Hello! I have taken the last few months to dedicate time into researching Game Development; specifically MMOs, and what can make them successful. I have been inspired from the success of Classic World of Warcraft to actually dig deep, as I plan on taking classes to work in the Cry Engine to begin work on my own pet projects and ideas. In another thread, I started to really dissect the issues Archeage faces as a whole, but I feel like it's best to address it more directly in one last ditch effort to try and save this game from crumbling further.
There is a TL;DR at the bottom. You are in for a very, very long post. I am a very dedicated typist when it comes to something I'm passionate about. You have been warned.
Archeage is a Single Player game under the guise of an MMO. I'll be referencing other MMOs and bits of game design, but to make things simple and understandable for a large swathe of the player base, I'll try to keep all examples defined to World of Warcraft - as it's the most popular option, thus most people can understand the terminology and references I use. Don't think I've just spent 3 months playing WoW. I haven't. I haven't renewed my subscription in two months. Instead, I've been participating in the community to learn more about what makes it so vastly enthralling.
In these posts, I'll be talking about player power, loot, and the toxic environment that this game has fostered by poor design choice, and in another post following, I'll try to offer solutions to help fix these overbearing issues that are crippling the game. Let's start off with the main point I'm making;
Archeage is a single player game in the way that it treats the player character. Your actions rarely if ever effect your faction. They have no impact on the world excluding your own gain in nearly all cases. When you gain power, that means nothing for your faction unless if you're actively participating in every event. On top of this, this power doesn't transfer to weaker players in your faction. In fact, it has a polarizing effect on newer players, or players who haven't invested much time into the game; these players are left behind statistically, and are excluded from Guilds and opportunity to seek help. They may not even find help with a dungeon. Mentor and Mentee quests are ignored.
This is further encouraged by Guilds setting Gear Score requirements to join; these communities that form are what Game Developers call "Wolf Packs". Wolf Packs are the strongest players in game, that are often beyond the realm of most people. In a normal MMO, these groups are often the ones who get "world first" achievements, complete the most content, and explore the game to the fullest - like in World of Warcraft, Guilds participate against each other for a Rank on a competitive leaderboard. You can find these resources with simple google searches.
Unfortunately, Archeage is not at all like WoW when it comes to this experience. The Wolf Packs in Archeage are not a benefit to the game - they are a toxic resource that is an active drain on the newer players and potential for them to participate. Why, exactly?
Gear. The gear difference between newer players and veterans are absurd. Additionally, if you aren't geared, you can't play the game and have fun - you die. And since grinding gear is primarily a single player activity, a new Archeage player may quickly fall into the mindset of just that; the only Player around. This is less of a problem in WoW, as grinding for the gear isn't something you do on your own - it's something you do with the help of an entire guild of people, a full 40 man raid to get your BiS item, high level dungeons to improve your weapon - quests that'll give you the best bow, the best sword, and once you have it, it's yours. A newer player is essential in a game like WoW because they're the driving force behind doing PvE content. Behind raids. Dungeons. Filling the world. Newer players give older players a reason to log on and do PvE content.
Archeage doesn't do that. It's the exact opposite; investing time and effort into a character is vital to maintaining that character's strength. Every day you do not increase the gear score of this character, it falls behind in viability, and you can lose on more potential positions in raids and gameplay. You're put in the endless loop of grinding to become stronger, because someone else is stronger, and for newer players, that someone else is several months ahead of you. Archeage power is linear, and a slow curve up to viable strength. WoW power is done in levels; below level 60, level 60 dungeon gear, Tier 1, Tier 2, etc. The thing is - players who are already geared in WoW will boost undergeared players by not needing the same gear the lower level players do. So a weaker player joining a stronger guild is given the benefit of getting more loot from raids, and direct progression in the form of this loot. Because of this, it can go as quickly as a week, or as long as a few months to be fully decked out in the best-in-slot gear for your character.
Archeage doesn't inspire teamwork besides for a daily raid or mission, that does the same quests, that require no strategy, that offer the same rewards, that increase your power fractions at a time. Fractions are the problem here; newer players would have to invest months into the game to become viable, without needing to communicate with players in a broader sense, without needing to make connections or friends - and when they reach something like 10k Gear Score, they'll now be miles behind the players who continued to grind while they were gearing up, and thus, the cycle repeats. They can't catch up. They will always be at a disadvantage.
I managed to speak with a few Veterans of Classic WoW about why new players are important, and their reasoning was the same: "No reason to run a raid if no one needs the loot". Classic WoW highly encourages new players to join in, because without fresh blood, there's no point in doing the raids, the dungeons, any of the PvE content. Those new players keep raid schedules full. And Archeage has completed a system that makes it near impossible for a new player to actually participate. This means that in Archeage, the players who have played the most are the most important; and whenever one or two quit or take a break, the weakest community members are impacted the most - those highly geared players were the reason why they won matches like Golden Plains, and thus, they lose honor, further slowing down progress and making it even harder to become viable. On top of this, with a lack of support, it's a stressing issue on both sides. Newer players start to leave when they realize they're not having fun anymore, that the game is an endless loop with no need to actually do anything, with no resources or explanation on what to do after the main quest - no raids, no dungeons, only PvP. And PvP is now full of wolfpacks, which devour this new players - often called sheep - whole. And when the new players dry up, the wolfpacks turn on each other, and start killing each other off.
Player power is the core problem with Archeage, as everyone can play the game without more than a few words in Nation chat. In fact, you could go the entire game without speaking once, and as long as you were present at launch, you could have an absurdly powerful character. Simply because you were present more often than not. I will address a solution to this in the next post.
Now, loot is another problem with Archeage. You get one set of armor. You level it up. You never switch to another set of armor. It's the same armor. That's a core problem with the game; it levels slowly, it offers the same benefits, more players than ever are in matching gear. Same shirt, different character. Why is this so rampant?
Because, once again, gear scales on a linear path, and requires gold, labor, and resources to level. A lot of time goes into one piece of gear, thus, it would be stupid to drop it for a new weapon. If you run a dungeon with friends, and get the best sword or bow to drop from that dungeon; it's useless. You have already put more time into your current weapon than you could ever hope to achieve with the one you just picked up. Very rarely would you keep it and level it to be your new piece, as it would cost hundreds to thousands of gold to make it match the old piece.
In World of Warcraft, this is never, ever an issue. All gear is either crafted, or found. You don't level the gear. You put an enchant on it, at best. Because of this, you can find the Best in Slot staff and equip it - tossing your old blue staff into the trash, or disenchanting it. It's better than your old staff. That's why. So running a dungeon is rewarding - you get amazing gear, and you get to really express your toolkit and be a part of the team. You get to see new weapon and clothing models, and you get to feel yourself growing progressively stronger by actively playing the game. The gear often has unique effects, too, like granting you a chance to cast an instant shadowbolt at the target, decreasing received magic damage, maybe healing you. Some have on-use effects, or allow you to breathe underwater. They're extremely powerful and give the game variation; similar to how Lost Garden weapons gave you an on-use Heal over Time.
Archeage only gives old, aged loot that would benefit a 1.0 player. Yes. It's that old. The loot system in Archeage hasn't really seen an update since AA 1.0. When leveling a new character, you may find neat gear that you can identify that is temporarily stronger than your current gear. You may even run a dungeon with a friend and get a few pieces that really buff up your stats. This is all lost once you get Hiram; that Hiram Gear is a death sentence for unique armor and armor sets. You may never, ever find another piece of gear that will be more powerful than your current gear, without first investing over 1,000 gold into it, and 10k labor. All of which could have been put into your old gear.
Gearing in Archeage is a disaster. It's an improvement from the regrade system, for sure, but it is not better overall.
Now, the final nail in the coffin: Toxicity. The Archeage community is a Toxic cesspool of angry, frustrated people, and it typically stems from several complaints that I have to break down further. Let's begin with "Carebears".
Everyone who joins the game for reasons other than PvP are treated lowly by the community as a whole. They're thought poorly of, they're often degraded in chat, and have been given the name "carebears" to denote their more passive nature. These players are often the ones who work on their housing, farming, fishing, exploring, and occasionally PvE content. They're some of the nicest people in the game. They're also core to making the game feel full and lively. But because they don't actively go out and help their faction win conflicts, they're insulted and often times targeted for fun. This is where the "Wolfpack" aspect comes back in; these high level players, with little else to do, often target weaker players because they can't do anything about it. It's straight up cyber bullying in a sense, if you wanted to use that term to describe it, but these players are being detrimental to the game, the economy, and more importantly: To the newer players. Seeing this hostility in chat often pushes people away. Watching the Nation chat is like watching an active drama; the entire game is essentially a source of drama, and not the good, entertaining kind, but the stressing "**** you, your opinion, and anyone who agrees with you is trash" kind. Another thing to note is that Carebears are more likely to buy every cosmetic the game has to offer, including housing cosmetics, and benefit Gamingo directly.
Next up, the poor balancing and massive power differences.
My God, is this game unbalanced. Until 8k Gearscore, Melee is king. Can't be touched by anyone or anything except a lot of CC. From 8K to about 12k, it's Sorcery. All Sorcery. 12k+ Archery just barely pulls ahead in raw damage numbers. But it's not just gear numbers that's a problem, it's the sheer effect on the community - by the toolkits offered in all of these trees.
The main problem with PvP in Archeage is the absolutely bonkers amount of control a player has over the battlefield. And I mean CC, not just raw movement. This time, I did more research; Archeage is quite possibly, the most CC filled MMO to date, with dozens of methods to apply CC spread across, primarily, a few skillsets. Battlerage, Sorcery, Occultism, and Witchcraft have about 75% of all CC in the game. In comparrison, a Warrior in WoW classic, has around... I believe 4 CC options in total, one being an AoE 8 second fear that breaks on damage, Charge which is a 1 second stun, Intercept which is a 3 second stun, and Hamstring - which is a slow. Oh, and one interrupt. That's across the entire class. Across all classes, excluding CC's that affect only certain mobs or are simply negligible (10% attack speed reduction), Classic WoW has 35 stuns across every single class in Classic. A Darkrunner alone has CC chains and built in CC clears, all on short or resetting cooldowns, that basically allows them to counter any class the moment they get in range. Which is absurdly easy, as Mage classes have a 25 yard range, and ranged classes have a 28 yard range. Teleport moves you 15 meters forward, and behind enemy lines and Tiger Strike both have long ranges as well. Keep in mind that these CC's wouldn't be an issue if they all didn't combo. So if the benefit to a mage/range class is distance, then that distance is now null. And they immediately put you into a stun, if you don't have Insulating Lens up or you're not running defense. Which then leads to you being killed before you can get up, unless if you have defiance - which is a six minute cooldown. In WoW, racial CC clears are on a 1 minute cooldown, by the way, and CC clearing trinkets are also on a 1 minute cooldown, and there's CC clearing potions that make you immune to CC for a short time and clear it on 2 minute cooldowns, or immune to all CC for 30 seconds, Paladins have hand of freedom which clears all stuns and slows and grants immunity to them for 8 seconds, there's trinkets to make you immune to sleep on use, Fearward that prevents the next instance of fear. But don't forget - all of these CCs in WoW also have a long cooldown.
But notice how I listed other classes that have these unique abilities. Priests have Fear Ward. Paladins have Hand of Freedom. Gnomes have Escape Artist. Anyone can use a CC clearing potion. Anyone can use a trinket. In Archeage, if you don't have defiance or Defense, you don't have a CC clearing option unless if it's one found in Auramancy. And no one can give you a CC clearing option, either. You wait it out.
Why is this all such a terrible thing, you ask? Players in General don't like to be CC'd. On top of this, newer players wont know what's going on, get killed a thousand times over, and be put in a state of misery upon realizing that unless if they play the meta, they wont be effective. Class and ability choice are gone. There is no freedom of choice anymore. It's not what you wanna hit people with, it's what cookie cutter build are you able to deal with. Hybrid classes are non-existant at this stage, with a very rare one or two sprouting up in the cracks.
So players are frustated in PvP, as it's the main content, if they're constantly being CC'd and killed quickly. Or they're on cloud 9, because they're so brokenly powerful that no one can harm them. But for the most part; newer players are absolutely thrown under the rug to make tryhards happy. That is poison for this game. Not just any type of poison, but a deadly one that WILL kill this game. No new players means that as older players leave, the servers grow smaller, less people will log on, the wolfpacks grow hungrier, and the community - already pretty toxic - becomes worse and worse.
To put it bluntly, class combos do not need to CC on top of their absurd, endless damage - for ALL classes. Not just Darkrunner. CC is simply too common. Couple with the fact that non-melee classes need a second to breath to deal damage or CC themselves, all of the Darkrunners can run train until they're caught by a mage CC. Which leads into a combo that CCs.
Additionally, there's no real options to support your team without CC. Because nearly every move in every off tree is a CC move of some sort. Unless if you take Songcraft, your utility options are non-existent. Let me note that in FFXIV, nearly every single Job in the game has a few moves that buff the group you're in. Maybe a DPS boost, or movement speed buff, but every class can benefit from another class being in the party in some way. Players in AA may avoid party buffs because it all comes back to one thing; DPS.
Archeage has the most overpowered DPS by far, to the point that players can crit their health pool on basic mobs. As in, a Precision Strike can hit close to 30k on a decently geared warrior, or higher. A Ghastly Pack can hit 25k. One blazing arrow can deal 15k damage - and Archers can fire 3 in rapid succession. The numbers are too high in all cases, coupled with CC, it absolutely ruins a new player's experience. I recall playing around November, and joining a round of Golden Plains. Over half of the raid was continuously being cleaved down by one guy who paid his way to success, who kept spamming Ghastly Pack on a full raid to kill 40 players. It hit 25k through Leather armor. That strong. Could you imagine what it's like for half of a raid to wipe to one player's AoE attack? Half of the raid. It took out half the raid. I brought this up in the forums months ago. The response was "it's on a cooldown". A one minute cooldown for that kind of damage. Wow, totally effective balancing. He ended the game with 350 kills.
Now, imagine all of this hitting you as a new player. You don't have a house yet - there's not much land on your home continent to choose from, so you go without for now. You're trying to farm some mobs in Auroria - one shot by a guy who noticed you in passing. You're trying to fish to earn gold on the sea - pirated. Join Golden Plains - feeding the enemy faction. Ask for help in nation - called a carebear and told to git gud. Get one-shot because you're carrying a pack by your own faction. Start to do dailies. Notice it's the same thing, again and again and again, over and over endlessly - that you have to do this for months to stand up for yourself and do what you want in the game.
At what point is a new player going to give up? When they stop having fun. Thus, you lose the next "generation" of players. That's right. Players come in generations. And the more new players you lose, the smaller your population gets. Retail WoW has so little players because they made things too easy on the player, but Archeage is losing players because it's too hard on the new ones, and it's unbalanced.
vvvvv --- TL;DR --- vvvvv
If you're skipping to the TL;DR, please be constructive in the comments.
Archeage is a single player game. The community is so Toxic, that most players stay p***ed at each other. The gearing up process is a solo task. You have to voluntarily find people to play with. You have to consciously make an effort to play with other people that isn't just a reset raid, because there's no reason to otherwise. Guilds have very few reasons to group up and work together. Improving your gear is only effective if you use it. Everything has droned into one non-stop loop of grinding gear, and running dailies. Players are unable to theorycraft or test out new builds; the meta is already established, and regearing to respec is a very daunting task. Found gear is worthless unless if you intentionally put forward the effort to respec it. There is no point to uncloaking gear unless specifically to break it down for other uses. All of the draws of the game are buried beneath needlessly tedious requirements that aren't fun to do, require no strategy, and have only devolved since the inception of it.
This game is going to enter its deaththrows soon unless something drastic is done. I have suggestions to make this game actually playable to a new player, still viable to an older player, and smoother overall in terms of faction progression and strength. None of it will be answered by staff, it will all be looked ignored by other players, or given no serious thought, and all of it will be dismissed by some guy named xX_♥♥♥♥♥♥♥focker_Xx in the replies who will call it trash/worthless/terrible ideas. Regardless, we need a variety of solutions presented, and at least something implemented to make the game worthwhile for new players who can never catch up.
I'll post my suggestions soon. Give me a while to really get everything on paper, I'd like a compelling argument as to why they'd be effective besides just "because I say so".