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[USA][Custom][World Dracona] Archlight Online - New Season - Launches September 4th! Mobile Client & Completely Fresh Meta

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Server Website/AAC
https://dracona.archlightonline.com
Server Address
dracona.archlightonline.com
Server Port
1000
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7
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Friday, April 17th - 9:00am PT / 12:00pm ET / 13:00 BST / 18:00 CET

Dracona's new season was originally planned to be around May 1st or 8th, however, with light of how many are isolated due to Corona, and the constant requests to launch Dracona earlier, we decided to do a poll and leave it up to the community to decide.

We have decided that Dracona will enter it's new season on April 17th with an overwhelming 850 of the over 1000! (1016) votes casted voting for this date!

If you want a TL;DR, read the headlines only :)



Dracona Going Down For Maintenance

The Dracona Server will be down for maintenance to prepare for the new season tomorrow at the same time we patch Avuria & Ildar. If you are wanting to use any items to boost your power for heirloom rewards for the new season, make sure you do so before tomorrows maintenance!



Dracona Changes

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Avuria ended up being a much bigger success than anyone from our team expected, further growing our community by a large amount. This has vastly been a new community coming in to play Archlight with no-bot, however, the large existing group of our community still enjoy the traditional Archlight they have enjoyed for 5 years now. Despite that, there are many changes that the traditional Archlight group loved on Avuria, that we will be bringing over to Dracona to make it an even better experience!



Server Location Moved, Improved Ping & Server Infrastructure

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We have moved our Dracona Server location from Montreal to Miami Florida, further reducing ping for South American & American players alike! Additionally, these being stronger servers allows for more stable experience.



Lowered Experience Rates

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Due to another overwhelming community vote, we will be lowering experience rates on Dracona to make it a much more engaging and natural progression experience, instead of the incredibly expedited experience we have now. These lower rates will primarily affect Awakening and above.



Monster Essences now automatic on Dracona & Ildar

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Monster Essences have a quite obnoxious system of forcing the player to solve math problems the entire day or not gain what is a very relevant form of progression. We have decided that this method does not feel right on Dracona and Ildar. We have removed the math problems of monster essences and they will now be obtained automatically like they are on Avuria. However, because of the ability to use a bot on Dracona & Ildar, their chance of being obtained has been lowered by 75% and their yield has been slightly lowered as well.

Achievement Point Races For Exclusive Cosmetic

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We will be having an achievement point race on Dracona to the first 25 players to reach 300 Achievement Points. These first 25 players will receive an exclusive, heirloom & cross-server T4 Ghostly Illumination Aura! Additionally, we will have a Achievement Point race for the first 250 players to 200 Achievement Points, each of which will receive a exclusive & heirloom T3 Magma Illumination Aura!



New Content Coming to Avuria, Dracona & Ildar

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As premium has been removed from the game, the former premium island has had a major update. Triple in size, large reworks to nearly every part of the island, over a dozen new added creatures, all creatures rebalanced the new game region Hideout Shores will be a massive chunk of new content available between otherworlds and forgotten islands strength, however access to challenge this new area and what it has to offer will be obtained by completing the Jorus Story Quest. But that's not all. The tasks on the newly revampped island will yield Large Stat Stones as opposed to regular stat stones for their completion!

In the thread you will see random screenshots from the new revampped area spread throughout this post!



Additional Changes coming to Dracona

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Premium Removed From Game, Replaced With ArchPass

We feel the Premium method we've had for 5 years has become outdated and after some discussion decided to fully remove Premium from Archlight. In replacement, we are implementing a season pass system called the ArchPass. The ArchPass itself is available for all players. Each ArchPass has 3 month cycles. During this cycle at anytime, you can upgrade your pass to a Premium ArchPass, allowing you to get several additional rewards when you progress your pass, including 4 unique cosmetics. These cosmetics have NO passive benefits to them, and are purely for showing off.

In the first season of the ArchPass you will be able to obtain a Samurai Outfit, New Samurai Expansion Mount, Illumination Aura and a Shogun Outfit.

The Premium ArchPass lasts 3 months (or full one ArchPass Season), and is equivalent to the cost of 3 months~ of premium, as mention directly replacing it.



How the ArchPass Works

The purpose of the ArchPass is to introduce different progression elements of Archlight - Test of Skill/Strength, Energy/Gathering, Crafting, Events, World Bosses, Dungeons, Quests & More! - In an all in one system. Additionally, the rewards from completing ArchPass levels will be able to be used to further progress your character.

However I wont blow up the newsfeed with the tutorial that is already written here by our wikipedia team! Take a look to see everything about how the ArchPass works!

ArchPass Guide



Rift Weapon Cost Lowered

Rift Weapons have had little to no role in Archlight for quite some time, due to not only it's cost, but also how fast early progress is made on Archlight in standard Ildar/Dracona seasons. However, with Avuria these levels will be much slower, and even incremental gear progression will be incredibly valuable. Due to this, we have adjusted the Rift Weapon cost from



Old

100 Crystal Coins, 50 ATs, 1 Dungeon Medal, 1 Rift Shard, 1 Gold Nugget, 1 Incantation Scroll, 1 Glass of Rift Goo

New

100 Crystal Coins, 20 ATs, 7 Dungeon Medals, 3 Rift Shards

Incantation Scrolls & Glass of Rift Goo's (the largest barrier to obtaining rift weapons) will now be turned in for awakening experience to the rare goods collector.



Gathering Experience Changes

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The Gathering Experience Formula has been drastically reworked. Now, experience obtained from crafting and gathering will be significantly lower Pre-Awakening Levels (1-1500), however, it will be higher in Post-Awakened Levels where the experience felt virtually completely irrelevant. No more concerns of players grabbing a fishing rod and fishing 1-1000 on opening day.



Rule Updates

Account sharing will no longer be allowed

Permanent Ban on any outside software use - Archbot is allowed



New Samurai Class

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The Samurai is a new tank-dps hybrid class coming to Archlight 2. The Samurai primarily uses a 2 handed katana, allowing the Samurai to channel different abilities and elements through their Katana, changing their next attack. The Samurai has a unique resource however that further channels the power of spells executed through his blade called Qi (chi). Every 5 seconds, the Samurai obtains Qi, allowing the Samurai to further empower the next ability used. This is not a stackable resource. Each ability has a 30 second cooldown of it's Qi use, meaning you cannot use the same ability with Qi and will have to cleverly time your ability use to make the most out of your Qi.

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Some example skills & their Qi effect.

Cyclone Blade - Makes the next attack by the Samurai whirlwind hitting all creatures around the Samurai.

Cyclone Blade Qi - Makes the next attack by the Samurai whirlwind hitting all creatures within a 5 square region around The Samurai.

Venomed Wakasashi - Stabs the target with offhand katana dealing damage, slowing and poisoning the target.

Venomed Wakasashi Qi - Stabs the target with offhand katana dealing heavy damage, significantly slowing and applying a more lethal poison to the target.

The Samurai has 2 Awakened Spec's like all classes being the Shogun (A Group/Tank Focused Spec) and the Ronin (A More Solo Oriented/Assassin Spec)

The Samurai's Legendary Spell - Dragon Spirit - Will allow the Samurai to use unlimited Qi for 10 seconds of combat, not being limited to 1 Qi every 6 seconds.

 

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Instanced Story Quests
A massive issue this most recent European Season was the constant griefing by guilds when other guilds (or simply, Pick-Up Groups) were attempting to run quests. What used to be just the top tier guilds griefing eachother from completing high level content, became top tier guilds griefing random pick-up groups attempting low tier quests as well. This is when this became a serious issue we needed to resolve and not simply guild vs guild conflict anymore. After a full day of brainstorming with players from all stages of the game, we decided the best course of action will be to make all Story Quests Instanced.

Now, instead of running through portals to try to make sense of a very large Questing Room, you will simply use a UI interface to select the quest you wish to partake on. Players will have the option to Public Queue or Private Queue. Public Queueing will put you in a group finder, that will teleport you into a private instance of the quest once enough other participants have joined the queue. Private Queue (which will be more commonly used) will enter you into an instance of the quest you queue for with everyone in your party, but no one outside of that party. This will allow guilds, Pick-up Groups, Mentored Groups, or just small Groups of friends to complete story quests in peace.

Class Unique Buffs
Now when you join an Instanced Quest (Story & Heroic Quests) Everyone in your party will receive a 10% buff to a specific stat based on which vocations are present. Each vocation will have a unique buff that applies to everyone in the party. Multiple of the same vocation will not give you multiple of the same buff, as they are unique to 1, however you can obtain all 10 buffs if you have all 10 vocations present for the entire party.

Sorcerer: +10% Arcane to the entire party
Druid: +10% Restoration to the entire party
Archer: +10% Precision to the entire party
Guardian: +10% Vitality to the entire party
Berserker: +10% Strength to the entire party
Bard: +10% Intelligence to the entire party
Monk: +10% Runemastery to the entire party
Necromancer: +10% Focus to the entire party
Rogue: +10% Haste to the entire party
Corsair: +10% Brewmastery to the entire party

Poke Autochess Mini-Game
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Our Poke Autochess was a very fun side project for us, and it is now prepared to leave closed Alpha and move into a public Beta stage. Come end of week 2, we will be releasing the autochess for everyone to play on NA on a fixed schedule for the Beta, meaning it will only be available for certain hours. We dont want to release this on launch as we want to ensure people dont feel torn between the early rush and trying the autochess! Once it finishes a beta-balancing phase (further balance from what we've done as a team) it will be fully released to play whenever!

Improvements to Handle The Very Large North American Playerbase

Duplicates of all spawns up to & including 450
spawns to handle player population

Last NA Launch every spawn was exceptionally crowded with people, some being fortunate just to find a creature to kill every 2-3 minutes for the first day, and then far too full spawns come the week after. We have added a duplicate of all these spawns, that can be accessed in the same spawn rooms, to help facilitate the increased population!

Many Spawns Revamped/Expanded!
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We have expanded and/or revampped many quests, some being old/outdated/ugly spawns that we felt needed a redo, but also some spawns that needed expanding (such as undead dragons).

Client & Engine Optimizations
Our last NA season - While a massive success - we were very much limited based on our server capacity, achieving a 1300 concurrent player count on otservlist, but anytime we got near/above that, the server would have troubles keeping up. We've worked hard to optomize from future problems, hopefully allowing us to handle up to 2000 concurrent players.

Network Bandwidth doubled on our North American & European Servers
This will be very important for handling the increased North American Playerbase.
New Referral Program & Competition!

New Referral Program
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Referral Contest!
Additionally, We are doing a competition for who can get the most referrals signed up by May 11th. This starts on Thursday April 18th! Any referrals from then to May 11th will be counted towards the competition! All referrals before April 18th (past referrals) wont count towards this!
We will be confirming the top 5 winners for validity, if one is caught abusing it, they will be disqualified. This contest is not available to our sponsored content creators, so you all will be competing on a very even field!

Rewards
1st Place - Your Own Unique Outfit Designed & Created for Only You! You will have this for both your NA & EU account (if you have an EU account as well! You will be invited to talk with our artists and come up with a unique outfit for yourself that only you will have!
2nd Place - Receive a limited edition companion!
3rd Place - Receive $200USD in Archlight Coins
4th Place - Receive $150USD in Archlight Coins
5th Place - Receive $100USD in Archlight Coins

Improving The F2P Experience
Item Essences Improved For F2P Players To Excel!

Item Essences have been reworked to no longer drop mundane equipment that is quickly vendored for little value. In replacement, Item Essences will now drop an assortment of progression items found in Archlight Crates, Legendary Crates & Quest Boxes.
Stat Stones, Large Stat Stones, Ancient Stat Stones
Upgrade Stones, Legendary Upgrade Stones, Awakened Stones, Relic Stones
Soul Stones, Awakened Soul Stones, Relic Soul Stones
Rune Stones, Awakened Soul Stones, Relic Soul Stones

We feel this will add a ton of value to those manually playing Archlight, and for those to excel without spending money.

New Free Mimic Scroll for Progressing Players
Players will now obtain free mimic scrolls while leveling, however while these are free, they can only be used on Greenscale, Relic, Heroic, Griffon and Renegade Equipment. This is for newer players to get to understand the mimic mechanic & be able to progress naturally through equipment.

Equipments Modified
Due to the Item Essence changes, the following changes have been made!
Greenscale Set - Level 75
Relic Set - Level 200
Heroes Set - Level 500
DHQ & Anni now both have an additional chest box that gives a piece of Griffon Equipment
Elemental Quest now has an additional chest box that gives a piece of Renegade Equipment
Equipment rewards have been removed from Dungeon Boxes due to majority of players agreeing they're shitty drops from Dungeon Boxes.

Outfits Passive Health/Mana Bonus Lowered To Address P2W Concerns
To help address some p2w concerns from outfits/wings/mounts passive bonus, we have lowered the amount of health & mana gained from all outfits, wings & mounts based on the following so that while still being relevant, they arn't as essentially significant.
Outfits/Mounts
T1: 0.25% > 0.15%
T2: 0.75% > 0.45%
T3: 1.50% > 0.90%
T3.5: 2.50% > 1.40%
T4: 3.00% > 1.75%
Wings
T1: 1.00% > 0.6%
T2: 1.50% > 0.9%
T3: 2.00% > 1.2%
T4: 2.50% > 1.4%

Bringing Back House Contests & Seasonal Events!
Something that we have noticed players enjoyed far more than we expected has been the house contests & seasonal events (Such as the easter event, christmas event, floral event, etc!). These we're also great ways for F2P players to obtain many shop items at a much faster rate! We will be going back to monthly house contests with very large prize pools this upcoming Season as well as making sure to have a couple if not a few fun seasonal events for everyone to enjoy and partake in!

Misc Improvements & Reworks
Player Vs Player Improvements

One large concern in the most recent European Season was how nimble lategame player vs player pvp was, where certain players would simply delete majority of players, as well as how quick pvp was over based on the low survivability of players in general. We have made the following changes to address this issue to improve lategame PvP substantially, as well as mid-game pvp.

All Class Health Pools have been increased by 80-90%.

All Total Health/Total Mana Scaling regen has been lowered by 40-60%, this is so that regen stays relatively the same despite the increase in health pools.

Soul Rune Scaling has been lowered from 10% per upgrade to 7%.

Attack Damage of Darksteel, Goldencrafted, Iceforged, Mastercrafted and Reforged Mastercrafted weapons has been slightly lowered.

Creatures + Bosses damage has been increased by 25%. Solo Dungeons have not been changed as players wont have healers there filling their increased health pools.

Richochet Enchantment
One large concern in our most recent European Server Season has been the lack of farming capabilities by primarily single target focused classes. To help address this, daggers, bows and pistols will now be able to be enchanted with a new richochet enchantment. This richochet enchantment will only work in PvE and not in PvP, and will allow attacks made by daggers, bows and pistols have a chance to bounce to 5 nearby enemies, each bounce dealing less damage than the previous. Higher tiers of this enchantment will have a lowered diminishing return on richochet bounces.

Catch-Up Experience Changes
In the past (for around 2 years) we had catch-up experience active since day 1. However, after some thought and feedback from the community, we ended up changing it so it wouldn't be active from Day 1, but activated a bit into a season. We have made some changes to the catch-up experience mechanic and have also decided it will automatically kick in after 14 days of a new Season. Catch-Up Experience previously was simply +300% Experience for any player outside of the top 33% of players in Awakening Levels. We have now changed it to be more variable, in where if a player is outside of the top 33% of players in Awakening Levels they will receive +150% experience, and if they are outside of the top 66% of players in Awakening Levels, they will receive +300% Experience.

New Poll & Player Voting System
We frequently poll our community to help us in decisions we are torn on, so we wanted to implement a more regulated and official system to do this, as often its only discord users who get the clear oppertunity to vote, now all in-game players will also be notified and will have a chance to vote! To avoid MC abuse on the votes, only awakened players can vote!

Guild Siege Changes
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We spent alot of time discussing ways to potentially improve Siege Wars moving forward, and have made the following changes!

The Health of Siege Troll Neutral Spawns has been lowered by 30%.

The Amount of Free Supplies given to Siegers is significantly lowered after the 2nd Siege War.

Siege Weapons/Structures other than walls are no longer damaged by friendly Guildmates.

The First Siege War will occur on the Second Weekend of the new Season, instead of the 4th like previously.

No PvP Damage In Parties
You will no longer deal damage to party members in PvP, this is so you dont hurt your own teammates even if they are from a different guild in a PvP battle/war.

Task Window & Wild Boss Windows Revamped!
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The old tasking window was very ugly and rather awkward for new players to navigate. We have fully revamped all task windows to be much easier to navigate and sort through. Additionally we have applied a very similar revamp to the Wildboss System making it also easier to view!

All World Bosses Loot & Monster Essence Buff
Now when any world boss is slain, not just Abaldar and Dracona, the entire server will benefit from 1 hour of +10% Loot Find & 10% Monster Essence Find!

Additional Tutorial Images
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The new tutorial images have been a massive help to the new players to our most recent season, and with NA having not only a larger population, but a much larger influx of new players, we have made & added tutorial's for all the things that we found were missing after hearing from new players. While this isn't very relevant for many veteran players, this is very important for helping new players avoid having to spam the help channel all day to know what they should be doing.

Necromancer Variable Scaling
We have changed Necromancer Summon scaling to now be variable. The reason for this being where Necromancers struggle most is late game scaling, as 200 extra power at 8000 power is a large strength spike, however for necromancers, this amount does very little to strengthen their summons.

Necromancer Summons will now scale between 1-2.5x after 3000 power (higher multiplier at higher power brackets, up to 2.5x at 10,000+ power). Necromancer Summons Health will scale at an 80% rate of what damage will scale at.

Earth Rift Expanded
The bottom floor of the earth rift has been 4x'd in size!

Woodcutting Buffs
The amount of Experience Obtained by cutting a tree has been increased by 100%.
The amount of Logs Obtained from cutting a tree has been increased by 100%.

Woodworking Buffs
The Damage Enhancement Passive from Woodworking (Which was shared with blacksmithing) has been replaced by a 2/4/6/8/10% Cooldown Reduction.
Experienced Earned from Woodworking Recipes (Other than creating planks) has been increased by 50%.

New Dig & Climb Event
We have added a new non-pvp event called Dig & Climb! Dig down, Climb up, through a psudo maze to get to the finish line before others in the event!

Working on Cleaning Up Our Community
Unfortunatly, something we once felt fine with allowing the community to self police, we now feel we need to be more involved with. Moving forward, I, as well as other staff, are going to be more strict on policing purely toxic players, who's primary intention is to ruin the game experience for other players. Please understand, this does not include pking someone, that is part of the game, and will occur, same with players being "hunted". However we will be keeping a more aggresive eye on the way people talk in General channel, and punishing where we see fit. We will not be policing private channels, or anything outside of Default/Public Chats or our Discord Server, as it's too dificult to get entire contexts etc. Archlight has and has built an amazing community behind it over the last 4 years, and we want to keep it that way and weed out those we need to be.

Events Now Start Half Past The Hour
So they dont conflict with Rifts anymore!

Heirloom Points Scale
Awakening Levels
1-500 = 1 Heirloom Point Per 100 Levels
501-1000 = 2 Heirloom Point Per 100 Levels
1001-1500 = 3 Heirloom Point Per 100 Levels
1501+ = 5 Heirloom Points Per 100 Levels
Power
2001-5000 Power = 1 Heirloom Point per 500 Power
5001-8000 Power = 2 Heirloom Point per 500 Power
8001-10000 Power = 3 Heirloom Point per 500 Power
10001+ Power = 5 Heirloom Point Per 500 Power
Coins Ressurected From The Dead! - Time Table
1 Hour Before Launch - 2000 Coins Unlocked + 2 Promotion Tokens + 5 Heirloom Points!
48 Hours(2 Day) After Launch - 3000 Coins Unlocked + 3 Promotion Tokens + 7 Heirloom Points!
72 Hours After Launch - All cosmetic tokens given to accounts!
5 Days After Launch - 4000 Coins Unlocked + 4 Promotion Tokens + 10 Heirloom Points!
8 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
11 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
14 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
17 Days After Launch - 6000 Coins Unlocked + 6 Promotion Tokens + 20 Heirloom Points!
20 Days After Launch - 6000 Coins Unlocked + 6 Promotion Tokens + 20 Heirloom Points!
All points after this will be unlocked at an accelerated rate and be received by 4 days.​
 
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Wait a minute, so you saying you removed upgrade stones from the shop, but you keept archlight crates which gives upgrade stones and all necessary character boosting items? Nice propaganda
 
After the success of Master Core all servers will try to have their US / BRAZIL /AUSTRALIA/ ICELAND / ZIMBABAWE version

And every second that passes the number of otservers online grows and the number of tibia players decrease
 
So even though I live in the United States and playing the America server would make more sense, I think I will stay in the EU server since thats where I have my points hehehe But good luck to everyone! :D
 
I will be doing a Q&A in the discord channel & on stream on Wednesday November 7th at 11am PST (2pm EST, 3pm In Brazil) answering any and all questions about Archlight North America and its Launch on November 10th. We will also be giving away 10 bundles of $10 of Archlight Coins to 10 viewers for the NA Launch. We will also be announcing announcing our Streamer & Youtuber partnerships & showing off some of the other new features coming for November 10th that havn't been shown yet (& a super small teaser of some of the new content as well if you cannot be there, but have questions, feel free to PM them to me or someone else to ask me and I'll make sure they are answered. The livestream will be on Twitch
 
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If you really wanted to end the p2w you would remove crates from the shop. They're the problem to people gaining such a huge advantage in the beginning of the server.
 
If you really wanted to end the p2w you would remove crates from the shop. They're the problem to people gaining such a huge advantage in the beginning of the server.
Unfortunatly we still need to keep some things in the shop. As we still need to somehow pay for things, and believe it or not, not many people just buy purely cosmetic outfits that can now be obtained ingame. We stripped 80% of any LT or Promotion Token items, as well as all LT repeat buys. Anyways thanks for the concern
 
Unfortunatly we still need to keep some things in the shop. As we still need to somehow pay for things, and believe it or not, not many people just buy purely cosmetic outfits that can now be obtained ingame. We stripped 80% of any LT or Promotion Token items, as well as all LT repeat buys. Anyways thanks for the concern
Imo the LT and promo tokens are less of a problem than the archlight crates
 
Imo the LT and promo tokens are less of a problem than the archlight crates
Hmmm most of the playerbase completely disagreed. As crates dont provide much of a boost after the first bit of gameplay, where LT's, Promo Tokens were what provided constant boosting through Legendary Keys. But I guess it is how it is, even with our changes I know some will still have complaints. We doing the best we can :)
 
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LT's should be removed, that's great. Legendary keys are stupid af.
But crates are where people get their immense amount of stats from, which is the thing that breaks the balance in the beginning.
I remember when people had no stats and were teamhunting in PoI for hours, great times!
 
For anyone who missed it, here is the stream vod. In rough order of what timeline things were discussed 9.30 - Streamer Talk 12.00 - Streamer Names 12.50 - Youtube Names 19.45 - Legacy Crystal Chat 21.40 - Changes To Legacy (Achievement Points) 22.40 - Heirloom Points (Account linkingh) 23.40 - Heirloom Specific Rewards 27.50 - How To Link Accounts 29.25 - How Seasons Work 30.35 - What Is Purchasable With Heirloom Points (some prices) 31.15 - Heirloom Perks 35.22 - Client Change 36.05 - Necro Tease Twitch
 
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Hmmm most of the playerbase completely disagreed. As crates dont provide much of a boost after the first bit of gameplay, where LT's, Promo Tokens were what provided constant boosting through Legendary Keys. But I guess it is how it is, even with our changes I know some will still have complaints. We doing the best we can :)
I mean... your kind of talking out of your ass saying most of the playerbase completely disagrees, because I know for a fact that most of them agree with me about crates being the majority of the problem lol. Oh and one more thing.... stop acting like your doing this for the community because if you were there wouldn't be all these donations for power still. This is your way of making more money and getting more people to donate because they now have no points on this server/world. Lul
 
I mean... your kind of talking out of your ass saying most of the playerbase completely disagrees, because I know for a fact that most of them agree with me about crates being the majority of the problem lol. Oh and one more thing.... stop acting like your doing this for the community because if you were there wouldn't be all these donations for power still. This is your way of making more money and getting more people to donate because they now have no points on this server/world. Lul
Yes, unfortunatly, finding ways to monetize rather than gouging worse p2w after almost 4 years of giving points back is important, this was a more fair way than what other projects do after multiple years online (Disapearing for a year until they need pizza money, relaunching under different name, abandoning and making a new project, all routes you prefer). Anyways, welcome back blinkz, glad you still, after years, follow my threads :)

Edit: A player went and updated the time stamps, edited the post above for those who missed it :)


Additional Patchnotes
Max Upgrade Changes!
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The Max Upgrade on Armors and Weapons will now be +40.
Upgrade tiers will now be;
Upgrade Stones: 1-10
Legendary Stones:11-20
Awakening Stones 25-40
Soul Runes will now max at +20
Soul Stones: 1-15
Awakened Soul Stones: 13-20
PvP/PvP-E Changes!
Now, if you die within 10 seconds of taking player damage to a creature, it will still count as a PvP Death. This is so players can no longer purposfully die to a creature to avoid the PvP death penalty.
Increase exp lost from player kill death by 3x.
Increase exp lost from player kill when you have a white skull by 3x.
Increase exp lost from player kill when you have a red skull by 5x.
Increase exp lost from player kill when you have a black skull by 7x
Since Archlight is PvP-E, the experience gained will also be multiplied by the amounts above.
Frag Removers have been added back!
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A Frag Remover will remove 10 frags (If you have a black skull with 15 frags, you would drop to 5 frags and your skull would be removed.)
However, you can only use 1 Frag Remover per 23 hours.
Store Outfits & Mounts Obtainable In-Game!
On US Archlight, all mounts and outfits from the store will be obtainable in-game for 10 (outfits) or 12 (mounts) Minor Cosmetic Tokens.
These tokens will be obtained via Siege Wars as well as World Boss Raids.
Our goal is that an average player can obtain 1 free store outfit or mount per week from average participation in siege wars / some raids. These will be additional/extra rewards to the already standard Siege and Raid rewards :)
Class Balances
Health Gained Per Level
Corsairs; 85 > 90
Rogues & Monks; 75 > 80
Archers & Necromancers; 65 > 70
Necromancer Buffs
Death Wave damage increased by 20%
Mind Seizure Range increased from 3 > 6
Marketplace Added Back & Revamped!
The new and improved Marketplace will be available to all players at the start of the US Server opening. It will include the ability to post/buy items for Archlight Tokens & Gold. Many uneeded buttons (Voc requirement, level, etc) all removed to clean up the UI. Several categories have been replaced to include relevant Archlight Items.
Casino Max Bets Lowered!
We understand that the Casino was a love/hate to most, many loved it as a great way to burn time while hanging out or waiting on someone, others hated that they felt some people would get lucky with really big bets and get a big boost. So to address this, we have lowered the max bet for all Casino games to about 1/10th and 1/20th.
Max Bet changed from 10 Black Chips, to 1 Black Chip for Blackjack & Dicer.
Max Bet changed from 10 Black Chips, to 50 Blue Chips for Roulette & Slots.
AT Betting in Casino disabled for first month.
Outfit/Mount/Wing Bonuses Lowered!
Armoured%20Dragonling.gif
Conjurer.gif
Shock_Head_(Mount).gif
We feel the amount of health/mana and skills gained from the accesory bonuses was and is too high. Our bigger concern is lowering the Health, Mana and Skill Gained by shop tiers of outfits/mounts, rather than in-game obtained ones. They will be lowered accordingly to below.
Skill Buff Values Based on Tier
Before
Tier 1 - 2
Tier 2 - 4
Tier 3 - 8
Tier 4 - 15​
After
Tier 1 - 2
Tier 2 - 4
Tier 3 - 6
Tier 4 - 10
Health and Mana % Values Based on Tier
Before (Addons / Mounts / Wings)
Tier 1 - 0.25 / 0.25 / 1.00
Tier 2 - 0.75 / 0.75 / 1.50
Tier 3 - 1.50 / 1.50 / 2.00
Tier 4 - 3.00 / NA / 2.50​
After (Addons / Mounts / Wings)
Tier 1 - 0.20 / 0.20 / 0.5
Tier 2 - 0.50 / 0.50 / 0.75
Tier 3 - 1.00 / 1.00 / 1.25
Tier 4 - 2.50 / NA / 2.00
Legendary Quest will now give Three Quest Boxes!
Tier%205%20Quest%20Box.png
Tier%205%20Quest%20Box.png
Tier%205%20Quest%20Box.png

We feel the current repeating reward is simply not worth the time for the Quest. We feel this will further encourage repeat runs of this Quest, helping people who are stuck finding a group later into Era's for this Quest.​
 
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But please don't say that this is not P2W server, clearly you don't know what is P2W. And i will give you good example of not P2W server which could get nice monthly income.
Remove all giving adventage items from itemshop including archlight crates and keys = keep cosmetic stuff in it.
Remake premium to be only obtainable through itemshop. (Cost of it $/month to be determined ) Make it little better in.e. +15% exp, +10%loot, +10% other bonuses, ability to buy house, ability to create guild etc.

Results = P2W free server, every month income lets say 700 ppl online, 400 got premium = profit
 
But please don't say that this is not P2W server, clearly you don't know what is P2W. And i will give you good example of not P2W server which could get nice monthly income.
Remove all giving adventage items from itemshop including archlight crates and keys = keep cosmetic stuff in it.
Remake premium to be only obtainable through itemshop. (Cost of it $/month to be determined ) Make it little better in.e. +15% exp, +10%loot, +10% other bonuses, ability to buy house, ability to create guild etc.

Results = P2W free server, every month income lets say 700 ppl online, 400 got premium = profit
If you think 400 x $10/mo is enough to pay for the artists, mappers, developers, server costs, advertising costs, misc costs (PayPal fees, more) you're very mislead. Were not a real map project. We develop our own new content from scratch.
 

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