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
wait, are you serious? i was just checking it out. thinking about buying it. saw it for $10 and the game + dlc for $13.
i cant tell if you are being sarcastic or not. game looked fun to me since you can build your character in any way you want plus the combat seems cool.
IMAGINE creating a Game with an intentional Engine to put MASSIVE back in MMO -> and then design the Game Mechanic in a way, that a bunch of several Hundred Sweatlords can hold a Node forever -> no matter how many THOUSANDS of "Enemy" Players are against them.
✓ 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".
Ya I'm a min from walking away from Ashes as well. I have been testing Soulframe, I'm enjoying the PvE and the combat. There plans for PvP is enough to give me my PvP fix when I need it. Ashes Bard is the second best class I have played in my 25+ years of MMOing. Still needed love but the core play style was fun and rewarding. The more and more they move away from causel progression. Sad part is the game does not need to be casuel but just needs to make it possible to progress.
The last straw for me is ignoring feedback on gear scaling. Steven does not get that a PvP game needs to be skilled based. I'm tired of asking and seeing so many exit from failing to see that happen.
I would look again at Ashes if the gear boost was no more then 20%. I know now Steven does not care about PvP balance. He case more about gear looking "LEGANDARY". This game wlis walking down the same path every PvP has. Toxic PvPer will rule. People will be sick of not being able to defend themselves. Casuals and pure crafters will leave first. The game will go down hill from there. Toxic players will get board when their pray leaves and servers will become ghost towns. I have been MMOing PvP since DAoC launch. No PvP MMO has gotten it right since then. ESO was close. Would still be playing ESO if PvP players got some love.
I don't know enough about the combat to say zergy or not zergy, but what I do know is that when you can't even get passed lvl 10 without zerging down mobs, its not looking good.
1- what do you consider leveling up as a zerg?
2- who says you cant get past level 10 without a zerg? im assuming zerg here you mean a raid or bigger.
exp in raids got nerfed. it was viable in alpha 1 lol. you can still items as a raid though. nothing wrong with that.
1-10 is faster soloing than partying, unless you go to a couple of special spots (assuming no one is there).
10-14/15 only takes a few hours soloing. it's probably faster than partying, and you make more money too. I'm never partying again from 1 to 14 xDDD. you can still solo after that but it's faster as a party, and partying isnt zerguing.
why people dont want to party is beyond me.
To be fair that is because most PvP games just dumb down the crafting/sourcing aspects to the point where nearly everyone can do them.
I don't think we want PvP dumbed down to the level that they tend to dumb down crafting 'so that the PvErs can do everything in the game too'. That hasn't worked out well for any of my preferred games so far...
With full trade and proper markets, all any singular players needs to do to craft is to go buy some stuff. All any single players in the crafting chain needs to do is to go do their singular (maaaybe 2-3) profession. At its core both of those things are kinda dumbed down, cause they do not require much thought.
Will the overall process be less smooth than if the server was full of pro artisans? Sure. But it'll still work well enough for people to progress. Or, at least, I assume it would, cause even though the base lvl of material acquisition in L2 was just "farm mobs on a specific class", I don't really see that as too much different from "just cut trees as a specific artisan profession" or "process rocks as a specific artisan profession".
Oh no, I meant that the reason PvP players stay in games like Ashes and 'just craft' is because crafting is not complex.
I own items in FF11 that were so relatively hard to make that I needed to get 3 people with the required experience together, decide who was going to be in charge of what functions of the Synergy Furnace, and still spend half an hour with maybe 7 fails (tbf half of those were just bad luck) before we synchronized enough to eventually make the gear.
I'm not saying everything needs to be that level, I'm just noting that we can't really draw a parallel, because Synergy is stilleasier than proper PvP.
Some PvE players can't do the same because they wouldn't be good enough to PvP or craft. It's just that some PvP players are 'only good enough to get carried in PvP so they would also fail at difficult crafting'. Knowing that, the games make crafting simple, because those are the people PvP games need to keep attracting.
https://ashesofcreation.wiki/Shatter
Effect description
When you deal lightning damage to a recently Frozen target, they are dealt a bonus (225%🢆) Ice damage. Shattered can only be triggered once every 4 seconds per caster against the same target.
Any viable player/class can apply the previous effects for the ability to proc synergistically.
Different abilities synergistically flow from various classes and specialisations
Making sure targets are maintained with debuffs makes synergistic opportunities more abundant regardless of cool down timers.
look at conflagrating
https://ashesofcreation.wiki/Conflagrating
Effect description
Convert all remaining Burning damage on the target into a quick DoT lasting 6s. Total burn amount is also boosted by 30%.
PvP'ers generally draw the line at top end raiding (which is why PvP games no longer have top end raids).
PvE'ers generally draw the line at PvP.
Both will happily branch out to things like crafting, if there is a need.
This all seems fairly equal to me - when you donsider that the group of players that consider themselves PvP only is vanishingly small, and the group of players that consider themselves PvE only is also vanishingly small.
To the say the game is anti-zerg while devoutly supporting massive player count combat is absurd to me.
You're just going to have a bunch of raid groups zerging around regardless of within or outside of scenario's. The flagging system only deter's massive zerging outside the scenario's otherwise players defending a castle siege war or node siege would be team killing with corruption.
Dont get me wrong though, large scale combat in video games is still a lot of run regardless of chaos
It's not very heroic to have to steal treasure and kill everything in sight.
I don't even like for NPCs and mobs.
I especially don't want to be killing other players. And I don't want to be stealing stuff from other players, either.
The Stealth and Garrote animations were so over-the-top and visceral in KOA: Reckoning that I loved Pickpocketing and slitting the throats of mobs and NPCs in that game, but... I think I still would not want to do that to players.
No reason to "dumb-down" PvP.
For me, the devs would have to find a way to provide a more meaningful motivation besides killing players for Loot. Sieges are intriguing, but even then I prefer to focus on indirect PvE objectives rather than direct combat.
1. Overview of Current MMORPGs (mid‑2025)
Popular & Established Titles
Final Fantasy XIV – At the top of many “best MMORPG” lists, praised for its deep storytelling, frequent free content updates (around every three months), and an exceptionally welcoming player community
GamesRadar+
+13
TechRadar
+13
ashesofcreation.wiki
+13
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World of Warcraft – Continues its legacy as a genre-defining MMORPG, balancing accessibility for new players with evolving endgame content
GamesRadar+
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The Elder Scrolls Online – Known for massive exploration, immersive world-building, and flexibility in combat and character builds
Massively Overpowered
+3
TechRadar
+3
GamesRadar+
+3
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EVE Online – A complex sandbox with player-driven politics, economy, and memorable large-scale conflicts
GamesRadar+
+1
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Old School RuneScape – Nostalgic, community-voted content keeps it relevant, drawing both returning players and newcomers
GamesRadar+
+14
GamesRadar+
+14
TechRadar
+14
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Guild Wars 2 – Acclaimed for dynamic events, responsive storytelling, and increasingly frequent expansion cycles
TechRadar
Wikipedia
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Star Wars: The Old Republic – Classic BioWare-style narratives remain a strong draw, delivering cinematic storytelling
GamesRadar+
+7
TechRadar
+7
GamesRadar+
+7
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Other Notables
Lost Ark – Noted for punchy action combat and continual content updates
TechRadar
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Fallout 76, Black Desert Online, Runescape, ESO, SWTOR – Each offers unique appeal, from crafting depth to open-world exploration
Reddit
+6
TechRadar
+6
Ashes of Creation
+6
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Throne and Liberty – Launched late 2024, it made a big early impact with free-to-play accessibility and both PvP and PvE features, though server consolidations followed due to uneven population levels
Wikipedia
+1
.
Upcoming MMORPGs in 2025
Titles generating buzz include Dune: Awakening, Chrono Odyssey, Aion 2, Pax Dei, Camelot Unchained, Ship of Heroes, and Brighter Shores
GamesRadar+
+4
MMORPG.com
+4
Reddit
+4
.
2. Addressing Casual vs. Hardcore Play in Ashes of Creation
What the game has so far:
Ashes of Creation is recognized for offering “endless content for casuals” — freeholds, tavern games, PvP arenas, events, community content, gathering, and flexible movement across regions
Reddit
+1
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The developers also view the game as primarily catering to hardcore PvP-oriented audiences, akin to players of EVE Online, ArcheAge, Lineage II — which could alienate more casual gamers
Ashes of Creation
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Although mechanics differentiate playstyles (hardcore can progress faster), casual players may struggle to influence competitive systems like node control
ashesofcreation.wiki
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Key Tensions:
Hardcore players drive progression and control systems.
Casual players enjoy community, social, and low-commitment activities.
Without balance, influence remains skewed toward hardcore factions.
3. Recommendations to Bridge the Gap & Foster Longevity
A) Adaptive Progression & Influence
Scaled Node Influence: Allow casual contributions (time spent, community tasks) to earn influence—even in smaller increments—so casuals feel impactful.
Mentorship Pathways: Encourage hardcore players to mentor newcomers—perhaps via story-based incentives or mutual rewards.
Tiered Events: Offer both low-commitment daily quests, social events, and relaxed gathering, alongside high-stakes PvP/raids. This mirrors what makes FFXIV enjoyable: variability and accessibility
YouTube
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Solo-Friendly Content: Ensure certain encounters, quests, and node interactions are designed with solo or small-group play in mind.
C) Community Empowerment Tools
Player-Driven Events: Enable groups to organize activities—fairs, tournaments, festivals—complete with tools for announcements, rewards, and moderation.
Housing & Social Spaces: Expand on freeholds with player-run taverns, guild halls, or markets. These spaces build social bonds and casual comfort.
D) Recognition & Reward Systems
Dual Recognition Tracks: Separate (and reward) contributions through combat or governance vs. social engagement and consistency.
Badges & Titles: Offer visible, cumulative markers for both hardcore achievements and community/supportive roles.
E) Dynamic Content Adaptability
Scaling Mechanics: Implement content that scales difficulty dynamically (like in Guild Wars 2’s strike missions), making previously inaccessible content accessible to groups of differing sizes.
Event Accessibility: Run flexible drop-in events where casuals can participate at any stage—fitting storytelling, PvE, or PvP depth as needed.
4. Building a Sustainable, Long-Term Community
Consistent, phased updates: Emulate models like GW2 and FFXIV, with frequent post-launch updates and expansions that keep content fresh and balanced
Feedback Loops: Actively engage with both casual and hardcore players via forums, polls, dev Q&A—adjusting game systems responsively.
Cross-Play and Cross-Platform: If feasible, expanding platforms and enabling accessibility helps grow player base and diversity.
Social Programs & Onboarding: Offer guided new-player orientation, community ambassadors, and welcome packages to ensure newcomers stick around.
Summary Table
Area Casual-Centric Initiatives Hardcore Supporting Enhancements
Influence Scaled, time-based impact High-stakes governance systems
Content Solo quests, social events, low-commitment tasks Challenging raids, node wars, PvP arenas
Social Player-owned housing, community hubs Strategy-driven guild leadership tools
Recognition Community helper titles, casual badges Achievement-based prestige and rewards
Content Delivery Frequent, varied updates Deep, competitive expansions and patches
** Bottom Line:** Ashes of Creation has the potential to unite casual and hardcore audiences through flexible progression systems, diverse content, and an ecosystem that rewards contribution in many forms.
Real community bonds and longevity grow when every player—regardless of playstyle—feels seen, valued, and empowered to participate in the world’s unfolding narrative.
This will be key in obtaining and retaining monthly subs since most people will not let a monthly sub. languish unused if it does not satisfy its purpose (whatever that is to each individuals preference).