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.
Best Of
Grubfiddle's Notes - Can't submit quest.
Description
After acquiring Grubfiddle's notes you can not complete quest anymore by talking to him.
Bug Reproduction Steps
Obtain his notes from random goblin drop, take over to Grubfiddle. Quest will not complete. You can however, delete his tent by interacting with the ground.
Expected Result
What was the expected result of the action(s)? Quest complete.
Bug Report - Actual Result
Quest not complete.
After acquiring Grubfiddle's notes you can not complete quest anymore by talking to him.
Bug Reproduction Steps
Obtain his notes from random goblin drop, take over to Grubfiddle. Quest will not complete. You can however, delete his tent by interacting with the ground.
Expected Result
What was the expected result of the action(s)? Quest complete.
Bug Report - Actual Result
Quest not complete.
Re: Adressing The combat System TTK and comparison with TERA
Easy way to balance it is just to lower the number of skill you can use. Just have the same number to choose from, but only have like 5-6 available to use, then stack lvl of the skill up every lvl not increase the number of skill available. Also removing the range for not range class will have effect.
I play tank, the number of skill i need to spam is insane. GG if it go on like this to lvl 50
Its still alpha testing, so end of day, they need to try our other systems to balance it, only time can tell if the development team can manage to change/balance from the player feedback, i must say that they haven´t shown any progress until now. Do they even read those forums post.
I do agree that its seems better the system showed in the vod´s but a little hard to tell with those poor graphics.
Making the game absolutely shit to play is not really a viable way to increase the PvP TTK.
An MMORPG should see players having significantly more abilities to use in combat than an average ARPG. We should be aiming for 20 - 30 skills and balancing TTK around that, not suggesting gutting the rest of the game in order to achieve a more desirable TTK.

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Re: Why The Game Needs Fast Travel
Just had a crazy idea. Limited fast travel for players that aren’t in guilds. That would give casual players everything they need to be happy.
I think this is the worst idea i have ever seen in a long time, then guilds will just have a neutral mailman to haul stuff for the guild and deliver stuff in the other node and circumvent any possibility of danger
Re: Why The Game Needs Fast Travel
Types of fast or faster travel that's planed.
Family telaport I think it's up to 9 people in a family is there is a marriage Flight paths between nodes. Science nodes will have fast travel. But this all needs to be tuned to slow down zergs, for both PvP and PvE. Having non- instant dungeons PvE needs this most of all.
Family telaport I think it's up to 9 people in a family is there is a marriage Flight paths between nodes. Science nodes will have fast travel. But this all needs to be tuned to slow down zergs, for both PvP and PvE. Having non- instant dungeons PvE needs this most of all.
Not enough Willow / Braidwood
I really hesitated making the post as it seems so obvious, but just like Weeping WIllow was too rare before, now that Braidwoods can be cut down, it is still the same problem.
There just aren't enough Willow and braidwood spawns.
I know one day we'll likely have whole other biomes to travel to, and will find them in abundance. (well I sure hope that's the plan).. But for now, this particular scarcity of resource is just getting old.
We've got crafters progressing to Journeyman on T1 crafting due to not enough Weeping Willow still.
It's a massive bottleneck still.
Braidwood is the new rage, but so limited. We need more spawns.
(and randomised, to get away from people spawn camping the few willow / braidwoods we have).
Thanks for reading my rant.
There just aren't enough Willow and braidwood spawns.
I know one day we'll likely have whole other biomes to travel to, and will find them in abundance. (well I sure hope that's the plan).. But for now, this particular scarcity of resource is just getting old.
We've got crafters progressing to Journeyman on T1 crafting due to not enough Weeping Willow still.
It's a massive bottleneck still.
Braidwood is the new rage, but so limited. We need more spawns.
(and randomised, to get away from people spawn camping the few willow / braidwoods we have).
Thanks for reading my rant.
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Re: Ashes of Creation’s Combat Lacks Movement and Hitbox Integrity
except any part of you combo was avoidable with using dodge :P also you may not know this there is also a max range projectile will travel before they fizzle out into nothing.
that being said i would like to see more ground telegraphed attacks much like u get in moba like scatter shot charge ability for example. the telegraphed ground target skills like snipe need to be inpactful though. Chain pull imo should be a skill shot for example since it can basicly garanteed someone to die in group pvp. There a reason why in league of legends every single pull attack is a skill shot :P the more impactful a skill is the more likely it should be placed in a skill shot system/telegraphy skill (like the fighters hammer slam skill forget it name)
that being said i would like to see more ground telegraphed attacks much like u get in moba like scatter shot charge ability for example. the telegraphed ground target skills like snipe need to be inpactful though. Chain pull imo should be a skill shot for example since it can basicly garanteed someone to die in group pvp. There a reason why in league of legends every single pull attack is a skill shot :P the more impactful a skill is the more likely it should be placed in a skill shot system/telegraphy skill (like the fighters hammer slam skill forget it name)
1
Alpha Two Update Notes - Thursday, February 20, 2025
These are the update notes for changes that went to Alpha Two realms on Thursday, February 20, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Known Issues
Alpha Two Update Notes - Thursday, February 20, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Known Issues
- There's a testing watermark on the screen. This will be removed in a future update
- Due to bugs with the Fishing Derby Guild War we have temporarily removed the Fishing Derby Guild War scroll from the Guild War vendor
- Citizenship Dues / Taxes - There is a UI bug that is showing citizenship dues as overdue after characters have paid their taxes. If you can't use the "Pay Dues" button, this should be because you already paid your taxes. The team is working for a fix for this incorrect "status overdue" message in the Node menu under Treasury.
Alpha Two Update Notes - Thursday, February 20, 2025
- Pay Citizenship Dues pop up window will show the correct date, and the “Pay Dues” button should work correctly for characters when they have taxes to pay
- Caravan improvements to prevent them from being stuck in deep water
- “Heartbeat Timeout” has been fixed and should no longer cause the client to crash
- Firebrand’s respawn time has been adjusted to be in line with his 3-day event
- Poppy density has been reduced in some areas of the Sandsquall Desert
- Fixed a bug that caused some terrain near Miraleth to not properly load

3
Re: [EU] Emberveil | RPvX | CET | Adventuring | Alpha 2 Access
I was in a group with one of the members of this guild, who said this phrase. If a tank in the group does a good job, he should be encouraged and thanked, because the guild leader taught him that. I am sure that this is just a small detail of how cool this guild really is. Much respect for this, I hope to meet you in the world of Verra and be friends.
Currently, my voice communication skills in English are not sufficient to play together, but this may change in the future. Good luck!
Currently, my voice communication skills in English are not sufficient to play together, but this may change in the future. Good luck!
Re: Bad Direction
Bloodstormz wrote: »One thing that is going to Kill this game from players is the 50% Drop when you die. 25% of the resources you have spent hours, weeks and in some cases a month harvesting go poof instantly, and 9 times out of 10, someone will loot the other 25%.
This is a bit of an exaggeration
- You only drop 25% if you are flagged, of which half is recoverable. This can actually be used in PvE, IE "oh damn, we're going to wipe" *activates PvP flag*. Not useful for the first couple of deaths in the group though.
- Most people bank their droppables after a few hours at most. If you lose days/weeks/months of effort, that's really on you.
That said, losing 50% of the current play session's mats can still be daunting. Especially if you join a group and die because someone else plays stupidly. It just takes 1 bad pull.
But I still believe that we need to keep bodies lootable by others and have something disappear on death. What's missing is a reason to return to your corpse, even if someone else loots you. So I suggest taking some of that 50% and reserving it for the dead person to retrieve. And at the same time allow some xp debt to be removed. Example:
On PvE death, 10% of your materials go poof, 20% of them are lootable by another person, and 20% are only lootable by the person who died. And if they loot their corpse, some of the xp debt is removed. If you don't get a rez, this makes the corpse run valuable.
On PvP death, 5% of your materials go poof, and 20% is lootable by another person. No changes in XP debt, since it's already 1/2 of what a PvE death is
Counter: it’s an archaic anti fun way or creating difficulty. There’s a reason games known for difficulty don’t have mechanics like this in and that’s because they offer nothing.
I don’t think to myself, man I love that death has consequences. I think to myself, man I would love to keep getting up and trying again; but the fact I lose default 25% that can’t be retrieved makes it so I’m no longer engaging in fun risk.
I wouldn’t mind losing materials as long as I could get all of them back if I’m the first person to my body.
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