Glorious Alpha Two Testers!

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

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.

Weekly Feedback Request - 02/27/2025

VaknarVaknar Member, Staff
edited March 10 in General Discussion
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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Comments

  • KingDDDKingDDD Member, Alpha Two
    edited March 3
    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.
  • dizzealexdizzealex Member, Alpha Two
    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?
  • Sully8698Sully8698 Member, Alpha Two
    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.
  • SarkgpSarkgp Member, Alpha Two
    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.
  • NicAtNightNicAtNight Member, Alpha One, Alpha Two, Early Alpha Two
    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?
  • ImnotkioImnotkio Member, Alpha Two
    edited March 3
    ======================
    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.
    =====================
  • PitchanPitchan Member, Alpha Two
    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
  • zod369zod369 Member, Alpha Two
    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
  • naarunaaru Member, Settler, Founder, Alpha Two
    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.
  • DuffelzDuffelz Member, Alpha Two

    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.
  • TerabiteTerabite Member, Alpha Two
    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.
  • GoldrenGoldren Member, Alpha Two, Early Alpha Two
    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.

  • MyChaelGMyChaelG Member, Alpha Two
    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.
  • donotpanikdonotpanik Member, Alpha Two

    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.
  • MayhemMayhem Member, Intrepid Pack, Alpha One, Alpha Two, Early Alpha Two
    edited March 4
    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.
  • gatsgamegatsgame Member, Alpha Two
    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.
  • XeegXeeg Member, Alpha Two
    edited March 4
    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.
  • TorsteinTorstein Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Please add a way to disable TAA.
  • WarrensWarrens Member, Alpha Two
    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.
  • DanielReneyDanielReney Member, Alpha One, Alpha Two, Early Alpha Two
    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.
  • ImanekImanek Member, Alpha Two
    Alpha Two Phase II Feedback
    Top 3-5 Most Important Bugs:
    • 1- Mounts still freezing.
    • 2 -Characters losing their hair when changing head models.
    • 3- Mobs still capable of one-shotting players despite high-level gear (level 20+ with mitigation-enhancing jewelry). I'm receiving 9k critical hits while having over 5k HP in leather armor.
    Top 3-5 Most Important Feedback Topics:

    1- Testing the Final Features
    • It's time to start testing the final features. Comparing the roadmap and the promises made about the game, I feel like I'm not playing the same game that was initially described. Since Alpha 2 Phase 2 launched on December 20, very few features have been introduced. While I acknowledge that the desert area has seen significant progress, the rest feels underwhelming.
    • The vassalization system, for instance, has been pushed to Phase 3. In its final version, the game’s regions aren't supposed to have all nodes occupied—there should be a hierarchical system with a main city, vassal nodes, and upgraded POIs. This system is going to require significant balancing work. Looking at the Riverlands, for example, at a level 4 node, only one level 3 node would evolve, meaning that out of 5 nodes, only 2 will grow, while others remain at level 1 or 2.
    • This raises important questions: Which zones will develop? Which will be abandoned? Is this system truly viable for launch? If it won't be ready for Phase 3, it will cause issues, especially when dealing with the player rush. Such a system can only be properly tested under high server population conditions, which are necessary to evaluate its limits and advantages.

    2-Crafting & Economy Testing Still Incomplete
    • Phase 2 was supposed to focus on economy and crafting, yet we have seen very little of it. Instead, crafting feels long, tedious, and incomplete—there are no true professions in place. How are we supposed to test and give feedback on a system that is barely functional?
    • Resource gathering is inconsistent—animals rarely drop materials, and crafting level 10-20 armor is excessively difficult. According to your vision, players should be progressing through level brackets by crafting their own gear, but currently, this does not work at all.

    3-Armor, Stats, and Gameplay Balance Issues
    • The "glass cannon" meta is too dominant. Armor stats feel random and unbalanced, rather than being part of a well-thought-out system. This shouldn’t require constant adjustments and reworks—it should have a solid foundation from the start.
    • A major update is scheduled for late March, yet many core Alpha 2 features remain unaddressed:
    • The +1 enchantment system is a complete disaster in its current state, turning the game into "One-Shot Land." Once again, this feature was implemented without proper testing, and now that we see how broken it is, it remains unchanged instead of being reworked or removed for redesign.
    • The core issue is that DPS classes benefit from +1 to all offensive and defensive stats, but the stat scaling is completely flawed.
      For example, a +1 to Strength, Dexterity, etc., also grants +1 to armor, which is completely incoherent.
    • This results in fights where whoever attacks first wins, leading to tanks with 5k+ HP getting instantly one-shot.
    • Yes, this is an Alpha, but basic stat balance is pure math—this should have been properly designed before implementation, not treated as a balancing issue after the fact.
    • This lack of systemic balance is further compounded by stacking effects:
    • +1 enchantment bonuses
    • DPS weapon stat lines
    • Armor color variations
    • Upcoming passive stat revisions
    • All these layered buffs create an overloaded system that simply doesn’t work, when in reality, the game is much more enjoyable when gear is balanced without all these excessive bonuses.

    4-Weapon branches feel uninspired

    everyone can use everything, and spell variety is minimal. No class or build truly stands out.
    If new weapons are just being added for aesthetic purposes, without major customization options, then the feature lacks meaningful depth.

    Final Thoughts
    I know my feedback may seem harsh, but I am speaking both in your interest as developers and in ours as players. May 1st is approaching fast, and I have already seen my guild lose most of its members due to these issues—just as the servers themselves have been emptying.

    I worry that Phase 3 will face the same fate:
    • A server wipe with a fresh start,
    • Yet no essential systems fully implemented,
    • Leading to growing imbalances and a rapid decline in player retention.
    This game has massive potential, and we want to help test the truly unique features that make Ashes of Creation special. Please prioritize getting them into the players' hands.
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  • datricandatrican Member, Alpha Two
    edited March 4
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Server stability
    2. Enemies becoming "Green non-attackable/killable" but can still attack and harm you
    3. Caravans having difficulty in spots to convert raft.

    Top 3-5 Most Important Feedback Topics:
    1. Static resource spawns are a huge problem, eliminates the feel of scarcity in the game. Damaging the economy, funneling large guilds, reducing desire to gather (as they are most likely already claimed and on timers). This creates zero PvP as you may not even know there is a resource spawn to contest at all. This incentivizes alt creation to merely camp, collect, reset timers, log out. Leaving whats left on the server the undesirables , hence the lower desire to go out an gather or hunt for high rarity when they are seized already. For those who don't play with alts, this creates a forced game loop (if you wish to be competitive)
    2. Nodes technically are not owned by guilds, I believe was a statement made on it. while technically true, the reality is large guilds own Mayorship. Voting system means popularity contest, guild mates tend to favor guild mates, large guilds tend to out vote the smaller ones. The guild tends to control the direction of the node, the relationships of said guild influences heavily who targets citizens and war declarations for that node. etc. Nodes are just home bases for the largest guild that is citizen to it and everyone else has to deal with the reputation they harbor.
    3. Caravans not having any real incentive to defend for defenders excluding the one launching the caravan. This is a problem, currently only your buddies will defend or people with friendly relations to you. Solo caravaning for guildless or solo players or even smaller guilds leave you mainly with a large target or ignored by players running buy who would rather not partake at all. The downside of losing everything yet giving nothing to those who try to defend is crippling and makes many not even want to attempt for the reward. Caravans don't draw in outside defenders as much as attackers, not that it needs to be on equal footing but near 0 defenders vs many attackers is not the way to go either....
    4. Static resource spawns should be removed. My opinion on it just to put it out there... The base for a resource spawn should be random. The base for a resource spawn should never be higher than rare. To get higher rarity should be based on the gathers quality rating to push it above its base and possibly into heroic/Epic rarity but extremely difficult at lower levels and better as you choose to promote and enhance your tools as a gatherer. The level of the material should be a factor in it rolling up vs your current rank. You want us to be THAT GUY right? This should translate to processors who have a chance when processing to roll it higher into another tier beyond, and again with crafters in the same way. It should be a system where GM Gatherers proccing up resources handing it off to GM Processors procing it up handing it off to GM crafters who again proc it up that creates the opportunity to create legendaries. GM's given tier 1 mats should be more likely to roll them up significantly across the artisan chain to produce legendaries for T1 mats/items. However with GM mats its much much more difficult even if they are GM, but they would be the ones with the best chance. They are THEM after all! In other words the rarity and value of the final result should be from the artisans working in tandem, not by the initial resource being epic or legendary right off the bat for literally anyone who can swing a tool.
  • BakuhatsuBakuhatsu Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Trade Bug/Exploit - I experienced this while playing on the Lyneth server where a player (lets call them "WilliamMunny") opened trade with me and his ranger friend who was hidden (lets call them "ForgiveMe") sniped me in one shot (in this scenario I was much lower then they were). They were able to run away without becoming corrupted even though I didn't fire back.
    2. Invisibility has no effect on mobs of the same level or lower; not sure if this is intended but the text on the ability implies that the character is "not targetable" and hidden up to a certain distance. Rangers should have more affinity with nature and be able to blend in with their surroundings, whereas it would make more sense for rogue types to be more hidden in city or dark settings.
    3. During character creation, the save feature for a character template does not save the expected design.

    Top 3-5 Most Important Feedback Topics:
    1. Either hire VA or do not have anything voiced; many of the voiced lines feel forced and unnatural or overly exaggerated to the point that it feels a bit cringy.
    2. Allow the ignore feature to have a real impact on a player who is being obnoxious in chat. If they get ignored by different people from various groups of players (i.e., not just one guild trying to abuse the system), then their ability to talk in chat is cut off temporarily.
    3. Make the lowest level of mounts better odds, or have different odds of animal husbandry mounts to be tied to the quality. 50/50 does not actually reflect what is happening, and 55 silver for someone who is low level can be detrimental to advancement. The lowest level mounts (140%) are abandoned as soon as a better one comes along. That being said it would be fantastic to be able to level a mount that you like (i.e., a bear) to be more on par with later level mounts. Have some sort of feed or leveling system for the mounts that can be used to improve their quality, level and speed. I love the Pallas mounts, but they are slow., make it meaningful to have the mounts.
  • BigsealBigseal Member, Alpha Two, Early Alpha Two
    Top 3-5 Most Important Bugs:
    1.When in solo combat sometimes my own characters heals (cleric) dont heal. I have to run away and praying it goes away, usually does after about 15-30 seconds and heals kick in again.

    2.Running between server workers can often cause the game to freeze for a second breaking imersion.

    3.Alt tabbing can crash the game.

    Top 3-5 Most Important Feedback Topics:
    1.Static nodes should flag you for pvp when you tap it for a EPIC or LEGENDARY. This way you can camp the campers!

    2.Trusting a stranger to craft an item for you when the materials for the item can cost generational wealth slows the crafting process down and doesnt help build player relationships.

    3.Really tired of people making character names based on real political figures and then trolling a chatroom of 6000 people. Nobody wants to be dealing with character names that are real life "popular" people. No real names please.
  • HarushiHarushi Member, Alpha One, Alpha Two, Early Alpha Two
    Top 3 Most Important Bugs:
    1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

    2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues

    3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time


    Top 3 Most Important Feedback Topics:
    1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

    2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently

    3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
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  • MakakaoMakakao Member, Alpha Two
    Top 3 Most Important Bugs:
    1 - The dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts

    2 - Guild/Node wars have no consequences for the loser side of it, so people don't care about it and don't defend it - rewards are exploitable and bad. Having buffs for the winning side and Debuffs on the losing side for the events would fix these issues

    3 - Resources spawn with the same rarity, so people sit and farm a legendary ore/tree over and over, getting the same rarity mat every time


    Top 3 Most Important Feedback Topics:
    1 - Item power in PvP is completely unbalanced. PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat

    2 - Open-world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy. No one goes corrupt, and corruption baiting is very common. World bosses not being PVP zones makes this very frustrating currently

    3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
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  • BIGDENBIGDEN Member, Alpha Two
    edited March 5
    I'm sorry for such bad English. This is an automatic translation from Russian. I'm bad at English. If it is not clear, I can publish the Russian version of my feedback.

    Top 3-5 Most Important Bugs:
    1. I'm tired of flying to carfin when you transport caravans. This is very problematic and is now a problem of the highest importance.
    2. When you sell any product to a seller and then want to transfer things to the warehouse, they are not transferred with simple mouse clicks. You must drag and drop by hand or re-enter the game. It gets in the way.
    3. Players should not be allowed to transport caravans that cannot be broken due to a bug. There are players who register for their caravan to attack and this leads to an error. The caravan becomes invulnerable. This abuse of a bug has a very bad effect on the gameplay as a whole.

    Top 3-5 Most Important Feedback Topics:
    1. The idea of ​​citizenship is poorly implemented in the game. Now any twin can become a citizen. This has a big impact on elections. False votes should not be allowed. There should be only 1 vote per player. Moreover, it’s bad that spare characters can become citizens of other nodes. There must be one citizenship for the entire account. You need to consider a system like in Black Desert Online, where all characters are tied to one account and all activity is recorded per account, and not per character individually.
    2. I would also like to add to point 1 that the idea where players are forced to transfer their resources to their other characters through third parties is very bad. Why do we need to distract our friends every time for such a small thing? But without their help, I cannot transfer my resources to myself. This is nonsense. Why can't the warehouse be shared by all characters on the account? This will fix this situation. This inconvenient system creates the false impression that players will willingly interact with each other. But that's not true. I have not yet heard a single satisfied player who would respond positively to this system with divided scalads for each character. This is nonsense and stuffiness. As they say, “open the window, it’s stuffy.”
    3. There is another mechanic that looks very stuffy, this is the limitation of upgrading professions per character. This is also nonsense and stuffiness. This restriction gives absolutely nothing. Those who need to upgrade more professions simply upgrade them on other characters. Moreover, I do not believe that the restriction should be removed completely. I suggest changing it a little. Now for one character you can upgrade 2 professions to level 50, 3 to level 40, 4 to level 30 and 5 to level 20. And it doesn’t depend on what kind of professions you train. Why not make a restriction that will work within one direction. For example, one collecting profession can be upgraded to level 50. One crafting profession up to level 50 and one processing profession up to level 50. Two professions for collecting up to level 40. Two crafting professions up to level 40 and two processing professions up to level 40. And so on. And I would also like to add that it would be nice to link this not to the character directly, but to the account. Yes, again I am referring to BDO. But precisely because such a system has proven itself well. Many people like this. Moreover, I do not propose to start transferring all the ideas from there!!! No way. There, only this system works well and the graphics are nice. The rest of the game sucks. Most of the mechanics in that game are terrible. Most of the decisions are unpopular and stifle players. In general, you don’t need to look up to them. But it was the system of surnames and the general account that showed itself well. I suggest developers pay attention to this. Please. ))
    4. Static spawns for resources are terrible. It is impossible to allow the collection of a legendary resource from the same place. This breaks the game's economy and has a bad effect on the overall gameplay.
  • Kickaha99Kickaha99 Member, Alpha Two
    ======================
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. server sync (unable to interact with environment until server syncs) / rubberbanding (getting stuck/cant move until server syncs) (BIG issue)
    2. several mayorial commissions cannot be completed (bug reports submitted) (major issue)
    3. seasons dont change automatically (semi-major - not from gameplay but from polish perspective)
    4. several minor graphic tears in the world (minor)
    5. character hair disappears frequently (very minor)

    Top 3-5 Most Important Feedback Topics:
    1. its part of the design so not much will be done about it but from a feedback perspective, I cant participate in the caravan system without being killed in PvP (which I dont like). I feel like I am missing a big part of the game. But, this is part of the design so it is what it is - I just dont like it (feedback)
    2. while crafting (my favorite part of the game), it would be nice when you are making a batch, if you can use the next highest amount and have it work. For example, if I have 4 logs, I would like to be able to select a batch size of "5" and get charged fuel for "5" but the workstation would go ahead and process what I have ("4" in th is case). Its a real pain to process 1 and then 1 and then 1 and then 1. I would like to go to a station with 4 and use a process batch of 5.
    3. I would like a little more detail in the stat "hover info". For example, when I hover over magical offense, it lists "base, gear, total". I would just like a little more detail on what goes into each.
    4. I would like to be able to send resources via mail
    5. A shared bank (by node) for all characters would be nice
  • MetalDadMetalDad Member, Alpha Two
    Weekly Feedback - 02/27/2025

    Top 3-5 Most Important Bugs:
    1)effects ( like chilled, frozen, etc ) not proc'ing require relog. Its not just a message issue, because criticals dont proc when they should.
    2)Glint/Items open looting... sometimes items that SHOULD be on a Need/Greed are just available to loot with no message. Same goes for glint rewards... first to loot gets it. Since that seems to only happen in high kill groups, I imagine its a bug not a feature.
    3) Login is extremely long sometimes. Just gets stuck on blackscreen for periods of 3-5 mins... as long as 11 mins one time. Seems to be location based, where cities are longer than remote areas. once in, a relog will just take 1-3 mins.
    4) Desert Treasure maps are majority unfindable ( water an issue?) I ran 12 maps recently, 8 in the desert, 4 in the riverlands. 4/4 in the riverlands, 3/8 in the desert. Every desert map that had water in the circle failed ( but correlation doesn't equal causation.. just an observation)

    Top 3-5 Most Important Feedback Topics:
    1)Willow/Braidwood fixed location, fixed spawn time and rarity is not fun. This goes for all resources, but currently these are the worse. Willow is used in SO many recipes that it hinders crafting progression because its so hard to find. Because of the fixed timer and location, many people run a loop, scooping them up as they go. I have done this when lucky enough to get there before someone else.... but its not fun. Randomize spawn locations, so people cant just path and horde items. This will kill casual gameplay longterm.
    2) Desert mob makeup, density and level mix doesn't seem to fit/have purpose. Just seems odd, lacks purpose. The pocket dungeons are ok, but again, lack purpose.. feeling. Blackburrow for example, had some purpose or story to its layout. These dont have any of that. Also, the level mix can make it too risky to even try and level. you can find groups of 1 star lvl 12's, with 1 3 star lvl 30 beetle... just weird. Overall, I avoid the desert now as a result.
    3) Static Grinding for leveling. Have leveled a few characters past 20 now. Its really a matter of running between 1-3 spots per tier and finding groups. The world is big, but it doesn't feel like it because we are always going back to the same spots to grind. Oak/HH/Bloom/Seph/Carph.. then forge for gear if you want, but not really needed. The world needs to have more dynamic attraction to it, otherwise its going to be running to these spots then back to the city for leveling... long term wont be fun.
    4) Quests still are inconsistent and mostly broken. Some stuff shows on map, some stuff doesn't. I think some quests have level requirements... but no feedback to tell the player to come back later. Outpost quest line is like that. However, the level needed to advance the quest makes the reward not great... just overall quests need some help.
  • gh0stdaddygh0stdaddy Member, Alpha Two
    Alpha Two Phase II Feedback

    Top 3-5 Most Important Bugs:
    1. Inability to go into or out of action mode.
    2. Basic bugs like falling through the floor and stuff.
    3. Running into roads and items that some how have gotten out of place. The road near Winstead raised up 3 feet and I had to jump to get over it. Really not fun in combat.

    Top 3-5 Most Important Feedback Topics:
    1. Improve the tank leveling experience (https://forums.ashesofcreation.com/discussion/66547/ashes-of-creation-alpha-two-tank-archetype-my-tank-experience-levels-1-15#latest)
    2. More Guild functionality. Guild membership should be account based not character based.
    3. Crafting: Rather than a drop down menu there should be a slider or something that allows you to craft specific numbers of items.

    Thanks for everything!

    Ghost
This discussion has been closed.