ArcheAge: Many will be left homeless?

ArcheAge Server Evolution FAQ

Hello all!

This FAQ will be updated over time as we finalize details for the upcoming Evolution.

The information offered here is NOT final, and due to the complexity of the process, is subject to change. It is also intentionally vague when we don’t have solid answers yet. It’s better to say we don’t know because we have not fully investigated and verified matters rather than to provide incorrect information.

Please continue to post questions and constructive discussion to this thread – we’re all in this together!

Please bear with us; we’ll fill in the blanks and expand this FAQ enormously as we explore and test the internal processes requires, and address the specific concerns that you bring up.

~ The ArcheAge Team

Why do we need an Evolution? I am happy with the way things are!
– In the course of a game’s life cycle, it is normal to see two things happen: lower level zones used by low to mid-level players are underpopulated, and players move on to new games.
In ArcheAge, we are now seeing an increase over time in our player base, but many players, old and new, have requested a way to bring together more players on each server.
Due to the unique nature of ArcheAge, particularly with regard to land ownership, we will not undertake the old style standard server merges – instead, we are embarking on an Evolution, which gives players more choices.

When will the Evolution take place?
– Toward the end of this year. We don’t have a date yet, and there are a LOT of technical details to work out. It also gives you all lots of time to think of additional concerns or questions for us to address.

What exactly will happen during the Evolution?
– We are still looking at a number of options before solidifying the process. The basic plan is as follows: new servers will be created, and players from current low population servers will be moved to these shiny new servers. Yes, that means… LAND RUSH! All other details are under evaluation.

What servers will be affected?
– All current servers MAY be involved in the Evolution in one way or another. At this time, we are primarily focused on the needs of the lowest population servers. Some of the high population servers may be affected if we allow transfers to and from them. We feel it’s important to let our invested high pop players know they will not be forcibly moved off their servers.

As of June 1, our tentative plan is as follows…
Candidates for Evolution due to low populations:
Enla, Ezi, Calleil, Inoch, Lucius
Not currently considered candidates for Evolution:
Aranzeb, Kyrios, Ollo, Naima, Salphira
To be determined (population will be reviewed as we get closer to the Evolution date):

I am part of a large guild – how can we make sure we all end up on the same server?
– We know how important it is for guilds to stay together, so this is a top priority in our planning.

What sort of time window will we have for the Evolution?
– We will announce the date as far as possible in advance, as well as the window for active Evolution.

What if a player misses the Evolution window or comes back after years away from the game?
– Most likely, players who are on a low population server and inactive at the time of the Evolution will be relocated automatically.

What happens to the land I own at the time of the Evolution?
– Players and their items will be packaged to move. We will offer more details on the specifics as we get closer to the date.

What happens to my items, honor, etc. with the Evolution?
– Our goal is to ensure that all personal, inventory and bank items will transfer, including currency (such as coins and honor). This will be a very complex database challenge.
In-game mail will likely not transfer, nor will listed auctions. This makes it important for us to give as much advance notice as possible when we set a date for the Evolution.
Items in chests are a special challenge, and will need to have them packed up, one way or another. Based on our personal play experience, we know that most of us are pack rats; we have concerns about those of us with so many items that we can’t possibly fit them in warehouse/inventory. We need to find a reasonable way to address that situation. Us pack rats hate having to drop goods!

Will I still have my ultra-cool name after the Evolution?
– You will transfer with your name. In the case of a name conflict on your new server, we may need to manually rename one of the characters. We need to review precisely how this process will work. We know this is an important consideration, and will clarify as soon as we can!

Can I decide which server I prefer to be on?
– We want to offer choices, but we need technical confirmation that we can support affected players in their choice of servers on their region. We’ll update as soon as we have confirmation.

What happens if I change my mind and want to be on a different server than the one I chose at Evolution?
-Transfers post-Evolution may be offered through a web-based service; it’s on our list to investigate!

How long do you expect the update to take?
– This is a major update and may take up to 24 hours.

Do Patrons get any special items or considerations in the Evolution, such as early access?
– We have not discussed this yet, but we will let you know!

Mortal Online: Patch Notes

Mortal Online Forums
Bug Fixes
  • Fixed glitchy mount pitch rotation when players where riding.
  • Fixed a lot of typos and errors in stuff that tutors say.
  • Fixed a bug that stopped players from getting proper taming skillup when successfully taming a creature.
  • Fixed part of the map that had broken server collision and navmesh.
  • Fixed issue with new houses that didin’t correctly do their version-update.
  • Fixed a pretty rare node crash.
  • Fixed pet receipts on Sarducaa. They now have the correct name as their city instead of “Other Stable”.
  • Fixed PhysAsset for Goriax.
  • Fixed some floating objects in the Myrland Jungle.
  • Fixed a house that was partially underground.
  • Fixed guard halberds.
  • Fixed some trees giving the wrong resource.
  • Fixed the blue flag some Slaves had.
  • Fixed an issue that existed when moving between the Belrim and Pash nodes.
  • Wartable added to sarducaa keeps.
  • Added better range check for workbenches.
  • You can no longer finish people in mercy mode unless you have a weapon drawn.
  • Changed HUD rendering passes to avoid people turning of the HUD when the screen is fading.
  • Re-added the gore option.
  • Improved message when you have the wrong version installed.
  • Tweaked the landscape around the dungeon on the platform west of Kamin Mara so that it is no longer possible to reach the dungeon from there.
  • The Reading timer tooltip is now less repetitive.
  • When failing to sleep because of combat mode or other reasons, there will no longer be a message saying you lie down to sleep even though you actually don’t.
  • When trying to tame or dominate a creature with too low or too high level for your skill, the message saying that “you will gain no experience” is now more informative as to whether your skill is too low or too high for the creature you’re trying to tame or dominate.
  • It is no longer possible to build TC structures directly inside of keep locations. Guilds with TC inside of their keeps will have the structures refunded once the hotfix is published.
  • Committing a crime that turns you from neutral (blue) to criminal (gray) will now result in a message informing you of this. Previously you only got this message if you were a fledgling (yellow).
  • Messages saying “this resource is (almost) depleted” are now categorized as “game” messages rather than “skill” messages.
  • Jumping or strafing will no longer stop autorun.
  • Sarducaa magistrates now say long live the queen rather than the emperor.
  • All emitters spawned by code is set to translucency 3 now fixing among other things fishing.
  • Tweaked PhysAsset for gamal.
  • Skillbooks for Stonewood Lore, Tapii Lore and Animism have been added.
  • A new section has been added to Beth Jedda.
  • The number world treasure chest spawns have been adjusted slightly.
  • Added some spawners to certain areas of Sarducaa.
  • Fog has returned to Gaul Kor.
  • Gear Vendors have been added to the cities of Sarducaa.
  • Slightly adjusted terrain in some spots on Sarducaa to avoid players getting stuck.
  • Belrim no longer has a House Trade Broker, but a House Vendor instead.
  • Removed some static mesh stone lizards that were left behind in Sarducaa from testing.
  • Scaled up the size of the tunnels in the dungeon which houses the Ratzar Queen.
  • Removed some duplicate mushroom vendors in Myrland towns.
  • Removed duplicate training librarian in Bakti.
  • Tweaked Belrim layout, propping, texturing and NPCs.
  • There should now only be one Thorax at any given time.
  • Adjusted the stats of Stone Lizards
  • New Walkers have been added to the Tindrem Graveyard. These will not automatically converge on the closest target at all times.
  • Scaled down the size of the Ratzar Queen slightly to avoid pathing issues.


The 10th issue of Camelot Unchaineds Unveiled newsletter is filled with tidbits on lore, design, the community, patch notes, and more. There’s even mention of a dragon and screenshots of a village created in C.U.B.E. It’s a pretty lengthy read, so if your time is limited, here’s a sampling of what you’ll find.

There’s plenty of talk about archers alongside designs showing the models of the giant races. The update section includes notes on the addition of modifier components, heavenly bodies (we’re talking about the sun, moon, and stars in the sky here!), and colored lights in C.U.B.E. as well as the implementation of global values to player speed on hills, maximum hit and stamina points, and falling damage. Ambiance enthusiasts might enjoy perusing this month’s developer spotlight that falls on Daniel Beck; he discusses the creation process for CU’s music and sounds. And the proffered lore is a rewriting of a Becoming story, entitled The Becoming – Hamadryads.

We warned you it was a mouthful! Hungry for even more details? For that, you’ll need to read the full newsletter for yourself.


H1Z1: 27 May Update


Patch Notes:

Hardcore Battle Royale Improvements

Hardcore BR now includes zombies, bears and night vision goggles. Reduced minimum starting players to 64. The match can now take place at night and includes a Hardcore Elite Bag containing new unique items.

A list of known issues with Hardcore BR:

  • Icon missing from new elite bag
  • Currently there are no doors
  • Currently there are no vehicles or compass, this is intended for testing as we want to see how it effects the gameplay of hardcore mode

Other Additions and Fixes

  • Footwear has been added to the Battle Royale spawns.
  • Male and Female character models now have alternate head models to choose from.
  • New and improved female movement animations.
  • Fixed cases of loading screen freezing.
  • Zombies now respond to all acoustic signatures including: ethanol/bio fuel explosions, grenades/molotovs, red hazard barrel explosions, landmines/IEDs, vehicle explosions
  • Potential fix for bows getting stuck in ironsights
  • Arrows fired from a recurve bow and crossbow now properly bounce off materials they are not meant to stick in, such as metal or stone.
  • Molotovs now properly set players and NPCs on fire. This effect will last for a few seconds when outside of the fire.
  • Grenade/Molotov explosions should be more responsive now on high pop servers.
  • Battle Royale: Arrow bundles will now spawn near the crossbow
  • Lip sync mouth movement to voice chat
  • Vehicles: Occupants will be able to shoot from within vehicles. Currently it’s only the passengers who can shoot from within the car. The player in the driver seat cannot. Occupants can now be hit from people outside the vehicle.
  • Boots now have a small resistance to punji stick damage
  • Crossbows and recurve bows can now be repaired with repair kits.
  • Fixed issue where character doesn’t appear in BR chute

Thank you to all the people who helped with reports on the Test Server!

Test server fixes.

  • Fixed: Issue preventing placement of furnace, storage and workbenches on a foundation.
  • Fixed: Invisible Bio-fuel bug
  • Fixed: Crash issue when running over zombies with vehicle.
  • Fixed: Unable to pickup items in the world.

Sandbox MMO News


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