THRONE AND LIBERTY

THRONE AND LIBERTY

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Shambeh-Bambeh Oct 17, 2024 @ 2:23am
Abyssal Contract Tokens
Increase the amount of the Abyssal Contract Tokens given through daily contracts (50 is not cutting it) and introduce more ways to gain Abyssal Contract Tokens.

Better yet, remove Abyssal Contract Tokens from the game and let us grind in open world dungeons to hearts content.
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Showing 31-45 of 74 comments
ive found plenty of purple in open world dungeons, I got two etched alabaster rings from one yesterday, kept one and sold the other for 575
kaminaree Oct 17, 2024 @ 3:25am 
Originally posted by Lugh:
Originally posted by Shambeh-Bambeh:
Increase the amount of the Abyssal Contract Tokens given through daily contracts (50 is not cutting it) and introduce more ways to gain Abyssal Contract Tokens.

Better yet, remove Abyssal Contract Tokens from the game and let us grind in open world dungeons to hearts content.
1500 from daily dungeon, Amito house 3500-5000 daily, contracts daily 250.
Weekly contracts 50x9, world finding contracts endless.
Crafting contracts also gives you tokens.
If you do it properly you can reach around 7000-1200 daily with no issues.
A dungeon takes 20-30min if you have a team set up, hell there are people who run it in 10 min in my guild.
If you take the battle pass which you can get by selling food and other goods through auction house you can buy it the same day you sell stuff..and have more.
I never ran out of them and i run them consistently until i hit nearly 0, but I cannot spend 9 hours farming because i have a freaking life.
Also you spend more time standing around doing nothing.
Don't tell me that nearly 10k Abyss tokens are not enough for you..you are delusional.
Also farm lvl 50 mobs, not lvl 32 or 48 you don't get any epic loot..the monsters have informations on them, literally.
We farm them as a guild for two hours daily, do our dungeons in an hour and than do other things like events etc. if we got time left.


while that amount is probably more than sufficient for more casual players, some of us can burn through way more. it just feels bad running into the wall when you just want to grind hard.
Kyutaru Oct 17, 2024 @ 3:25am 
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.
kaminaree Oct 17, 2024 @ 3:28am 
Originally posted by Kyutaru:
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.


while i dislike it, this post pretty much sums it all up very well. i weep.
侍Kage Oct 17, 2024 @ 3:28am 
The game just released, this is not a marathon. They will increase those rewards time to time, but you are literally asking them to increase everything after 2 weeks. If you have at a point where you have nothing to do, you can always leave for the day and do something else if you are on pc. MMOs are not there for you to grind 7/24
Shambeh-Bambeh Oct 17, 2024 @ 3:29am 
Originally posted by Kyutaru:
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.

I was playing Everquest when WoW released, so I never managed to get on that bandwagon, but thanks for the suggestion.

Everything else you said, is like describing the majority of the mmorpg games' lifespan.
SkFy Oct 17, 2024 @ 3:30am 
Originally posted by Kyutaru:
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.

So they don't want us to play, so we keep playing..
Makes total sense.. Unlike keeping people busy till next updates, like they usually always do..
That obviously makes no sense what so ever.. imagine having people actually play the game ... mind blown.

All it will do is give people time/reasons to play another game, which probably doesn't restrict them from playing and they'll get stuck playing that instead.

None of these things were ever an issue, they always just added enough content for people to play until the next updates.
Remember how Aion had open world dungeons as well? And pve dungeons with actual sets dropping..
Or blade and soul..
Last edited by SkFy; Oct 17, 2024 @ 3:32am
kaminaree Oct 17, 2024 @ 3:33am 
Originally posted by SkFy:
Originally posted by Kyutaru:
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.

So they don't want us to play, so we keep playing..
Makes total sense.. Unlike keeping people busy till next updates, like they usually always do..
That obviously makes no sense what so ever.. imagine having people actually play the game ... mind blown.

All it will do is give people time/reasons to play another game, which probably doesn't restrict them from playing and they'll get stuck playing that instead.

None of these things were ever an issue, they always just added enough content for people to play until the next updates.


honestly the tokens are exactly the same thing as dailies and weeklies in any other mmo. we are actually sort of fortunate because we still get other stuff too like contracts etc etc. maybe unpopular opinion but this is how i look at it.
Kyutaru Oct 17, 2024 @ 3:33am 
Originally posted by SkFy:
So they don't want us to play, so we keep playing..
Makes total sense.. Unlike keeping people busy till next updates, like they usually always do..
That obviously makes no sense what so ever.. imagine having people actually play the game ... mind blown.
Makes no sense to your limited viewpoint, but makes loads of sense to the companies that measure player habits and study burnout. Limited runs on mobile games keep players going for years while full access passes in something like WoW make them quit a few weeks later. They're going to do what benefits them most, and it's not crashing the market because you wanted to no-life the game in the shortrun instead of treat these as a longterm goals.

Originally posted by Shambeh-Bambeh:
Everything else you said, is like describing the majority of the mmorpg games' lifespan.

Originally posted by SkFy:
Remember how Aion had open world dungeons as well? And pve dungeons with actual sets dropping..
Or blade and soul..
Times have changed. The company that made this has been a mobile gaming company for the past decade. They're using the tactics they learned.
Last edited by Kyutaru; Oct 17, 2024 @ 3:35am
Shambeh-Bambeh Oct 17, 2024 @ 3:33am 
Originally posted by SkFy:
Originally posted by Kyutaru:
The entire point of limiting endgame is so that:
1. You have a reason to keep playing
2. Items stay valuable & keeps the market flowing
3. It limits how much power advantage sweaty players can obtain without P2W
4. Gives you a reason to be part of a guild
5. Gives you a reason to contribute to pvp & events for your guild
6. gives guilds a reason to organise & be competitive in the market

The second you remove limits on endgame - every player would simply spam the one game mechanic that gives you the traits the fastest and your full build is done in a week.

Then the market dies, the world becomes empty, no one does dungeons, and no one bothers turning up to events. And then people just go back to playing something else. You absolutely NEED these systems to keep the game alive. There HAS to be a balance.

If you want to AFK farm boars 8 hours a day, go play WoW or any other generic non-competitive MMORPG.

So they don't want us to play, so we keep playing..
Makes total sense.. Unlike keeping people busy till next updates, like they usually always do..
That obviously makes no sense what so ever.. imagine having people actually play the game ... mind blown.

All it will do is give people time/reasons to play another game, which probably doesn't restrict them from playing and they'll get stuck playing that instead.

None of these things were ever an issue, they always just added enough content for people to play until the next updates.

It's not even because there is not enough content, but because they limit the content available. Again, I understand the limit on the instanced dungeons, but not on the open world dungeons.
Kyutaru Oct 17, 2024 @ 3:39am 
Originally posted by Shambeh-Bambeh:
It's not even because there is not enough content, but because they limit the content available. Again, I understand the limit on the instanced dungeons, but not on the open world dungeons.
How do you comprehend one but not the other? This is other MMOs poisoning your mind again. Instanced dungeons aren't the exclusive source of good gear in this game. In fact, set pieces you need for certain builds drop from the open world dungeons. Farming them is just as valuable as farming the instanced dungeons, just less time efficient. Heck, the Staff of the Umbramancer drops from Sanctum. If you grasp the point of limiting instanced dungeons, then you also grasp the point of limiting the open world ones. You just refuse to acknowledge it and that's not a game problem.
kaminaree Oct 17, 2024 @ 3:43am 
Originally posted by SkFy:
Remember how Aion had open world dungeons as well? And pve dungeons with actual sets dropping..
Or blade and soul..
Times have changed. The company that made this has been a mobile gaming company for the past decade. They're using the tactics they learned. [/quote]

honestly i think they are handling the game pretty well. it really doesn't feel like a mobile game to me. it feels like something you need to manage to get the most of it. you could consider the token thing a time gate but i'm sure most casual players don't even burn through their daily potential when it comes to tokens and stuff.

sucks for those of us who want to smash content, but it's whatever at the end of the day.

my biggest surprise so far has been making 11k+ lucent and on'y paying $20 for the cheap supporter pack. the market system is actually pretty cool.
Shambeh-Bambeh Oct 17, 2024 @ 3:43am 
Originally posted by Kyutaru:
Originally posted by Shambeh-Bambeh:
It's not even because there is not enough content, but because they limit the content available. Again, I understand the limit on the instanced dungeons, but not on the open world dungeons.
How do you comprehend one but not the other? This is other MMOs poisoning your mind again. Instanced dungeons aren't the exclusive source of good gear in this game. In fact, set pieces you need for certain builds drop from the open world dungeons. Farming them is just as valuable as farming the instanced dungeons, just less time efficient. Heck, the Staff of the Umbramancer drops from Sanctum. If you grasp the point of limiting instanced dungeons, then you also grasp the point of limiting the open world ones. You just refuse to acknowledge it and that's not a game problem.

I do comprehend it. But I do not agree with it.
SkFy Oct 17, 2024 @ 3:46am 
Originally posted by Kyutaru:
Originally posted by SkFy:
So they don't want us to play, so we keep playing..
Makes total sense.. Unlike keeping people busy till next updates, like they usually always do..
That obviously makes no sense what so ever.. imagine having people actually play the game ... mind blown.
Makes no sense to your limited viewpoint, but makes loads of sense to the companies that measure player habits and study burnout. Limited runs on mobile games keep players going for years while full access passes in something like WoW make them quit a few weeks later. They're going to do what benefits them most, and it's not crashing the market because you wanted to no-life the game in the shortrun instead of treat these as a longterm goals.

Originally posted by Shambeh-Bambeh:
Everything else you said, is like describing the majority of the mmorpg games' lifespan.

Originally posted by SkFy:
Remember how Aion had open world dungeons as well? And pve dungeons with actual sets dropping..
Or blade and soul..
Times have changed. The company that made this has been a mobile gaming company for the past decade. They're using the tactics they learned.

Well we're not playing a mobile game and this clearly doesn't work just look at how many people are already quitting and more will quit when they figure out what end game is actually like..
People who play mobile games are completely diff type of players than pc gamers or console gamers lol..
Most people who play mobile games play like in their break during work..
Or when they have a bit of time available.
Many pc/console gamers play way more active.

You honestly think that if an equal game came out(lets just say the exact same with a diff name), which didn't have the same restrictions.. people would stay here long?
Why would they if they can just do what they want in their game? :s
Obviously this game wouldn't stand a chance..
Cause people wanna actually play.....
Veeshan Oct 17, 2024 @ 3:54am 
I honostly think dungeons should drop rewards at like 50% rate after the first 3 so you get 250 abyss coin and half the chance for gear after the 3rd run.
atm there like 1 hour of content (dungeons, Coins, Mystic keys, contracts) each day and then you realy cant do anything appart from grind ridiculously low drop rate mobs (literaly had to grind mobs for 3 hours to cook 10 pieces of food and non procced great success to sell so that was a pointless endevor) Was 10 curry powder +30 terror bird meats was the mats i grinded for which took 3 hours of non stop killing to get
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Date Posted: Oct 17, 2024 @ 2:23am
Posts: 74