View Poll Results: Do you want stackable activities.

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  • Yes, activities should stack whitout a limit.

    4 80.00%
  • Yes, activities should stack, but it should be limited.

    0 0%
  • No, the system is good as it is.

    1 20.00%
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Thread: Stackable activities (labor, dungeon/arena entries, dailies, archepass).

  1. #1
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    Stackable activities (labor, dungeon/arena entries, dailies, archepass).

    In the current system each character is limited to do a specific amount of activities per day. For example 1 Fall of Hiram, 2880 labor (excluding rechargers), 5 arena entries and so on. If you don't do those activities they are lost forever. This creates two really big problems for the game:

    1. Players feel forced to do everything every day because they will miss out on resources. They burn themselves out => the population drops.
    2. New players rarely join the game because they have already missed enough resources and have no way of catching up => the population never grows.
    We have seen this in every single server.

    Make all activities stackable. Examples:
    1. Daily quests. When you miss a daily quest you can do that quest 2 times on the next day. If you missed it 5 times in a row the next day you can do it 6 times. Also make them stackable for accounts that have not yet been created, so new players have a way to catch up.

    2. You have not been doing any arenas for a week. Now you can do 40 entries.

    3. Labor already has similar mechanic but it is capped only 5k. Remove that cap.

    Also this change could attract more working people to your game because they could spend the weekend doing the things they have missed during the week.

  2. #2
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    Or just nerf or remove that insane big quest rewards! Problem solved.

    (you feel this quests "have to do things" because they give you too big rewards and you can't chose other alternatives to get similar income/advantage in same time in game)

  3. #3
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    Well the problem is not just the quests it is everything: quests, arena entries, dungeon entries, arche pass, labor, etc.

  4. #4
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    Quote Originally Posted by rewtew View Post
    Well the problem is not just the quests it is everything: quests, arena entries, dungeon entries, arche pass, labor, etc.
    This is not the problem. This is the solution. If we can stack "limited" resources than multiaccount users can handle more accounts. They will get more advantages and they will flood our weak in game economy with cheaper resources. Normal players can't compete with this "objects". Limitations have right reasons. Just check changes in our version!: All lazy changes made game worst. Oh, please let us use 60% resources costs in basic recipes! Please, let us buy cottages in 15 GS prices! What should go wrong? Idk. Quality in housing lost because of 1/7 brlueprint prices and extreme cheap building materials. Lazy alts flood lands with cheap designs and they lock lands forever. (they will keep lands without house/farm, or they will build 16x16 weeks after landgrab or they will try to sell spots). Real active farmers who want/can invest and who specialize their work lose lands, lose objectives. Your work worth less because of cheap mass production.

    Yeah, let us break game in more weak points, XLGames! PLeeeeaseeeee!

  5. #5
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    Quote Originally Posted by mikroman View Post
    This is not the problem. This is the solution. If we can stack "limited" resources than multiaccount users can handle more accounts. They will get more advantages and they will flood our weak in game economy with cheaper resources. Normal players can't compete with this "objects". Limitations have right reasons. Just check changes in our version!: All lazy changes made game worst. Oh, please let us use 60% resources costs in basic recipes! Please, let us buy cottages in 15 GS prices! What should go wrong? Idk. Quality in housing lost because of 1/7 brlueprint prices and extreme cheap building materials. Lazy alts flood lands with cheap designs and they lock lands forever. (they will keep lands without house/farm, or they will build 16x16 weeks after landgrab or they will try to sell spots). Real active farmers who want/can invest and who specialize their work lose lands, lose objectives. Your work worth less because of cheap mass production.

    Yeah, let us break game in more weak points, XLGames! PLeeeeaseeeee!
    What you are saying does not invalidate any of the things I stated.
    The whole game as it is now is designed around limited activities. When you include alts into the whole picture all those limitations are broken. If alts are bad for the game they should stop allowing them.

  6. #6
    Senior Member Turambaredolas's Avatar
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    You mention new players being unable to catch up because they missed too much - do you mean that dailies should stack up for every day the server is online even before a character is created. Otherwise new players wouldnt really benefit from your suggestion. Legacy has reached over 2.000 days since launch and Unchained is at over 200 days.
    What about quests that were added over time?
    What about quests that were removed over time?
    What about mental health of players in this scenario?
    What about dailies that can't be completed more than once in a day?
    What about events?
    A child of song, a child of rage
    Abandoned in another age
    Now ancient hate and rhymes that bind
    Make paradise a tomb divine
    And demons trapped in beauty’s thrall
    Hunt those who heed the bloodsong’s call.

  7. #7
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    Turambaredolas :
    step 1: fix problems
    step 2: let old servers burn. Optional step: merge low population servers!
    step 3: start new server without this problems and bugs and exploits

    But my version of "fix" is the other side. Don't give us free things and don't use unlimited repetative quests with insane rewards! Slow down high-end gearing up! Give less and less quest rewards in time! (achievements lock old rewards and start new quests with lower rewards maybe). Or higher grade items give us less and less extra power! (keep players near the same power! Make PvP less gear dependent!) Oh, and turn off "catch up" mechanism in starting months and rework this contents to help BEGINNER characters instead of whole playerbase. Don't let veteran players break "softcaps" with this cheap rewards! And remove all cheaters and gold buyers! 3 accounts/player = you don't get extra resources from 100 unknown friends. Or start 1 "solo seasonal" server without any trade and resource sharing options! (its less fun, but it prevents cheating with alts and it removes goldseller effects)

  8. #8
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    Quote Originally Posted by Turambaredolas View Post
    You mention new players being unable to catch up because they missed too much - do you mean that dailies should stack up for every day the server is online even before a character is created. Otherwise new players wouldnt really benefit from your suggestion. Legacy has reached over 2.000 days since launch and Unchained is at over 200 days.
    What about quests that were added over time?
    What about quests that were removed over time?
    What about mental health of players in this scenario?
    What about dailies that can't be completed more than once in a day?
    What about events?
    Yes. Dailies should stack up for every day the server is online even before a character is created. Meaning if someone joins legacy they will have to do one hell of a grind to catch up.

    What about quests that were added over time? The stacking begins from the date the quest has been added.
    What about quests that were removed over time? Those will be unavailable.
    What about dailies that can't be completed more than once in a day? Keep them stacking. They might introduce some multipliers for quests like these. You get 150% of the reward if you sacrifice 2 of the stacks when you do the thing 1 time.
    What about events? Those will also be unavailable.

  9. #9
    Senior Member Turambaredolas's Avatar
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    Edit: Your answer wasn't there yet when I started writing.
    Instead of discussing how dailies should be even more important by making them stack, how about doing the opposite and remove dailies to a large extent and restore a less-daily-age like we had in the beginning. (end of edit)

    As an additional change to the current system I'd like the removal of some game elements that favor soloing over group/raid content, like:
    Instead of 1 drop/group or raid I'd like to have 1 drop/character in a group or raid on certain important drops (hiram infusions, sunglow lunagem) and maybe no exp reduction based on group/raid members. Right now, as soon as a player is able to solo a certain greater dungeon or effectively grind, for example elite mobs in EHM, they will do so.

    I'd also like the reduction of daily quests (as it is often referred to as one of the core problems of archeage). In combination with my idea above, there wouldn't be a need for a lot of the current daily machanisms.
    You need hiram infusions? There are no quests, you simply go there and farm. The more friends you bring along, the faster everyone gets their infusions.
    You need awakening scrolls? No quests - same as above. -> A change to the T3->T4 scrolls to finally drop from EHM mobs would be needed, because having them exclusively drop from the treant or mammoth will cause problems.
    Honor in CR? Instead of dailies, the mobs could drop low honor pots - for everyone in the raid that killed that mob.
    Need onyx? No need to change that much: simply remove the family quest or change it and let them be the result of the normal trade run.

    In some cases there would need to be some more thought about it in order to avoid alt abuse (e.g. player enters a greater with all possible alts and they all get a sunglow lunagem).

    The only limitation I have always supported and still think is good: the labor system has to stay or the ingame economy will be doomed.
    A child of song, a child of rage
    Abandoned in another age
    Now ancient hate and rhymes that bind
    Make paradise a tomb divine
    And demons trapped in beauty’s thrall
    Hunt those who heed the bloodsong’s call.

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