As someone who has been playing since close to the start, I would estimate that somewhere between 50% and 90% of the gold generated in the first 8-12 months of this server was most likely "exploited". Back when gold buying wasn't bannable (just "forbidden") nearly the entire population of ArcheRage bought exploited gold (whether knowingly or not) for relatively cheap prices in bulk amounts... There was no risk in doing so. Everyone's gear during this period was funded by cheated gold technically speaking. The guild that actually "paid" for the first player nation (the wisps) during this unregulated market, left the server long before the nation was even created, I'm not sure if there's even 5 of them still left on the server.150K is peanuts. Literally nothing.
Wasn't PN1 funded by cheated gold anyways or is that only a meme ?
Because if it's true, then everyone has to quit saying they earned their current position.
Essentially, someone + a guild they were in acquired/inherited these nation materials. Several months later, they actually finished the nation questline and created the nation. I'm not sure why the method of acquisition matters here, if you wanted to retroactively remove all the exploited resources, gold, and gear within the first year of the server, ArcheRage wouldn't be a thing anymore. It doesn't matter if something was obtained through donating/buying gold, luck, hard work, good social connections, or some combination of all four; let's remember for a minute that we are playing ArcheAge.
Because diminishing returns exist everywhere in this game, but primarily in terms of gearing. The difference in the ratio of output/input (stats per gold) between a 40k and 100k weapon versus a 20k and 40k weapon is extremely large. Clearly, more money > less money, but there is an inflection point.PN owns 2x the castles as a group in comparison to the other castle owners. Tell me: how exactly does the improvement of LC generation help non-PN catch up when mathematically, they have twice as many castles at their disposal?
In order to have a competitive raid, you need to have a strong baseline. Obviously, it helps to have the star outlier players that vastly outgear most people on the server, but having as many people as possible at an effective gear level is what will really make a difference.
Think about it this way:
If you had 1 million gold and 10 players, would you spend 400k on each of the two best players, and then divide the remaining 200k between the other eight?
Or would you spend 200k each on the two best players, and then divide maybe 600k between the eight?
* These are just made-up examples, and are not meant to be serious figures
You need to reconsider how you allocate finances.
PirateIf we're not going to delete player nations, at least make them go to jail if they take a pvp death on the continents of nuia or haranya, just like pirates. There needs to be a down-side to the ability to cherry-pick the most geared pvpers from both factions. That's what pirate is -- it's give-and-take. The give is that you get to team up with the other faction. The take is that you go to jail if you die in a nuia or haranya zone. It works, because it's fair.
The Give: No out of pocket cost to merge east & west forces, growlgate ezi's light (very strong @ kraken), kill anyone
The Take: Jail on land, maybe harder to make gold, don't have access to randoms from main faction to do dailies with (cr/gr/whalesong/aegis/etc), No castles, Infamy/Have to Draught to go back mainland (lol)
A side note: Pirate guilds themselves can't own castles, but with the amount of hoops you need to jump through in the siege system the admins have implemented, you can basically own a castle with your old east/west guild while your people are actually in the pirate guild.
Player Nation
The Give: Own castles, All ezi's lights but growlgate, kill anyone even on land, increased peace fund, ease of access once the nation is actually made (no "flipping" process)
The Take: Upstart gold cost, Questline, have to potentially work together with reds to actually create the nation, maybe harder to make gold, don't have access to randoms from main faction to do dailies with (cr/gr/whalesong/aegis/etc) WITHOUT spending money, risk of losing it all if you can't reobtain a castle, have to immigrate other guilds in for 2k prestige and you can't immigrate them back mainland
Conclusion
Both options offer increased independence for a group of players at a cost, the player nation has more of an upfront and ongoing maintenance cost but more benefits, pirate has low barriers to entry but less benefits.
Hmm honestly as a nation member I don't care much if there's no "PVP". I've played this server for almost two years and seen it "die" multiple times, I'm still here though.There can be clearly defined winners and losers, but the complaint from the 'winners' is "There is no PVP".
1. When an attempt is made to make a sizeable force to PVP with, it is squashed.
2. When an attempt is made for the vanilla factions to get better, it is squashed.
3. When an attempt is made to improve morale so more people are interested in PVP, it is squashed.
Those who complain about it are ruining the very efforts to improve gameplay they're demanding/asking for. Does PN want PVP or don't they? Do they want people to actually fight them or don't they? Do they want people to WANT to show up or don't they? Because actions speak louder than words, and words say "We want PVP" but actions say "keep potatoing until we bore ourselves off the game". Because when met with impossible odds, it's very clear that the West and East are willing to walk away from a fight instead of throwing their bodies at you guys unable to make a dent. These guys see avoiding PVP as a punishment to you, and if that's what you guys want, then keep doing what you're doing. Only a few of us continue to show up consistently and try to have a fight, but every time we bring people, the opposing force brings enough to where we can't even kill 1 person, then we get an earful of complaints. You have the opportunity to call more. We have no more.
We (those on my side of the fence) are saying "make your own PVP" if that's what you want. We've tried to make PVP better and are met with an impenetrable wall right from the get-go. Not much else can be said about that. And as I said awhile back: We already know the direction the server is going with Player Nations. We already know how toxic it is for the population overall. The most competitive people you guys can fight against are your own allies in that nation (hence your in-house scrimmages to keep people entertained). We know that all of you are real people with friends, family, and the like. You have people in PN that I am friends with, and I still willingly jump into a fight, attack them, and have a laugh about it afterwards. Why does splitting up a Player Nation make it so you can't do the same?
Sure, I definitely had more fun when No Contest/ENDGAME was active and we fought everyday all the time... At the end of the day though I've seen it all and I mainly continue to play to this day to screw around, hang out with my friends who still play, and just do whatever I like because I can in a nation. It's not like I have to pay for patron to login here, I can really come and go as I please. There will always be the elite players who won't login if there isn't PVP, or will complain about "killing the server!!!" or "where is the PVP???" but I really think those types are a vocal minority for the most part.
It would be cool for a new force to emerge and actually give us a reasonable fight, but at this point I don't care enough to really foster that scenario and I'm not gonna get my hopes up for anything.
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