Ashes of Creation – Alpha One Siege Testing Thoughts



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I had the opportunity to do some Siege Testing during the Alpha 1 Preview Spot Testing on Friday 11 June 2021 for Ashes of Creation. Let me just say that we know it’s an Alpha, and we know it’s going to have a lot of bugs. That said, the mode plays very well. There were very few performance issues. In the siege area there was no rubberbanding. Were their bugs? Yes, and we are expecting bugs. That’s what they need us to test. If there were no bugs, they could just say “This mode is ready”, put it on the shelf and work on other stuff.

So the positive is that mode plays incredibly well especially considering it’s only an Alpha. The negative is that I think Intrepid needs to sit down and have a meeting and make sure that what they want to deliver is what the players are going to want. I’m not 100% sold on the idea of the dragons, and the defensive ability of the castles with the ability to turtle in two separate choke points is pretty unbalanced.

Hopefully Intrepid lists to all the feedback and makes some good design decisions, revisions, considerations.

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00:00 – Intro
00:39 – What Alpha is
05:22 – Ashes is an Developmental Alpha
05:50 – Intrepid should punt Alpha 1 again
07:08 – What I tested had improvements
08:14 – My opinion on the Ashes Siege Idea
11:45 – We are all defensive of our own work
12:45 – Too many ballistas
14:28 – Render distance in Sieges
16:33 – Castle heavily favors the defense due to time
19:18 – Domination Map?
20:10 – Doors & Gates
23:09 – PVE (Dragons) in a PVP siege?
25:50 – Being Outnumbered
26:46 – Aiming up the walls for dropping AOE
28:10 – Castle Siege Victory Condition
31:02 – How Archeage did Castle Respawns
35:04 – Throne Room Zombie Rush Defense Issues
45:12 – Basement Issue (Teleport vs Stairs)

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14 thoughts on “Ashes of Creation – Alpha One Siege Testing Thoughts”

  1. I am watching the video and you are talking about switching spawns when the channel starts. I like the idea that spawn switches when the channel starts but i dont think it should be permanent, I feel that the spawn should switch when the channel starts but if the channel gets interrupted from say a defenders push the channel bar should slowly recede and if the channel hits 0 the spawn switches back. Like a payload in TF2. Attackers can push the payload but if it does not get continuous progress it will move back.
    EDIT Ah i paused the video to comment this and then you spoke about cleansing the room to take back the spawn point. I feel that cleansing a room is also a valid way to gain back initiative but i think it will create a more desperate feeling if you have to defend for a longer period of time instead of wiping a room to get back the spawn point.

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  2. tbh having some castle favor defenders in less important location is fine, this particular castle might not have great mobs or resources nearby, however there could be another castle that is much harder to defend however its loaded with good mobs and resources around. Now if there a super easy to defend castle with an amazing location for resources and mobs and things then its a problem.

    Sounds like respawn time more of an issue here if you die to often to quickly have a timer that goes up which makes it harder to turtle in the throne room since they have instant get back where attackers get a run back which means there timer on respawn will probaly be shorter than the defenders respawn if there dieing constantly to hold the choke.

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  3. Use the arrow keys to skip in 4 sec intervals when you're looking for a specific moment, makes it much easier than to try pinpoint a particular moment than clicking especially with long videos.

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  4. I agree, the dragons dont fit into the siege battles.
    A good work arround would be… If you control all the controlpoints as attacker, a 5 or even 10 min timer startes and the attackers autowin… that makes the jokepoint to a deathtrap for the defenders and the defenders goal would be to not let it happen to that point.

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  5. I think the dragons and them providing buffs can work, this is early and people aren't organised but I think it can work well. My main issue is the throne room is pretty much impossible to get through because there is one access point and the defenders auto respawn with no timer. Even though it can be a bit boring to wait for respawn it is needed for balance otherwise you kill someone, they insta respawn and it doesn't mean as much affecting the battle so a 20s respawn timer sounds good to me. Overall I found it very fun, much more so than when I played GW2 WvW tbh

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