- Tradeskill aptitude:
Crafting aptitude has got rich people buying up the market just to get loot boxes. The prices are so inflated right now that casual player like me can’t afford to buy mats to level up skills anymore. Such changes only benefits the coin sellers and central settlement owners imo, people are still crafting gears to throw them away. I can’t imagine how hard it will take new players to level up their skills to 200 under the new system.
Suggestion:
Increase income from activities, think of a way to make items affordable. Introduce a new type of crafting mats that is only used for 200+ aptitude, do not interfere with those who are still working their way up the ladder. You need new players to flow in, otherwise the game will be dead in no time.
- Gearsets QOL:
All the different gears are lumped together in the inventory, I have to hover over them one by one to find suitable gears. Furthermore, the weight of different gears combined can really impact my travel azoth and repair fees when dead.
Suggestion:
To create a gear preset system where players can designate their own gearsets and quick switch during gameplay. Resources are scattered all over the places and it makes no sense to change the gears manually every few minutes.
The gears in the preset should not have their weights counted into azoth travelling. Ensure the gears in presets and inventory will not be damaged when dying. This will not only make gathering/crafting much easier, but enable players to explore a variety of different combat builds as well.
- Dailies feel like a job:
AGS should really play the game and notice how long it takes to complete farming for daily asmodeum/glittering ebony/runic leather/Phoenix weave/runestone including the t5 mats required to make them. Plus the gypsum system, the gaming experience feels more like a chore than enjoyable. Things are worse with inflated market price. It seems AGS is encouraging RMT, and directly enables the coin sellers to actively look for exploits like bots and hacking methods.
Suggestion: Greatly decrease resource timers/make nodes individual like chests to normalise the income/expense balance. Also make the dailies much less like a job, do not assume all players are full time gamers. Imo dailies should synergize with other activities like maintaining settlements.
- Universal timer and tracking system for activities with cooldown:
I literally have to record my daily activities manually to help remember it. When I have no certain mats and need to farm them, my daily cooldowns can be separated a few hours.
Suggestion:
A universal cooldown reset timing for all the dailies like elite chests/legendary mats/gypsums. And record the completion status in Journal.
- Make territory owners work to maintain the towns:
In the current system, town owners can just let the towns rot as long as they can defend them. There is no obligations put in place for them to maintain said towns.
Suggestion:
Make the town owners work on tradeskill upgrades to maintain territory, the towns will be more vulnerable to attack from opposite factions if not maintained well. Also make travel azoth and item transfer fair to underdog factions. I was just trying to move one item from one town to another and it cost me 200 coins really? Get rid of townboard quests from players who are already lv60, introduce another type of quest that actually benefits the maxed level players.