Archeage - anyone playing it from [H]?

How's the housing / farming aspect? Time consuming, or fun?

Also, what are the penalties for death when you're higher up and doing pvp.. can you lose gear or your ship during naval battles?

Can you lose a house or farm to other players?

I'm not to sure how long it takes to build a house, but I do know you need the mats to build it along with the deed. You can harvest the mats or buy em on the AH, or you can buy a house off of someone who wants to sell it to you.

As for farming I would say it is. You get your small farm around level 10, but if you want your 16x16 you have to do a trade run quest line which is time consuming and hard if you low level or not in a helpful guild.

Also, growing stuff does take a bit of time, I think so plants and live stock take hours and if not days.

That's why I said this game does take some patience, but if you find a good guild evey thing is way more fun since you can share and do other things.

As for PvP I don't think you lose gear, unless you have a trade pack on you. You do lose your ship though if it's blown up in a naval battle, so be careful there.

The only way to lose a house and farm is if you don't pay taxes on em and they just disappear.
 
How long have you been a diabetic? I just got diagnosed as type 1 in January, I went and saw a new endocrinologist in March that said I was actually 1.5 (lada)

Sorry I never saw this post way back when.....

I was born a Type 1 diabetic, inherited from my father who was also born Type 1. At this point I've had more laser work on both eyes than I care to admit and its made playing a lot of games very tough. Still have blood floaters in both eyes and cataracts as well so eyestrain is always an issue and lots of quick moving things on screen make the floaters go nuts as my eyes scan around. Since my wife walked out on me to take a job out of state, money is even tighter, so the surgery to remove the cataracts is on hold for the forseeable future.

I got a beta invite for the current test, and have been toying with it a little tonight. Its... different...

After what Trion did to Rift though.. not sure I'd trust them on this one to invest tons of time in it. For a beta it was stable and played fine though. Good FPS at max settings and no real problems.

I can see it being popular, especially if the open area design of the starting area is used globally. With the default settings, the game is overly "hand holdy" with markers right on the ground at your feet directing you where to go for which quest, though thankfully you can turn them off if you prefer to just roam a bit and explore.

I like the concept of the mix and match to build a custom skill set, though as always I'm sure there will be "The one" combo thats always OP and in constant flux as they balance things.

I wont get much time to play again until the weekend, but if it wasnt PVP based, I might give it at least a bit of consideration as something to mess with long term once it launched.
 
ouch, sorry to hear that about your wife Limahl (cool name btw, Neverending story ftw).
 
ouch, sorry to hear that about your wife Limahl (cool name btw, Neverending story ftw).

Thanks. And yes, thats where its from, though only those old schoolers would know that and I always thought it was a great AD&D style name, so I stole it for our old table top game and kept it when I stopped lurking here and finally joined the forums. God knows I could have been a bit more creative, but oh well.

As for the wife.... 2 days notice and she tells me she's going. Been picking up the pieces since. Never fun, especially this late in my life.

Thankfully I can immerse myself in some good games when things get quiet to keep my mind occupied.

I had forgotten I put in an app to test this game until just the other day. Gave me a good excuse to test the new broadband connection at my new "home".... 21 GB client downloaded in about 42 minutes. :eek:

I'm hoping to play some more this weekend, and while I may not get into PVP, I may see what else there is I can do thats fun and interesting before the beta test ends.
 
Currently playing with a few friends, so far its been pretty solid. I will give my thoughts at the end of this closed beta.
 
Has there been any word on a release date yet? I havent been able to find anything.
 
Jumped into Beta 2 so far and am just starting out. As with most Korean developed titles, character creation is beautiful - I've created one of the Elves, and one of the "Asian" inspired Human types on the other side. The factions are "Euro Humans + Elves versus Cat people + Asian Humans". For what its worth, both sides can actually talk to each other, provided they learn the language of another race and/or their faction-related "common tongue". Oh, and lets not forget that most areas in the game are open PVP - this is not overtly stated. I've just started playing and the UI seems pretty polished (to be honest, I hope they provide the option to allow Korean vocals at least. Some of them are still in game; they're still translating some NPC speech). Gamewise, there seems to be a lot to do from the start but alas, that's part of the problem...

So far, given my own experience and what I've seen continuously posted on the forums, monetization is what is going to ruin a game that otherwise could have some great potential. Yes, there is an item store and all of that and I've not yet been able to discern how expensive these things are, what's totally exclusive to real money purchases etc.. but the bigger issue is the mechanic of "Labor Points", item consumption, and what's walled off when it comes to F2P players.

There are a lot of actions in game, including just about every single kind of crafting, to gathering resource nodes, and even opening "loot pouches/bags" that drop from enemies that require "labor points". These points, for free users, are generated 5 every 5 minutes while online and not at all while offline. This is damningly expensive, especially at higher levels. I can't believe that the majority of money that drops off even the earliest enemies comes in these pouches that take Labor Points to open, which means you can't put them to something else! Likewise, the admittedly comprehensive crafting system can require a huge amount of not just resources (which of course, have to be gathered with Labor) but also outright Labor themselves, even for low level gear! This really stings for players who come in early looking to craft etc... and find out that they can't even gather very much, much less craft as they wish! Its a major annoyance to come into the game and realize that you can't just loot and open every money pouch or crafting node you find...and its even more sore when players get to a higher level and realize that by doing so, they've put themselves a long way from more advanced crafting and whatnot. In addition, it seems there are lots of opportunities, like even teleporting across the country that require real-money (or hard to get in-game) consumables. Likewise, F2P players can't even use the Auction House, nor can they own property.

Don't get me wrong, I don't have a problem with there being a subscription model and encouraging users to attend to it, but first of all its better to entice your users with a business plan that encourages "Free players can have fun, so they'll be more likely to purchase/subscribe for even more fun" rather than a "Lets put the fun behind a gate of tedium and if they run up against the gate enough, they'll get annoyed sufficiently to pay to open it!". The latter is what those bloody mobile titles do, and its frustrating; I and many others are more likely to quit instead. Worse, there is some discussion that even if a player pays for Patron status, issues like Labor points and consumables will still be present, which is worrisome indeed.

Things are still in beta and I hope they continue to tweak, but I am really worried about the kind of "rationing fun, maximizing tedium" monetization that seems to be present, atop some of the other issues that are often present in Korean MMOs. If things can be adapted to the point that a Patron subscriber doesn't have to worry about not having enough Labor or "special tokens for fancy content", nor are they expected to pay additionally for cosmetic content and the like, combined with F2P players having fun and being enticed to convert to paying rather than dealing with grind and tedium if they don't, then this could be interesting. If not well.. there are plenty of promising titles ruined by monetization these days...
 
Thanks for the review Xaeos. I was interested until the whole labor points thing! Thats a shame.
 
The most ridiculous part of labor points is so many things require them, even opening money bags from mob drops.
 
Happy to provide my point of view. I'll keep playing throughout the weekend and see what develops. Its a pity, because there are some neat mechanics at least, and I've not played as "paying" subscriber myself (only going on the words of others), but it would be unfortunate if the game was ruined thanks to monetization yet again.

On their forums, feedback surveys, and in game I'm lobbying for some rather simple changes that could alleviate the issue. Global increase in Labor rate and/or toning down the costs thereof for instance. I also want to see lots more value included in the Patron subscription. For instance, complete access to all cosmetic content like "town clothes" and the like, even more Labor points and acquisition of other rare items (ie teleport stones). A Patron subscriber should basically be able to enjoy the entire game's content (cosmetic content is still content) without having to pay further (sans things like expansions etc.). The Item Mall can be kept for access to items for free players who don't want to pay for a subscription but maybe want a unique item or two, and to sell "Boosts/convenience" items for all who wish them; provided the game is not developed to be tedious without their use. This provides additional revenue for Trion while encouraging Patron subscription and making it feel as a good value for access to the complete game experience.

Sadly though, the amount of MMOs (especially Korean developed MMOs...where the devs often have some control over the business decisions of foreign licensed variants, insisting to charge more, restrict more, more grind etc.. because "it worked in Korea".; this is a big problem, I hear from reputable industry sources). that sputter out or limp along because of bad monetization end up being a high percentage in the market.
 
If they had a subscription for 10-15$ that did away with labor points, I'd be all for it.

I dont mind a F2P game with limitations to give you a taste...but then let me subscribe and get everything.
 
ill probably check this game out when it launches, although ive never been a huge fan of free to play mmo's.
 
The thing about labor points is they make you choose between actions. I've been playing on Alpha (so Patron LP regen) and haven't had any issues being LP restricted. They exist to make actions more valuable and as another source of currency. I like them.
 
Prior to me purchasing a founders pack, I did run into some problems with being able to do activities while waiting on labor. Once I had a pack, I had trouble spending my points by the end of it. Especially when logging off overnight and coming back with a huge amount.

Late edit - In a way having to use labor points to do things is a nice way to force the economy to stay the way it is and to stop farmers from 24/7 harvesting, etc.
 
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After playing it for a good portion of the weekend one issue which I noticed is one that has been brought up and that is labor points. Once you really start looking at doing crafting, gathering, cooking, etc. They get used up extremely quick. Such as gathering lumber from certain tree’s takes 25 labor points for each tree! Perhaps it is different with sub based since you get labor points while offline and you can have up 5,000 of them before you max out.

Second I noticed that there is almost no loot from mobs when you are not in an instance. You get coin purses however they require labor points to open and have to choose what you want to do with your labor points. I only received actual items from instanced mobs. This is very different from what I’m use too. So most people either get their gear from quests or from crafting.

Another point is PvP I am still curious to end game PvP is it pure open world? I have read it is certain areas and certain times. If anyone can shed some light I am extremely curious.

Overall the game has many mechanics that are working in its favor such as the tri-class system. I have already changed several times with little costs to change and remain flexible throughout the game. Another is the game does look absolutely amazing being on the Crytek engine and do enjoy a game to actually tax my whole computer.
 
so i was excited for this game, i got into closed beta 2. I tried two different classes and i was very disappointed. Granted i played both classes to level 10 but it just didnt feel good. I mean I was fighting to stay logged in. Then I asked myself why? so i said screw it and logged off had no urge to log in. The combat feels so slow, dull and just plain old. nothing grabbed me at all to stay logged in, the music terrible, the running animations, fight animations, moving, jumping, it just felt so dated.. I've played every MMO out there at least tried it , beta'd it, alpha it, and honestly they just arent grabbing me like they use to. The only one that had some pull is Wild Star i got to level 48 before i got a lil burnt out. But at least wild star the movement, combat and animations felt smooth and a bit more modern.

kinda sad but ive never been able really get soaked into any MMO that feels too Asian, it just had such a CHEESE ball feeling, the voice overs, sounds, music, it just screamed Cheese.

wish we had a modern day mmo using full tech, dark, gridy.
 
From what I read those labor points are an effort to eliminate botting
 
Labor points prevent bots and farmers, the main issue that F2P people have is that they have no offline labor points regen. They CAN'T allow free players offline regen, you'd just have botters/farmers spamming tons of accounts and filling them up with characters and then logging them out, rotating accounts to whatever happened to have labor points. I think the real problem is that things that cost labor shouldn't. Opening the "coin purses" is dumb, and having to identify quest rewards with labor is even more dumb.

I think in order to make the game work they need to keep some things as-is, housing and offline labor regen should be patron-only, but coin purses and identifying gear just puts too much of a tax on the F2P low regen.

That said, I have a level 30 daggerspell that I've leveled up with over the past 2 betas and I can say the combat is kind of fun, though I think the pvp will be weird. It seems kind of clunky; I dueled a friend who was a battlerage character of some sort, he could "charge" me when I was on the second story of my house and activate some sort of channeled melee attack that would continue hitting me even when he fell down to the ground 20 feet. The gliders are a lot of fun though, and the combat is certainly a lot more challenging as you get higher. I've been leveling with a friend playing a healer/sorcerer build and it still takes a bit to kill enemy mobs.

TLDR: The labor point system needs some tweaks and balances, the game is interesting, complex, and somewhat fun though it's not super polished combat-wise. Comparing it to a classical MMO like WoW you can really see the differences in polish.
 
Bumping this thread, open beta starts today...

One nice change in the patch notes is that quest rewards no longer take labor points to identify. Small but important change that will benefit the F2P people the most. It was a little annoying.
 
Cool looks like I will have to download the beta tonight and try it out. So far It looks promising but Im not sure how well the F2P model will turn out. I have heard good and bad things about how thet are handling F2P so only time will tell I guess.
 
I havent been following this that close but they finally announced a release date of Tuesday, September 16th. I didnt realize it was that close to being released.
 
I havent been following this that close but they finally announced a release date of Tuesday, September 16th. I didnt realize it was that close to being released.

I know right? I'd been following it off and on and playing some of the previous beta's but didnt think they were ready to roll it out the door.

It has potential, and though I'm not a big PVP fan with my real life vision issues, I'm tempted to give it a go as a crafter or something to help some other people I know who are going there from FFXIV and GW2.
 
Currently playing with my guild. We've been playing the game since alpha and closed beta
 
HTTP Status 401 - Authentication Failed. I can't view Archeage in Glyph.

I've had this error for the past two days. I was hoping it would just resolve itself, but it hasnt. Just wondering if anyone had this problem and found a remedy?
I was hoping to to play Archeage this weekend.

Thanks.
 
Leveled up to 20.

The game is not for me. Too much like Aion, Guildwar2, Tera, with a sprinkle of Rift thrown in. So if you like battles where they last 5 seconds, dots that last 5 seconds, no agro ranges, etc. This game may be for you. But its not for me. I will not continue. Honestly the only thing I do like about it is the graphics when it comes to the environment. The characters are ok, but the world looks pretty good. But nothing notable about the gameplay.

(Some friends of mine can't even get logged in to play. Sits at the loading screen for 15 minutes then says error connecting to server, etc)
 
ArcheAge is coming out in a few days, head start is this Friday! We're super pumped for it. It has a fresh approach to open world PvP, land ownership, naval warfare and crafting. After playing so many onrails type MMOs a truly open world game with world PvP, player driven crafting, a beautiful world for exploration and player-built cities is a breath of fresh air.

0c70d664-8fa5-4380-a513-4d24c8910d90.jpg

bg.jpg

ScreenShot0019_1399624436.jpg

1346469207_12.jpg

77sau.jpg


I'm part of a PvP focused guild that's built a reputation for victory. Our goal is to claim villages, islands and a castle in the north and defend it against any who would seek our destruction.

www.prx-guild.com

1924259.jpg

http://youtu.be/6IMNbzdvcuw

We began in August 1999 in Ultima Online and have competed in every major MMORPG, on the respective hardcore PvP servers, since that time. For a more detailed account of our accomplishments, see our Combat Statistics or our History. 100 members of our team have been with us over 6 years, we have 100+ testers in Alpha.

We look forward to the same success in ArcheAge and are always looking for a few good gamers and people. Note that we are closing recruitment on Wednesday so we can prepare our members for battle on Friday.
 
Leveled up to 20.

The game is not for me. Too much like Aion, Guildwar2, Tera, with a sprinkle of Rift thrown in. So if you like battles where they last 5 seconds, dots that last 5 seconds, no agro ranges, etc. This game may be for you. But its not for me. I will not continue. Honestly the only thing I do like about it is the graphics when it comes to the environment. The characters are ok, but the world looks pretty good. But nothing notable about the gameplay.

(Some friends of mine can't even get logged in to play. Sits at the loading screen for 15 minutes then says error connecting to server, etc)
One thing to note is that the quest-hub leveling process isn't very indicative of what the game is like overall. You get through the quest-hubs pretty quickly and then the game gets very sandboxy where it's all about land ownership, pvp and crafting.
 
The main problem with this game, from all the forums I am reading about it, is that the meat of the game doesn't start until you hit level 30, and until then it's just a boring on -rails themepark grindfest.

I do not get WHY mmo's keep doing this, making the fun/awesome part of the game at the end/high levels and having you spend 20+ hours doing "boring" things that no one really enjoysj, wouldn't it make more sense to open that up at the start and let players enjoy hte game?

I will drudge through to 30 to get to the pvp and "fun," and hopefully will find it, sinc eit's free why not?
 
I skipped open beta, did they address the labor system yet? In CBT it was horrible.
 
The main problem with this game, from all the forums I am reading about it, is that the meat of the game doesn't start until you hit level 30, and until then it's just a boring on -rails themepark grindfest.

I do not get WHY mmo's keep doing this, making the fun/awesome part of the game at the end/high levels and having you spend 20+ hours doing "boring" things that no one really enjoysj, wouldn't it make more sense to open that up at the start and let players enjoy hte game?

I will drudge through to 30 to get to the pvp and "fun," and hopefully will find it, sinc eit's free why not?
I agree with you, but on the way to level 30 you get introduced to a LOT of concepts including crafting, house building, farm building, husbrandry, ship building, sailing etc. If you just threw that at the player at level 1 many people would give up.

Plus they built their world and want everyone to see it, so they put quests and balanced the leveling curve to see all of one continent.
 
ArcheAge is coming out in a few days, head start is this Friday! We're super pumped for it. It has a fresh approach to open world PvP, land ownership, naval warfare and crafting. After playing so many onrails type MMOs a truly open world game with world PvP, player driven crafting, a beautiful world for exploration and player-built cities is a breath of fresh air.

0c70d664-8fa5-4380-a513-4d24c8910d90.jpg

bg.jpg

ScreenShot0019_1399624436.jpg

1346469207_12.jpg

77sau.jpg


I'm part of a PvP focused guild that's built a reputation for victory. Our goal is to claim villages, islands and a castle in the north and defend it against any who would seek our destruction.

www.prx-guild.com

1924259.jpg

http://youtu.be/6IMNbzdvcuw

We began in August 1999 in Ultima Online and have competed in every major MMORPG, on the respective hardcore PvP servers, since that time. For a more detailed account of our accomplishments, see our Combat Statistics or our History. 100 members of our team have been with us over 6 years, we have 100+ testers in Alpha.

We look forward to the same success in ArcheAge and are always looking for a few good gamers and people. Note that we are closing recruitment on Wednesday so we can prepare our members for battle on Friday.

What's the requirements to join?
 
TERA spoiled me with their free aim and combat system.. I'm having trouble getting into this game.
 
The main problem with this game, from all the forums I am reading about it, is that the meat of the game doesn't start until you hit level 30, and until then it's just a boring on -rails themepark grindfest.

I do not get WHY mmo's keep doing this, making the fun/awesome part of the game at the end/high levels and having you spend 20+ hours doing "boring" things that no one really enjoysj, wouldn't it make more sense to open that up at the start and let players enjoy hte game?

I will drudge through to 30 to get to the pvp and "fun," and hopefully will find it, sinc eit's free why not?

In Asia that's what people look for they just want to grind. If you see any MMO being developed by a korean or Japanese company you should expect it to be a grind fest.
 
TERA spoiled me with their free aim and combat system.. I'm having trouble getting into this game.

I know the feeling. The combat in this game wasn't immediately unenjoyable though(unlike another *not* free MMO I beta-tested recently...), and I think the combat system and the number of different "classes" might lead to an engaging experience. When it launches I'll be giving it a try, and we'll see if I enjoy it enough to want to spend money on it. Based on the sandbox nature of it, I think this game will live or die on its community even more than most MMO's. Here's hoping it's awesome.
 
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