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Alpha Two Feedback Discussion
Weekly Feedback Request - 02/27/2025
Vaknar
Greetings, Glorious Alpha Two Testers!
Please share your top 3-5 most critical issues or feedback topics for this week's testing in the thread below using the following format:
======================
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1.
2.
3.
Top 3-5 Most Important Feedback Topics:
1.
2.
3.
To keep the thread organized, we kindly ask that you avoid back-and-forth discussions, and stick to the format above for your posts.
We'll be closing the thread on Tuesday, March 11 at 11AM PT
Important Note:
While we greatly value your insights, please understand that we cannot guarantee all bugs or feedback topics will be addressed, or provide a specific timeframe for fixes.
Thank you for your continued support, feedback, and dedication to improving the Alpha Two experience!
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KingDDD
Top 3-5 Most Important Bugs:
1. Chain pull working 1/3 the time
2. Moment of Courage doesnt always work
3. Caravan relaunching to avoid letting attackers get your goods
Top 3-5 Most Important Feedback Topics:
1. Static spawns for resources are terrible. They are contested for 5 seconds every 4 hours. You find it, set a timer, and walk away from the game every 4 hours. Make the the resources take longer to harvest and/or have a map icon indicating that epic or higher quality is on that resource. This gives time to attack and lets competitors see it.
2. Caravans print way too much money into the economy. They need a cooldown, size/number launched limits, and other factors to limit how much money they can actually put into the system.
3. Class balance and enchanting makes people way way too powerful.
4. Tank (and melee in general) feel really bad to play in anything above 15 vs15. Tank and fighter are too squishy
5. The game needs more reasons to be in the world and more reasons to engage in random pvp. Corruption is too much of a penalty too fast.
6. Crafting is a bear to do. Too many resources from too many processing professions too soon in the item progression. At level 50 itll be alright and makes sense, but for level 20 its a chore to run around the world looking for the one town that has that one specific table.
dizzealex
Alpha Two Phase II Feedback
Context : only been playing for a week.
Top 3-5 Most Important Bugs:
1. Quests that are not completing when all objectives are completed. (Proper Burial is one that comes to mind.)
2. Dismounting bug where player gets stuck inside the horse and has to relog.
3. I don't have any recollection on how it happened but basically the betrayal horn event was incredibly buggy and did not show locations and was confusing.
Top 3-5 Most Important Feedback Topics:
1. Distance between POIs is a bit too far
2. Monster aggro range covers roadways making it annoying to travel
3. Wand should be able to be in same grouping as focus (wand + focus not sword focus and wand as secondary) Maybe theres a reason why its not? but it just seems weird that i cannot equip wand focus and a bow.
4. Make Samia's Hope similar to Lionhold where players can pick which side of the map they want to quest in off the jump.
5. I think Ranger needs more work, it worked well off the jump but it just doesn't seem worth to roll this class over mage at all. Maybe increase their range?
Sully8698
1: a way to make materials not shareable within account characters so we can mail materials to our guildies
2: A GUILD BANK, I am not on when my guildies are on but I have mats they need so I would like to give them to my guild to help out.
Sarkgp
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Node Wars event stuck in phase 1, phase 2 never begins.
2. I have no guild and I get guild events for tree felling and wars.
Top 3-5 Most Important Feedback Topics:
1. I like that there are now trees near the nodes, it gives more immersion. The empty terrain full of mobs next to the nodes was horrible.
2. There is a lot of visual bugs in the ways and roads.
NicAtNight
Top 3-5 Most Important Feedback Topics:
1. Static Spawns, There is a way to create the tension being looked for vs static locations. Allow Nodes to define outposts (Mines, Groves, Hatcheries) where high quality nodes spawn change this from a needle in a haystack to something we actively fight over.
2. PVP was a blast to play on that tech server for that day you wanted us to test it, going back to the current version I noticed a distinct different in the fun I was having. I know enchanting is being reworked but some more details would be ideal
3. Hard to put into exact words but the relationship between Nodes and Guilds right now feels more focused on the guilds vs. Nodes as a whole. There isn't enough ownership to go around for anyone but the guild managing the town to feel impactful - outside when you need help placing a building. Perhaps and adjustment on the town quests so instead of them being selected they just turn on based on resources being provided?
Imnotkio
======================
Weekly Feedback - 02/07/2025
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Caravans Issues (bad performance with 5+ caravans on screen / crashing the game, vanishing, teleporting you to carphin, healers healing caravans without being defenders,etc)
2. Speed desync issue (seem to be a speedhacking protection but you desync everytime you go a little bit faster or use a disengage ability)
3. Minimap and Map not showing your location sometimes
4. Ranger's camouflage not working on some weapons/gear. Ranger's camouflage not working when someone far away comes into your render distance (you're fully visible)
5. Frame generation is buggy lately and also settings resetting and having to activate it everytime you log in
Top 3-5 Most Important Feedback Topics:
1. Corruption (overpunishing causing more griefing than preventing (karma bombing and mob training), going from purple to green mid-combat, flagging menu options and not on HUD (more flagging options), and more. see all at:
https://forums.ashesofcreation.com/discussion/comment/491743/#Comment_491743
and
https://forums.ashesofcreation.com/discussion/66451/third-partying-in-pvp-events-and-how-to-solve-it
2. Action cam polish (more nuanced target system and ability to lock the target in the center of the crosshair, ability to access menus in action cam)
3. PvE encounter design (less static, more mobile, more constant pressure, fewer Insta kills). Expanded:
https://forums.ashesofcreation.com/discussion/63848/feedback-on-pve-encounter-design
4. Universal abilities (dodge, block, sprint) feel uninspired and do not have synergy with the archetype design. dodge jumping lets you travel really far and if you time it with taking damage allows you to do it 3 or 4 times and end up with full stamina. It's really bad and it will be worse once TTK is increased and CC diminishing returns are fixed.
5. The first archetypes to be developed (ranger, tank, cleric) could use a rework to be more in line with recent archetype quality.
=====================
Pitchan
Top 3-5 Most Important Bugs:
1. Mount surfing animation
2. Some completed quest cannot be finished
3. PVE world boss stuck
Top 3-5 Most Important Feedback Topics:
1. People on lotharia blocked and destroyed buildings to prevent players from getting T3 stuff, is that legit ? This made me stop the game for a while.
2. There is a big difference between pve leveling and crafting, imagine levels are not stucked on 25 but 40, people will be lvl 40 before Craft stations can be journeyman
3. Static rarity ressource spawn made me rich and gives too much advantage to big time players, this need to be addressed
zod369
1 - still no rogue
2 - death while disconnected and no respawn option when log back in, sometimes takes up to a half dozen logins before respawn option appears
3 - frequent disconnects right after logging in. No issues after logged in for a while but takes multiple tries to get to that point some times
4 - Abilities occasionally not working and having to relog to get them to work
5 - better crafting tutorial/explanation for new players
naaru
Top 3-5 Most Important Bugs:
1. No rogue
2. Static rarity respawns for gatherables
3. Materials vanishing from storages (i can't track what all i have in my storages, but something that triggered me to notice other than "i swear i had more of x material' was i recently had mined 5 legendary rubies and i specifically remember throwing it in a storage thinking id use them for making some higher tier maps as i have no other use for them and i am 100% sure i didnt sell them, use them or die with them, yet i have checked every single storage available in the game and they are nowhere to be found. To me, this only confirms all of my "I swear i had more of x material" and stuff must just be disappearing without me noticing)
Top 3-5 Most Important Feedback Topics:
1. As this phase is supposed to be mainly focused on economy testing, I think the economy breaking issues need to be addressed MUCH quicker. It was nice to see how quickly and seriously you guys took the recent glint drop bug with the new mobs in the desert, but the static gatherables and the bugged caravans have absolutely demolished the economy and i think it's far past the point of return, making this testing phase near useless in terms of economy testing. I was an avid believer in keeping this phase persistent, but the money making bugs/exploits have just gone too far. The instant we learned how easy it was to bug out a caravan making it invulnerable to attacks, caravans should have been instantly disabled until a fix was figured out. I can't even imagine the amount of free gold people made by running invulnerable caravans from one side of the map to the other. On top of that, the static rarity respawn should be TOP priority. Not new content. It is destroying the economy and funneling resources into the guilds/players that camp the nodes after reset, leaving it almost impossible for the players who just log in after a day of work to find any legendary spawns because theyve all been found, marked and timed. The most money ive made in one day hasnt been from hijacking caravans, it hasnt been from hours of running around mining, it hasnt been from gear/glint grinding. It was from one morning i got on early, happened to come across a legendary iron node, and i had the day off so i could hit it every 2 hours. It's ridiculous because if you dont do stuff like this, its impossible to keep up with the people who do.
2. If you're going to give ETAs at all for upcoming content (rogue), it would be nice if there was more clarity and updates of whether those etas are accurate or pushed back. I'm not expecting the ETAs to be accurate, but it would be nice for more frequent updates and clarity for the bigger content that is heavily anticipated.
3. Time to kill needs to be heavily addressed, whether that's through health pools or an update to mitigation. I don't really think stats and damage are really the issue, i think armor/magic resist just have next to zero effect. I barely noticed a difference if at all in my tankiness going from using a level 10 piece of gear at 30 armor vs a level 20 piece of gear at 60 armor. Double the armor SHOULD be noticeable.
Duffelz
Top 3-5 Most Important Bugs:
1. Mobs being trained to groups so my loot can be stolen (Awful as XP Debt and groups are harder to deal with as my level increases)
2.Mobs being stuck inside of objects/ not acting as intended. (Especially bad feeling when I'm a cleric and my party is dying because mobs inside of walls are attacking them and they can't LOS the mob.
3.Memory Leak issue. This is causing us to restart the game as a group thus forcing the groups to disband faster than usual as progression slows down.
4.I''m not sure exactly how to explain this one, However There are areas that feel horrible as compared to others, Even if nobody else is there. Steelbloom and Carph are prime examples of this. I could understand if this was memory leak, but there's never a time Steelbloom feels good. This is exponentially worse when a world boss lands there and I'm getting ganked just for existing, while not even flagged for PVP.
Top 3-5 Most Important Feedback Topics:
1.I'm not necessarily looking for anything to hold my hand, But there's nothing for me to do in this game solo besides the crafting systems (That take way to much time for me to care enough about) and a couple of broken quests. I feel like in a game like this, It's very important to have something that at least points a direction of a place I can go to without blindly wasting my time while my friends are offline. It would be nice if the POI's had a level range, Type of mob, and maybe a simple explanation of the area, Maybe even a tiny quest chain that someone or a group could do. I can't explain how many times I've ran from one side of the map to the other in search of a grinding spot Just to get ran over by the mobs there or just simply let down.
2.Increase the Gear drops! Leveling hurts quite a bit, Especially when our gear is horribly thrown together because nothing drops. I understand crafting is a thing, But It's also not everyone's thing. I personally hate crafting and would rather farm a group of mobs for an hour to get the same result.
3.As we grow in level, Power is becoming more and more of a struggle. My Lv 20 Ranger is doing the same amount of damage it did when It was level 10. The mobs have almost 90k hp and I just hit a critical for 400 damage. This doesn't feel good. The experience needed to level vs the time it takes to kill a mob is painful. Again, I'm not looking for my hand held, But lets maybe take a look at power creep as levels increase. Even an ease of access into adding power. I have to imagine as we add another 25 levels this is going to feel a lot worse in the 40's.I understand PVP is already dealing with a TTK issue, But t think that's more of a class balance problem than it is a PVE power problem.
4.Nothing makes my Ranger feel unique as far as classes go. Mobs dart to me even if they're slowed and melee me down quick. kiting feels horrible while specific skills are on cooldown. Again, This may be a balance issue, However I think power creep shouldn't feel so exponential From 19-25. It also doesn't feel good that every class has access to a bow. It kinda makes the ranger feel very dull in that sense. Just my opinion so far.
5. I think the game is outstanding so far. It's scratched itches I didn't even know I had. There are a lot of things I absolutely love, One of which is the way we grind for our levels. It really shows who's willing to put in the risk for reward and who isn't come Level 20. While I've played this game, there's plenty I admire as well as gripe about. I think right now, This alpha is one of the best games currently out. What sets this apart from others is allowing the feedback and doing what you guys have been doing so far, And I hope everyone on the team is very proud of themselves for what they've accomplished!
I hope this wasn't taken as a "Negative" post, But just something coming from a tester's perspective.
Terabite
Top 3-5 Most Important Bugs:
1. You can still auto attack while not facing your target.
2. Chain Hook(Tank) rarely works correctly. having it just reset when it doesn't work destroys the tank's GCDs, pushing them behind on their rotation.
3.Rarities of some materials can be seen on some graphical settings but not on others, forcing players to play on particular settings to gain an advantage instead of playing they way they prefer.
Top 3-5 Most Important Feedback Topics:
2. static rarity spawns- most un-fun game mechanic I've ever encountered in an MMO.
3. static rarity spawns- does not create pvp because resources are everywhere and no one else knows what rarity something is unless they actually tap it themselves.
3. static rarity spawns- is a trashy gameplay loop that feels more born out of laziness than born out of an attempt to create contested resources.
4. static rarity spawns- caused a lot of players to leave in despair because it is fun to explore and experience the mechanic of RNG... it's why we roll dice and have percentages for all of our other stats from crit to evasion.
Goldren
Alright I have never posted in here before, but there is a really simple change that needs to happen.
General bags can hold 20 stacks of materials. In town storage holds stacks of 20 materials. Processing stations can only process stacks of 10 or 25.
This means when i spend hours running around gathering, fill up my bags and head back to town. I have to either craft 10 and put the other 10 in storage to do later, or I put 20 in storage and wait till I find 5 more to do a 25 stack.
My storage is always full, I am a heavy miner, there are a dozen different mining materials multiplied by 6 grades = I come back from a mining run and I just have to NPC sell half of the materials because they won't fit in storage, and they don't fit on the processing tables. I might come back with 17 Epic metal, and I want to process them all, but I have to do 10, 5, 1, 1 at a time, very tedious. Instead, I put them in storage and wait till I find 8 more, and do the full 25 stack.
Can we just process any number? Is the 1, 5, 10, 25, 50, etc. really necessary? Can process the whole stack be an option? I've already paid the 5 gold in two cities for extra storage, and I spend hours running back and forth managing storage. Having more space would be great, having taller stacks would be great. But having the default processing amounts equal the default stack amounts is a no brainer.
Thanks!
While I'm on it, this game is heavy on teamwork and player to player interactions, great! I love mining, and I have a scribe friend who wants my rubies for ink. I collect every ruby I see, but have to save them till I meet up with him next. This is fine in theory, except my storage is always full, I have half stacks of epic/legendary materials, and I just don't have room for the space rubies take up. I NPC so many stacks that I want to keep, but I have to choose between my 3 legendries or the 20 commons. I NPC the commons.
Storage is really a pain point. I have tried the town storage specializations, and it still doesn't work last I checked. Provides less space then general storage, and no increased stack size. Strait worse. I have journeyman bags which are great, and have deep stack sizes, but I can't carry around valuables when the punishment for death is so high.
Increase storage space? increase stack depth? add guild storage? make processing amounts match storage amounts? change deaths to like drop half but only destroy 1? or add a cc immunity equivalent - (I died 3 times last night in the same pull) only drop half the materials on the first death, and have a cooldown before I drop another half? It's not just dropping, but materials are destroyed on death means no recovery. I could have 100 materials, die 3 times and I only have 12 left, with a max of 40 if I pick everything back up. Maybe drop 50% first death, but only drop 25% if you die again within 10 minutes? then 10% if you die again again? etc. The xp debt and travel time already feels bad, the rate of materials being destroyed on death could be adjusted... and again, I wouldn't tend to go grinding with 100 materials in my bag, but town storage is always full, so... I have to sell them before I leave town.
I don't want to sell, I want to mine, I want to collect high rarity materials, I want to save materials for my friends. I am stuck in a lose lose situation of I have to sell materials I want to keep, I have to run across the world to store them in a different node, I risk losing them if I die, or I quit mining? Not great options. Not to mention I can't store any other non mining gatherables... which are required if I want to craft my things...
Ah this is plenty long enough... storage is frustrating.
MyChaelG
Top 1 Most Important Feedback Topic:
1. Animal Husbandry as a place holder is fine but having T3 mounts go from 150%-180% when a T2 is 155% is not fun for anyone. Everyone feel like 180% mount is going to be so much faster then a 155% but it's not it's barely a difference and cost 10-50G more.
This forces people's FOMO to only buy one mount even though they may want a hippo but hippo suck because the only thing that matter is speed.
PLEASE until we have traits and other cool features make T1 mounts all the same speed, T2 mounts all the same speed and T3 mounts all the same speed. This will add variety to the game allow people to ride new and cool animals based on there budget and mainly allow something nice with all the testing. There is no point in having a mount that costs 3g30s with a 50% change to make a useless BoB and only have a speed of 150%. When a croc that is guaranteed to make a mount is 155% ground 145% water and only cost 1g65s being a T2 mount is way superior to all T3 mounts.
Thank you for listening and great job to everyone working on this project.
donotpanik
Top 3-5 Most Important Bugs:
1) Commission Boards
2) Town buffs
3) AH timers are running while the server is down.
Top 3-5 Most Important Feedback Topics:
1) Commission board bugs
2) Town buffs dropping after resets
3) AH timers are running while the server is down.
Mayhem
Top 3-5 Most Important Bugs:
1. Can't keybind mousewheel up/down
2. Marketplace defaulting to materials if no items
3.
Top 3-5 Most Important Feedback Topics:
1. Static quaranteed rarity gatherable spawns bad
2. Improve Action Cam
3. Add cast bar under nameplates
4. Option to remove soft lock
5. "Hard Lock Hold" Keybind option that does not overwrite other keybinds = able to have Action Cam attack + Hard lock hold on left mouse button.
gatsgame
Hello, Top 3-5 Most Important Bugs:
1) As a new player my main bug was :
video memory bug
- video memory bug - video memory bug
After discussion with the members of my guild it seems that the owners of
RTX 3060
often have bugs that crash the game and it happened to me often during this week, up to 5 times in a row, having to restart the PC.
The message was :
"Out of video memory trying to allocate a rendering resource. Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. Exiting...
and
when i relog, crash again with
: EAC Action : Kicked (tag:0x7ed482404300) "
2) A GUILD BANK to share mats
3) Ranger's camouflage not working
greetings.
Xeeg
Bugs:
1. Monsters getting stuck in walls and glitching into the floor etc. Not pathing back home properly.
2. Caravan randomly booted me off the drivers seat multiple times.
3. Friends list and custom chat logs dont save properly from session to session.
Gameplay Feedback:
1. Would like to see more randomized locations/timers/rarity of gatherables. I stopped gathering in phase 1 and havent really pursued it due to the current design. I dont want to spend hours roaming around finding nothing because other people already have the spawns camped and timed out. Not a fun game design.
2. Would like to see some more flair in mount abilities... Just "moves faster" isnt horizontal progression. A few more activated unique abilities per mount would make mount choice based around the type of travelling you are planning. Considering how much time we are expected to spend traveling in this game, this aspect is important.
3. Would like to see a LFG UI of some kind. The game wants us to be grouping with people, ok great, make it SUPER easy to do so. Group formation should not be the tedius, time consuming, boring part of the game that it currently is; spamming LFG in global chat while half paying attention to other things in the game. Its frustrating. Let the time sinks be in things that people actually want to do, thats the whole point of playing games! Nothing worse than spending half your 3 hour session just LFG spamming.
4. Would also like to see more information about how the game works being publicly available. Alot of people make decisions on "what we heard from someone". But to verfiy facts about the game, like "respawns for gatherable at 3hrs" takes an incredible amount of time. Plus the devs are constantly changing things. I get that some people love spending their time waiting for things to respawn for 3 hours, but most of us hate that. So why make such fundamentally important things to know restricted to people willing to waste their time doing things they hate?
Plus, this type of game design makes the barrier for entry of new people EVEN higher than it would normally be due to gear and game progression. A new player is going to have NO IDEA about respawn timers or rarity or locations or anything. They are just going to roam and find 0 copper and think the game sucks. Which already happened to alot of people. Player stalls didnt fix that. The only thing that fixes "finding copper" right now is people quitting the game. OR its just another funnel to guilds, which dont need to be boosted at this point, if anything the game needs to be able to gain and retain regular gamers. This kind of fundamental gameplay information shouldnt be limited to no lifers and their guilds, everyone should know it and it should come from the game developers.
More information is almost always better. It helps players get into the game more when they can set achievable goals and plan how to make the most of their time spent in the game. If you must have "Secrets" leave it to the last 5% player power so that normal people can get 95% of the player power that the people who know all the secrets can get.
Even things like which nodes have which bonuses would be nice to see easily. Its a cool system, that I actually really enjoy. Just needs more visibility for the players. I dont think we need to/should rely on spamming global for these types of things. And travelling just to "find out" is a huge time waste. Who wants to spend an hour of their game time just to travel to every node in the game and see what buildings they have and what bonuses they are getting?
This is what I mean about giving us more information. We already have to travel for many things in the game, just "finding out" basic information is not an enjoyable reason. I would like the game to help us avoid time sinks that we dont want so we can sink our time into things we do want. Allow for some variance at the extremes so that people who really want to focus on some aspect can get gains, but nothing OP.
The more we can get to the core gameplay loops that we enjoy, the less likely we are to get frustrated at roadblocks that come across as annoyances. A big part of that game information straight from the devs, and IN the game console.
Torstein
Please add a way to disable TAA.
Warrens
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Bard melodies - There is still the ongoing issue where the bard's melody will keep the bard in combat, well after a fight. Also, the image of the bard's melody ring around the bard, even when the melody is no longer playing or another melody starts, it still shows the previous melody ring around the bard.
2. Mob hits even through a dodge - Bears and the beetles are the most known. When a bear charges or a beetle does its big attack, when you dodge it or be completely away from it, you will still get hit even though you are clearly out of range.
3. On going issues with caravans still kicking me out of my seat. I am not getting teleported, but I would have auto run on, and I would just randomly get kicked out of my seat. I did notice that it happens around the time I go from node to node, but it doesn't happen all the time.
Top 3-5 Most Important Feedback Topics:
1. Class Balance - I know this is a huge topic and there is no write answer about it. But one thing in particular that shows some of issue is mob farming. A fighter can tank 3-4 one-star mobs in the desserts and survive because of their massive healing abilities and DPS they can do vs a tank. Who can tank the same amount but doesn't have the survivability like the fighter and takes a super long time.
2. Guild leveling - The amount of exp needed to go from level 1 to a level 2 guild is just crazy. Especially since you only get about 15k to 20k guild exp for running a guild commodity.
3. Crafting - I still thing another by product of animal handling should be droppings. Also, we should be able to harvest our own water from wells or rivers. Make it something like dirty water and then we have to cook it down (boil) to clean it to make it useable for farming.
DanielReney
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Chain on tank archetype not working as intended or connecting with players.
2. PVP flagging and combatant flagging an unflagging with healing non party members.
3. Caravans in general, teleport to carphin, dismounting caravans on server borders ect.
Top 3-5 Most Important Feedback Topics:
1. Static rarity spawn for nodes needs to change, it's not working as intended for pvp and is not good in general, also makes gathering gear useless.
2. Several archetypes need to have rework in general, the bard feels so good as well as rogue from testing. They feel good where other archetypes feel less then those archetypes.
3. Server starts need to have no resources spawned and they need to spawn in after the start as they would naturally and at random to allow a more calm start and not zerg mentality for collecting and finding the legendary resources.
Child Item