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Showing most liked content on 07/17/2026 in all areas

  1. 2 points
    Hello EuroAion Team, First of all, thank you for all the work and dedication that has gone into maintaining EuroAion over the years. EuroAion has successfully preserved what many players consider to be the best version of Aion, and it remains one of the highest-quality private servers available today. This suggestion is intended as a possible improvement to an already excellent foundation. The current situation Obtaining an endgame PvE Mythic weapon is currently based entirely on RNG. This affects several important endgame instances, including: Illuminary Obelisk Sauro Supply Base Danuar Reliquary Eternal Bastion The difficulty of obtaining these weapons is not the issue. Long-term goals and difficult progression are an important part of MMORPGs and are one of the reasons many players continue playing for years. The issue is that the current system offers no guaranteed long-term progression for players who experience extremely bad luck. A player may successfully complete hundreds of runs over several months or even years and still never obtain the specific Mythic weapon they need. This is especially noticeable in alliance instances such as Eternal Bastion, where several independent layers of RNG are combined: A Mythic weapon must first drop. It must be the correct weapon type. Multiple players may already be waiting for the same weapon. Loot priority or alliance loot rules must also be respected. Except in Eternal Bastion, even after obtaining the weapon, players may still pursue the optimal version with the highest number of manastone slots and enchantment level. When all of these factors are combined, progression can become entirely unpredictable, regardless of the amount of time and effort invested. Why this could be improved One of the fundamental strengths of MMORPGs is the feeling of long-term progression. Players are generally willing to invest hundreds of hours into difficult content when every completed activity represents measurable progress toward an important goal. The current system can create situations where highly dedicated players complete hundreds of successful runs without making any visible progress toward obtaining the weapon they need. When this happens, the challenge is no longer the amount of effort required. The challenge becomes the absence of any guaranteed progression despite continuous effort. A rewarding progression system is not defined by how quickly players reach the end, but by whether players can consistently feel that their time investment is leading toward meaningful progress. Suggested solution Rather than increasing drop rates or making Mythic weapons easier to obtain, this suggestion proposes introducing a long-term guaranteed progression system. Each endgame instance already rewards players with instance-specific items that gradually lose most of their value after repeated runs. For example: Eternal Bastion → Pashid's Horn These existing instance materials could be exchanged after collecting a significant amount (for example, 150–200) for one Mythic weapon from that specific instance. The current loot system would remain completely unchanged. This means: Players who are lucky could still obtain their weapon early through RNG. Players who are unlucky would always know that every completed run contributes toward the same long-term objective. The excitement and prestige of obtaining a rare drop would remain exactly as they are today. The only difference is that long-term dedication would always have a guaranteed destination. Why this could benefit EuroAion This proposal is not intended to shorten progression. It is not intended to reduce the amount of farming required. It is not intended to make Mythic weapons common. Players would still need months of consistent participation before collecting enough instance materials to exchange for a weapon. However, every completed run would always retain value because it would contribute toward measurable long-term progress. Many modern MMORPGs have adopted similar "bad luck protection" systems because they help maintain player motivation while preserving the excitement of rare drops. A system like this could encourage more players to continue participating in endgame PvE content over the long term, knowing that every successful run contributes toward a meaningful objective, regardless of RNG. Such a system would reward dedication without reducing the prestige of obtaining endgame equipment. Increased Activity Across Endgame PvE Another important benefit of this system is the positive impact it could have on overall endgame activity. Because every successful run would always contribute toward a meaningful long-term objective, players would have an additional reason to continue participating in endgame PvE instances, even after long periods of farming. This could naturally lead to: More players running endgame instances on a daily basis. More groups and alliance premades being created. Faster group formation for PvE content. Greater interaction between new and veteran players. A more active and dynamic endgame environment. Rather than reducing the amount of content players complete, this system could actually encourage more consistent participation across all major PvE instances by ensuring that every successful run always has lasting value. Final thoughts This suggestion is not about making the game easier. It is not about removing RNG. It is not about replacing the current loot system. The purpose is simply to ensure that consistent dedication is always rewarded in the long term. The objective is not to shorten the journey, but to ensure that every step of that journey always has value. EuroAion has built one of the strongest Aion 4.x experiences available today, and this suggestion is offered with the hope of making an already outstanding server even stronger for both current and future players. Thank you for taking the time to read this suggestion. Feedback from both the community and the EuroAion Team would be greatly appreciated.
  2. 1 point
    Throughout all the years I've been playing EuroAion, I've seen similar suggestions many times on Discord and elsewhere and they fell on deaf ears, but they never made them as precise and elaborate as this. It's remarkable how much community support such a focused suggestion for the common good and server balance has received in such a short time, and I hope it continues to gain more support from other players, because the more it receives, the more attention it will attract from the administrators, and perhaps this time they'll decide to take action. GG.
  3. 1 point
    I really like that you've brought up another perspective that hadn't been mentioned yet: the server's economy. I hadn't thought about the possible impact on trading, Kinah circulation and overall market activity, but I think it's a very interesting point worth considering alongside player retention and progression. One of the best things about this discussion is seeing different players contribute different perspectives. Thank you for adding yours.
  4. 1 point
    Hey, I recently started playing Euroaion and I just saw this suggestion. It's one of the best I've seen in any MMORPG I've played before. I completely agree that implementing this would have a hugely positive impact on all aspects of the server. Many of the things you've mentioned include reducing and balancing the massive gap between new and veteran players, increasing activity in both PvP and PvE for all instance types and even sieges, and most importantly, preventing many players from quitting the game due to lack of motivation or constant frustration from being stuck or blocked in their gearing progress. But I want to add something else very important to that list: the economy. Yes... the ECONOMY! 😬 The simple fact that this implementation would increase activity across all types of content would also lead to an increase in the overall farming of mana stones, enchantment stones, divine stones, and all kinds of items needed to upgrade equipment and weapons. This would have an even more positive consequence for the server's success compared to other private servers: as the number of items farmed and offered for sale increases, the demand for Kinah would rise, and consequently, the need to buy E-coins to sell for Kinah. From what I've recently learned on this server, this is one of the best ways to acquire Kinah while simultaneously supporting the server. Seriously, this idea is brilliant. Anyone who doesn't see all the potential advantages and results needs to think about it a bit more! 😳 Please, Euroaion team, analyze all of this and take Euroaion to the next level! 🙏