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ArcheRage 3.0 Discussion

Well some ppl were planing to run this packs from the begining of server. Normalize this packs price to gwenoid price would solve this i think ;p
So, make karkasse packs equal to gweonid packs, but you need a car worth atleast 15k roughly, or you need to rely on car rentals, or you need to take them over 1 at a time on the airship, because you can't load up a bunch of alts.

Karkasse lardersare expensive because you can't move them in mass without a lot of investment. It's like saying you should make very little profit off making an ayanad... there is a lot of investment, time and rng put into getting an ayanad.

Don't forget, KARKASSE IS ALWAYS DANGEROUS (unless there's a short peace time that I never hit, then fuck the timers)
 
The main thing is that we get the Holy Bolt. The rest is gravy.

I do like the new trade system, esp cargo with the option of riding the ferries. I do not like the absurd drop rates on Royal Seeds. I do not like the changes to coinpurses. I like the ability to choose the proc when crafting gear. I do like having additional information about the regrading odds. The anchoring charms seemed like a waste to me, not worth the absurd expense. They don't increase the odds of success, only prevent blowing up, and are single use. I did not like that the only anchoring charms I ever saw were only for lower level gear, like Arcane. It's post-celestial gear that may be worth the expense.

I hope that our wisps and stabilizers will convert to archeum and charcoal respectively, as they were in the new server.

I did not like having to do daily quests for vocation, and would especially hate it on this server as my family all left the game and I'm solo.
 
The main thing is that we get the Holy Bolt. The rest is gravy.

I do like the new trade system, esp cargo with the option of riding the ferries. I do not like the absurd drop rates on Royal Seeds. I do not like the changes to coinpurses. I like the ability to choose the proc when crafting gear. I do like having additional information about the regrading odds. The anchoring charms seemed like a waste to me, not worth the absurd expense. They don't increase the odds of success, only prevent blowing up, and are single use. I did not like that the only anchoring charms I ever saw were only for lower level gear, like Arcane. It's post-celestial gear that may be worth the expense.

I hope that our wisps and stabilizers will convert to archeum and charcoal respectively, as they were in the new server.

I did not like having to do daily quests for vocation, and would especially hate it on this server as my family all left the game and I'm solo.
woah woah woah your whole post is about 3.5 not 3.0

there never were anchoring charms below celestial. i dont know where you saw an arcane anchoring charm...

cargo system is 3.5 the only trade changes in 3.0 were you need royal seeds for larders (bad change) and you need gilda for tradesman packs (bad change)

wisps were still a thing in 3.0 that change isnt until 3.5 when they remove wisps and reforging and make nation required mats archeum instead
 
So, some things I've noticed:

>Racial Skills

Please for the love of god leave the passives that are passive now as passive. I've never heard of anything dumber than a 5min buff with 30min cooldown for +30 seconds of underwater breathing time for Elf, for instance. 30% reduction on construction for humans... but only if you pop this buff for 5min with a 30min cooldown... that's the dumbest shit ever.

The secondary racial skill that is new to this patch should have a skill use/cooldown mechanic. That's fine. But leave the existing passives alone and the first passive each race gets to balance it.

>Crafting, Harvesting, and Misc. Proficiencies

>To downgrade a 230000 skill a character must consume a Proficiency Modification Certificate purchasable for 100000 vocation points. Be certain about which skills you improve to Famed rank!

This sounds really dumb. Just put it on general merchant for 100g or something.

>Rare grains and vegetables have been replaced by Royal Seeds. Existing rare grains and vegetables can be converted to basic materials. Royal Seeds can now be obtained rarely when harvesting grains or vegetables.

Ok, so make royal seeds drop more often and more of them at once. So for instance, it has a 5% chance to drop 1 royal seed, increase that chance to 25% chance and make it drop 2-4 at a time when it drops. You still have to do things other than larders to get them (or buy them from people who farm vegetables) and it doesn't delete a potential market. Some people sell shatigon's blessings now to make money, they can instead sell royal seeds to make money.

It also means that the admins don't have to spend forever rebalancing recipes that include these, because it's not just larders. It will just be 8x easier roughly to get them, about on par with how shatigon's already is.

>Chum and Fishing Lures can now be purchased from the general merchant for gold, silver, and copper.

This should solve part of the fishing problem if they don't cost a lot. No idea what the prices are but there may be a need to adjust them after the patch.

>All the proficiency requirements for crafting houses.

These proficiency requirements should not be changed. You've had since launch to build proficiency in things you make money with. Leaving proficiency requirements for all of that stuff in the game will allow the people who specialize in these markets to make better money. Money is meant to move around in an economy. Allowing specialists in different areas improves the economy and keeps prices healthy.

>Trade Pack Costs

Would recommend either using 2.9 trade pack crafting costs on the larders instead of increasing them unless you also increase the gold and charcoal they turn in for. I don't know why XL is so scared of people making a decent amount of money doing anything, but it hurts the game. There are already enough gold sinks to make your head spin off your shoulders.

>Karkasse Trade Packs, The Charcoal Thing, Etc.

Recommend keeping the Karkasse trade values the same or only nerfing it slightly if you do. Also recommend not allowing everyone to swipe for a car. Cars should be earned. All future cash shop cars should follow the standard upgrade path that everyone who has a car had to go through, with the cash shop ticket allowing the upgrade to the next tier. Allow people to get the temporary car from the merchants that come in 3.0 if they want to use one, and force them to refresh it by that mechanic.

If you're going to allow swiping for it, look at how much a car currently costs people doing it the in-game way and price it that way. In the current market, it would take 5k credits worth of gold to get the materials and craft the parts, and the design varies based on current gilda costs.

>Family changes

Sounds cool. I'm in a family with several other real players who can do the quests. That's what the system is for. It's an MMO. If you don't want to group up with people, ok, but don't request group-based mechanics to be changed so you can do that alone. That's not what multiplayer games are about.

Join up with some people into a family to do the stuff. You don't have to give them access to your houses and stuff, just join up for some missions and daily activities.

That being said, some of its importance in the vocation system may need some balancing to make it not required to do. I've never liked dailies that I felt obligated to do in order to do anything else.

>Coinpurses

50/50 drop rate, either coinpurse or material crate. That would go a long way to fixing the rarity of many coinpurse materials in the market, as well.

For those special crates, 50/47/3% chance (purse, crate, special crate). Easy, done.

Other thoughts

There's a lot of complaining about things getting harder in this thread. Ok, it's a game. It's supposed to have challenge. We already have it way easier than Trion servers, so a patch with a little challenge may be in order.

I highlighted the couple of things that are real problems, like Royal Seeds, which killed Trion's servers. But we shouldn't completely eliminate Royal Seeds. Make them drop far more often (at about 8x the rate that they do on Trion's servers) and it will be fine. Plant you up about 25 potatoes, get about 10-20 royal seeds in like half an hour, sell the potatoes or use it for your packs. Done deal.

I know nothing about dwarf and warborn, so defer to others who are saying warborn are broken as fuck with their immunity thing.
 
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>All the proficiency requirements for crafting houses.

These proficiency requirements should not be changed. You've had since launch to build proficiency in things you make money with. Leaving proficiency requirements for all of that stuff in the game will allow the people who specialize in these markets to make better money. Money is meant to move around in an economy. Allowing specialists in different areas improves the economy and keeps prices healthy.

You can still use alt characters do do crafting so your argument is invalid.


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You can still use alt characters do do crafting so your argument is invalid.

If they put the crafting skill on an alt character and build it up, so be it. But it shouldn't be allowed to craft with 0 proficiency some of the best buff items in the game. Almost everything has some proficiency cap, except the trade houses. It was a mistake not to put a proficiency requirement on those OP recipes in the first place.
 
Recommend keeping the Karkasse trade values the same or only nerfing it slightly if you do. Also recommend not allowing everyone to swipe for a car. Cars should be earned. All future cash shop cars should follow the standard upgrade path that everyone who has a car had to go through, with the cash shop ticket allowing the upgrade to the next tier. Allow people to get the temporary car from the merchants that come in 3.0 if they want to use one, and force them to refresh it by that mechanic.

If you're going to allow swiping for it, look at how much a car currently costs people doing it the in-game way and price it that way. In the current market, it would take 5k credits worth of gold to get the materials and craft the parts, and the design varies based on current gilda costs.

Hello Kitty car is right around the corner...
 
As I am someone who has never done trade runs in 3.0, could anyone tell me why cars are better than the freighter?
 
As I am someone who has never done trade runs in 3.0, could anyone tell me why cars are better than the freighter?

Depending on if the car is 4 wheel drive or not it makes it so you can drive over mountains and make trips so much faster. There is a mountain in Windscour that you can drive over right into Falcorth. People did it all the time with Perinoor aged goods. I'm sure there are plenty more places you can do it as well.
 
Depending on if the car is 4 wheel drive or not it makes it so you can drive over mountains and make trips so much faster. There is a mountain in Windscour that you can drive over right into Falcorth. People did it all the time with Perinoor aged goods. I'm sure there are plenty more places you can do it as well.
I see. Thank you!
 
Please, no royal seeds! Leave vocation alone, those family and zone quests for vocation are horrible. Also, things like charcoal to make hereafter stones...booo! Please don't change the crafting houses. Let us continue to make potions, food and books at low levels. Those changes really hurt the game and made it so hard for established players, I can't imagine how new players were able to function.
 
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Consider making all honor gems unbreakable but lower the chance to socket in to low %s.

We just had that debate and for now the best change we could get was 100% socket chance for first 2 gems but gems can still break.
 
We just had that debate and for now the best change we could get was 100% socket chance for first 2 gems but gems can still break.
If anything it will make people more bursty given mistsong gems...

Are you guys able to release the rates of gems after 1 and 2?
 
Please, no royal seeds! Leave vocation alone, those family and zone quests for vocation are horrible. Also, things like charcoal to make hereafter stones...booo! Please don't change the crafting houses. Let us continue to make potions, food and books at low levels. Those changes really hurt the game and made it so hard for established players, I can't imagine how new players were able to function.
No no no no no, you lack the basic understanding of how a proper economy works. Look outside, no one can do everything. You have truckers (people running packs, producing raw gold into the economy), you have mechanics, and other trademen who fix and repair things (this is like machining), you have tradesmen who create things (crafters), you have people who specialize in chemicals/drugs and stuff in pharmacies (alchemists) ect. You can't have an economy that functions WELL, if people don't rely on each other. Want to know why wisps are so pricy right now? Because there's nothing but luck involved in making a delphinad, no "investments" so to speak. Why buy potions off the AH if you can just make them yourself, and with 4x labour, it's not even that big of an issue!

Limiting the production of items (but not cages, 180k/230k was just stupid, I think the current values work well) is essential to making a good economy. As someone else in this thread stated Economies work when money moves
 
No no no no no, you lack the basic understanding of how a proper economy works. Look outside, no one can do everything. You have truckers (people running packs, producing raw gold into the economy), you have mechanics, and other trademen who fix and repair things (this is like machining), you have tradesmen who create things (crafters), you have people who specialize in chemicals/drugs and stuff in pharmacies (alchemists) ect. You can't have an economy that functions WELL, if people don't rely on each other. Want to know why wisps are so pricy right now? Because there's nothing but luck involved in making a delphinad, no "investments" so to speak. Why buy potions off the AH if you can just make them yourself, and with 4x labour, it's not even that big of an issue!

Limiting the production of items (but not cages, 180k/230k was just stupid, I think the current values work well) is essential to making a good economy. As someone else in this thread stated Economies work when money moves

I agree.

Money need to be made/spent in other areas. ATM there is only weapon/armour crafting that brings in a prfit, every other profession is pretty much dead. Everyone is a jack of all trades and there is no focus on specializing. Proficiency's like husbandry, farming, gather, alchemy and cooking are all so low profit, that no one uses them for anything but personal use. Hell there wasnt even any milk on the AH for almost 2 days and any other goods sell for less than 5 silver each.

That said. I believe that the lack of donations and the ability to buy gold legally is what is making the weapons/armour so expensive. Those who donate/gold buy have so much money that they think everyone has that amount. 40k for an epic T1 ........ 110k for an epic ayanad bow ????????
 
Once Upon a time AA updated to 3.0...

Veteran player here.
I have been working on AA economy spreadsheets for years and I believe I have a good idea of what killed the Archeage economy.
These issues pour into 3.5 where they are compounded IMMENSELY by other changes. The predictability of inactivity in 3.0 leading up to 3.5 will be disastrous if some of the warnings below are not considered. I will personally be moving MASSIVE amounts of gold to take advantage of this if it is not changed. I will EASILY make just over 5x on my investment (without moving a single item) if the events from live are repeated. PLEASE DO NOT MAKE THIS POSSIBLE FOR ME AND OTHERS TO DO.

How 3.0 killed off players:
- Royal Seeds. The only way of acquiring them is EXTREMELY HARD so the price is TOO DAMN HIGH!
- Cars and Trade Runs. Rockhala and Karkasse larder packs are worth around 80 Charcoal each. On live the charcoal market crashed to 75 silver. At 75 Silver per charcoal people with cars still make 60 Gold per pack(Karkasse/Rockhala larder) while the next closest is 26 gold per pack(Gweonid larder). The Benefit for car owners is more than 2:1. This also allows these players to afford Royal Seeds at ridiculous prices while the rest of the server is choked out. The few saints among us wont even be enough to support this small demand for royal seeds and the price will remain high. Even if the royal seed price comes down, the benefit for these areas is still game breaking, arguably even more-so because they will have to sell off less of their stock and have more charcoal to flip when charcoal recovers in 3.5.
- Gilda Stars in trade packs. Gilda stars are worth between 4-8+ Gold. Most packs can be crafted for around 3 Gold. Nobody will craft these packs. Look at the crafting materials required to make Gilda packs. All of those resources will no longer have a purpose. Ex: Milk would be nearly 100% useless so cows and cow pens would be pointless as the market will shrink massively for milk (an already tough market).
- Race Passives. This doesn't need much discussion. Old Races get shitty limited "activated passives" and warborn go invincible and kill everything. This was designed as a gold sink to make people start over. Please don't do this.
- Seeds cost vocation. Vocation is too valuable and shouldn't be necessary to purchase seeds. This is another attempt to take gold out of the market. It is not worth the despair that it causes.

Summary: Many of the changes in 3.0 were intended to take gold out of the market. In short, the gold sink it created was too big. At the same time 3.0 changes made very specific land way too valuable and the owners of that land are rewarded by more than a 2:1 ratio (this is assuming you have Gweonid land which is EXTREMELY scarce). However, at least Gweonid is competitive providing 35 charcoal compared to 31 from Hasla. Karkasse and Rockhala with a car gives an unrealistic advantage with around 80 charcoal EACH PACK. Again, that is more than a 2:1 Ratio (Karkasse:Gweonid = 80:35 = 2.28:1) Even factoring time in, car owners can generate just short of 4000g per hour if they save it till the 3.5 recovery. This is beyond stupid. This is completely careless. I took advantage of this on live and it also killed the game. Don't make this happen here please!

Still Reading?
Additional Notes: The price of Charcoal is set to plummet, then in 3.5, it will skyrocket. This would mean that during 3.0, the value of a SINGLE Karkasse or Rockhala pack is more like 320g if you hold the charcoal to sell in 3.5. NOBODY IN THEIR RIGHT MIND WOULD ALLOW PACKS WORTH 320g. This will 100% destroy the economy of the server. I did the same thing on live and made filthy stupid gold that would make everyone sick. Also, these runs have a disgusting gold value and short run time. Gold and Charcoal from these packs floods the market and destroys the economy. 3.5 compounds these issues because of too little too late attempts to "fix" the economy. Problem is, when you "fix" an economy and announce the fix, people just buy up the controlling resource and resell it later. In 3.0, the controlling resource is Charcoal. There are also things to consider about wisps(don't worry everyone I won't give away the secret) but I believe that issue(change?/bug? depends who you ask) is much smaller even though it is still heavily related and will also effect charcoal prices. But even without 3.5, 3.0 is still set for inflation and players not in the loop and those with no gold to invest will feel it much harder than the rest of us.

TL;DR
The rich get richer, and the poor get poorer.

- The End
I say make older race passives which become actives back into passives, and for the new races are as is. Most players are hitting the 4k+ mark which is where they need to be. New racial active such as transformation is something that should be as is. Reason being is they are for newer players who aren't gear'd enough yet to stand a chance against other gear'd players. If your gear is so far behind that the new actives just decimate then you just have to catch up this is where stuff like Aria autograph comes into play to allow players to get better oriented weapons which are Delphinad equivalent. "This was designed as a gold sink to make people start over. Please don't do this." Nope it was just designed to have newer players who play as those factions have an "Ace" if you will. As for the rest you've said, you pointed out very good facts of which I honestly do agree with.
 
Make the warborn racial transformation allow them to not be invulnerable at all and escape death for 20 seconds. Leave the damage the way it is, but no death immunity.
 
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