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  Click here to go to the first Dev post in this thread.   Thread: Feedback: Economy

  1. #21
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    +1 Maybe in the twisted minstrel atleast.

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    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

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    Default Revival of al

    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

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    Lightbulb Reviving Gold Farming to Save Arcane Legends’ Long-Term Health

    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!

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  8. #25
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    Quote Originally Posted by dmqp View Post
    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
    Dang e rahab definitely gives too much gold compaired to the other maps.

    Envoyé de mon SM-G950F en utilisant Tapatalk

  9. #26
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    Default Gold farming map

    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.

  10. #27
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    +1 on this!

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