time with a larger group of external players has been a big milestone for our team!
@alusi - While we haven't shared an exact timeline around that yet, we are continuing to add new options and settings to our UI all the time, and will continue to do so based on player feedback around certain features!
@Noelzy - As of right now we haven't announced any specific plans for when you might be able to use your existing cosmetics during testing, though all players currently have access to test out what many of them look like through the mounts and armor currently available in-game!
@KingJK04, @thejo44 - Nodes across Verra will continue to rise and fall, not only through player-driven actions like sieges, but also through system-generated occurrences like world events.
@Hutchy1989 - You can check out more on where we've shared our plans for weapon progression here, and stay tuned for more details as we begin to test this feature out with you!
@NigglyNathan - We plan to provide you many options to customize your UI to your liking!
@Thebotanicpanic - Storyline quests can be failed, so if your node is deleveled or destroyed, you might "fail" the quest accordingly.
@chasemm18 - You can check out more on where we've shared our plans for a dye system here.
@Garmanicus - We are currently gathering and reviewing feedback from our community on the combat status duration, based on several threads that were merged together in our Alpha One forum category on that topic!
@Juzy - Yes, you will need multiple characters to try out all the classes, as you cannot change your primary archetype (though you will have some ability to change your secondary archetype).
@Tyranthraxus - You can check out more on our plans for freehold placement and any related restrictions here.
@Witzzer - Class spells may see effects change based on augments chosen for those spells; weapon progression is separate and independent of class choice.
@SongRune - Right now the music in Alpha testing is placeholder, so keep an ear out for more info as we start to debut Bear McCreary's music!
@BenjiroRyuu - Right now we are continuing to work with the MY.GAMES/mail.ru teams to migrate over your existing packs to our system, so keep an eye out for additional emails with details on the next steps to take!
@Schmuky - Previously we've shared that you'll be able to adjust the reptilian, mammalian, and humanoid attributes of your Tulnar, and we'll keep you posted with more examples as we continue throughout testing!
@Vuitton - As racial skins are cosmetics that you would add onto your existing character, they will not change your stats or add any other benefits accordingly.
@LoneStar2911, @Hevel - We haven't announced any test or release plans beyond our current Alpha One phase at this time!
@Melofeign - There are other quests currently implemented that have consequences for not paying attention/failing to read, such as if you pick too many flowers in another cave
@Dazaroc - Your secondary class will only add augments to your primary class's skills, not any additional skills. In terms of differentiation, keep an eye out for more details as we share more on classes, archetypes, and their skills and augments!
@Somaxabish - As it stands, progression pathways are intended to be on a per-character basis.
@Wegica - You can see more on where we've shared our current policy on multiboxing here.
@Sneakz - Previously we've shared that prone and crouch will likely not be in the game.
@Naturkunskap - You can check out more on our current philosophy around macros here.
@Kornnut14 - It sounds like you're referring to the Underrealm and Tulnar! There are currently some Underrealm areas available in Alpha One testing, and stay tuned for more details on the Tulnar as we continue through testing!
@GrimStrider - I think Steven is more of a dog person than a cat person
@Uruloki - You can check out more on where we've discussed tidal patterns before here.
@onyxum - You can check out more on where we've shared our plans for PvP arenas here.
@dmsephiroth - We haven't announced any plans for a "spellcrafting" mechanic along those lines at this time!
@Llwyden - Guilds can have guild halls as part of the guild freehold system, but they would likely still be subject to the same mechanics during node sieges as other types of freeholds.
@Teyloune - Previously we've noted that there will not be a loot box system for cosmetics.
@DesertFox2, @Forlight - You can check out more on our philosophy around alts here.
@Ryliah Dragonvale - While there won't be an alignment system per se, you can check out more on where we've shared our plans for reputation here.
@Zomborkus - Keep an eye out for more details on our Tulnar friends as we continue throughout testing!
@HellzBlessing - You can check out more on our philosophy around combat here, as well as our philosophy around balance here.
@darksinge - As you've noted, while we've shared our overall vision for the game and goals we're trying to achieve, it will be critical to gather player feedback throughout testing to refine these ideas.
@Heruwolf - You can check out where we've previously shared our plans for artisan classes here.
@GrilledCheeseMojito - While the game is being built around a third-person camera, there is currently a toggle in Alpha One testing to hide your UI to take pretty pictures!
@Count Slackula - There will definitely be a lot of coordination required, from building a node together to crafting interdependencies, that will rely on you all helping and trusting each other!
@HexNSlash - You can check out more on where we've shared details on coastal nodes and potential naval sieges here.
@Desorda - That would be up to Steven and Jahlon to decide together
@Grumpy - Anything is possible, with its own unique Verran twist :P
@Nerror - During the 1-week grace period after a successful node siege, another node may take over the zone of influence of the freehold. The freehold owner will be required to undertake a quest process to have their freehold adopted by the new node.
@PookyBear - Players will be able to opt to allow their beneficial or non-beneficial AoEs to hit other players or not.
@Amar - While the tavern music itself may be picked from a list of choices, you could possibly set something like that up through tavern voice chat.
@AidanKD - Right now our Alpha One testing is focused primarily on stability and core systems, rather than content testing, so our planned fixes and implementations are mostly around that!
@bociekpro - We've been excited to see the performance results of our 100v100 siege testing so far, even when we spawned in hundred of bears to help out as well!
@BIGDEN - You can only own one freehold per account, and you can check out more on what happens to your items when your freehold is destroyed here.
@Inwiczxiae - We haven't shared those specifics on harmonization at this time, but we will keep you posted on that front as we get closer to launch!
Thanks to all for stopping by, and we'll see ya again soon for our next stream!
Hiya friend! If you click the text in the message you quoted, "Click here to convert this to your local time", it will take you to a link that automatically converts the time to your local time zone for you! Since this is an external link, you will likely see a warning first that you are leaving the forums to visit another site.
Btw, a @mention here doesn't give a notification for me, whereas it does in General for example. So people may not be seeing your answers. Dunno if intended or not.
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