After failing miserably two weeks ago the folks at Gamigo have finally managed to successfully re-activate the ArchePass during last week’s downtime.
So…are we happy now?
Yeah, much to my surprise I think we actually are. Everyone in our little family is having fun doing the things we’d be doing anyway, while the additional rewards are very nice and enable us to do and buy stuff we couldn’t before.
So what’s changed compared to the first iteration?
One of the two main differences is that the tasks given by the ArchePass are less specific now. Before, we had to kill 30 mobs in region X or spend 50 labor on profession Y. Now we need to kill 300 mobs, period, or spend 2k labor, period. So, like I said, you can mostly do whatever you intended to do anyway and get the pass rewards on top.
At first glance the needed amounts seem pretty huge of course, but these are weeklies, not dailies. Also, for kill quests your whole group’s or raid’s efforts count, so doing just one Crimson Rift nets you ~250 kills right there, for example.
Furthermore you get six tries per day to change a task you don’t fancy doing into a different one. Overall I don’t find it difficult to always have tasks running that I’ll automatically complete while playing.
The second important difference is that the tasks don’t award gold anymore. XP towards your AchePass-rank, normal XP and two additional diligence coins per task is all you get. Which, to be honest, is plenty. Yes, not having any diligence coins at all was really bad during the first weeks after release. Now we’re just a couple of days into the new ArchePass’ second week (because it resets on Mondays) and I actually don’t know what to do with them, given how many I have. I also have labor potions galore, and the other rewards aren’t bad either.
So I guess if I have anything left to criticize about the system’s design it is that it’s maybe, possibly, potentially just a little bit too generous right now. Pssst, you didn’t hear it from me!
It’s still a bit buggy though, because of course it is. Oh come on, had they managed to do this without any hiccups this time we all would’ve thought the sky had fallen onto our heads, wouldn’t we?
It still seems to generate some lag when a lot of players are doing kill tasks at the same time. Those tasks also tend to behave kinda weird when you do them in instances like the Halcyona battleground. The ‘gain one million XP’-task seems to reset regularly, so I’ve always rolled off of that one right away. And speaking of rerolling, pretty often you get the very task you just tried to get rid of again – the jury’s still out on whether that’s a bug or a feature though.
So there you have it. As a reminder, it’s a system that was mainly designed to give players a means to acquire stuff that can only be purchased with real world money in the original game – inventory expansions, labor rechargers, pretty much anything that has actual gameplay benefits and isn’t purely cosmetic – and in my opinion it’s doing a pretty good job with that in its current state.
Now let’s see what they manage to screw up next, shall we?