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
Save weapon
They could make it so the weapon could be stored on the back, it would give it a nicer touch.
1
Re: SPEAR/WEAPON LEVELING
I wonder from time to time if we will be possible to play with a shield and a spear or maybe even a second one handed weapon in the off hand , not from the beggining ofcourse but at least when you start out with the spear or 1h sword as you level up the weapon you would be able to get the spear 1 handed and use a shield with it and also with the 1 h sword to dual wield 1h swords?
Yeah, at the moment dual wielding is confirmed but limited. For Alpha Two, it's mainly focused on Rogues with daggers. Intrepid has said they want to expand weapon combinations later, but there’s no official confirmation yet for spear and shield or dual 1H swords. It’s something they might explore as development continues.

1
Re: The logic behind Tank’s name
Yes noaanni I’ve only seen healer as the generic term, thanks for your reply
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
"it negatively affects immersion, the thrill of exploring, and the feeling of moving independently through the world."
Spot on, I've ALWAYS enjoyed this and throughout all of the MMO's I've played over the years I prefer to explore thoroughly with my feet on the ground no matter how long it takes
Spot on, I've ALWAYS enjoyed this and throughout all of the MMO's I've played over the years I prefer to explore thoroughly with my feet on the ground no matter how long it takes

2
Re: Character Names
I would love this kind of potential for immersion. I also believe names should not be unique, as they are not in real life, but Ashes won't be able to do that because of name reservations. Too bad.
Still, I would love the ability to have a first and last name, as well as an optional nickname. That would be awesome.
Still, I would love the ability to have a first and last name, as well as an optional nickname. That would be awesome.

1
Re: More rpg elements pls.
I would love so much to work for a game company like Intrepid, to shape and bring the world of Verra to life with all kinds of unique places. I truly hope this is planned.
Imagine inns styled like Stormwind, placed in remote corners of the map to offer shelter and rest to traveling adventurers. Mansions, towers filled with monsters and trinkets, chests spawning randomly with various rewards... The game already provides amazing atmospheres, so creating places filled with charm and history would be truly fantastic.
Currently, there's mostly bestiary and humanoids scattered everywhere, but I already really enjoy the points of interest. However, what I would truly love to see in the coming years are RPG elements taking over Verra.
Being able to sit at a tavern table, enjoying a cozy atmosphere... I know many features are being prepared, but bringing back the importance of "RPG" is essential, and it's something that has been lost a lot in recent years.
So yeah, a world shaped with charming places, exploration, ancient ruined cities like the ones we already have, but with furniture and lore. And I would love to be able to create them myself.
I would just love to help them make maps and all the little details. I love modding for games and adding beautiful landscapes and getting all the little details and easter eggs right. I had made a mod in skyrim adding an entire city for forsworn for me and my friends with a cave system for the witches. Gosh I miss doing that

1
SPEAR/WEAPON LEVELING
I wonder from time to time if we will be possible to play with a shield and a spear or maybe even a second one handed weapon in the off hand , not from the beggining ofcourse but at least when you start out with the spear or 1h sword as you level up the weapon you would be able to get the spear 1 handed and use a shield with it and also with the 1 h sword to dual wield 1h swords?
1
Re: Linux Tips, Tweaks and Troubleshooting Thread
I am not sure what changed, but I also have an issue with the game. I'm running the lutris version, played last weekend without an issue. However, today when I tried to run the launcher, it went black. from what I remember, that was an issue with the dxvk config? I do however have the config file set with the `d3d9.shaderModel = 1`. Anyone has any tips on debugging this thing? Thanks
When i had this problem under wayland, enabling a virtual desktop under graphics tab in winecfg fixed the whole black screen thing.
Suggestions for the Marketplace/Player Stalls
First off, I think the latest update (March 27th) was great for the simple item filter that Intrepid introduced. This has definitely added a huge QOL change for the marketplace and has made it useful instead of going page by page to find what you need if it even exists. But this adds another problem, I see no reason to use the "main" search function and I understand its all still very early in development, but here are some minor suggestions to make player stalls feel more like little stores:
1. Add Favourites - If we had the option to add certain stalls to a favourites list, it would give those stalls a "reputation". Instead of searching by items, you would just visit the same stalls that you know have good deals or high quality items.
2. Add Marketplace "Districts" - If the market place could allow players to tag their stalls as "Mining Stall", or "Herbalist Stall" it would allow people to filter through stalls with a majority of those items. How to enforce this? Maybe make it a requirement that 50%+ of the items have to be from that gathering, processing, or crafting profession. Maybe add a delay or timer that will start if your stock drops below the required threshold. If you drop below this level, your stall will simply be returned to a "General Stall" section.
3. Add Stall Stock Levels - It would be cool if players could set their own stock levels. Lets say a miner has 100 ore as their baseline that they can mine per week. An interface could allow them to set their stock level to be max 100 tin ore. As people buy these resources, it would lower the stock level from lets say 100 - 75, 74 - 50, 49 - 25, and 24 - 0. This way players know if its a fresh batch or not and if it's a known stall, it will be fun to get there on a fresh restock of cheap or high quality items.
Anyways, thats just a few ideas I have on improvements.
1. Add Favourites - If we had the option to add certain stalls to a favourites list, it would give those stalls a "reputation". Instead of searching by items, you would just visit the same stalls that you know have good deals or high quality items.
2. Add Marketplace "Districts" - If the market place could allow players to tag their stalls as "Mining Stall", or "Herbalist Stall" it would allow people to filter through stalls with a majority of those items. How to enforce this? Maybe make it a requirement that 50%+ of the items have to be from that gathering, processing, or crafting profession. Maybe add a delay or timer that will start if your stock drops below the required threshold. If you drop below this level, your stall will simply be returned to a "General Stall" section.
3. Add Stall Stock Levels - It would be cool if players could set their own stock levels. Lets say a miner has 100 ore as their baseline that they can mine per week. An interface could allow them to set their stock level to be max 100 tin ore. As people buy these resources, it would lower the stock level from lets say 100 - 75, 74 - 50, 49 - 25, and 24 - 0. This way players know if its a fresh batch or not and if it's a known stall, it will be fun to get there on a fresh restock of cheap or high quality items.
Anyways, thats just a few ideas I have on improvements.

2
My hopes/suggestion for the gathering update
Hi yall,
Been considering make this post for a minute since I started really playing the A2. as we all know static resource rarity is bad as they address in the gathering post. I have the mindset that no resource node should spawn above heroic. now hear me out here what is it was on a scale based with your gathering gear and the spawning rarity of the node. lets quickly set some variables for nodes real fast.
Common= 1-100 uncommon= 101-200 rare= 201-300 heroic=301-400 epic= 401-500 legendary=501-600
alright so now that we have a good range of variables for the nodes lets set an example.
so you're going around cutting down trees and you're in some decent gathering gear you got your rare Apprentice Lumberjack's Quick-Axe and the common gear from the vendor putting you at a Lumberjacking Rarity Rating of 57 and Lumberjacking Quantity Rating of 251 for now we are going to ignore the quantity rating. the next tree you are planning to cut down spawned in as an common with a value of 80. so with my idea the common you just cut down gets a boost from your gears rarity rating making its total 137 now y'all probably thinking ok so it got bumped up to an uncommon well it didnt the roll failed under the upgrade threshold 1 in 3 odds. this part only applies to upgrading if the tree spawned in at uncommon the lowest it returns is uncommon. but lets go onto the next tree it procced an uncommon of 200 , nice, so with your gathering gear it comes out to be 257 and look at that you made the odds and it upgraded to a rare, roughly 1 in 2 odds. for the odds i am just using an D100 with the idea that if it lands on a number within the range of the boosted rarity it checks and you get the upgrade.
I hope that made since. long example made short gathering gear should better influence the rarity the resource gathered with a touch of RNG to spice it up with a a slightly weighted curve on spawns to favor the lower end.
now I know a good amount of y'all are thinking "well if the highest spawn in heroic how are we supposed to get legendaries?", easy invest in good gathering gear if you took that same Apprentice Lumberjack's Quick-Axe and boosted it up to heroic and enchanted it up to 8 it would give a rarity rating of 88 on the low end add in the clothing at rare on the low end it gives 26 for both plus the baskets 40 you'll be sitting at an upgrade rarity rating of 176 with that set up it would put you well into the legendary range but in my opinion ledgendaries should always have a 1 in 4 or a 1 in 8 chance to proc depending on your rarity rating. now I know that i know I don't have all the information on the backend of this system but at the moment it feels almost worthless to invest into gathering gear when you can just find a legendary out in the wild, at least with a system like this you get out what you put in.
on to a different idea resource maps what if we had caravan like system for gathering. i know resource maps and caravan what do the 2 have in common ,nothing, but what if they added in carts pulled either by the player or by a BOB. this more or less would set up a NPC like for caravans where you could launch your cart from but instead of cargo you load up a resource map. now what is a resource map well its like a treasure map but it for resources and makes a pvp event zone like a caravan. so you would buy the map (either glint, gold, or resource) from resource randy (name WIP) and like the treasure maps a marks a zone out in the node you're in this marked area is visible to other players and spawns in resources one at a time so each time you gather a resource node it spawns another randomly in the zone. ok by why the cart? well the cart is where all the resources are collected so instead of filling your bags the point is to fill the cart. now for the pvp part of this since open world pvp. the cart can be claimed by another player with a channel like in siege capture points whether its caped by killing the player who spawned it or by being sneaky and stealing without them knowing with stolen carts being able to be turned in early. so what do you get from this event well you could get bulk resources or you could get a rare resource. making an alterative to my other suggest.
welp that's all from me. please let me know what yall think or if you need something clarified.
Been considering make this post for a minute since I started really playing the A2. as we all know static resource rarity is bad as they address in the gathering post. I have the mindset that no resource node should spawn above heroic. now hear me out here what is it was on a scale based with your gathering gear and the spawning rarity of the node. lets quickly set some variables for nodes real fast.
Common= 1-100 uncommon= 101-200 rare= 201-300 heroic=301-400 epic= 401-500 legendary=501-600
alright so now that we have a good range of variables for the nodes lets set an example.
so you're going around cutting down trees and you're in some decent gathering gear you got your rare Apprentice Lumberjack's Quick-Axe and the common gear from the vendor putting you at a Lumberjacking Rarity Rating of 57 and Lumberjacking Quantity Rating of 251 for now we are going to ignore the quantity rating. the next tree you are planning to cut down spawned in as an common with a value of 80. so with my idea the common you just cut down gets a boost from your gears rarity rating making its total 137 now y'all probably thinking ok so it got bumped up to an uncommon well it didnt the roll failed under the upgrade threshold 1 in 3 odds. this part only applies to upgrading if the tree spawned in at uncommon the lowest it returns is uncommon. but lets go onto the next tree it procced an uncommon of 200 , nice, so with your gathering gear it comes out to be 257 and look at that you made the odds and it upgraded to a rare, roughly 1 in 2 odds. for the odds i am just using an D100 with the idea that if it lands on a number within the range of the boosted rarity it checks and you get the upgrade.
I hope that made since. long example made short gathering gear should better influence the rarity the resource gathered with a touch of RNG to spice it up with a a slightly weighted curve on spawns to favor the lower end.
now I know a good amount of y'all are thinking "well if the highest spawn in heroic how are we supposed to get legendaries?", easy invest in good gathering gear if you took that same Apprentice Lumberjack's Quick-Axe and boosted it up to heroic and enchanted it up to 8 it would give a rarity rating of 88 on the low end add in the clothing at rare on the low end it gives 26 for both plus the baskets 40 you'll be sitting at an upgrade rarity rating of 176 with that set up it would put you well into the legendary range but in my opinion ledgendaries should always have a 1 in 4 or a 1 in 8 chance to proc depending on your rarity rating. now I know that i know I don't have all the information on the backend of this system but at the moment it feels almost worthless to invest into gathering gear when you can just find a legendary out in the wild, at least with a system like this you get out what you put in.
on to a different idea resource maps what if we had caravan like system for gathering. i know resource maps and caravan what do the 2 have in common ,nothing, but what if they added in carts pulled either by the player or by a BOB. this more or less would set up a NPC like for caravans where you could launch your cart from but instead of cargo you load up a resource map. now what is a resource map well its like a treasure map but it for resources and makes a pvp event zone like a caravan. so you would buy the map (either glint, gold, or resource) from resource randy (name WIP) and like the treasure maps a marks a zone out in the node you're in this marked area is visible to other players and spawns in resources one at a time so each time you gather a resource node it spawns another randomly in the zone. ok by why the cart? well the cart is where all the resources are collected so instead of filling your bags the point is to fill the cart. now for the pvp part of this since open world pvp. the cart can be claimed by another player with a channel like in siege capture points whether its caped by killing the player who spawned it or by being sneaky and stealing without them knowing with stolen carts being able to be turned in early. so what do you get from this event well you could get bulk resources or you could get a rare resource. making an alterative to my other suggest.
welp that's all from me. please let me know what yall think or if you need something clarified.