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Suggestion: Dismantle Pack Hammer

Dear ArcheRage Developers,
I would like to suggest the creation of a new item in the game called the "Dismantle Pack Hammer". This item aims to address some common issues faced by players when dealing with Packs.Dismantle Pack Hammer Description:The "Dismantle Pack Hammer" is an item that allows players to dismantle previously crafted Packs, returning the resources used directly to the player's inventory. This functionality would bring several advantages, such as:
  • Resource Waste Reduction: Players who accidentally create unwanted Packs or are unable to trade them due to enemy attacks in hostile territories could recover their materials.
  • Server Performance Improvement: With the ability to dismantle Packs, players would be less inclined to drop them on the ground, helping to reduce memory load on servers.
  • PvP Ease: In PvP battles, when capturing enemy Packs, players could dismantle them to avoid unnecessary risks when attempting to transport them through dangerous territories.
Implementation Suggestion:
  • The Dismantle Hammer could be obtained through crafting or purchased from specific NPCs.
  • It could have limited durability, requiring repairs or reacquisition after a certain number of uses.
  • The dismantling process should be simple and quick, encouraging frequent use.
  • Do not return bound mats like guild stars...
Thank you for your attention, and I hope you consider this suggestion, which I believe will be beneficial to the entire Archeage player community.

Sincerely,
IGN: Refluxo


EDIT
Thats why we need this hammer...


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Dear ArcheRage Developers,
I would like to suggest the creation of a new item in the game called the "Dismantle Pack Hammer".

The local packs already have a way to "dismantle" them into other type of packs to use for an achievement, I assume you mean for the other two types of packs? Gilda and nongilda crafted ones?

Those two types are often dropped after people do contracts, however, I would not recommend letting anyone dismantle them as lowbies use them to raise their prof and earn "free" gold.

The only issue is that in Karkasse a lot of packs stack up because it's annoying to move them out of the zone... As far as I know, at other community centers the packs are easily taken by new players.
 
Make it so that the Guild List is sortable by the available categories such as Level, Last Logon, Name, etc. That would be a very nice QoL change.
It is impossible because it's an interactive list.
 
Suggestion:
Add a cosmetic skill to Marvelous Mab that allows for a longer transformation, which can be cancelled by removing the buff from your buff bar. 1 minute transform please. Cosmetic version would not have the special feature where you can't be targeted.
Added.
Update: [LINK]
Please move or remove this orange tree spawn in Ynystere, sometimes it pops fully grown mid event and blocks line of sight of mobs and boss for damage, and players for heals. See map location below.

View attachment 26388

View attachment 26390
Removed.
Update: [LINK]
 
I started a thread on respectfully recommended 'Farmhand adjustments' and I think the following is the URL link:


Summary (not including any replies/discussion):

The following are some Farmhand labor adjustments that I think were on regular ArcheAge before it was shut down that seemed to be an improvement and I respectfully recommend they be considered to be implemented here.

1) Allow Farmhand labor consumption to apply to character XP. Currently if you use your Farmhand a lot you seem to lose the XP that otherwise your character would get if just spent the labor directly. Characters using farmhands are falling behind level-wise compared to those not using farmhands.

Note that after 3K labor transferred to the farmhand per day a character will still lose 20% of the XP as labor being transferred costs 20% more but that seems fair.

2) Allow Farmhand labor consumption to increase character skill proficiency level.

3) Increase Farmhand level cap to 40 (my recollection is that ArcheAge Farmhands could level up to level 40 and carry up to 8 trade packs at a time and ArcheRage seems capped at Level 35 & 6 Trade Packs).

4) With the level 40 increase my memory is that on ArcheAge you could have 4 Farm/Gardens registered with the FarmHand (ArcheRage is currently limited to 3).
 
Couldn't find anything about that. Does it make sense, that we can't put "Trimmed Meat" and "Combined Feed" in the Farmer's Large Chest?
 
I suggest to have more Manastorm resources. - i.e, Events, or Shops, or Manastorm Drops to Crates or purses if possible.

Why did i suggest for Manastorm?
- Some people likes collecting stuff by not spending so much grand
- Some of us likes to play with competing the achievements, by this. We can only see Manastorm Shop as a viable source of our Collection (Glider, Mounts, Costume)
- I found Manastorm currency so Rare but has a Expensive product. - Not trying to kill the Economy of Marketplace, but i don't guarantee myself spending so much with the game by rolling so much with the RNG Boxes (Maybe an Archepass will do? or something similar to this)
 
We have already added many many more ways to get manastorm then normal. We are not adding more sources.

It is not supposed to be a resource you can just get so freely and is meant to be rare. Its not a primary source for the items it gives but an optionally slow way to get items without buying them from other players who've gotten them from the marketplace

We will also never be introducing ArchePass
 
I suggest to have more Manastorm resources. - i.e, Events, or Shops, or Manastorm Drops to Crates or purses if possible.

Why did i suggest for Manastorm?
- Some people likes collecting stuff by not spending so much grand
- Some of us likes to play with competing the achievements, by this. We can only see Manastorm Shop as a viable source of our Collection (Glider, Mounts, Costume)
- I found Manastorm currency so Rare but has a Expensive product. - Not trying to kill the Economy of Marketplace, but i don't guarantee myself spending so much with the game by rolling so much with the RNG Boxes (Maybe an Archepass will do? or something similar to this)

Maybe this helps you farm them, can also be found in the AviPedia for future reference (check my signature here)

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Request: Removing cast time scaling for interaction options such as gathering spheres in Akasch, or similarly scale it with attack speed and its ranged equivalent.

Do you know how annoying it is to arrive at a sphere first, and while your "picking it up" bar is halfway done, some bloody staff juggler comes along and just snatches it away almost instantly? Why do so many of the interaction options in this game scale with cast speed? Most of them are a *physical action*, so it would make more sense for ATTACK speed to be the deciding factor, if it has to scale with anything.

I am only slightly exaggerating how much this annoys me for comedic effect. Please get rid of cast speed scaling for interaction options. Make it universal for all, or at least make it scale with attack speed also.

Like, even joking aside, this actually puts a massive unfair advantage on mages when it comes to acquiring Akasch tokens. When they can gather them 3 times as fast it doesn't only affect the one sphere at a time, (which could be an overly simplistic view people might take), because while you're waiting on that longer bar each time, they can continue instantly picking up more and more and more, and while you finally get another, they are still getting more and more and more until they are all gone before you can even run to catch up with them. The disadvantage is therefore exponential, affecting both the speed *and* the rate of acquisition.

What this means, as a melee in Invasion raids where there is any mage competition at all near you, is that you are effectively barred from completing that quest, and they are not. This accumulates to a colossal advantage overall, since not everyone will have the availability to attend multiple invasions per day in the hopes of finishing those quests. Literally, an entire class of player in this game has the ability to acquire vastly more akasch tokens with disproportionate ease, which is giving them a huge leg up in terms of leveling up their ippy slots.

It would be like if only personal mob tags counted for quests, and so only one or two high attack speed people can complete their CR quests on any given day. This is the same. they are getting the equivalent of "tags" of the spheres due to an intrinsic advantage, and we are physically incapable of competing. I'm obviously not saying this advantage is insurmountable, we can still get all our quests done if willing to put in the time, it's just flagrantly unfair and requires melees and rangers to have to do more work to keep up (such as finding the time to attend multiple invasion raids per day).

Is this a huge deal? No. I do recognize that they added a second wave of spheres which is making it a lot easier to catch up, though it doesn't even come close to negating the disadvantage. Also, ippy slots are fun but they don't confer such huge advantages for this to be game breaking. But it is another example of a structural bias in favor of mages that seems to be a recurrent theme in the game, and, frankly, it's annoying. I not like it.
 
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Request: Change artistry back to where people who have 10k artistry can play without making mistakes. The change to increase the artistry level to not play bad notes to (40k or so?) did not go over well with the artistry community as a whole, and needlessly penalizes people who don't have the time/ability to level up artistry from being able to play songs. The restriction on note lengths/paper usage ability makes sense, the penalty for low artistry while playing music does not. Thank you!
 
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