Trove : the end game Patron is almost a necessity

So as many of us already know Patron passes have been going up in price exponentially. I just checked again and as of now they’re almost at 500k. That’s kinda ridiculous with the fact that end game Patron is almost a necessity. If memory serves Devs monitor some prices in the Market and artificially lower them by adding them into the Chaos Chest rotation. Why haven’t they done that yet here? They’ve been rising since all the bonuses started that Patron could take advantage of buy trove items and once people could take advantage of it they did. It’s possible someone is flipping the market I really don’t know but it’s starting to get out of hand.

I have no issue supporting the game. It’s just that it’s a lot higher than normal and one of the things about trove is that you don’t have to spend any money. That being said it should still be valuable but 500k is a bit much with how much other things for the same irl currency is. It should be more but not THAT much.

I’m not really keen on that statement. Personally I can’t justify or want to continue paying a monthly fee for a game when there’s so much else I can get. There’s nothing wrong with supporting the game in other ways apart from patron, especially when things like inventory space is both needed and expensive.but ,you can get it through Buy Trove Flux, Not everyone can justify spending a grand on a game that can’t manage to be stable which is easily what you’d do if you bought every thing you wanted. Plus by buying patron itself, that’s also supporting the fact that they’ve been the game too reliant on patron.

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Changes for an exciting launch

I’ve been hopping around the forums since this beta started, been over a year since I last played prior.

Here’s my thoughts as an old UO player, who kickstarted albion and hasn’t played since very early beta’s (and has played pretty much nonstop since this beta launched to prep for release). I get that I haven’t been keeping in touch during whole ride like some people have, so maybe there’s good reason why some of these things are the way they are.

So, if anyone thinks any of these changes would be bad design choices, please persuade me, so I can in turn persuade others. I have a lot of friends, especially old UO players who I would love to get into Albion, but there’s some red flags preventing many from pulling the trigger when I talk about the game.

Remove Alts

  • There’s no reason for alts in a game where you can learn everything. In its current form it is abused with the current LP system and multiple private islands. There’s also plenty of other ways to easily abuse alts, from spying to scouting, that hurt PvP. If people want to abuse these things, at least force them to buy an additional account, 1 character per account makes far more sense in this game.

Remove LP

  • Just give players a rested fame bonus based on how much time offline up to a cap, and lower overall fame requirements (especially in certain categories that are painfully slow atm). LP seems like such a strange way to help casuals when versions of rested experience date all the way back to UO with power hour. The current system is just abused by non-casuals for faster progression through alts. The LP build up also causes players to bypass lower tiers of the game, hurting meaningful progression and making me question why those lower tier zones exist at all.

Image result for albion online

Customize Islands

  • Other than their main house, let players decide what goes on their island. For example, if someone wanted to focus on farming, he’d probably rather have 1 more farm plot vs 2 more building plots, or however you want to balance plot/building ratio. That could and should be an option if farming was more involved and required effort, discussed next.

Change Farming

  • Make it a viable profession and way to play the game, rather than a daily 24h chore/income generator. Make it more active rather than time gated, and add more buildings + interactions and professions associated with it. Some people just wanna play mmo harvest moon/farmville/whatever on their island and supply their friends with food/mounts/pets/rares. That should be an option, but require effort and feel rewarding for time invested. Right now it’s a “wait x amount of time for free money” mechanic that requires no effort, a daily chore. It’s not fun gameplay. Also see Laborers below.

Change Laborers

  • Buying and filling up books, boring. I have a stockpile of a ton of filled ones, it’s now a once a day click chore like farming is. Also highly abused, especially with alt islands, just like current farms. After initial investment I now make a crazy profits sending a small army of npc’s out to collect silver for me in what’s the equivalent of a couple slave islands.
  • Instead of slave camps, replace laborers with a personal companion/lackey you can customize in your home. Assign them chores to speed up things around the island (farm growth/yield buff) or give minor buffs to the buildings output (small resource return), or really anything other than free income slave camps.

Image result for albion online

Hotzones

  • In Shadowbane there was a fun mechanic called hotzones, where all drops were doubled in that zone for a couple hours. This brought zones to life with fun PvP and higher rewards. In safe zones it might be too much, put them in red/black zones to encourage risk/reward/pvp. Since the zones are pretty void of enemies outside the dungeons, have temporary camps pop up when the hotzone goes live. Can make it an event like so-and-so bad guys took over x area, clear em out!

Rare Mob Spawn

  • Dungeons being this static are reaaaaaal boring for the dungeoneer, outside of the occasional ganking or being ganked. Easiest thing would be to add a chance for rare mob packs to spawn like in Diablo. Give them random modifiers to give players a challenge and yield better rewards and chance of artifact drop.

Artifact rework

  • Maybe missing something here, but I HATE how artifacts work right now. All these little fragments are just annoying, it makes me skip looting most the time cause it’s a pain and feels unrewarding. Get rid of fragment drop, keep rare whole artifact drops so when you see a bag you know it’s something good, and increase whole artifact drops in Hotzones (if implemented), Hellgates, and other heavily contested areas. If it has to have some sorta silver sink or whatever, make them unidentified or something and pay silver to ID them.

Leveling/Jumping Potions – In Favor of Branching Story/Progression

Recently, player feedback was requested in the decision-making process of whether or not to introduce “Jumping Potions” or an Insta-Level mechanic in order to catch new players up to the upcoming expansion FFXIV Power leveling content.

There are two valid responses to this approach:
1. Progression should be meaningful and no content should be missed or left behind.
2. It is good for new players to be able to enjoy the latest content, and it is good for new players to be able to access relevant content with friends if they were invited to the game by someone else.

Personally, I think that both of these feelings are very important to address. On the one hand, I feel like retaining the importance of existing content and the significance of progression probably outweighs ease of access for new players for the game’s longevity. On the other hand, I understand that such a model is unsustainable with the current nature of the game. What happens in a couple of years when we’re playing 5.0 or 6.0? Should a new player be expected to play for a year or more to catch up to the latest content? Obviously that is unrealistic. Enter, a solution to both problems:
Branching, optional (but very relevant) content.

Currently, I believe the expectation is that updates and expansions build on top of the main story arc, wherein we (each of us, the Hero of the World) progress through a world-changing story while linearly increasing our power either directly through class level or -slightly- indirectly through item level. Each of us is on the same path, and in order to get there, your friend who you invited to play the game must progress through everything that you have ffxiv gil progressed through. The only difference is optional side quests, which are almost entirely inconsequential in terms of character progression, and alternate jobs.
Is this the best model?