![]() ![]() That being said, for those who don’t like PvP (crazy people, I know), Hasla switches to Peace every once in a while for stress-free grinding. This means everyone is encroaching on each others’ spawns, and because of the extensiveness of the grind, players on both factions are pushed together frequently into a small place, which can often cause tension and erupt into fights. Hasla tokens drop from very specific mobs in a very, very small part of Hasla and the zone is a PvP zone, which can rotate through war and peace. I will try to outline each parts as best I can. While my concerns are still present, I started to realize some of the more subtle, brilliant parts about Hasla. The reason I hated Hasla was because of the grindiness and unfairness of the system. On first glance (and when I started writing this article), I wanted to say that whoever designed the Hasla grind was an idiot. And really, no matter what you decide to do, all paths lead to Hasla. There are no ways to get competitive gear doing instanced PvP. There are no alternatives to crafting or mindless grinding. The main con is that the gear-progression is very linear. No Honor-based (PvP currency) options are available that are competitive. Arguably, this is not as much of a con, except that there is such a gear gap.Īside from crafting, which can cost you far too much gold (because of inflation due to materials being removed from the economy and the grindiness of the crafting system), the only source for your next upgrades are Hasla token-farming for the weapons and dungeon-grinding for the armor. The base set of gear is waaaaay too far removed from the next upgrades, and the upgrades are not easy to come by. Prices are high for the items, but they are worth the cost.Ī quality set of weapons is available in Hasla for those with nothing but time.ĭue to rarity of materials, and the difficulty with obtaining certain materials in intercontinental trade routes (fraught with pirates and enemy faction members), good gear is sometimes a guild effort. ProsĪ base set of gear is easily available through questing in the last two zones, Hasla and Karkasse.Ĭrafting has a purpose! Crafting makes the best gear in the game, and it is really important to the economy to have this. I think most people can agree that, opinions of each game’s particular approach aside, end-game gear systems need to balance grind, availability, and variety. But, without the scaling, it wouldn’t be worth it to craft it and upgrade it, and the economy would collapse. In a game like Archeage, an Open World PvP-heavy game, there are definite issues with having gear power scaling so much from the base-50 set to the higher sets. Power creep and imbalance is always a problem. You get the gear so you can do the content so you can get the gear so you can do the content, etc. Today’s topics are the endgame gear grind and the bane of my existence, Hasla. ![]() I simply believe in presenting problems with solutions, rather than just focusing on the negative. The solutions I offer are merely the perspectives of a gamer with a scientific background in programming, but by no means am I a developer who knows what it would take to implement any of it. Note that everything I say is a matter of opinion. I plan to release 5 articles on Crafting and Travel, Housing and PvP, Leveling and Classes, The Endgame Gear Grind (today’s), and the Trial System and Game Infrastructure. It is my goal to talk honestly about the flaws and strengths of Archeage, review it a bit, and talk about my experiences in it. ![]()
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