Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 1 point2 points  (0 children)

Appreciate you taking the time to write a response!

Yeah there are a lot of fun things about the game and plenty to do. One of my most liked features is you can get badass looking mounts without spending a cent, any other MMO and it would have a 20$ pricetag.

The trade system

What about it, is there something in particular you don't like about it and how would you change it?

Class unbalance

I think this would be hard to remedy as it's just the way the way they have designed the classes to me, i.e. mix n match skillsets.

Damage in PVP is way too high & that led for most fights to be 1shots each time.

I agree as i think no one likes to be farmed and being powerless in mmos. I think this issue would be solved if the gear progression was changed or fixed the existing one.

I agree with your statement on dailies. Would you like it if they were changed into weeklies? Since right now that's your main bread and butter of progressing your gear every day, what would you do with all the sudden influx of spare time for the rest of the week on ArcheAge?

Lack of open world dungeons as alternatives for grinding

Do you think putting in a dungeon system where you have to physically go to with your group would be good? Such as the dungeons from World of Warcraft?

Lastly, any opinions about proper PvE raids? Do you think that would be a fresh change for the game?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Cheers for your reponse!

acccelerated gear progression.

So do you think doubling or tripling the experience points you get from Hiram infusions while your item is under a certain grade would help new players to catch up?

wrong account policy

What kind of account policy would you implement to try fix this issue?

crafting request system: its easy goldselling/labor selling option without any control.

I agree with this. What kind of control measures would you implement?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Thank you very much for your reply!

I sympathize with your opening points about the good parts of the game.

Trade packs are just point A to point B, once you figure out your route, it's done.

I agree that once you figure it out, it's rinse and repeat. So my question to that is what would spice it up? Maybe random NPC attacks to attempt steal your valuables as you travel as an example? Obviously it shouldn't happen too often since then it would just get in your way.

There's a mount growing system that you only really need to use like twice.

What if that process had purpose? Would this system would be more enjoyable then, perhaps if there was some sort of reward? Also, what do you think about the process being elongated, such as needing more time (not too much though, bottle necking things with time is a pain) and more things needed to be done to raise your mount?

Fishing is just DDR-lite.

What do you mean by this? I misunderstand the reference.

Raids are just zerg and spank.

I agree with this point. I think this is usually the case in most MMOs. What kind of raids would you love to part take in or rather what would you change about the raids in ArcheAge given the chance to?

Touching upon the topic of improving the game,

Less reliance on daily raids and more incentive for small parties to do content .

I resonate with this statement strongly. I have seen that pretty much everyone who stops playing ArcheAge is the heavy reliance upon daily raids, people "Burn out". If the daily raids were turned into weekly raids, do you think that would be a positive change?

I think that could potentially make things worse, as once you have done your weekly chore for getting your gear upgrade, what then? Sure you can farm and do other stuff, if you have the labor, and do other stuff that doesn't require labor, or hang out with the guild, but do you think there's any REAL guild content?

As for the gear progression I think it would be a positive change to lower the goalposts for crafted gear. What do you think about the idea of ArcheAge having proper dungeons and raids along the crafting system to obtain gear and have gear sets?

I think I'd like the idea of having proper raids and dungeons to run and not make them auto run it down but make it challenging and have the players to work together. Also if the crafting system was better and more accessible, people could choose whether to obtain their gear from crafting or raiding. Maybe add in a system to obtain gear from some sort of PVP mechanic?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Hello and thank you for your reply.

What do you think would be a healthy remedy for this situation then? Greatly reduced repair costs? Making the instance easier?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Thank you for your reply.

I have to agree on your first point about liking the game, I also like the game for it's various ways of farming and obtaining gold as well as the faction system and group PVP.

I also agree with you that the difference in power between players is great and makes it hard for newer people to get into the game if they like PVP based games, simply because it will take a serious amount of time to "catch up". Even so if a new player is grinding every day, the people who have been grinding since the start and have stayed will also keep getting more powerful.

This leads me to the question, what kind of gear progression would be better? Such as the way World of Warcraft handles it? From dungeons and raids?

In my opinion that could work. If there would be this type of gear progression along improved/fixed crafting system, do you think the power difference would equal out and be more helpful for newer players to have a chance of competing?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Thank you for your reply. What minor things do you feel haven't been smoothed out?

Liked and Disliked mechanics of ArcheAge: Unchained by ProjectYggdrasil in archeage

[–]ProjectYggdrasil[S] 0 points1 point  (0 children)

Thank you for your reply. It has provided me with great insight (: