Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Sounds to me like you were outplayed by players able to use their kit better than you can, both in 1v1 and in group pvp. Good group composition is as important if not more than individual skill expression, as it involves applying the knowledge about the game to coordinate group pvp which is more complex than 1v1 combat.Lesser-skilled players who can now simply outlast and overwhelm.
Group compositions over individual skill expression.[/b]
Re: Gear rebalance and TTK gone slightly too far
Big health pools are only useful if you have big mana pools on your healers to keep the HP ones full. So we need to either increase mana costs on heals, or, even better, add more mana-based gameplay into the game.
Drain a healer and now the party's HP pools are not bottomless. And that's not even counting all the CCs and assist targeting that's always available.
Drain a healer and now the party's HP pools are not bottomless. And that's not even counting all the CCs and assist targeting that's always available.

1
Re: More Lawless Areas? or Just Flag/War/Red PK ?
We should give zergs EVEN MORE OF AN ADVANTAGEAnd currently devs are HIGHLY favoring zergs , which sucks...
So IMO


Funniest shit I've ever seen. Guild wars that can be properly controlled and balanced? Nah. Node wars that can limit the impact of any given guild that outside of them? Nah. The corruption system that would directly limit the zerg's ability to remove absolutely everyone from a location? Nah.
Lawless zoooones thouuuugh! Literally the tool of abuse for any zerg to fully control and exploit to their hearts' content. Now thaaaat's the good shit


1
Re: The Problem With Ashes of Creation Biomes and More
Seeing the Jundark immediately made me rethink the idea that every tree should be able to be cut down. It really limits deign in an extreme way.
If you compare Ash’s jungle to any of the Zones in GW2’s heart of thorns, it’s ludicrously less cool and explorable.
If you compare Ash’s jungle to any of the Zones in GW2’s heart of thorns, it’s ludicrously less cool and explorable.
1
Re: Is 150GB SSD Insufficient?
Even if 150 GB were enough today, the nature of an MMORPG means it wouldn't be enough for very long.

1
Dynamic PvP Zones, Node Territories, Caravans... I will tell u about all that AOC needs
STEEVEEEEN!!!!! I’d like to sketch out a few ideas that will make our game a hundred times better.
1) Node Territory Size Based on Node Level
I suggest making the territory controlled by a node and its laws dynamic. This way, a level 0 node (which is not even a village) won't control huge areas. Controlled territory should grow with the node's level, through special buildings, or by conquering land from other nodes. Now, you might say, there will be meaningless neutral zones between nodes. But I say — not neutral, but lawless. In these lawless areas, PvE players could have an increased chance of finding rare resources (PvE players would love this), while PvP players would benefit from PvE players entering these areas (PvP players would be happy too). In the end, everyone wins — your game becomes not just good, but outstanding, your player base grows, and so does your revenue.
Steven, I know you’re a good guy — please make it happen!
2) Have you ever thought that killing is wrong?
Of course you have. Remember when you realized it? Oh right, when after killing a player, you got hit with the Corruption debuff. After all, the great laws of the nodes don't allow killing players without consequences.
But what if I told you that you've been lied to all this time? The laws are not against killing — they are hypocritical. After all, you can freely kill any player during a caravan event. Feel the hypocrisy our beloved developers have brought into the world of Verra? I do too!
Here’s what I propose: remove the unnecessary caravan event system altogether. Let any player freely attack caravans, but if a player deals a certain amount of damage to a caravan, they should receive Corruption just like when killing another player. This way, the laws would truly apply across all systems, but players could still attack caravans thanks to point 1.
3) The Corruption Effect Should Not Work in Lawless Zones
Once you enter a lawless area, the Corruption system should deactivate and then reactivate when you leave. I think this is just logical — no one would even argue with this.
4) Rework the Corruption Debuff
Seriously, the Corruption system needs to be more forgiving toward players. What's the point of creating an open-world PvP system if people are too scared to engage with it? Right now, there are almost no rewards that justify a player willingly getting corrupted. Think of something — anything — but remove item loss on death due to Corruption. Without this change, the first three ideas simply won't work properly.
1) Node Territory Size Based on Node Level
I suggest making the territory controlled by a node and its laws dynamic. This way, a level 0 node (which is not even a village) won't control huge areas. Controlled territory should grow with the node's level, through special buildings, or by conquering land from other nodes. Now, you might say, there will be meaningless neutral zones between nodes. But I say — not neutral, but lawless. In these lawless areas, PvE players could have an increased chance of finding rare resources (PvE players would love this), while PvP players would benefit from PvE players entering these areas (PvP players would be happy too). In the end, everyone wins — your game becomes not just good, but outstanding, your player base grows, and so does your revenue.
Steven, I know you’re a good guy — please make it happen!
2) Have you ever thought that killing is wrong?
Of course you have. Remember when you realized it? Oh right, when after killing a player, you got hit with the Corruption debuff. After all, the great laws of the nodes don't allow killing players without consequences.
But what if I told you that you've been lied to all this time? The laws are not against killing — they are hypocritical. After all, you can freely kill any player during a caravan event. Feel the hypocrisy our beloved developers have brought into the world of Verra? I do too!
Here’s what I propose: remove the unnecessary caravan event system altogether. Let any player freely attack caravans, but if a player deals a certain amount of damage to a caravan, they should receive Corruption just like when killing another player. This way, the laws would truly apply across all systems, but players could still attack caravans thanks to point 1.
3) The Corruption Effect Should Not Work in Lawless Zones
Once you enter a lawless area, the Corruption system should deactivate and then reactivate when you leave. I think this is just logical — no one would even argue with this.
4) Rework the Corruption Debuff
Seriously, the Corruption system needs to be more forgiving toward players. What's the point of creating an open-world PvP system if people are too scared to engage with it? Right now, there are almost no rewards that justify a player willingly getting corrupted. Think of something — anything — but remove item loss on death due to Corruption. Without this change, the first three ideas simply won't work properly.

2
Re: The Problem With Ashes of Creation Biomes and More
So far we haven't heard if this part of the design has changed. Nodes barely work as is, so it's difficult to say if this functionality is broken or is simply not there yet.I know the original plan was for the world/mobs to change as the world develops

2
Re: Gear rebalance and TTK gone slightly too far
BiS is relative? Very good, that means build variety is an option.goodsolonius wrote: »BIS is now entirely relative (and very marginal).
From what I have seen in 12 vs 12, 24 vs 24, 40 vs 40 pvp people are still dying extremely fast if people actually use their kit right instead of just pressing damage abilities and expecting automatic results. Welcome to the RPG part of the game.
I was cutting down some clips from 12 vs 12 / 10 vs 10 skirmishes few days ago and often combat barely lasted 2 minutes before one group was totally wiped out or broken / routed. 1vs1 about 20-30 seconds depending on classes.
I'm loving the "softcaps" and MORE accessible pvp content for all those players with jobs.
Re: TTK Changes Have Shifted PvP Away From Skill — And It Shows
Being killed open world by 4+ players in basically vendor gear while u have full new bis epic + shouldn't be a thing correct..... YUP.
It absolutely should be a thing.
Assuming equal skill and level, best in slot gear should put you at no more than an even footing with two players in the worst easily obtainable gear. Three such geared players should have a fairly easy time, and four should literally be able to steamroll over you.

3