+1 Maybe in the twisted minstrel atleast.
+1 Maybe in the twisted minstrel atleast.
I did not know where to put it...
I wanted to share some observations from my runs on different endgame maps. These numbers are based on my solo experience as an endgame player, showing approximate gold income per hour.
Gold Loot:
Rahabkor
Average drop: 70k
Run time: 25 s + 10 s remap = 35 s per run
Estimated gold/hour: ~7.2M
Note: Chests were not nerfed, which affects total gold.
Dune Floor 1 Boss
Average drop: 100k
Run time: 1 min per run
Estimated gold/hour: ~6M
Cursewood 3x mobs
Average drop: 27k
Run time: 35 s + 10 s remap = 45 s
Estimated gold/hour: ~2.16M
Hedourah
Average drop: 20k
Run time: 25 s + 10 s remap = 35 s per run
Estimated gold/hour: ~2.06M
Indigo Caverns
Average drop: 16.5k
Run time: 35 s per run
Estimated gold/hour: ~1.58M
Please keep in mind that these numbers are based on my gold loot set. Many players run with about 1000% gold loot, which results in significantly lower gold income. Let's compare latest arcane/ mythic pieces:
Rusk Blade: 300m (most important weapon for warrior)
Blood Blade: 40m (waste of gold)
Blood Chain 40m
Blood Shield: 300m (boss killer)
Blood Helm: 50m
Blood Armor: 120m
Blood Artifact: 180m
Star Beast Shield: 27m
Star Beast Helm: 15m
Star Beast Armor: 15m
Star Beast Belt: 25m
Star Beast Ring: 20m
Star Beast Amulet STR: 50m
Star Beast Artifact: 30m
Star Beast Bracelet: 20m
Veil Helm: 60m
Veil Armor: 30m
Veil Belt: not in auction but probably 100m+
Veil Rinng: 150m
Veil Artifact: 80m
Veil Bracelet: not in auction but probably 100m+
Immortal Bracelet: 50m
Kraken Armor: 30m
+ there are jewels and pets i won't include here.
I am not going to add here time to obtain for every piece, you can easily do it with: Item price / gold per hour = hours of farming, but i'll show some:
Rusk Blade:
- Rahabkor: ~42 h
- Dune F1 Boss: ~50 h
- Cursewood: ~139 h
- Hedourah: ~146 h
- Indigo Caverns: ~190 h
Star Beast Shield:
- Rahabkor: 3.8 h
- Dune F1: 4.5 h
- Cursewood: 12.5 h
- Hedourah: 13.1 h
- Indigo: 17.1 h
Blood Armor:
- Rahabkor: 16.7 h
- Dune F1: 20 h
- Cursewood: 55.6 h
- Hedourah: 58.3 h
- Indigo: 75.9 h
Immortal Bracelet:
- Rahabkor: 6.9 h
- Dune F1: 8.3 h
- Cursewood: 23.1 h
- Hedourah: 24.3 h
- Indigo: 31.6 h
even 3 expansions old Kraken Armor takes lots of time to obtain:
- Rahabkor: ~4.2 h
- Dune F1 Boss: ~5 h
- Cursewood: ~13.9 h
- Hedourah: ~14.6 h
- Indigo Caverns: ~19 h
Now double all these hours for players with 1000% Gold Loot. I’m sharing this data purely for context and why i think gold farming should be made better, more rewarding again.
I believe that in the current state, the time invested ≠ reward, which is why gold progression feels misaligned. I also noticed that in the next season, gear is planned to drop as loot from maps. Personally, I prefer earning my reward by farming gold rather than relying on RNG drops. I’m not a fan of RNG, and after 10 days of trying to loot at least one Dune piece from Dune maps with 300% luck without success, I much prefer the immediate sense of reward that gold farming provides.
Thank you for your time
Guild vs guild events Gates with gold loot back so people.stay playing and earning and new player gold.loot map where they can least make 300k a day if top players made millions daily in gates pls bring back waves of bosses with good gold loot drops when gold hard to get no one has desire to play or grind
Suggestion:
In the earlier years of Arcane Legends, one of the biggest reasons players stayed active was the ability to grind nonstop. The Gold Loot system made every boss kill exciting because there was always a chance to receive a large amount of gold depending on gear awakens and effort. This system rewarded time investment, encouraged players to optimize their gear, kept maps active at all hours, and allowed free-to-play players to progress without depending on platinum or market flipping.
Today, with gold drops removed or heavily restricted from maps like Deep Marsh and EVG, and with gold maps being limited by progress bars, the core motivation to grind has disappeared. Players are now forced to wait instead of play. Logging in often results in checking the bar, realizing it is not full, and logging out. This leads to frustration, fatigue, and ultimately quitting the game. As a result, many maps feel empty and long-term engagement continues to decline.
Current issues with the system:
The first issue is that gold maps are time-gated. When the bar is not full, players are completely locked out of farming. This discourages active play and removes freedom from the player experience. The second issue is the lack of meaningful alternatives for gold farming. Market flipping favors already rich players, platinum reliance discourages free-to-play users, and new or returning players feel stuck with no reliable way to progress. The third issue is reduced replayability. Older maps have no reason to be revisited, turning large portions of the game world into dead content.
- Proposed solution 1: Bring back gold loot in a balanced form:
Instead of fully reverting to the old system, gold loot could be reintroduced in a controlled and balanced way. Older maps such as Deep Marsh and EVG could once again drop gold, with the amount scaled based on player level, map difficulty, and Gold Loot percentage on gear. To protect the economy, a soft daily gold cap could be implemented where gold drops gradually reduce after a certain threshold instead of completely stopping. Diminishing returns could also apply when repeatedly farming the same map, encouraging variety. Anti-bot systems could monitor repetitive behavior and abnormal farming patterns to prevent abuse.
This approach would allow players to grind freely again while keeping inflation and automation under control.
- Proposed solution 2: Rotating gold loot zones:
If enabling gold loot everywhere is not desirable, a rotating system could be introduced. Each day or week, several maps would become designated Gold Loot Active zones. These maps would not have progress bars and would rotate regularly. This system would keep gameplay fresh, prevent single-map farming, and revive older or forgotten content by encouraging players to move around the game world.
- Proposed solution 3: Alternative grinding systems if gold must remain limited:
If direct gold drops must stay restricted, the game could introduce effort-based alternatives. Monsters could drop special tokens that can be exchanged for gold with reasonable weekly limits. Crafting systems could allow players to create items from farmed materials that can be sold to NPCs for gold. Gear awakenings related to Gold Loot could affect token drop rates, exchange efficiency, or bonus gold procs, making those stats valuable again.
Why this will help Arcane Legends survive:
Restoring meaningful grinding will bring back dedicated players, not just casual log-ins. It will make the game feel alive around the clock, reduce dependence on platinum and market monopolies, and encourage long-term engagement. Most importantly, it will restore the feeling that effort leads to reward, which was the foundation of Arcane Legends’ success.
Players are not asking for unlimited gold. Players are asking for a reason to play. Grinding was never the problem; it was the heart of Arcane Legends. Bringing back meaningful gold farming or providing a fair alternative will revive activity, retain players, and prevent the game from slowly fading away. I hope you consider this suggestion, thanks!
With the current gold income, there’s almost no incentive for me to farm anymore. Not only Dune, but Arcane Legends as a whole doesn’t offer a proper gold-farming map, making progression feel like pay or stagnate (or quit).
Is there any plan to add a dedicated gold-farming map in the Dune expansion, or to significantly increase gold income from current floors to give me a reason to play your game and stay active in AL? If not, should long-term players like me accept that meaningful progression without spending real money is no longer viable? I do not consider RNG loot meaningful progress if that is intended as a replacement for proper gold farming.
I suggest creating a proper gold-farming map that reflects current prices, new APs, and rewards players for the time they choose to spend in your game among thousands of other games. If you want an example of a proper gold-farming map, look at the hourly incomes from Elder Wood’s popular maps during the 86 cap, not just individual drops, but the actual gold earned per hour.
+1 on this!
This feedback isn't just about the Blood Star, but rather the game's entire item system. Since English is not my first language, I’ve used an AI to help translate the details I've gathered.
Suggestion: Economic Overhaul and Gear Progression System
This proposal aims to tackle hyperinflation caused by Gold Loot builds, reduce over-reliance on RNG (luck), and modernize the game's monetization model.
1. Monetization & Battle Pass Overhaul
The goal is to shift from a "Pay-to-Win" or "Gacha" feel toward a model focused on "Convenience and Cosmetics."
Removal of Progression Items from Lockeds: Equipment and essential gear should be removed from paid crates. Lockeds would instead focus on Cosmetics, Elixirs, Pets, and Quality of Life (QoL) items.
New VIP / Battle Pass System: Introduce a monthly or seasonal pass providing clear benefits:
Bonuses: Double XP and Double Map Currency (e.g., Duneveil Coins).
Accessibility: Purchasable via Platinum or a significant amount of Gold (acting as a necessary Gold Sink to help control inflation).
2. Gear Acquisition Reform (Ending Absolute RNG)
Replace the dependency on rare loot box drops with a merit-based system focused on active gameplay.
Progression Vendors (NPCs): Arcane and Mystic items would no longer be exclusive to crates. Instead, they would be sold by expansion-specific NPCs (e.g., Trader Farfozz).
Map Currency Economy: Gear would be purchased using specific map coins (e.g., Duneveil Coins) earned through quests and defeating enemies.
Example: 4k coins for Arcane items, 2k for Mythic.
Market Dynamics: These items could still be traded on the Auction House, but only after being initially purchased from the respective NPC. This applies to all future content, including Event items.
3. Impact on Game Economy & Player Experience
Curbing Inflation: By allowing the VIP Pass to be bought with Gold and tying top-tier gear to map-specific effort, we create healthy "Gold Sinks."
Reduced Frustration: Players gain a clear path to progression. They know exactly how much effort is required to complete an 8/8 set, removing the "gambling" aspect of progression.
Devaluation of Gold Loot Farming: Since the best gear is tied to map-specific currency, the desperate need to farm infinite Gold just to keep up with inflated market prices is significantly diminished.
Conclusion
This transition makes the game fairer for the general player base while ensuring a steady revenue stream for developers through cosmetics and passes. It prioritizes player retention over luck-based monetization.
Since English is not my first language, I’ve used an AI to help translate the details I've gathered.
I’ve shared this suggestion before, but I don't think it was in the right thread. I’m creating this specific topic now to help with visibility, as I believe this is a very relevant suggestion for the community.
I’ve had my account for over 11 years, but I usually play in cycles, returning every few months. Right now, the biggest frustration is the game's hyperinflation. It’s discouraging to open the market and see that essential items for end-game content cost over 100M. This doesn't just demotivate returning players; it terrifies new players who see "Best in Slot" (BIS) items at astronomical prices while they are only looting 200g from average chests.
To address this, I’m proposing an Economic Overhaul focused on curbing Gold Loot inflation, reducing RNG dependency, and modernizing monetization.
1. Monetization & Battle Pass Overhaul
The goal is to shift from a "Pay-to-Win/Gacha" feel toward a model focused on "Convenience and Cosmetics," especially since the game’s vanities are highly desirable.
Remove Progression Items from Lockeds: Essential gear should be removed from paid crates. Lockeds should instead focus on Cosmetics, Elixirs, Pets, and Quality of Life (QoL) items.
New VIP / Battle Pass System: A monthly/seasonal pass with clear benefits:
- Bonuses: Double XP, Double Map Currency (e.g., Duneveil Coins), Market listing fee discounts, and exclusive Character-Bound vanities.
- Accessibility: Purchasable via Platinum or a significant amount of Gold (acting as a much-needed Gold Sink to control inflation).
2. Gear Acquisition Reform (Ending Absolute RNG)
Replace the dependency on rare crate drops with a merit-based system through active gameplay.
Progression Vendors (NPCs): Arcane and Mythic items should no longer be crate-exclusive. They should be sold by expansion-specific NPCs (e.g., Trader Farfozz).
Map Currency Economy: Gear would be purchased using map-specific coins earned through quests and defeating enemies.
- Example: 4k coins for Arcane items, 2k for Mythic (each item).
Market Dynamics: These items could still be traded on the Auction House, but only after being initially purchased from the NPC. This should apply to all future content, including Event items.
3. Economic Impact
Curbing Inflation: Buying the VIP Pass with Gold and tying top-tier gear to map effort creates healthy Gold Sinks.
Reduced Frustration: Players get a clear progression path. They know exactly how much effort is needed for an 8/8 set, removing the "gambling" aspect.
Devaluation of Gold Loot Farming: By linking gear to map currency, the desperate need to farm infinite gold just to keep up with the market is significantly diminished.
Conclusion
This transition makes the game fairer while ensuring steady revenue for developers through high-quality cosmetics and passes. It prioritizes player retention over luck-based monetization.
*Omg an idea that would improve the game. Let's just ignore it and move it to general discussion.*
It would be amazing to see that and it is similar to what Albion online has for gold sink (silver in their case with the VIP system) and that way the game didn't need any stupid gatcha casino locked crate power creep to make money.
But i do not think that they will ever accept this kind of suggestion.
Let's speak truth, they wanna milk the game as much as they can and do not really care of what playing the game feels even if it is a plain gearproc showcase with no soul.
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i dont think the playerbase is large enough for this model to work. generally skin-sale based monetization models need very high player counts which tend to include those who are willing to spend real money on skins/vanities. if all campaign progression loot is available in game freely, i.e not gacha or crate locked, then i doubt many will bother to spend any money at all, save for a small minority.
unpopular opinion but gear costs, rarity, crate rng - all started to spiral out of control when they introduced the awakes system. it is the one singular most detrimental thing to happen to this game in many many ways, even moreso when gl awakes were added to the gl pool. most mmos have systems like enchantments or reforging which allow you to enhance gear. but those enhancements have a limited pool of possibilities and often happen on gear you actually loot in the map while playing the game. when awakes became the default standard, they essentially shared the same economical system as the bis gears, because bis gear hasn't been lootable in the game for as long as i can remember. and because both share the same economical system, their financial denominations have steadily risen to the point where today million (M) is the default denomination of money in the game. its alienating, ridiculous but at the same time, their own doing.
ever since the economy started spiraling out of control because of hoarders, whales, and lb abusers, sts has taken several measures to curb exploitative behaviors but in turn just end up hurting the majority of the players rather than the targeted ones. usually through all this, sts will implement curbing mechanisms that somehow, in theory in their minds, also benefit them. obviously that isn't how it actually pans in real life.
having said all that, i def understand sts is a business and they will always try to maximize their numbers first. im not their icp and i never will be, so my thoughts and opinions count for naught. your suggestions are solid but they wont be accepted but it threatens to not only curb a major income stream to the game, but also the hoarders and whales. nice try though!
Playing the game for 11 year and never heard of gold farming with gold set ?! I'm not sure if you are playing arcane legends.
Average Andy doesn't care about vanity. He want the best gear to one-shot bosses and speed run maps once he achieve that he quit for couple months until his gear becomes irrelevant and come back to grind so the only way for the company to make money is crates.
Good gear prices are reasonable for a grindy game. When they get released they are in high demand and having them 200-300m would motivate people to open more crates to keep the game running ( sts employees need to get paid) and provide the market with enough items (thats why items drop in price eventually).
VIP system for gold as a gold sink is a good point. I don't mind paying 10 mil per month for some interesting perks like extra 500 gl what else ? Don't forget that the only rewarding system in the game is gold through grinding maps.
In my humble opinion if you are a returning player or new to the game get your cheap gold loot set and grind gold mining maps and small baby steps to get good gear thats how all free to play did it ( mmorpg arcane legends style).
I'd like to add that arcane legends model is built to cause inflation due to players choosing to outsmart the system by not engaging in gambling which was the only gold sink and now we have bind on equipe and its not enough unless you release an item every 2 weeks which is what game devs doing.
Want to deal with inflation? Hard reset the game , delete everything and let everyone grind his way from legend gear. But this can cause many core players to quit .
We all know STS needs to turn a profit, but the current system is flawed. They don't need to remove items from lockeds; they just need to offer alternative paths for progression. Right now, 'whales' are hoarding essential gear and causing shortages in the auc. If we had ways to acquire items that didn't rely solely on the Auction House or luck with lockeds, it would break the monopoly these wealthy players have on the game's economy.
I see no more inflation, just 99% of players in camp. Im not even gold farmer, but you can farm ALOT in dune right now, if you spent half time over a week you spend in expe camp you could buy full blood and half of the veil set from the farm. You guys are pressuring devs too much with dumb ideas and crying about inflation -which is alrdy under control.
If evrything was obtainable in a day or 2 or from running map 5 times rhere would be no point in playing this game. Its “addictivnes” comes from it being hard to reach certain levels with gear and vanitys you strive to get to.
Better focus your dumb suggestions on thing that makes this game fun- harder and new maps, and better events.
Hardest bosses in game are being killed in 1.5 sec and less (even in timed maps) , there is 0 challenge in game except buying more expensive vanity, and you guys keep crying about inflation.
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My views are shaped by years of experience across multiple MMOs. These aren't fixed demands, but rather raw ideas that can be polished to benefit both STS's profits and the community's enjoyment. An MMO without a steady flow of players is just a hollow experience, and we all know how rare it is to see new faces in the game lately
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