I make between 100 to 150g in trade runs with 2 other guildies running 3 farm carts.
It takes us about 45minutes
All done in 100% safety at 130% trade.
Just need to do the right packs - making gold is stupid easy in AA.
...and have a farm and the labor to harvest and craft the packs.
^ this is what's missing from the equation. I don't have a large farm which means most of the materials I use to craft packs are purchased off the AH. It changes the dynamic quite a bit.
For me this game is the crazy girlfriend of mmorpgs. You know it's trash and its faults are obvious but it just has that something that nothing else has. I keep coming back and leaving, fuming the lows and loving the highs.
She just needs a make-over and some therapy, a little time apart so she can get her shiat together. It'll get better.
For me this game is the crazy girlfriend of mmorpgs. You know it's trash and its faults are obvious but it just has that something that nothing else has. I keep coming back and leaving, fuming the lows and loving the highs.
She just needs a make-over and some therapy, a little time apart so she can get her shiat together. It'll get better.
Great analogy! I too still have my sub, I know that the game is trash, I know it's a cash grab whore, I know since it has been out for years in korea nothing will change, but I just not ready to cut it completely off.
Have to mostly agree with OP, though I havent quite given up hope yet. I still have a lot of fun with naval warfare. Theres just never been a more exciting way to make money and progress your character than taking enemy tradepacks and fish and destroying their ship.
I will disagree with the outlook on counter zerg pvp tactics. AE does work here to kill zergs if you are playing with people coordinated enough to pull it off. I've cleared tradeships with 3x our numbers will less than a group.
I do agree that this game is set up to be much too easily dominated by large guilds though. I mean in every respect, it shits on normal guilds of players. I think the pride I have in being in a small 30-40 man guild and stomping on the zergs is the only thing that keeps me going, because I know we'll never see a castle and it will be a chore just trying to survive on Auroria when theres only 4 castles to be claimed and those that will claim them are all RPK with 300+ active players. I mean, wtf, Age of Wushu (a game almost exactly like AA in every way) had 32 castles that could be claimed and less players to claim them.
Beyond that, the biggest issue I have is with a lack of pve content to do while im out of labor and the existence of hasla weapons which trivialize weapon crafting and make a game that already WAY too damage heavy, even more damage heavy. Playing a healer in AA is a nightmare as people usually die in the time it takes to cast the first heal. If conversion shield is on cool down, people drop like flies. PvP is thus a 2-shot fest and it doesn't make for good tactical gameplay.
o and hackshield is utter garbage and AA hack prevention is worse than any game I've ever encountered. Almost every piece of land that comes up gets stolen by land hackers, which just about made me quit in the first month.
Originally posted by Xiaoki ArcheAge did succeed in proving that open world land ownership does not work in modern MMOs.
Yeah, I know the hardcore old school sandbox people will disagree but AA had clearly demonstrated why.
They may argue that it worked in UO or SWG but those were different times. If UO and SWG were released in 2014 then they would have the same problem with massive zerg guilds swarming like locusts and constant attacks from hackers and gold sellers. Just imagine a big zerg guild spreading across Tatooine with nothing to stop them.
These are the realities of modern MMOs and any future MMOs that do not see AA as a cautionary tale will suffer the same fate. Instanced player housing may not be "hardcore" or "sandbox" but at least it's a player housing system that actually works.
Just because AA messed it up, doesn't at all mean its not possible.
I wasn't part of a zerg guild and even with all the instability and queues on the first day, almost all of us managed to get 1 main + 1 alt both an 8x8 and a 16x16 and I play on one of the 3 most populated servers. Since then, our guild of roughly 30-40 people have acquired about 1/4th of the land available in east solzreed by just watching demo timers and buying out everything around us as a guild.
To fix the issues that AA had all someone would simply have to do is a) have better hack detection to prevent client injecting and to require more materials at the creation of the plot to prevent people without money/mats from occupying the land by simply throwing a deed down.
If UO and SWG were released in 2014 then they would have the same problem with massive zerg guilds swarming like locusts and constant attacks from hackers and gold sellers.
UO did have a problem with massive zerg guilds and constant attacks from hackers (but not gold sellers. The non-global chat system wouldn't allow for global gold spam chat (still doesn't, lol) and since MMOs were new, people didn't catch on to gold selling until later. You'll still find gold sellers spamming at the bank though (or would. Been a long time since I played). It's notable that gold selling is actually legal in UO too. Or was last I checked many years ago. Gold sellers would be banned from the bank not for selling gold, but for AFK macro-ing and for giving links that could be potentially harmful websites (whether they were or not harmful). I can only assume no one really cared because UO's a niche game anyways and the power-cap in the game is low. Most of the gold just goes towards house decorations.
.....anyways, in regards to UO's massive zerg spams... well, they came out with Trammel (a generally PvP-free mirror world that you can travel to almost easily even if your house wasn't there) and bam. No more zerg spams. Then they came out with Age of Shadows and bam, zerg spams were back when it came to Power Scrolls which were only obtainable in Felucca (previously wasn't a big deal due to harsh murder penalties which for some reason were taken away). Totally ruined the game for a lot of people, I hear... I can't be sure if that "killed" UO since Age of Shadows in general was a huge clusterfudge and WoW had already come out by that time (at that point, it becomes hard to figure out exactly what, if anything, killed UO. UO is still alive today too, making it even more arbitrary)
That said, UO learned a lot of lessons over the years that Archeage failed to do. Things like One House Per Account, for example. There was also a low power-level cap so that PvP isn't too imbalanced by gear that Archeage doesn't have. Though I can understand why they'd have a high power level cap because KA-CHING!!!! And a new problem Archeage created was tying housing to ongoing profits (whereas for UO housing was just for storage and decorating). In UO, if you owned a house, you had a bit of an advantage when it came to storage space. In Archeage, if you own a big farm, you have an advantage when it comes to making extra money over time. Given Archeage's high power level cap, that's a pretty big deal.
Originally posted by Kangaroomouse Originally posted by DMKanoI make between 100 to 150g in trade runs with 2 other guildies running 3 farm carts.It takes us about 45minutes All done in 100% safety at 130% trade.Just need to do the right packs - making gold is stupid easy in AA.
...and have a farm and the labor to harvest and craft the packs.
No... games get shutdown because they are under-performing. Same reason NGE's happen. What Jean-Luc was saying is something else entirely. When there are a lot of people leaving, it's best for a community to wise up to that, and see it for what it is, not take it as an opportunity to throw pot shots at those "who weren't tough enough"...
NGE wasn't under-performing, but just not meeting the expectations that SOE had for their target audience. Their game design is based on targeting a certain audience and changing the game to meet their expectations. NGE came to be after they made changes and their focus (test) group said it was great.
No... games get shutdown because they are under-performing. Same reason NGE's happen. What Jean-Luc was saying is something else entirely. When there are a lot of people leaving, it's best for a community to wise up to that, and see it for what it is, not take it as an opportunity to throw pot shots at those "who weren't tough enough"...
NGE wasn't under-performing, but just not meeting the expectations that SOE had for their target audience. Their game design is based on targeting a certain audience and changing the game to meet their expectations. NGE came to be after they made changes and their focus (test) group said it was great.
They wouldn't make such changes if they didn't feel the game was under-performing.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Comments
...and have a farm and the labor to harvest and craft the packs.
^ this is what's missing from the equation. I don't have a large farm which means most of the materials I use to craft packs are purchased off the AH. It changes the dynamic quite a bit.
For me this game is the crazy girlfriend of mmorpgs. You know it's trash and its faults are obvious but it just has that something that nothing else has. I keep coming back and leaving, fuming the lows and loving the highs.
She just needs a make-over and some therapy, a little time apart so she can get her shiat together. It'll get better.
Great analogy! I too still have my sub, I know that the game is trash, I know it's a cash grab whore, I know since it has been out for years in korea nothing will change, but I just not ready to cut it completely off.
Have to mostly agree with OP, though I havent quite given up hope yet. I still have a lot of fun with naval warfare. Theres just never been a more exciting way to make money and progress your character than taking enemy tradepacks and fish and destroying their ship.
I will disagree with the outlook on counter zerg pvp tactics. AE does work here to kill zergs if you are playing with people coordinated enough to pull it off. I've cleared tradeships with 3x our numbers will less than a group.
I do agree that this game is set up to be much too easily dominated by large guilds though. I mean in every respect, it shits on normal guilds of players. I think the pride I have in being in a small 30-40 man guild and stomping on the zergs is the only thing that keeps me going, because I know we'll never see a castle and it will be a chore just trying to survive on Auroria when theres only 4 castles to be claimed and those that will claim them are all RPK with 300+ active players. I mean, wtf, Age of Wushu (a game almost exactly like AA in every way) had 32 castles that could be claimed and less players to claim them.
Beyond that, the biggest issue I have is with a lack of pve content to do while im out of labor and the existence of hasla weapons which trivialize weapon crafting and make a game that already WAY too damage heavy, even more damage heavy. Playing a healer in AA is a nightmare as people usually die in the time it takes to cast the first heal. If conversion shield is on cool down, people drop like flies. PvP is thus a 2-shot fest and it doesn't make for good tactical gameplay.
o and hackshield is utter garbage and AA hack prevention is worse than any game I've ever encountered. Almost every piece of land that comes up gets stolen by land hackers, which just about made me quit in the first month.
Just because AA messed it up, doesn't at all mean its not possible.
I wasn't part of a zerg guild and even with all the instability and queues on the first day, almost all of us managed to get 1 main + 1 alt both an 8x8 and a 16x16 and I play on one of the 3 most populated servers. Since then, our guild of roughly 30-40 people have acquired about 1/4th of the land available in east solzreed by just watching demo timers and buying out everything around us as a guild.
To fix the issues that AA had all someone would simply have to do is a) have better hack detection to prevent client injecting and to require more materials at the creation of the plot to prevent people without money/mats from occupying the land by simply throwing a deed down.
voila
UO did have a problem with massive zerg guilds and constant attacks from hackers (but not gold sellers. The non-global chat system wouldn't allow for global gold spam chat (still doesn't, lol) and since MMOs were new, people didn't catch on to gold selling until later. You'll still find gold sellers spamming at the bank though (or would. Been a long time since I played). It's notable that gold selling is actually legal in UO too. Or was last I checked many years ago. Gold sellers would be banned from the bank not for selling gold, but for AFK macro-ing and for giving links that could be potentially harmful websites (whether they were or not harmful). I can only assume no one really cared because UO's a niche game anyways and the power-cap in the game is low. Most of the gold just goes towards house decorations.
.....anyways, in regards to UO's massive zerg spams... well, they came out with Trammel (a generally PvP-free mirror world that you can travel to almost easily even if your house wasn't there) and bam. No more zerg spams. Then they came out with Age of Shadows and bam, zerg spams were back when it came to Power Scrolls which were only obtainable in Felucca (previously wasn't a big deal due to harsh murder penalties which for some reason were taken away). Totally ruined the game for a lot of people, I hear... I can't be sure if that "killed" UO since Age of Shadows in general was a huge clusterfudge and WoW had already come out by that time (at that point, it becomes hard to figure out exactly what, if anything, killed UO. UO is still alive today too, making it even more arbitrary)
That said, UO learned a lot of lessons over the years that Archeage failed to do. Things like One House Per Account, for example. There was also a low power-level cap so that PvP isn't too imbalanced by gear that Archeage doesn't have. Though I can understand why they'd have a high power level cap because KA-CHING!!!! And a new problem Archeage created was tying housing to ongoing profits (whereas for UO housing was just for storage and decorating). In UO, if you owned a house, you had a bit of an advantage when it came to storage space. In Archeage, if you own a big farm, you have an advantage when it comes to making extra money over time. Given Archeage's high power level cap, that's a pretty big deal.
...and that is 100g for 3 people so 33g per head.
Just some more half truths of DMKamo...
NGE wasn't under-performing, but just not meeting the expectations that SOE had for their target audience. Their game design is based on targeting a certain audience and changing the game to meet their expectations. NGE came to be after they made changes and their focus (test) group said it was great.
They wouldn't make such changes if they didn't feel the game was under-performing.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson