Ashes of Creation

Ashes of Creation Dev Tracker




01 Jan

Comment

Originally posted by Noname_FTW

u/JuliusMagni the OG Mod isn't even seemingly on the team anymore. Sad to see even if they went out of their own volition.

Posts only get locked if a large portion of the comments are breaking the subreddits rules of being respectful to each other. If you feel a thread has been locked without good cause, feel free to message a mod about it. You haven’t been vindicated…this isn’t the witch hunt you want it to be. Please touch grass.


29 Dec

Comment

We have deployed a fix for this issue. If you were experiencing trouble this morning with a fresh install or patch update, you may now try using repair to fix.

Comment

Originally posted by Busy-Ad-614

Mine doesn't give me the error, it stops at 10% and then it sits there for a bit, then restarts the download, does it all over again. Was super excited to get the alpha, and play this weekend but haven't been able to :(

Please try repair now, and let me know how it goes

Comment

Investigating this issue. Please standby. Will update shortly.


27 Dec

Comment

It is something we have planned. But as you pointed out, is not scheduled for implementation until late into p3

Comment

Originally posted by Smiles-Bite

The amount of people using freeholds to exploit is crazy.

Please message me any known reproduction steps for a freehold exploit.

Comment

This is a polish item that will come later in p3

Comment

Originally posted by Tiberius-2068

Thank you for your response. However, it doesn’t fully address the other concerns I raised in my post. Could you elaborate on XP debt, player versus player interactions involving high-level players, player loot drops, and how the current state of testing reflects a balance between risk and reward?

The death penalty system, like all other systems will be tuned based on observation, player feedback and hard data. The crux of your experience, I would surmise, is delegated to higher level players training mobs. This will be addressed with some outstanding feature work on the AI hate generation code. As for the concept of exp debt as a whole, this is conceptually the bite of failure. The risk side of risk vs reward. It doesn’t feel good, and it isn’t supposed to. While we may tune the values or address unintended player activity around it, the concept of “death penalties” are a core tenant.

Comment

The mob pulling is currently missing a key feature which disables non-group affiliated hate generation from the target after the mob is pulled a certain distance before its leash range. This is something the NPC engineering team will be working on once they are back from break.

Comment

The mob pulling is currently missing a key feature which disables non-group affiliated hate generation from the target after the mob is pulled a certain distance before its leash range. This is something the NPC engineering team will be working on once they are back from break.


26 Dec


25 Dec

Comment

I think it’s easy to lose sight of the fact that Alpha Two will be a long process, and over time the systems and content will be released, sometimes those releases will feel scuffed and incomplete, because quite frankly they are. And to be honest, it will not be a process that is for everyone. It will cause frustration at times, and perseverance to test. This is why I have consistently beat the drums of not participating if you are expecting to “play” a game.

There is a reason why the large majority of developers and publishers do not expose these phases of game development to the public. Software development, and particularly game development is long and arduous. You can take 3 steps forward, and 2 steps back at times.

This is particularly true the more complex the game is. And Ashes has many complex systems that must interact with each other. So sometimes when one piece of code or tech gets touched it can have wide ranging consequences.

The project has ...

Read more

24 Dec

Comment

I’d like to remind everyone to remain constructive and respectful in the comments. I understand passions can swirl, but the sub is intended to provide an enjoyable platform for healthy communication.

Comment

Originally posted by Lylok

I know you guys will, just poking fun 🤣 it’s great! Happy holidays, Steven!

Merry Christmas my friend. Love it! Hopefully Tinder isn’t this bad!

Comment

lol… yes we have some bugs here to fix. But I’ve been enjoying the screenshots. We will smooth it out 💪

Comment

Originally posted by jackcc18

I would love a way to know if the bug reports I'm putting in are useful, even if it's as simple as a thumbs up or thumbs down or a quick comment of "Good report" or "Not a bug" or "Wrong category, should have been X" I'm not a seasoned tester but I would love to know if I'm not doing things right.

Generally I advise a template such as this;

  1. Title: Briefly describe the bug (e.g., “Character falls through map near cliffs”).

  2. Description: What happened vs. what you expected (e.g., “Character fell through the ground when jumping near the cliff; expected to land normally”).

  3. Steps to Reproduce: List key actions to trigger the bug (e.g., “1. Go to Mountain Pass, 2. Jump near cliff edge”).

  4. Attachments: Add screenshots or videos if possible.

Comment

Originally posted by Altruistic_Impact890

Hey thank you, I really didn't expect you yourself to reply to this and I appreciate you taking the time to write such a thoughtful response. It's great to know that we're being listened to and I appreciate the additional insight as to how things work at Intrepid which helps me restore faith in the process. It looks counterintuitive from the players perspective at times but everything you say makes perfect sense.

I'll keep trying my best to report what I see and give the game patience. Hope you don't get me wrong btw, the game is not bad for unfun, I've had more fun from the emergent social interactions on this alpha than many finished MMOs. The game feels like the core is in place but content just needs building around it.

To balance this with positive feedback: one change I've really enjoyed is flagging looters - it's led to a lot of fun PvP interactions and a risk/reward aspect to theft.

I don’t get you wrong at all brother. Thank YOU for helping us test ❤️🙏

Comment

Would like to give some context;

We take in bug reports from both our internal QA teams as well as our testers. Those bugs then get triaged and prioritized based on severity (impact/frequency).

With regards to the resource spawns cycling out into t2 gatherables and tameable animals. This particular bug we have attempted several fixes for, but unfortunately this bug is a little elusive and appears to be more pronounced under higher loads of players (this is why we stress test). We have a longer term solution that isn’t expected to land until January, which is to pull out the resource spawners away from our population spawners (we try to consolidate systems, but sometimes we have to break them up).

We break our teams up into bug fixers, and future content/feature teams. We have about 230 people now on the development side, and roughly 30 QA. So sometimes you will see movement in one area of the game when movement elsewhere feels slower.

I get that i...

Read more
Comment

We will be bringing more questing online throughout phase 2 and 3. Solo leveling is intended to be fun and accessible. But grouping will always be encouraged and most rewarding.