Originally posted by MMOExposed What changes need to be made to Archeage to make it a smashing success for the North American version?
It needs to be made super casual, so that it can be sold on being able to be meaningfully played in 30 mins a week or less. Because AA isn't that. This game requires long term investment to be enjoyed top it's fullest.
It needs to reskinned with an IP that has huge brand awareness that would bring fandom loyalty in. No changes need be made, it doesn't have to be at all similar to the original, it just needs the brand. Maybe call it Game of Thrones!? lol
AA won't be a 'smashing success' in the West. It will be a decently performing niche title, and I say that being a fan of it.
Originally posted by stayBlind No PvP or combat. I want to be a farmer. Also, I think it would be really cool if we could build fighter jets or space ship type vehicles.
You can be a farmer already and no one is forcing you to PvP.
You know what he means.
He just wants to farm and trade and not to get ganked while doing it.
I am sure Zynga or one of those have something to offer him in those areas if that's all he wants.
AA is about defending yourself on the trade runs that give you the most reward. It is about guilds defending each other in convoys. It is about risking your time (the preperation of the trade pack, the organisation of the run) vs pay off, based on your ability to defend what is yours. Take all that away and the first thing people would start to complain about after 2 weeks is how boring trading is.
Resources showing up on map or some indicator showing resources on the ground. Like in Rift. Only when you are like 5m away then a question mark shows up. Sucks trying to hunt down resources in such a large map.
More xp from harvesting, collecting, crafting, etc. 1-10 pts for each task, yet requires 10k pts to move up a tier (if i got that right).
Originally posted by MMOExposed What changes need to be made to Archeage to make it a smashing success for the North American version?
More class styles
examples include
1. Engineer: plants explosives, uses guns, plants turrets, has mechanical pets to aid in fighting, only class with access to producing steampunk mechs and hoverboards and other means of outfit and travel.
2. Shaman: make a true pet class that can spawn short duration attacks like 20 spiders or have 3 dedicated attack pets at once or one hulking pet.
3. Monk: outstanding dodging ability, gets different bonuses for using certain weapons like staff and katana and bow. Has many abilities like you would see in a movie like "Kung Fu Hustle".
4. Druid: nature expert. Can charm animals to attack, draw roots from the ground to entangle targets, call on bees and ants to swarm a target, shape shift into other forms for movement or attack.
Also provide blueprints in advanced crafting to be able to build underwater housing. This would possibly provide more housing area once servers start to fill up after the game goes live.
Last part here is a little tricky for balance but......make a way through crafting to modify or combine skill/spell effects. This would allow for combos not seen before and keep the game fresh for years.
Example of this would be Necromancy combination of Energy arrow+Raven so that each energy arrow procs Raven on impact. The mana cost would be the cost of Raven +Energy arrow and there would b e 25 seconds.
Another Example would be Necromancy Raven Modification......once cast the ravens follow the caster for 20 minutes and act as defensive pet dot on enemies in a 10 m radius of the Necro.
Originally posted by MMOExposed What changes need to be made to Archeage to make it a smashing success for the North American version?
They need to make it as non-Asian as possible. Remove all Asian art styles, visuals, and sounds.
There is certainly room for asian themes, music in the more asian themed parts of the game (specific area of the continent dedicated to it).
I do agree that the sounds should maybe get a once over (character vocals) during combat to make them sound more like various more generic sounds. They obviously cant change any art in cut scene since that would literally be almost like making a completely different game.
I am also a fan of an over arching PvE theme as well.
Some sort of plot with a threat that emerges through story with a PvE faction that is evil and must be dealt with.
This obviosly can be done in many ways, but should have ramping difficulty for all levels and group sizes to get involved in starting around level 20 or so through quest lines, events, dungeons, open world bosses...etc.
It can also be more of a general themed area expansion similar to UO how they had various sprawling multi-level dungeons both inddoor and outdoor and have them in contested areas where you may run into enemies that are trying for the same spawn types or drops.
I personal like the labor points, it is one feature that draws me to the game. It regulates the speed of production and I think it will show to be very effective for the game.
Labor points are a monetization tool. they are an incentive to get subs, and most likely a cash shop item. There are other ways to regulate production without putting a cap on the amount of fun players can have.
Its like telling a PvPer they can only kill 100 people per day
It will never be a smashing success in the west, but it probably can secure an EVE sized niche and thrive for a good long time.
Games such as GW2, SWTOR, ESO, and others have set players expectations in terms of graphics and design which the mass market is coming to demand but this game will never be able to provide.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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I personal like the labor points, it is one feature that draws me to the game. It regulates the speed of production and I think it will show to be very effective for the game.
Labor points are a monetization tool. they are an incentive to get subs, and most likely a cash shop item. There are other ways to regulate production without putting a cap on the amount of fun players can have.
Its like telling a PvPer they can only kill 100 people per day
1 iron node and 1 maybe 2 plants or a bag with 20ish xp: that is what a F2P can do on the russian server. 12 points/hour is just not enough. I wanted to craft and build but the game tells me I can't. First trade run cost 60 pts to craft the item and about the same amount to harvest the 100 strawberries. 10hours of afk'ing to craft 1 simple, useless item for a quest.
The game has no problem if I want to kill 5000 bears but I cant pick a flower. Does it cost Lp to kill a cow?
If it stays F2P they have to increase the LP/hour. If it goes sub, remove them.
Originally posted by Kyleran It will never be a smashing success in the west, but it probably can secure an EVE sized niche and thrive for a good long time.
Games such as GW2, SWTOR, ESO, and others have set players expectations in terms of graphics and design which the mass market is coming to demand but this game will never be able to provide.
I think getting Eve kinds of numbers would be something of a success, for the type of game it is. Its a niche type of game after all, particularly with the PVP orientation, which rarely sits well with the PVE type of player that most games tend to cater to, and with good reason, the majority of players like their PVP to be both casual and optional, and never ever forced. From what i have seen of the graphics so far, it does seem a bit dated, if perhaps Trion give the game a graphics overhaul that might encourage a few more players, but overall i don't see it having much, if any appeal to players who prefer the PVE experience over PVP.
I guess you would have to define "smashing success". What it sounds like is the people playing it are already really enjoying it, so that's a win. If you are talking about number of players actively playing the game as sucess then it's going to have to appeal to a much larger playerbase. It would have to make big changes to PvP because honestly the biggest playerbase are PvE players (despite the very vocal PvP minority). Open world non consensual PvP sucks if you just want to level or farm or grind crafting etc etc. To be honest I haven't played the game so I am speaking from ignorance, I am only going off of what I have heard so if that's inaccurate please let me know.
Originally posted by dais I guess you would have to define "smashing success". What it sounds like is the people playing it are already really enjoying it, so that's a win. If you are talking about number of players actively playing the game as sucess then it's going to have to appeal to a much larger playerbase. It would have to make big changes to PvP because honestly the biggest playerbase are PvE players (despite the very vocal PvP minority). Open world non consensual PvP sucks if you just want to level or farm or grind crafting etc etc. To be honest I haven't played the game so I am speaking from ignorance, I am only going off of what I have heard so if that's inaccurate please let me know.
I think many people underastimate the desire to PvP.
In short, just look at all the millions that enjoy playing PvP games like FPS games (CoD, BF,...) and MOBAs (LoL, Dota,...)
If you think any competent MMORPG developer wants to throw a blind eye on that mass of potential customers, than think again. In fact we've seen a lot of attempts already but most of them fall short because MMORPG works differently than, for example, some moba game.
If currently PvE players prevail in MMORPGs that is with a reason. And the main reason being that MMORPGs have failed at creating a proper and working PvP environment (beyond battlegrounds and arenas). Which is not surprising because a massive online rpg is an enormously harder project with a number of extra obstacles compared to much simpler multiplayer games.
Personaly I enjoy having both PvE and PvP nicely tied inside my MMORPG. I'm just waiting for someone to develop something close to EvE inside a 3d fantasy world.
I have not played ArcheAge, but I've watched quite a few let's plays and walkthroughs and perhaps it's only because I'm a game/narrative designer but I think the game could benefit a lot from beefing up the PvE questing experience.
Remember, the game is meant to be a hybrid sandbox/themepark experience and while I definitely want the game to lean towards sandbox features, it really helps when you have some strong quests.
With a game like this with so many features, you can get very creative with fun quests of all sorts.
My imagination goes wild with all the possibilities.
I agree. I'm also a game designer and a lot of the quests make me squirm (professionally). That said, some are alright and I find I've gotten into the little stories more than I thought at first. I'd love to see it all voice acted at least, I've found that ESO - though it had it's flaws - really spoiled me in that respect.
Its impossible to make changes to ArcheAge to make it a smash in NA. For one, its korean and there isnt much that can be done about that. Its also a PvP game and to change that would be to make a completely different game.
Maybe if they made some of the game elements deeper (item making process and class system are uninspired) more PvErs and crafters would tolerate the PvP aspects, but its just simply not strong enough in those areas to capture people long term.
People keep saying "It's Korean", and while I understand that has connotations based on earlier Asian games, I have yet to see it affect my enjoyment of ArcheAge. No, it's not typical medieval theme, and that's actually a good thing, IMO. It's not really much of a grinder, though you have to be willing to get into the deep crafting system to actually get anywhere in the game later, unless you have someone else feeding you gear or you find a way to make money for buying stuff.
I think many people underastimate the desire to PvP.
In short, just look at all the millions that enjoy playing PvP games like FPS games (CoD, BF,...) and MOBAs (LoL, Dota,...)
If you think any competent MMORPG developer wants to throw a blind eye on that mass of potential customers, than think again. In fact we've seen a lot of attempts already but most of them fall short because MMORPG works differently than, for example, some moba game.
If currently PvE players prevail in MMORPGs that is with a reason. And the main reason being that MMORPGs have failed at creating a proper and working PvP environment (beyond battlegrounds and arenas). Which is not surprising because a massive online rpg is an enormously harder project with a number of extra obstacles compared to much simpler multiplayer games.
Personaly I enjoy having both PvE and PvP nicely tied inside my MMORPG. I'm just waiting for someone to develop something close to EvE inside a 3d fantasy world.
So far AA is probably the closest.
I like playing CoD and BF occasionally, and back in the day I played a lot of Counterstrike (too much). But I'd say the difference in an MMO is that there are so many tools provided to the annoying player to allow ganking / camping / griefing. As a primarily PvE mmo player, that's what turns me off, and I think that's the case for the majority of players.
Originally posted by DAS1337 Some western appeal. It's already flopped in the eastern market, and I don't it going differently in the western market. It's too asian looking.
There are a few loading screens that I wish they would change (very asian MMO style), and a couple of design choices which I think are pretty wacked, but overall it's not very "asian" in it's art style at all, in my opinion.
Originally posted by dais I guess you would have to define "smashing success". What it sounds like is the people playing it are already really enjoying it, so that's a win. If you are talking about number of players actively playing the game as sucess then it's going to have to appeal to a much larger playerbase. It would have to make big changes to PvP because honestly the biggest playerbase are PvE players (despite the very vocal PvP minority). Open world non consensual PvP sucks if you just want to level or farm or grind crafting etc etc. To be honest I haven't played the game so I am speaking from ignorance, I am only going off of what I have heard so if that's inaccurate please let me know.
I think many people underastimate the desire to PvP.
In short, just look at all the millions that enjoy playing PvP games like FPS games (CoD, BF,...) and MOBAs (LoL, Dota,...)
If you think any competent MMORPG developer wants to throw a blind eye on that mass of potential customers, than think again. In fact we've seen a lot of attempts already but most of them fall short because MMORPG works differently than, for example, some moba game.
If currently PvE players prevail in MMORPGs that is with a reason. And the main reason being that MMORPGs have failed at creating a proper and working PvP environment (beyond battlegrounds and arenas). Which is not surprising because a massive online rpg is an enormously harder project with a number of extra obstacles compared to much simpler multiplayer games.
Personaly I enjoy having both PvE and PvP nicely tied inside my MMORPG. I'm just waiting for someone to develop something close to EvE inside a 3d fantasy world.
So far AA is probably the closest.
You can't compare open world PvP to match based games like CoD or LoL. Its why most games have battlegrounds and why they are so popular, most people prefer to PvP on equal terms and when they want it.
Open world PvP means you cant always play the game how you intended to. Which for some is a big positive but for the majority its an extreme annoyance.
I played many MMOs and the ones I enjoyed the most were: DAoC, SWG, Planetside, EVE & Darkfall
SWTOR and ESO were disappointing, I don't care about questing and storylines! I just want a good and innovative gameplay which offers various possibilities in a rather persistent open world.
Archeage seems to deliver that! Sure, the combat system is nothing special & we have seen most of the other stuff in previous games (housing, city building, open world pvp).
But compared to the countless of recent theme parks with lackluster pvp & crafting, those gameplay features are quite refreshing if done right.
And that "if done right" seems to be the problem, the korean patch made the game worse. Sure, Trion stated that the patch will not be the same but how do you know what changes will come to us and which will not? And don't forget, nobody wants to make their own game worse but someone thought changes like the NGE or Archeage Patch 1.0 were good otherwise those changes would not have been implemented. Also, Trion thought it is a good idea to add a cash shop end game equipment upgrade just recently.
I won't buy the alpha access but I will try it out when it is released.
I've been following this game since it was in beta in Korea. When Trion signed on to publish this in NA all I could think about was my first reaction to the TSW beta.
Someone asked me how TSW was. I told him it was pretty cool but unfortunately it has already failed. I told him it already failed because most of the players that would love it would never try it and may never even know what it is.
I think ArcheAge is a pretty cool game too. It's a massive game with a lot to do, but I doubt it's NA success will have anything to do with how good/bad the game is. It will be determined by how Trion actually markets it.
Games like Swtor, GW2, FFXIV, WildStar, Wow, TSW, ESO, Tera are on posters in the Gamestop window. They are standees at the entrance of Walmart. They are retail copies on the store shelves. Regardless of these game's success/failure they were placed in the public eye. They had a chance to get a buzz going.
What is ArcheAge in North America? A game talked about on MMO fansites? Take the MMO fansites and remove the people that hate sandboxes, sandparks, themeparks disguised as sandboxes, Korean mmos, asian mmos in general..... What is left? If you saw an ArcheAge advertisement banner on a webpage and never heard of it before what would you think? Oh ANOTHER Korean mmo. Another grindfest that you aren't going to bother with.
Before any of the hardcore fans get upset. I'm talking about being a "smashing success". I think it will do well enough regardless, but don't know if they can draw the enough positive attention to a Korean mmo in NA.
I've been following this game since it was in beta in Korea. When Trion signed on to publish this in NA all I could think about was my first reaction to the TSW beta.
Someone asked me how TSW was. I told him it was pretty cool but unfortunately it has already failed. I told him it already failed because most of the players that would love it would never try it and may never even know what it is.
I think ArcheAge is a pretty cool game too. It's a massive game with a lot to do, but I doubt it's NA success will have anything to do with how good/bad the game is. It will be determined by how Trion actually markets it.
Games like Swtor, GW2, FFXIV, WildStar, Wow, TSW, ESO, Tera are on posters in the Gamestop window. They are standees at the entrance of Walmart. They are retail copies on the store shelves. Regardless of these game's success/failure they were placed in the public eye. They had a chance to get a buzz going.
What is ArcheAge in North America? A game talked about on MMO fansites? Take the MMO fansites and remove the people that hate sandboxes, sandparks, themeparks disguised as sandboxes, Korean mmos, asian mmos in general..... What is left? If you saw an ArcheAge advertisement banner on a webpage and never heard of it before what would you think? Oh ANOTHER Korean mmo. Another grindfest that you aren't going to bother with.
Before any of the hardcore fans get upset. I'm talking about being a "smashing success". I think it will do well enough regardless, but don't know if they can draw the enough positive attention to a Korean mmo in NA.
Yup, gotta agree so far. The marketing for AA seems to have been pretty minor to say the least.
Hopefully Trion will pick up the pace when they near release. It is still pretty early.
Different Server types (believe it or not some people don't like forced pvp)
The combat is not that interesting to me, the classes I have tried so far seem like the same old, same old.
I wish the crafting was as involved and complicated as SWG. I think trade runs are something fun and different but for once I wish a game would copy SWG crafting.
Things I do like:
Gliders!
Unlike most of today's MMO's this game does have lots of replay values, I mean where else can you become a pirate and steal resources and sink ships?
Farming. I can't wait to put up my farm house and raise lots of livestock!
Comments
It needs to be made super casual, so that it can be sold on being able to be meaningfully played in 30 mins a week or less. Because AA isn't that. This game requires long term investment to be enjoyed top it's fullest.
It needs to reskinned with an IP that has huge brand awareness that would bring fandom loyalty in. No changes need be made, it doesn't have to be at all similar to the original, it just needs the brand. Maybe call it Game of Thrones!? lol
AA won't be a 'smashing success' in the West. It will be a decently performing niche title, and I say that being a fan of it.
I am sure Zynga or one of those have something to offer him in those areas if that's all he wants.
AA is about defending yourself on the trade runs that give you the most reward. It is about guilds defending each other in convoys. It is about risking your time (the preperation of the trade pack, the organisation of the run) vs pay off, based on your ability to defend what is yours. Take all that away and the first thing people would start to complain about after 2 weeks is how boring trading is.
Harvest from your mount.
and..............
Resources showing up on map or some indicator showing resources on the ground. Like in Rift. Only when you are like 5m away then a question mark shows up. Sucks trying to hunt down resources in such a large map.
More xp from harvesting, collecting, crafting, etc. 1-10 pts for each task, yet requires 10k pts to move up a tier (if i got that right).
They need to make it as non-Asian as possible. Remove all Asian art styles, visuals, and sounds.
More class styles
examples include
1. Engineer: plants explosives, uses guns, plants turrets, has mechanical pets to aid in fighting, only class with access to producing steampunk mechs and hoverboards and other means of outfit and travel.
2. Shaman: make a true pet class that can spawn short duration attacks like 20 spiders or have 3 dedicated attack pets at once or one hulking pet.
3. Monk: outstanding dodging ability, gets different bonuses for using certain weapons like staff and katana and bow. Has many abilities like you would see in a movie like "Kung Fu Hustle".
4. Druid: nature expert. Can charm animals to attack, draw roots from the ground to entangle targets, call on bees and ants to swarm a target, shape shift into other forms for movement or attack.
Also provide blueprints in advanced crafting to be able to build underwater housing. This would possibly provide more housing area once servers start to fill up after the game goes live.
Last part here is a little tricky for balance but......make a way through crafting to modify or combine skill/spell effects. This would allow for combos not seen before and keep the game fresh for years.
Example of this would be Necromancy combination of Energy arrow+Raven so that each energy arrow procs Raven on impact. The mana cost would be the cost of Raven +Energy arrow and there would b e 25 seconds.
Another Example would be Necromancy Raven Modification......once cast the ravens follow the caster for 20 minutes and act as defensive pet dot on enemies in a 10 m radius of the Necro.
There is certainly room for asian themes, music in the more asian themed parts of the game (specific area of the continent dedicated to it).
I do agree that the sounds should maybe get a once over (character vocals) during combat to make them sound more like various more generic sounds. They obviously cant change any art in cut scene since that would literally be almost like making a completely different game.
I am also a fan of an over arching PvE theme as well.
Some sort of plot with a threat that emerges through story with a PvE faction that is evil and must be dealt with.
This obviosly can be done in many ways, but should have ramping difficulty for all levels and group sizes to get involved in starting around level 20 or so through quest lines, events, dungeons, open world bosses...etc.
It can also be more of a general themed area expansion similar to UO how they had various sprawling multi-level dungeons both inddoor and outdoor and have them in contested areas where you may run into enemies that are trying for the same spawn types or drops.
Labor points are a monetization tool. they are an incentive to get subs, and most likely a cash shop item. There are other ways to regulate production without putting a cap on the amount of fun players can have.
Its like telling a PvPer they can only kill 100 people per day
action packed combat,
raid content in the open world,
airships,
stronger the pirate faction.
Games such as GW2, SWTOR, ESO, and others have set players expectations in terms of graphics and design which the mass market is coming to demand but this game will never be able to provide.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
no, just no
1 iron node and 1 maybe 2 plants or a bag with 20ish xp: that is what a F2P can do on the russian server. 12 points/hour is just not enough. I wanted to craft and build but the game tells me I can't. First trade run cost 60 pts to craft the item and about the same amount to harvest the 100 strawberries. 10hours of afk'ing to craft 1 simple, useless item for a quest.
The game has no problem if I want to kill 5000 bears but I cant pick a flower. Does it cost Lp to kill a cow?
If it stays F2P they have to increase the LP/hour. If it goes sub, remove them.
I think getting Eve kinds of numbers would be something of a success, for the type of game it is. Its a niche type of game after all, particularly with the PVP orientation, which rarely sits well with the PVE type of player that most games tend to cater to, and with good reason, the majority of players like their PVP to be both casual and optional, and never ever forced. From what i have seen of the graphics so far, it does seem a bit dated, if perhaps Trion give the game a graphics overhaul that might encourage a few more players, but overall i don't see it having much, if any appeal to players who prefer the PVE experience over PVP.
I think many people underastimate the desire to PvP.
In short, just look at all the millions that enjoy playing PvP games like FPS games (CoD, BF,...) and MOBAs (LoL, Dota,...)
If you think any competent MMORPG developer wants to throw a blind eye on that mass of potential customers, than think again. In fact we've seen a lot of attempts already but most of them fall short because MMORPG works differently than, for example, some moba game.
If currently PvE players prevail in MMORPGs that is with a reason. And the main reason being that MMORPGs have failed at creating a proper and working PvP environment (beyond battlegrounds and arenas). Which is not surprising because a massive online rpg is an enormously harder project with a number of extra obstacles compared to much simpler multiplayer games.
Personaly I enjoy having both PvE and PvP nicely tied inside my MMORPG. I'm just waiting for someone to develop something close to EvE inside a 3d fantasy world.
So far AA is probably the closest.
I agree. I'm also a game designer and a lot of the quests make me squirm (professionally). That said, some are alright and I find I've gotten into the little stories more than I thought at first. I'd love to see it all voice acted at least, I've found that ESO - though it had it's flaws - really spoiled me in that respect.
People keep saying "It's Korean", and while I understand that has connotations based on earlier Asian games, I have yet to see it affect my enjoyment of ArcheAge. No, it's not typical medieval theme, and that's actually a good thing, IMO. It's not really much of a grinder, though you have to be willing to get into the deep crafting system to actually get anywhere in the game later, unless you have someone else feeding you gear or you find a way to make money for buying stuff.
I like playing CoD and BF occasionally, and back in the day I played a lot of Counterstrike (too much). But I'd say the difference in an MMO is that there are so many tools provided to the annoying player to allow ganking / camping / griefing. As a primarily PvE mmo player, that's what turns me off, and I think that's the case for the majority of players.
There are a few loading screens that I wish they would change (very asian MMO style), and a couple of design choices which I think are pretty wacked, but overall it's not very "asian" in it's art style at all, in my opinion.
You can't compare open world PvP to match based games like CoD or LoL. Its why most games have battlegrounds and why they are so popular, most people prefer to PvP on equal terms and when they want it.
Open world PvP means you cant always play the game how you intended to. Which for some is a big positive but for the majority its an extreme annoyance.
I played many MMOs and the ones I enjoyed the most were: DAoC, SWG, Planetside, EVE & Darkfall
SWTOR and ESO were disappointing, I don't care about questing and storylines! I just want a good and innovative gameplay which offers various possibilities in a rather persistent open world.
Archeage seems to deliver that! Sure, the combat system is nothing special & we have seen most of the other stuff in previous games (housing, city building, open world pvp).
But compared to the countless of recent theme parks with lackluster pvp & crafting, those gameplay features are quite refreshing if done right.
And that "if done right" seems to be the problem, the korean patch made the game worse. Sure, Trion stated that the patch will not be the same but how do you know what changes will come to us and which will not? And don't forget, nobody wants to make their own game worse but someone thought changes like the NGE or Archeage Patch 1.0 were good otherwise those changes would not have been implemented. Also, Trion thought it is a good idea to add a cash shop end game equipment upgrade just recently.
I won't buy the alpha access but I will try it out when it is released.
I've been following this game since it was in beta in Korea. When Trion signed on to publish this in NA all I could think about was my first reaction to the TSW beta.
Someone asked me how TSW was. I told him it was pretty cool but unfortunately it has already failed. I told him it already failed because most of the players that would love it would never try it and may never even know what it is.
I think ArcheAge is a pretty cool game too. It's a massive game with a lot to do, but I doubt it's NA success will have anything to do with how good/bad the game is. It will be determined by how Trion actually markets it.
Games like Swtor, GW2, FFXIV, WildStar, Wow, TSW, ESO, Tera are on posters in the Gamestop window. They are standees at the entrance of Walmart. They are retail copies on the store shelves. Regardless of these game's success/failure they were placed in the public eye. They had a chance to get a buzz going.
What is ArcheAge in North America? A game talked about on MMO fansites? Take the MMO fansites and remove the people that hate sandboxes, sandparks, themeparks disguised as sandboxes, Korean mmos, asian mmos in general..... What is left? If you saw an ArcheAge advertisement banner on a webpage and never heard of it before what would you think? Oh ANOTHER Korean mmo. Another grindfest that you aren't going to bother with.
Before any of the hardcore fans get upset. I'm talking about being a "smashing success". I think it will do well enough regardless, but don't know if they can draw the enough positive attention to a Korean mmo in NA.
Yup, gotta agree so far. The marketing for AA seems to have been pretty minor to say the least.
Hopefully Trion will pick up the pace when they near release. It is still pretty early.
Are you team Azeroth, team Tyria, or team Jacob?
Different Server types (believe it or not some people don't like forced pvp)
The combat is not that interesting to me, the classes I have tried so far seem like the same old, same old.
I wish the crafting was as involved and complicated as SWG. I think trade runs are something fun and different but for once I wish a game would copy SWG crafting.
Things I do like:
Gliders!
Unlike most of today's MMO's this game does have lots of replay values, I mean where else can you become a pirate and steal resources and sink ships?
Farming. I can't wait to put up my farm house and raise lots of livestock!