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After spending some time in Alpha 2 over the last few days, I want to share some thoughts on where the gameâs difficulty is going, especially in the early levels. Stephen Sharif has been clear that Ashes isnât meant to be for everyone and that itâs intentionally challenging. I get it. But thereâs a difference between tough, engaging gameplay and something that feels more like punishment. Right now, it feels like weâre leaning into the latter.
From the very start, players are in a tough spot. Youâre given one weak skill and an auto-attack that mostly reminds you how weak you are. Thatâs fine if itâs part of a larger progression planâbut thereâs no build-up. Itâs like being thrown into the deep end without a chance to catch your breath. Most MMOs, especially the ones that have stood the test of time, ease players in. They give you time to learn, grow, and gain momentum. Ashes takes a different approach, and honestly, Iâm concerned itâs going to turn people away before they even get to experience the gameâs full potential.
A particular sticking point is the downtime between killing mobs. With only two classes having self-healing, the rest of us have to run off, find a safe spot, get out of combat, and sit to eat a ration just to recover. This downtime feels abysmal. It doesnât add to the challenge or the strategyâit just feels bad. When difficulty becomes the main experience, it can start to feel lazy or like itâs covering up a lack of deeper systems.
And hereâs the thingâplayers expect difficulty, but they also expect to be equipped to handle it. Right now, the game has high difficulty without the necessary tools, and that doesnât feel rewarding; it just feels unfair. Long term, this could cause players to leave, not because they donât want a challenge, but because they feel set up to fail.
Some may say, âyou havenât played enoughâ or âyou need to sink more time into it.â But this is exactly the pointâretention depends on hooking new players from the start. Will every new player who puts the game down hear the same response? Almost every form of entertainment has its âhook,â and assuming the first 10 levels of an MMO arenât exactly that is naive at best. If the early-game experience pushes players away, the game is setting itself up for long-term struggles.
Weâve seen this before. Mortal Online 2 serves as an example of where extreme difficulty created a niche community but limited broader appeal and growth. On the other hand, games like ArcheAge in its prime found a balance. It had its tough moments, but progression felt meaningful, and players got hooked before the real challenges set in. ArcheAge managed to balance challenge with reward, without making players feel like they were fighting the game itself. Thereâs a reason itâs still talked about fondly.
This isnât about making Ashes solo-friendlyâclearly thatâs not the intent, and thatâs fine. But in todayâs MMO market, creating an experience where solo questing is nearly impossible, especially in the early game, feels like a misstep. The first few levels should be about drawing players in, letting them explore, and getting them invested. Instead, it feels like a slog, where progression is slowed unless you have a group of friends to rely on from day one.
The timing for feedback is criticalâAlpha 2 is a chance to adjust based on how players are engaging with the game now, before those issues become harder to fix later. Balancing difficulty isnât just about accessibility; itâs about Ashes reaching its potential in a competitive MMO landscape. People want to be challenged, but they also want to feel rewarded. If theyâre punished from the start, it risks alienating the community that Ashes needs to thrive.
It's often been said that Ashes was meant to be the spiritual successor to ArcheAge, with Lineage 2 influences, yet it feels skewed too far toward Lineageâs side. The focus on difficulty has come at the expense of broader, engaging systems that made ArcheAge enjoyable. This isnât about removing the challenge altogetherâitâs about striking a balance. Thereâs room for a game thatâs both challenging and rewarding, without making players feel punished at every turn.
This isnât just personal preference. Itâs about ensuring that Ashes reaches its full potential in todayâs competitive MMO market. With so much time and effort poured into it, itâd be a shame to see it cater only to a smaller audience when a few adjustments could make it truly thrive.
Look, Iâm not saying any of this because I want to nitpick or spread the doomium around . Iâm saying it because I believe in Ashes. I want this to be the game that sticks around, that grows and thrives for years to come, something weâll look back on as a cornerstone in MMO history. I believe in the potential here. The passion and vision behind this project are what made me excited to invest my time and energy, and itâs because of that belief that Iâm putting forward these concerns. I genuinely want Ashes to succeed in a way that creates a lasting, vibrant communityâa place weâll still be playing and talking about years from now.
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