Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III 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.
Comments
I agree with this. I think most of this is because the current system is a place holder. I’m pretty sure there is supposed to be a “mini game” involved in processing and crafting. As far as gathering I think the dopamine rush comes from finding something that you don’t normally find other than that I’m not really sure how you make it more enjoyable.
There's of course the question of how successful all of that will be in practice, but it is a question for several years down the line, at this point.
And I totally agree that T1 mats should be way more abundant than they are now. But I still think that rarity of higher tiers should be fairly high, so the pace of progress will still be really low.
Though pylons might change a few things in that setup, so we'll have to see.
And yet stuff like pop music and the most popular media is usually the most basic, wide-appealing, simplest piece of content out there. Vanilla WoW was the easiest mmo of its time, which is why it got the audience that it had (well, and of course the backbone of Warcraft). Which then leads me to the next response.
How many of those failed mmos successfully attempted something different from "this is pretty much WoW, but with a slightly different visual"?
At scale, I think more WoW-likes have died in the past 20 years than niche mmos that tried to appeal to their own audiences. Stuff like Mortal Online is the nichest kind of shit out there, yet even that managed to make enough of a return on initial investment to justify a sequel. Albion and EVE are definitely on the nicher side of designs, yet both of them still live, with EVE always trying to make new spin-offs (which is of course its own set of issues) and Albion supposedly even growing over years (not w/o thx to its mobile availability of course).
Ashes simply needs to be good at what its promising. It then needs to stick to those promises, so that people who fell in love with it can spread the good word about a good game. And yes, as Noaani pointed out we've had quite a few design contradictions, especially since Jeff left. But I do think those can be ironed out through feedback, but w/o swinging too hard to WoW-like design directions.
And just to be clear here, I'm not saying that's what you're asking for, I'm simply speaking in generalities of the genre, because oooh boi there sure is a lot of people who ARE asking for exactly that.
I'm not a young kid these days, so I wouldn't know their spending practices, but considering that gacha games (alongside roblox and fortnite), that are usually targeted at the youth make literal billions, I do think that younger audiences have at least $15 a month to spend on something they might find interesting.
And yes, I know that f2p monetization is all about preying on those kinds of people, so they might think that splurging $50 on BP skins is not as much as paying A WHOLE FIFTEEN DOLLARINOS on a game.
As a reminder, Alpha Two remains a live testing phase. While many systems are still in progress or using placeholder implementations, the goal is to gather feedback like this to help us refine those systems over time. Crafting, resource availability, and the surrounding gameplay loops are all actively being evaluated—especially as more testers reach higher progression tiers and expose new pressure points.
We won’t always respond to every suggestion directly, but please know that your insights are being reviewed and discussed with the team. Feedback like yours plays a vital role in helping us shape a game that’s both immersive and rewarding.
Thanks again for being part of the testing journey—and for helping us make Verra stronger with every phase.
Once you're done with the game and release that development documentary - I better see tons of discussion behind the decision to change pvp event death penalties, cause I wanna know who it was that changed them from the super logical and great design of "only decay" to "this is now just normal penalties, even though people will be dying infinitely more times in the same frame of time".
I just couldn't be bothered. I know i was struggling because of my Baloneybrain and because of the english Client when my Motherlanguage is german -> but i just couldn't put One and One together. I knew i would need a Guild because alone i couldn't figure it out.
This Game is indeed not for Casuals. And i am no longer the above-Casual Player i was once in the past. So right now i can only hope that at least "some" Contents get made easier for when the Game is finished in the future.
✓ Occasional Roleplayer
I am in the guildless Guild so to say, lol. But i won't give up. I will find my fitting Guild "one Day".