Ideas Need To Be Expressed For Improvement
Greetings fellow Archeragers I have some ideas that I would like your feedback on about how the server can improve. I feel like the server is pretty stagnant right now and there are some changes that can be implemented to revitalize not only the server economy but also the player base.
The main problem I believe is the lack of streams for revenue as many depend on most of their gold income from pack running (not including those who p2w). By providing additional streams of revenue as a byproduct will create more activities throughout the server.
Below I have outlined some improvements that can be made to said revenue streams:
Trade Packs
There is a lack of diversity of packs from different regions. Most packs that are highly profitable from the East are Rokhala Mountains, Rookeborne Basin, Windscour Savannah, Falcorth Plains, and Arcum Iris. As for the West, it would be Animar, Hellswamp, Sandeep, Gweonid Forest, and Solzreed Peninsula. Domestically these regions would provide the best yield and some are 100% safe depending on where you decide to turn in or stage your packs. However, my concern is not with the trade packs from these regions rather it is for the other regions that are not being fully utilized. I would also like to mention the West has the best trade routes simply due to accessibility and geography (fewer mountains and large hills).
Outer regions in the East such as Hasla and Sunbite Wilds are primarily used for farming and require more time to bring trade packs to the turn in. A trade run from Sunbite Wilds straight to Solis Headlands takes approximately 19 minutes with a trade costume, axle grease, and eco fuels. As for the West, Airain Rock takes the same or similar amount of time to turn in at Two Crowns or Solzreed Peninsula and will take longer if turned in at Sandeep. However, the returns for these trade runs are on par or subpar to trade runs that are closer to the turn-in point. I am advocating that distance should be accounted for gold yield rather than just whether a zone is safe or hostile and the type of trade pack. Hard work should be rewarded more, a player traveling longer distances should be paid more gold for the extra time invested.
Sport Fishing
The additional changes were terrific for buffing fishing but it does not provide enough incentive for players to deviate from pack running to fishing as there is more risk associated. I believe that an increased spawn of fishing holes and reduced rate of encountering pufferfish will provide realizable results.
By adding more spawns to fish, players will have the opportunity to migrate fishing spots to more safer areas (reducing the risk of losing profit) and this provides more opportunities to secure profits. Needless to say by reducing the rate of encountering a pufferfish will improve profit margins and give players more incentive to fish. Consider the early days of Archeage when players would form fishing raids to hunt for marlin pools and build fishing houses at strategic points to conveniently turn in their fish. It is these experiences that made the game great and should be revived.
Ship Salvaging
The previous patch nerfed this revenue stream that severely needed a buff. Ship salvaging requires a submarine which is an expensive vehicle to build (if you do not p2w), 100k proficiency in exploration, it is highly labor-intensive, and there is 100% risk. To bring this revenue stream back an increase in spawns is needed, and the complete removal of the basic packs so there are only shiny ones.
By reviving this revenue stream it will make the submarine a valued asset (required) if players were to partake in this activity. An increased spawn over wide proximity is needed as there is a lack of spawns, to begin with before and after the nerf. While removing the basic packs completely and only keeping shiny ones simply gives a profit incentive for the amount of risk assumed.
Now if you do not add all shiny packs then increase the value of the basic packs so it becomes profitable relative to the labor expense.
Closing Note
My hypothesis is if these changes are implemented in some shape or form I believe there will be inflation in the server economy but at a healthy rate across the board because it encourages buying/spending. As a result, it will also bring prices of goods such as raw materials, equipment, and credits up as there will be more demand for them. Additionally, as a by-product, there will be increased activity in the ocean as well as PvP.
Archerage is a business that generates revenue from the donations of its players. For it to continue generating revenue, the players must enjoy playing the game and it must retain the new players who join. Like any long-standing business with a strong competitive advantage, they are successful because they listen to customer feedback. I made a lot of friends on this server and would love to continue playing it with them. I do not want to see this server die so I depart you, the managing team of Archerage, this closing message.