Ok, so we have a love hate thing going on with this game. It's true. From day to day you are going to hear people saying good stuff and you are going to hear people saying bad stuff and a lot of the time those people are going to be the same person, and some of the time those people may even be me LOL.
And that's how you know it's a good game.
But just for laughs. Here is an interesting thing that the people over at Trion created to kind of give you a sense of what has gone on inside the game of Archeage over the last year. It's a look inside of an MMORPG that you rarely get to see and I hope you enjoy it.
http://www.archeagegame.com/en/infographic/?affiliateId=null
Comments
But seams the extremes are allreay upset because mmorpg have to much news around about ArcheAge.
- Terrible pirate class mechanics as indicated by the 0.2% usage. Pirates were screwed constantly.
- Lopsided skill tree usage indicates class imbalance that's still not fixed.
- 33 billion labor spent purchased. (fixed)
Although certain elements of PvP were enjoyable the basic economics mechanics are beyond broken. Botting was rampant when I played and I firmly believe that any game that suffers from massive bot farming is fundamentally flawed both in design and code.I'm surprised Trion actually released this...wait, no I'm not. They're a terrible company with horrid leadership.
In the end, just because a game creates a lopsided, polarized pool of critics and fans does not make it a good game as you suggest.
P.S.
A well designed and managed game would never need to go through the ridiculous server merger/changes that just happened.
Dude I can't even argue with you on any point other than it being a good game because deep down inside, if you play it to be a good game, it really IS a good game. In my opinion though, and like you said, it's business model allows people to not play it as a good game if they don't want to though, and that's what make it a bad game to some. For me though, really, there really is no alternative right now. It's the best persistent world simulation MMORPG on the market for me (unless you or somoene else can suggest another).
So i learn to deal with the negative ones and continue to play because of the positive ones.
And im sure that everyone do that in one way or other on their current mmorpg of choice.
Looking forward to: Crowfall / Lost Ark / Black Desert Mobile
With the first land grab fiasco in AA the hackers ruled the day and grabbed most of the land. At least they had intentions of selling it.
With the second fiasco thing were the same but at least those who owned land already got to keep it.
With the latest fiasco players who had been playing from the start planned ahead and intended to build large houses with lots of gazebo farms. When the server went live the first few dozen who got in got most of the best land for trade.
These players, although they grabbed on the average 8 24 x 24 plots, have no intention of selling their land. So now the situations is by far worse than ever.
The economy on Nazar is beginning to crash with trade packs selling for less than 80% because there are so many landless people that all they can do is trade runs to make money.
All the resources are foraged clean because the majority of people now have to gather resources rather than grow them.
A lot of people have quit and as more players get discouraged trying to get land the more will leave. If Trion doesn't do something this game is doomed.
But..
Like others already said here.. AA suffered alot from the launch.. duping/hacks and so forth.. most of the servers the economy is broken as fck..
I am trying AA again.. havent played since launch.. the new EU server, because hopefully their economy will be not fcked
The people spending this type of dough are ruining gaming whether they want to believe it or not.
crazy crazy crazy
"Be water my friend" - Bruce Lee
You cant compete if you have to pay 5 or 6 gold for a trade pack that will make you 9 gold. Meanwhile the land owners are paying less than one gold to make those packs and earning a solid 8 gold per pack. With a farm cart turning in 5 packs the non-land owner earns a profit of 15 gold while the land owner earns a 40 gold profit per run and that is just a small land run. It gets worse when you do sea runs.
I dont understand why they did not limit people to two plots or implement a system where your plot auto-snaps to the next plot so it limits wasted space allowing for more plots.
I wrote this suggestion on their forums the first week of launch. I described a little earlier that they make more money from 1 person owning 20 lots of land then 10 people owning 2. It saves on cost because they don't require servers to handle 10 people they only require to handle 1. It hurts because its possible that those 10 players would buy other things, however that 1 person is forced to spend x$. The land thing was a good idea because all land owners must pay sub fee's and they must log in to maintain their land or lose it. Yes it limits populations but then they can just open more land or new servers to solve those problems. Sad only a few small changes would make this game awesome.