Akzerus 9 Posted July 13 (edited) 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. Edited July 13 by Akzerus 3 Share this post Link to post Share on other sites
Velocidad 7 Posted July 13 Dont forget Hyperion gear Share this post Link to post Share on other sites
Lorisen 18 Posted July 13 How can we introduce a guaranteed endgame PvE system without making veterans feel like their months of hard work were just thrown out the window? Share this post Link to post Share on other sites
Akzerus 9 Posted July 13 1 hour ago, Lorisen said: How can we introduce a guaranteed endgame PvE system without making veterans feel like their months of hard work were just thrown out the window? I think that's actually a very valid concern, and I completely understand why many veteran players would feel that way. The thing is, I don't believe this suggestion would take away the value of the effort they already invested. In fact, I'm saying this as someone who has been playing EuroAion for around four years. I've spent hundreds of runs farming endgame instances myself, and if I had had the opportunity to make that journey less dependent on pure RNG while still requiring the same amount of dedication and time, I would have gladly taken it. The problem isn't that obtaining these weapons is difficult. The problem is that progression can completely stop for an unlimited amount of time simply because luck never arrives. A player can successfully complete hundreds of runs and still feel exactly as far away from their goal as they were months before. That's the part that slowly destroys motivation. A guaranteed long-term progression system wouldn't make these weapons "easy" to obtain. Players would still need to clear the same difficult instances, invest the same time, and remain active for weeks or months. The only difference is that every successful run would always move them at least one small step closer to their objective. From my perspective, that doesn't reduce the value of veterans' achievements. It simply removes the possibility of becoming permanently stuck because of bad luck. I also believe this could make PvP healthier in the long term. Many veteran players eventually spend most of their time fighting opponents who are significantly less geared than they are. Helping more dedicated players gradually reach competitive equipment would create more balanced fights, stronger rivalries, more active legions, and a more competitive endgame overall. Instead of always seeing the same names at the top of the rankings, we could see more players eventually becoming competitive through persistence and dedication. I also think this would have a positive impact on the server itself. More players would keep running endgame instances. More alliances and premades would be created. More new players would stay instead of giving up after months of feeling no progression. More active players means more PvP, more PvE, more competition, and ultimately a healthier server. Veteran players absolutely deserve recognition for the years they've dedicated to EuroAion. But creating systems that also encourage new players to stay and eventually become long-term veterans is, in my opinion, one of the best investments any MMORPG can make. Today's new players are tomorrow's veterans. Every long-term player was once a beginner who simply decided to stay. Giving players a reason to stay is one of the greatest investments any MMORPG can make. 1 Share this post Link to post Share on other sites
Akzerus 9 Posted July 13 Rewarding Veteran Players for Supporting New Players One possible addition to this system could be introducing a small long-term reward for veteran players who actively help new players complete endgame PvE content. For example, participating in successful runs alongside players who are still progressing through their gear journey could also contribute toward a separate veteran progression or reward system. This would achieve several positive goals at once: Encourage experienced players to help newer players instead of avoiding them. Strengthen cooperation between different generations of players. Create a healthier and more welcoming community. Increase activity across all endgame instances. Give veteran players a new long-term objective after completing their own progression. Most importantly, it would address the concern that a guaranteed progression system somehow diminishes the effort of long-time players. Instead of ignoring the years they have already invested, it would recognize their experience and give them a meaningful new role within the game's endgame ecosystem. A successful MMORPG is not built only on progression systems. It is built on a community where experienced players become the reason why new players choose to stay. Today's new players are tomorrow's veterans. A veteran's greatest achievement shouldn't only be the gear they wear, but the players they helped become veterans themselves. The strongest MMORPG communities are not the ones where veterans simply stay. They are the ones where veterans inspire new players to stay as well. 1 Share this post Link to post Share on other sites
Lorisen 18 Posted July 13 Okay, but how exactly do you distinguish a veteran from a non-veteran? You're basically putting players who achieved everything through blood, sweat, or even pure luck — which is literally core to any MMORPG you're trying to gut here — on the same level as everyone else, stomping on their achievements. And then you suggest something like: "Well, okay, you can now side-hustle as mentors and carry people through dungeons." What? Dude, are you serious? Maybe let's give your AI a break from its creativity? Enough with this kind of "innovation." You're not fixing anything, you're just gutting the system. Are we trying to turn Aion into some casual bloated mess just so someone can finally get their mythic weapons without any effort? Oh right, and don't forget Hyperion gear — as already requested in the second comment. Share this post Link to post Share on other sites
Akzerus 9 Posted July 13 Your last response seems to come from a very personal and emotional perspective as a veteran, and I can understand why you feel strongly about this topic. However, throughout this discussion I have always tried to remain respectful. At no point have I disrespected anyone, behaved arrogantly, or used inappropriate language. The fact that we have different opinions does not justify personal attacks or dismissive comments. Healthy discussions are built on arguments, not on insults or sarcasm. My suggestion was made with the sole intention of discussing possible ways to improve the long-term health of the server. Whether people agree or disagree with it is completely fine, and constructive criticism is always welcome. However, I don't see any value in continuing a discussion that has shifted from debating ideas to attacking the person presenting them. For that reason, I won't be replying to any further messages in this particular exchange. I would be happy to continue discussing the suggestion with anyone who wishes to do so in a respectful and constructive manner, including other members of the community or the EuroAion team. 1 1 Share this post Link to post Share on other sites
Lorisen 18 Posted July 13 Basically what it looks like is dude just got sick of grinding for this hyperion set — so he had ChatGPT turn that into a whole essay. I'm out. 😂 Share this post Link to post Share on other sites
Akzerus 9 Posted July 13 I'd like to leave one final thought regarding this discussion. I believe there are two very different ways of looking at progression in MMORPGs. One perspective is that if previous generations of players had to overcome a certain amount of frustration, then future players should experience exactly the same journey. The other perspective is that we should preserve the challenge, the dedication, and the sense of achievement while improving the parts of the game that unnecessarily drive players away. Personally, I strongly believe in the second approach. If a close friend, a family member, or even a complete stranger decided to start playing EuroAion, I wouldn't want them to experience every unnecessary frustration I went through simply because I experienced it myself. To me, empathy, consideration, and solidarity shouldn't only be reserved for the people we know. They are values that strengthen any community. I genuinely want every dedicated player to enjoy a rewarding journey built on effort and perseverance, not one that can become permanently blocked by unlimited bad luck. More importantly, this is not just about helping new players. It is about the long-term future of the server. The MMORPG genre has become far more competitive over the years, and several new Aion private servers have already launched or are preparing to launch. Because of that, I believe it is more important than ever to find a healthy balance between rewarding loyal veteran players and creating an environment where new players genuinely want to stay. Veterans are, and always will be, the foundation of every successful MMORPG. Their loyalty deserves recognition and respect. But every veteran was once a new player. If new players struggle to become long-term members of the community, the server inevitably loses opportunities to grow, no matter how dedicated its current veterans are. If a progression system can reduce permanent progression blocks caused purely by bad luck while preserving the same level of dedication and difficulty, then more players are likely to stay active, more alliances will be formed, more legions will remain alive, more PvP will naturally occur, and the entire endgame ecosystem becomes healthier. The goal of my suggestion has never been to make the game easier. The goal has always been to make every successful effort count toward meaningful long-term progression. Because I believe a healthy MMORPG should preserve meaningful challenges, not unnecessary frustration. Today's new players are tomorrow's veterans. And helping them become part of EuroAion's future is one of the best investments the server can make. 1 Share this post Link to post Share on other sites
Ghost 77 Posted July 14 (edited) Hello, Thank you for the suggestion, we will consider it. Edited July 14 by Ghost 2 Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 17 hours ago, Lorisen said: How can we introduce a guaranteed endgame PvE system without making veterans feel like their months of hard work were just thrown out the window? Being one of those veterans I would be happy to see a "pity system" implemented for endgame as suggested. I think one should be able to get at least one endgame weapon in MAX 6 months, so we're talking about 180 eb runs which is totally fine, even too many runs imo (I would put 80/100 run max) but I try to respect those who needed more than a year. Less days if we talk about dr or hyperion, but those are a different thing since DR, IO and sauro too has their rng rerolls and hyperion need the full set. And we're talking about one weapon only, considering the need of multiple weapons for various reasons (for PvE, accuracy, or macc/mboost for magical classes etc..) In the end having this chance make you sure than soon or later you can have your gear just by being constant ,regardless if you have a chance to roll for it earlier or not, rather than spending your time doing those instances to end with nothing (hello IO what's up). Then lets talk about veterans, ppl playing since years doesnt need more parts, we can, instead, build alt chars easier. Since we just can't farm instances with every alt and trade them the gear. Even veterans are locked in the same system as a new player getting-the-gear wise. And anyway I think everyone would appreciate to have more player to fight/to play with instead of the same bunch of players we see every single day since years, and a system like this helps a lot who come here fresh starting from scatch. 2 Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 Okay, let me reframe the question a bit, cause "veteran" is kind of a vague term. What about the ones who just got lucky? Luck stops being a unique achievement once everyone else gets there too. Someone who already went through the long grind now sees others get there an easier way. That's the devaluation I meant when I said their achievements got "thrown out the window." OP's answer was "go run dungeons as a mentor." Then you brought up veterans having twinks that need gearing too — but that's not the answer I was hoping for. Let's say you've only got one character and you don't feel like running a bot farm. Then what? Share this post Link to post Share on other sites
shasojace44 2 Posted July 14 (edited) Reading this lorisen to me reads as "oh no, can't we think of the 'veterans' who all bought their accounts and weapons, their hard earned accounts (which are all bought and passed around like joints) wont be as valuable to sell on now for the 500th time!!!!" Player retention for new players should always be a priority, making things easier to catchup is what all good nondead mmos do considering that the cost of hitting endgame is not feasible due to it being gatekept by external factors, namely RMT on this server in particular, which is why most new players try it and say nah fuck that and wait for literally any other server or go elsewhere. Edited July 14 by shasojace44 2 Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 29 minutes ago, Lorisen said: Okay, let me reframe the question a bit, cause "veteran" is kind of a vague term. What about the ones who just got lucky? Luck stops being a unique achievement once everyone else gets there too. Someone who already went through the long grind now sees others get there an easier way. That's the devaluation I meant when I said their achievements got "thrown out the window." OP's answer was "go run dungeons as a mentor." Then you brought up veterans having twinks that need gearing too — but that's not the answer I was hoping for. Let's say you've only got one character and you don't feel like running a bot farm. Then what? I understand, but luck is for everyone and its free. Even a 1st timer EB can get his weapon like we did in the past, there's nothing different thant that. The difference would be that they still can get one before reaching this pity but then they dont have to wait maybe a year before having a decent weapon. This system should be made to assure a result in a minor amount of time regardless the rng involved. And tbh I wouldnt see anything bad in new players having a better life after everyone is full gear so they can catch up faster. I repeat, Im talking as someone who is playing this server since many many years 2 Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 Yeah, this is probably a server for people who aren't looking for the easy route. I've been playing for a year and there's still a ton to grind for... but I'm not complaining or going anywhere. Picking a x1 rate server was a conscious choice. Joining a server that's been running for 6+ years was too. I knew roughly what I was signing up for, and so far it's living up to that. So, using your own logic — should we just hand everyone everything right away then? So nobody feels like leaving? Except it works the opposite way — fast endgame and gear saturation just speeds up boredom. Meanwhile, when progress actually takes effort, that's what keeps the game alive on its veterans, or whatever you want to call them. Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 11 минут назад, Lycoris сказал: I understand, but luck is for everyone and its free. Even a 1st timer EB can get his weapon like we did in the past, there's nothing different thant that. The difference would be that they still can get one before reaching this pity but then they dont have to wait maybe a year before having a decent weapon. This system should be made to assure a result in a minor amount of time regardless the rng involved. And tbh I wouldnt see anything bad in new players having a better life after everyone is full gear so they can catch up faster. I repeat, Im talking as someone who is playing this server since many many years Good, glad you're not denying the devaluation part. So basically what we've got is a system where on one hand the item becomes guaranteed over time, and on the other, actually owning it loses its value. Whether that's actually a benefit for players who already achieved it — that still remains debatable. As for how much of a risk this kind of system could pose to the server long-term, I won't pretend to know — that's not something you can calculate in advance anyway. Golden rule though: it's always easier to break something than to build it. Either way, curious to see how this plays out. Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 10 minutes ago, Lorisen said: Yeah, this is probably a server for people who aren't looking for the easy route. I've been playing for a year and there's still a ton to grind for... but I'm not complaining or going anywhere. Picking a x1 rate server was a conscious choice. Joining a server that's been running for 6+ years was too. I knew roughly what I was signing up for, and so far it's living up to that. So, using your own logic — should we just hand everyone everything right away then? So nobody feels like leaving? Except it works the opposite way — fast endgame and gear saturation just speeds up boredom. Meanwhile, when progress actually takes effort, that's what keeps the game alive on its veterans, or whatever you want to call them. "should we just hand everyone everything right away" I wouldn't call that like this. As I said 6 months of doing EB every single day and IO/DR 4 times a week it a honest amount of time to get a single weapon with a 100% chance. Then if you're lucky to get it earlier its rng like it is now, but then having something more after 6 MONTHS actually farming the same instance over and over again its not giving away gears but paying back constancy. What to do if you need a 2nd weapon, you wait another year hoping to roll more than 990? Imagine being a glad who need a pole for PvP, then a 2nd pole for PvE, a decent bow and a decent dual, or you're extremely lucky to get them on FFA ally or you have a static premade and maybe after a year waiting for the others turn you can start roll for them the day they decide to drop, which may take more months. Ofc its the worse example since glad need many parts, but even idk a bard who take a single harp may take either a week or 2 years to see one in the box and after that he/she need to win the roll. Having a pity system would break this rng based system at some point giving you something after you struggled for so many time. 2 Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 18 minutes ago, Lorisen said: Good, glad you're not denying the devaluation part. So basically what we've got is a system where on one hand the item becomes guaranteed over time, and on the other, actually owning it loses its value. Whether that's actually a benefit for players who already achieved it — that still remains debatable. As for how much of a risk this kind of system could pose to the server long-term, I won't pretend to know — that's not something you can calculate in advance anyway. Golden rule though: it's always easier to break something than to build it. Either way, curious to see how this plays out. I still dont understan the value part honesty. There's no way you can sell these parts and they cant be wrapped either. I would understand if it is something very rare like the blue extend craftable that only a bunch of players have, but we're talking about some gear who became common after 6 years worth of server 1 Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 16 минут назад, Lycoris сказал: "should we just hand everyone everything right away" I wouldn't call that like this. As I said 6 months of doing EB every single day and IO/DR 4 times a week it a honest amount of time to get a single weapon with a 100% chance. Then if you're lucky to get it earlier its rng like it is now, but then having something more after 6 MONTHS actually farming the same instance over and over again its not giving away gears but paying back constancy. What to do if you need a 2nd weapon, you wait another year hoping to roll more than 990? Imagine being a glad who need a pole for PvP, then a 2nd pole for PvE, a decent bow and a decent dual, or you're extremely lucky to get them on FFA ally or you have a static premade and maybe after a year waiting for the others turn you can start roll for them the day they decide to drop, which may take more months. Ofc its the worse example since glad need many parts, but even idk a bard who take a single harp may take either a week or 2 years to see one in the box and after that he/she need to win the roll. Having a pity system would break this rng based system at some point giving you something after you struggled for so many time. The server's been around for years now, so if the current system worked, wasn't that broken enough to actually need changing? Are there really that many cases where players just can't get there through persistence? Took me about a year to get a full EB set. Bad luck and all that... but I don't regret the time spent. So what's the actual problem here? Someone gets lucky in a few months, someone else waits 2 years. That's the game the devs designed. Are we really gonna start manually tweaking outcomes like it's some casino game? Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 (edited) 17 minutes ago, Lorisen said: The server's been around for years now, so if the current system worked, wasn't that broken enough to actually need changing? Are there really that many cases where players just can't get there through persistence? Took me about a year to get a full EB set. Bad luck and all that... but I don't regret the time spent. So what's the actual problem here? Someone gets lucky in a few months, someone else waits 2 years. That's the game the devs designed. Are we really gonna start manually tweaking outcomes like it's some casino game? I understand what are trying to say, but that tought works if the server is fresh new. In this moment the server is old enough where everyone is full geared leaving almost 0 space to newcomers which have to face full geared +5 ppl. So the nowadays situation put new players in a position of: should I keep going despite I cant fight everyone and won't be taken into PvP groups because undergeared, or I just let it go and join some other server where ppl isnt full geared already? I dont know how many would stay when you have so many time ahead before being geared enought to be average competitive Edited July 14 by Lycoris 1 Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 7 минут назад, Lycoris сказал: I understand what are trying to say, but that tought works if the server is fresh new. In this moment the server is old enough where everyone is full geared leaving almost 0 space to newcomers which have to face full geared +5 ppl. So the nowadays situation put new players in a position of: should I keep going despite I cant fight everyone and won't be taken into PvP groups because undergeared, or I just let it go and join some other server where ppl isnt full geared already? I dont know how many would stay when you have so many time ahead before being geared enought to be average competitive I don't know either what happens if we start getting too creative here. There are real cases of other games where devs kept giving in to players, and it ended up with everyone overloaded on rewards and just leaving the server. So generosity and giving in from the admin side backfired on them. Whether something needs changing, and if so what exactly — that's genuinely a hard question. Not something you just tweak a little and expect it to work out fine. No one really knows how it'll play out. I'm just pointing at the weak spots. Share this post Link to post Share on other sites
Lycoris 23 Posted July 14 35 minutes ago, Lorisen said: I don't know either what happens if we start getting too creative here. There are real cases of other games where devs kept giving in to players, and it ended up with everyone overloaded on rewards and just leaving the server. So generosity and giving in from the admin side backfired on them. Whether something needs changing, and if so what exactly — that's genuinely a hard question. Not something you just tweak a little and expect it to work out fine. No one really knows how it'll play out. I'm just pointing at the weak spots. Ok Im losing the point of your logic. Aion is a game where own equipment is quite important if you want to enjoy both PvP and PvE, noone ever would be sad to get a reward for the effor they put in the game. Literally noone. Im ok with you if they would start literally gifting everything from nowhere, but is not remotely what is happening and not what the suggestion is saying 1 Share this post Link to post Share on other sites
Akzerus 9 Posted July 14 First of all, thank you to everyone who has taken the time to participate in this discussion, regardless of whether you agree with my suggestion or not. Seeing different perspectives has made this a much more valuable conversation than I initially expected. One concern that has been mentioned several times is the possible devaluation of achievements for players who already obtained their gear through the current system. I understand that concern, and I believe it deserves consideration. However, I also think there is another side to this discussion. The purpose of my suggestion has never been to remove RNG, make the game easier, or allow players to obtain endgame gear quickly. A system that requires months of consistent farming before guaranteeing a single weapon still demands dedication, commitment, and perseverance. The difference is that every successful run would always move the player one step closer to a meaningful goal instead of leaving them with the possibility of making no progress at all after hundreds of runs. To me, that is not replacing effort. It is ensuring that effort always has value. I also believe this discussion goes beyond individual progression. EuroAion has been online for many years and has built an incredible community. At the same time, the MMORPG landscape is constantly evolving, and new Aion private servers continue to appear. Because of that, I believe it is important to think not only about preserving what has made EuroAion successful, but also about how to keep attracting and retaining new players while respecting the dedication of veterans. Those two goals are not mutually exclusive. A healthy MMORPG needs both experienced veterans and a steady flow of new players who eventually become veterans themselves. Finally, whatever decision the EuroAion team makes, I sincerely appreciate that they took the time to read this suggestion and consider it. Thank you to everyone who contributed to this discussion. Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 1 час назад, Lycoris сказал: Ok Im losing the point of your logic. Aion is a game where own equipment is quite important if you want to enjoy both PvP and PvE, noone ever would be sad to get a reward for the effor they put in the game. Literally noone. Im ok with you if they would start literally gifting everything from nowhere, but is not remotely what is happening and not what the suggestion is saying Here's the hole in your own logic, the weak spot I already pointed at. You say noone would be sad? Then you don't know human psychology very well. The ones who get sad are exactly the ones who earned some rare achievement, only to see it easily wiped out in value. That's true for any social group, and Aion is no exception. Share this post Link to post Share on other sites
Lorisen 18 Posted July 14 1 час назад, Akzerus сказал: First of all, thank you to everyone who has taken the time to participate in this discussion, regardless of whether you agree with my suggestion or not. Seeing different perspectives has made this a much more valuable conversation than I initially expected. One concern that has been mentioned several times is the possible devaluation of achievements for players who already obtained their gear through the current system. I understand that concern, and I believe it deserves consideration. However, I also think there is another side to this discussion. The purpose of my suggestion has never been to remove RNG, make the game easier, or allow players to obtain endgame gear quickly. A system that requires months of consistent farming before guaranteeing a single weapon still demands dedication, commitment, and perseverance. The difference is that every successful run would always move the player one step closer to a meaningful goal instead of leaving them with the possibility of making no progress at all after hundreds of runs. To me, that is not replacing effort. It is ensuring that effort always has value. I also believe this discussion goes beyond individual progression. EuroAion has been online for many years and has built an incredible community. At the same time, the MMORPG landscape is constantly evolving, and new Aion private servers continue to appear. Because of that, I believe it is important to think not only about preserving what has made EuroAion successful, but also about how to keep attracting and retaining new players while respecting the dedication of veterans. Those two goals are not mutually exclusive. A healthy MMORPG needs both experienced veterans and a steady flow of new players who eventually become veterans themselves. Finally, whatever decision the EuroAion team makes, I sincerely appreciate that they took the time to read this suggestion and consider it. Thank you to everyone who contributed to this discussion. Yeah, sure, why not... let's just cut off anything that doesn't fit your vision, Mr. Creator. Devaluing players' achievements — nah, why would that matter, the topic's not even about that. Share this post Link to post Share on other sites