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    ArcheAge Kaylin official RP server

    ArcheAge Kaylin official RP server


    Kaylin official RP server

    Posted: 11 Apr 2020 07:59 AM PDT

    Denistrious in a nutshell Pt 2

    Posted: 10 Apr 2020 11:17 PM PDT

    Stater Servers Instead of Server Merges

    Posted: 10 Apr 2020 10:22 PM PDT

    I present this idea for consideration among the community and developers.

    As a long time player of Archeage and I have seen many patterns emerge over the years. One that is particularly concerning but certainly not unique to any MMORPG is attrition. That natural cycle of new players coming in, to eventually population dwindling and ultimately server merges. Only to have the development team launch fresh start servers to attract new players to the game and begin the cycle again. This paragraph leaves little to an argument as anybody who has played AA over the years can attest to it as fact.

    While this cycle may be acceptable as a natural thing that happens to all games at some point, I do have some insight into what is going on that has led me to my proposal here. The foremost thing is you have to understand that there are many people who actually enjoy playing AA at the early levels. These are people who come back time and time again each and every fresh start so in that sense you have a pool of players ready to do it again if and when it becomes available. The second thing is many people do deal with missed launches and fear that there is no reason to pick up the game at a later date since they would be in their minds so far behind. And lastly, you have a balance dynamic to contend with, for a new player is at a severe disadvantage for doing any content often times they aren't even welcomed in groups and become easy pvp targets for more established players.

    All this said this puts the idea of picking AA today in a much different frame of context than let's say picking up the game when a new server has just come out. Now I'm not going to pretend AA doesn't have its issues but will I can say is that the game is still one of the best on the market save for the later levels when things become much more grindy for meager progress and everybody "feels" like others have cheated to achieve whatever it is that they have achieved.

    It is my nature to be helpful. I analyze and I try new things. Sometimes they work, sometimes they don't. Having for a while now seeing this pattern set to repeat on AAU I thought I was come up with a novel approach to the issue. I'll put my helper hat on and provide you with a scenario you can hence digest and hopefully further along.

    Starter Servers 60 Days until the merge

    The idea is to create new servers for each region in which players can pick up AA and play with people who have just started the game along with them. Much like a fresh start server, but opposed to the established players being boned by a server merge, the fresh start merges players into the established servers after a set period of time (I propose 30-60 days). This information would be of course known when they buy the game so there are no "surprises" down the road, and you can even make this accommodating to those players by allowing them to pick which server they merge to, offer them free housing full demo's kits and ensuring that can grow up on the new server without the harsh reality of being thrown onto an established server as a newbie.

    This, of course, would be very beneficial to the established servers communities as well. As they know there will be an influx of new players coming in X days. The economy would pick up, and in general most all scenarios I can see seem to be positive.

    There is not really any way to exploit this mechanic as most resources on fresh start servers are much more expensive due to demand, and many may choose to wait to do certain things until they arrive at their final server. That, in turn, stimulates that server's economy.

    Positives:

    • New players are on equal footing (pvp)
    • New players are able to find groups for dungeons, raids, etc.
    • More players equal more revenue
    • Creates excitement in the community
    • Players who love Fresh start will love this
    • The idea seems pretty novel (not heard of any other competitor doing this)
    • Players are trained on equal footing and prepared for established server life
    • Established servers receive the merge as opposed to being merged

    Recommendations:

    • Be upfront with new players letting them know to expect a transfer after the starter period
    • Provide incentives for new players to play on starter servers, (double vocation, increase labor regen, decreased infusion cost, etc)
    • Provide painless server transfers at the end of the starter period(s), like free full kit demos, expanded warehouses, ability to pick your final server (Let the campaigning begin for the best server to transfer to).
    • Prevent new property from being placed on all established servers for the final X weeks before the transfers to allow transferees a chance to claim some land
    • Provide unique Titles or various Items for players who come from merge servers and have reached specific achievements, like highest gear score, most pvp honor, highest guild levels and the like
    • Require a new account to play on Starter Servers
    • Hype the shit out of this idea, I'm sure many in the community will help

    I am sure many of you can add to this idea. Or poo-poo it if you don't like it. I, however, do feel like it is a unique approach to an upcoming issue that may soon face various servers. If it is not tried or presents too many problems then no biggy, it was just an idea. But if it ends up working and being super successful you may have just provided a solution not only to Archeage's never-ending attrition problem but perhaps the industry as a whole. Novel times call for novel ideas, what do you think?

    Be well,

    Aired aka (September on Denistrious).

    submitted by /u/Aired_
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    Labor Points Free Weekend

    Posted: 10 Apr 2020 10:18 PM PDT

    Buddy and I trying out the free weekend, I haven't played pretty much since release. We got to level 21 doing Icefang Captives quest around Airain Rock outside of Andelph. On that quest, we required labor points to open a gate. Well, we don't generate labor points.. Was this on purpose from the devs during a free weekend to prevent us from blowing through the story or was this an oversight?

    Needless to say, we are both quite disappointed at this point.

    submitted by /u/PkhBasko
    [link] [comments]

    New Patch Notes

    Posted: 10 Apr 2020 09:58 PM PDT

    made a funny little video to sum up the latest patch notes. Enjoy

    https://captiongenerator.com/1762632/New-Patch-Notes

    submitted by /u/NoIsE_bOmB
    [link] [comments]

    Need help, labor not available

    Posted: 10 Apr 2020 09:39 PM PDT

    So I was trying out Unchained since it was free, and hit a snag where I required labor (I guess you can't have labor if you're playing for free weekends). I bought the game, but I still have no labor. I completely closed the game, launcher, and steam. No dice. Not wanting to redownload the game because decompressing took forever, any ideas?

    submitted by /u/GhostyBoiWantsAHug
    [link] [comments]

    Help

    Posted: 10 Apr 2020 11:23 AM PDT

    So I just started playing it and wow I have no idea what I am doing So yeah I need some help I don't even want any pvp classes or builds all what I need is Solo Pve class who can solo bosses and quests Armor type Weapon type Skills build Thanks in advance

    submitted by /u/TMNTBOI
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