We still believe in the vision of Ashes of Creation. That’s why many of us have been loyal backers for years, eagerly awaiting the game that promises to reshape the MMORPG landscape. However, with the recent NDA lift for Alpha 2, it’s hard to ignore the widening gap between what we’ve been told and what we’re seeing.
Steven and Intrepid, this isn’t just about missing features or bugs—those are expected in development. It’s about the lack of transparency and consistency in what’s being delivered compared to what was promised. We supported this project because we believed in your vision, but lately, it feels like we’re being misled with overpromises and underwhelming results.
This post isn’t about attacking the development process. It’s about asking you to focus on honesty, clear communication, and delivering on your commitments. We know the game can live up to its potential, but only if you stop overselling and start being more realistic with your updates.
1. Character Creation:Promised:
AoC promised a highly detailed character creation system with various races, unique traits, and deep cosmetic customization options. It was often marketed as one of the most detailed MMORPG character creation systems to date.
See here, and here.Reality:
The actual implementation in Alpha 2 seems to fall short. The character creation feels limited, with fewer options than expected. While the visual fidelity is impressive, many testers have reported a lack of racial uniqueness and limited cosmetic customization. This has left some players underwhelmed given the previous promises of depth and variety.
2. Quest Design and Node System:Promised:
One of the major selling points of AoC was the node-driven quest system. Nodes were supposed to evolve based on player actions, unlocking new quest lines and branching storylines, making every server feel unique.
See here.Reality:
Unfortunately, many players feel that the node system hasn’t lived up to its potential. While nodes do exist and maybe level up, the dynamic questing system feels underdeveloped. Quests seem repetitive, with little variation across different nodes. Testers have pointed out that node progression doesn’t significantly alter the types of quests available, leaving them feeling like standard MMO fetch or kill quests.
3. Classes and Combat:Promised:
The class system was intended to be revolutionary, offering 64 combinations through the archetype system, with meaningful augmentations that would make class choice impactful and diverse.
Reality:
Testers have found the class system currently lacking in depth. The lack of variety and depth in combat makes it feel sluggish and in need of refinement. Combat is often compared unfavorably to older MMOs, lacking the fluidity and innovation that was promised. We’re not seeing the combat system evolve into the dynamic experience it was supposed to be, even without the augment system in place.
4. Events and PvE Content:Promised:
AoC’s world events were touted as dynamic, changing the environment based on player actions and creating a living world. These events were supposed to be deeply tied to the node system, providing immersive, server-wide experiences.
Reality:
While events are present, they feel more static than expected. Testers have mentioned that world events do not seem to have the level of integration with the node system that was promised. Many events feel scripted and don’t adapt based on player interactions, which detracts from the immersive, evolving world concept.
6. Grinding and Leveling Experience:Promised:
AoC was marketed as a game where player progression wouldn’t be overly reliant on grinding. The goal was to encourage exploration, meaningful questing, and community-driven activities like building nodes. Leveling was supposed to feel rewarding without excessive time spent on repetitive tasks.
That did not age well.Reality
Grinding in MMORPGs is expected, but the current design leans heavily on it, and it doesn’t yet integrate well with the world-building and exploration systems that were advertised. This leaves many of us feeling like the game is more of a traditional grind fest than the innovative MMORPG we were sold on.
7. Biomes and Environmental Diversity:Promised:
Ashes of Creation initially promised a world covering 220 square kilometers in Alpha 2, with multiple biomes to explore. This included various distinct environments, each contributing to the immersion and variety of the game’s world.
Reality:
For Phase 1 of Alpha 2, only the Riverlands biome is available, with the Sandsquall Desert and Vandagar Tropics expected in later phases. However, many players have expressed disappointment, noting that even the available biomes feel far from complete. Regular updates and additions are being made to these areas, giving the impression that they were not as fleshed out as the early showcases suggested. This has led some players to question whether the game has truly been in development for the length of time claimed, as it feels more like a project in its early stages.