Albion Online: What would change?

–> you would gather at certain spots for a longer time, maybe do some minigames, to increase your yield, reduce your stamina consumption or find more rare loot

–> maps would overall look more rich in resources and you could always find something to gather
–> crafters would need more resources to craft, to balance out the new amount of incoming resources. They can also get minigames to reduce the amount of resources needed, to increase quality or fame gained.

–> exhaustion rate as a new way to regulate overusage:
Gathering skill, equipment and/or food determine your stamina while gathering. A pure gatherer, specialized in gathering one albion online gold market, would have a good amount of stamina, to work hours after hours, if he/she so desires.
Equipment durability will be more important than before, as you would be able to completely destroy your tool through gathering (because you can actually gather until your tool breaks).
Minigames can occur, which challenge the player to do his/her best, to gain a bonus. You could even find rare resources through these games.

The longer a player stays at one resource spot, the lower the chance of the outcome (minigames, loot). That way, it would be desireable to switch locations more often.
Rare resources would mainly come from players, who are good at minigames. Skilled gatherers would make a profit out of their ability to gather + their knowledge of hidden rare spots in the world (maybe gatherer faction trinket, which reveals some spots only to you?)

The stamina would refill over time (needs to be balanced well), so that you should always be able to gather Albion Online Gold, if it is your main way of playing. Gatherer Factions could also offer some sort of special massage/food etc., to help you regain a portion of your stamina, but you would need to pay in resources. That way, you could keep progressing at the cost of your own silver profit, or decide to make money and maybe go monster hunting, while you recharge your gathering stamina (after hours! of gathering).

 

Albion Online: Time to acknowledge this BETA’s progression is awful

AO became boring, plain and simple. We went from a progression gated by weapon fame grind and PvE/PvP activities to all content being gated by gathering, and it’s completely unbalanced. There is absolutely no logic in farming your weapon in a few hours and then spend a month gathering. There is no incentive to do more gateways, hellgates, raids, castles or even decent OW-PvP. You login, realize all you have to do is gather, stay by your guild’s chest a couple hours and logout.

To be fair, we actually got amazing upgrades in this BETA. The new way tiers work for weapons/armors (including crafting), masteries and progression simplification are a few examples of Albion Online Powerleveling. By the other hand, the way the fame progression was dealt with is absolutely horrendous, and it makes no sense to implement such changes on the last BETA, only a few months before launch. I have to be honest, it feels like we took giant steps back.

Don’t get me wrong, I am not asking to “nerf gathering grind”. in BETA 1 gathering was too easy, agreed, so we actually needed some more difficulty on it. Problem is this game is right now far away from being difficult or hardcore; it’s boring, a complete snoredom. There is zero risk in spending hours, days, weeks wandering around in black zones in which you won’t find anyone and praying for the gods that some 6.3 node will not be depleted in one of the tens of maps you visit.That’s the hardcore of this game: walk around and hope for some gathering node. No PvP, no PvE.

Now, even we force ourselves to OW-PvP, even then it’s weird. You again have to walk endless hours and hope for an enemy to show up, usually in numbers that won’t allow even a decent fight. There is no reason to gather friends and do a gateway or hellgate, or even less motive to gather a big group and raid or invade a castle.

The worst part of all this is that the “solution” proposed on gems is absurdly useless in the big picture, and once we criticized it there is now complete silence. Not a single comment or answer on how things are going.

We need to take a step back and realize the current progression is simply awful. Gathering cannot be the main gate for Albion Online Silver and gameplay progression (although it has to be relevant, of course). Now, add all this to this gigantic map size in which no one faces no one due to the spread of players and the ridiculous amount of dungeons and you get what we have now.

My suggestions: weapon grind to be way harder and more rewarding, plus its masteries to mean more (just an idea, but perhaps you could unlock vanilla tiers on the tree and enchanted weapon/armor on the masteries); More resources around/better respawning and a a small nerf on gathering grind at higher tiers; more incentives for gateways/hellgates/raids; remove most of dungeons and link those that remain (link clusters); remove the central outlands island or make it red zone (GvGs with soft gear cap for smaller guilds).

Albion Online: Add regular fast-travel into the game

I am on your side Matrix. This guy, seriously? Seriously! I really don’t appreciate some ideas he had said. Especially I saw him posting the thread crying for FAST TRAVEL. That’s really unacceptable. What a ruining idea to crash the local market. I don’t understand why these people want FAST TRAVEL and crying for reducing the size of the albion online silver farming. I even want Albion world more wider form now so every guild could have a chance to play sandbox and making more local political powers. Come on, guys, this is not a regular MMORPG you’ve played as WOW, this is a sandbox game. You need a big and wide map which letting players establish the local power and market. That’s the thing make Albion a great game!
Can someone explain to me the reasoning behind adding regular fast-travel into the game?

As of right now, it’s not hard to run to a different green city. It’s probably 5 maps or so away. But adding fast travel will not only ruin the local economy, but it will dull the aim of the devs when they redid the maps to hold certain Albion Online Gold instead of all. If my city is surrounded by plains, then we have an abundance of leather. If I caravan to a city surrounded by mountains, then I can sell my leather there, and buy stone/ore to take back to my main city.

Personally, I don’t mind going out a few maps to gather. Lazy players tend to not go that far, which leaves most resource nodes full. If a red finds me undefended and overloaded, good for him. It was my fault in the first place for being overloaded, and for not having protection with me.

As for the black zone maps, I am glad they expanded the world. If your guild really wanted to do well in black zones, then gather t2 materials in the green city, and make a run with guild members defending you to find albion online gold shop. If you don’t have any gatherers, contact a local green gatherer and offer your guilds protection (walking through black zones) for the payment of 50% of the load of t2 they were carrying. I was the green gatherer yesterday, and I hired a mercenary guild to defend me for 65% of my load (they were going to defend me going to and back).

There is a strategy (and consequences) to this game now. Either with the pathing you take, or the shady things you do to keep someone from hearing your mount. Last beta, zergs would wait outside a red city and kill everyone, without any consequences. Now, they have to watch that their fame doesn’t cross a certain negative threshold, which allows for strategic decisions on their part.

Please, if you see any negatives in my way of thinking, let me know. I would like to be more knowledgable of the pros and cons of the current state of the game.

I do understand that there will be a fee associated with fast green-zone travel, but then that would add to the whole “P2W” arguement fire going on currently.

Albion Online: Let’s get this game back on the tracks

Progression

Currently people are asking for you to slow down progression because some your game design is flawed and with the current design I’d have to agree with them. I would prefer you make some changes and leave the current, easy to learn, hard to master progression philosophy in place. We all can agree that balancing is needed with your current destiny board and I feel that the time investment between gathering, crafting and gear usage unlocks is way out of whack. These three areas should take equal amounts of effort to reach the same destination. They should be balanced to where tools are now, which is a meaningful amount of effort to get to a competitive level, but not months or years.

GVG’S

GvG Design is Flawed; I and I am sure many others entered this game with aspirations of being a great GvG’ers. But over the course of my 2 years in this game I have realised that GvGing is not for me and It also comes to my realization that GvGing is a very exclusive activity for those that have the excessive amounts of Albion Online Silver or lots of flexibility in their schedules and in most cases are fed gear and in some cases accounts that others have leveled for them to play.. I feel like there should be a disclosure to this feature in its current state with all the criteria that goes into this in game activity.

Problems

Way to exclusive, from time restrictions, to resource demands and even limited slots and even skill restrictions.
Promotes formation of large guilds and/or alliances aka Zergs because the more people you have the more resources you can bring in as well as farm safer.
Promotes Communism which in most cases leads to abuse and waste. Some people mistake this as teamwork but often times they are the ones being fooled.
At the end of the day they are pretty much meaningless fights.. Sure people(GvGers and Developers) try to build it up as if they are something amazing but again, less than 5% of your population does GvG’s and I bet over 50% would like to. In addition to this, I would bet 30% of this final beta population is only playing because they are GvGing or trying to support GvG’ers and the masses that have quit the test, quit because there really isn’t anything to do other then Gather for GvG’ers and GvG. My numbers are for perspective purposes, not factual statistics.
Over a Half a dozen tests later and still too easy for albion online gold market to own vast numbers of territories? Stahp. At the time of me typing this Finstack has 25 territories themselves. How is this healthy? You got 1 guild controlling a huge area on the map, if you had say 20 different guilds in the same area the world would feel alive. Your GvG system is killing the game.
GvG’s have a choke hold on your game.
Possible Fixes

Limit number of territories a guild can hold through steep scaling upkeep costs(food and/or silver). This has been a problem from day 1 and you have still failed to see the issue with it or lack the Give a F to fix it.
Make each fight more meaningful by not having so damn many of them so often. Think about how you have your city plots set up? Why not have an auction everyday? Because you want someone to get a value out of it before they can lose it. That is how Territories should be. 1 fight a week winner takes all like the resource territories. If your guild members has stuff in their bank, to the victor goes the spoils and the victorious guild can take everything out of the bank from the losing guild if they left anything inside. This also works towards combating zerg guilds. Who cares how many resources they can bring in, in their zerg/communism guild. Even a small guild can set up for a fight once a week and the better team gets the territory, not the one with more time, players, resources.
Bring on a WoW style arena system (I’ll be putting up a post for debate here shortly, but having looked at the facts, I am ever more convinced that this system would benefit your game far more than It would hurt your game and would love to have a healthy debate on it.)
Mounts and Seed Vendor

This vendor needs to go. Things offered by this vendor need to be found and collected in the open world.
Farming and everything related In its current state sucks and it benefits the ones who can tolerate suffering more and those that have more alts/accounts. It lacks excitement, it’s dull and it’s boring.

Possible Fixes

Beyond T3 mounts, We could see Wild horses/oxen spawning in random locations throughout the world of all tiers depending on their zone. These horses could be killed like a Direwolf and would have a higher drop rate of dropping foals to be sold or traded to mount crafters. You already have the assets, and probably the animations. It would be a pretty easy task to add this. Even drops from NPC’s would be better, anything you can do to get people out hunting for stuff rather then handing it to them.
Seeds need to drop off of NPC’s again. I bet many don’t even know they used to drop off of NPC’s. Bring it back.
In addition to this, plants should once again offer a low chance of returning a seed when harvesting not a guaranteed return.
Note: This also plays into the fact that guilds wanting to control vast numbers of territories can, but will have to work a lot harder to get it and this is going to force guilds and players to get out and farm NPC’s.

Additional Thoughts for the State of the Open World…..
I want to reason to albion online silver farming a dungeon or hellgates even if my gear is at max tier and I want to come back with 20 different types of things for 15 different trades, from common materials to “holy shit, if I make it back to town with this, I am RICH kind of loot!.” PvE should feel more like a Diablo series game where you are hunting for something cool and rare. You guys did an amazing job adding in new NPC’s and all that but you give us 0 reason to experience any of that cool content you created for us.

Albion Online: As objective as possible

A setup is any opening skill followed by a burst, where a burst always requires a commitment.

It is at this moment of “commitment” I will pop my bubble.Meditate allows one to counter a bubble by syncing the rotation of meditate into the next setup -> commitment -> burst, while the target is on CD and can no longer counter(Iceblock 40s, Stoneskin 1m).Someone like myself will call a commitment at the moment you begin your burst animation.

Lets take Dagger Pair as an example. The 3 Sunders is the setup, the start of an Slit Throat animation is flagged as the commitment.Further if the operator understands how to Buy Albion Online Silver Weave and Animation Stack, and when damage is applied; can tighten his rotations dramatically, and increase his DPS dramatically.There is also a technique to counter what i am speaking of, especially if the target has an interrupt hot. But I digress, I have said too much thus far.

If you know yourself, and know your enemy; you need not fear the result of a hundred battles. If you know yourself but not your enemy; for every victory gained you will also suffer a defeat. If you know neither yourself nor the enemy; you will succumb, in every battle.Yeh but it doesnt happend very oftern though I do think iceblock and stuff should be lowered to 30 seconds cooldown though as meditate is also a 30 second cooldown.

You are totally irrelevant here and i hope you understand how poor your Albion Online Gold for comment was.Some players sure thinks like this, but atleast same amount of players are trying to protect meditation, because they personally use it at the moment and they dont want to get nerf to their builds. Players who can just think this matter from their own point of view should not even take part to this discussion.

We are in the beta testing phase and things like this should checked out as objective as possible. I am quite sure this was also intend when opening this discussion.This. Balance problem is my reason to talk behalf of removing meditation.

Albion Online: This would be another key part of the concept

Why don’t you like it in particular? A trainee gatherer may get 1 resource every time he tries to gather, so after 5 min, he should have less resources, than the current meta would allow (if standing near full nodes).

But a fulltime gatherer would get equal or more Albion Online Silver in the same time (again, compared to current meta with full nodes near you).

The concept is all about showing availabilty of resources, but demands high skill level, to harvest properly. Traveling through empty lands is no fun. Traveling through full lands always enables everyone to participate in any action, but still keeps the economy stable.

This would be another key part of the concept: you would get a random chance to participate in a minigame, while gathering. For example a 2d picture of the recource would show up in the middle of your screen and you would have to click certain spots, as fast as possible in a set time frame. The more accurate and fast you do this, the more rewards you will know how to get albion online gold for sale. Each reward could be ranomized or tied to the minigame (like getting up to 50% more fame for the current yield round, or double resource yield for the current turn, or maybe a piece of rare material of the same tier).

I see, so the minigames have to be entertaining, rewarding and should still allow you to react in pvp areas. I think that all these aspects can be covered with the right games and interface set up.

Yeah, the key is balance; so although the maps would contain full resource nodes, it is NOT the most effective way to only sit tight on a t3 node until you unlock t4.

So camping is inefficient and will just yield less and less resources, the longer you gather + your tools will break at some point, so you either have to bring more tools or go back to town for maintainance.

An in-game feedback sort of thing

Fast travel w/ gear should cost as much as what you’re taking with you and possibly more.Mount speed change sounds like a shitty solution to a larger problem.

Weight being reduced would be okay I think, probably will need some tweaks but over time it’ll hopefully elongate the amount of time players spend gathering at once, increasing the risks of doing so, goes back to #2 in that if everything was a bit less spread out it’d be riskier and travel wouldn’t feel like a chore.

Persistent mounts would be cool, but imagine dismounting an ox and waiting near a crossroad for pvp and then hopping back on it when you reach 1/3rd health and the rest of your team keeps fighting, there better be a cast time to get back onto that mount. Same with finding a gatherer and them just hopping onto a t5 horse and peacing out. It also feels like it’d be out of place in this game to buy Cheap Albion Online Silver but I wouldn’t know without seeing it.

I like both of those solutions, as long as there are only 4 or 5 enchanted zones on the entire map and they’re black zones, both would be amazing for pvp, imagine fighting over control of a tile for abundant resources.

I d really suggest you change the way you wrote your opening post. The thread title and the last question kind of leave the impression that you are just providing a neutral poll in which ppl can express their oppinion and you seem to like to count the pro/con voices. HOWEVER…and I first didnt wann to get more Albion Online Gold, you are obviously formulating it more critical towards the new system. In your opening post you assume that the “silent” majority doesn’t support these changes. Well… I have a totally different impression and I think (propperly implemented) that the upcoming changes will satisfy the vast majority of casual and hardcore players.

If you want your “poll” to be taken serious by Developers and responsible staffers and the outcome not be biased then you ought to formulate it way more neutral. You can still be critical towards the changes and voice your opposition outside the opening post. The most important things with polls and questions within (assuming your intentions are honest) is the way to find the best albion online silver store. You should try to formlate it as objective as possible otherwise some people (like myself) will not take the whole discussion and especially the outcome serious. Lets say you conclude that the changes are bad and the most people want the old system back then it will not be based on a valid poll. The methodology of a poll shouldnt be underestimated. And just please…dont take it too personally. I m just a guy from the quantitative research field.

For beta they should add an in-game feedback sort of thing, where they give you neutral pointed questions, or broad ones whatever they want, and then you get silver for answering them. It’s okay because it’s beta and it’d get people who don’t bother going on the forums to complain. The silent players will do it for easy silver and they’d get a better look at what the player base thinks.

The little secret in Albion

The little secret is, they make this game to make more Albion Online Gold. The majority of players in any games are casual players. Casual players is usually people with jobs family and other obligations, but more importantly it’s people with money. learning points makes casual players feel they have som progression even if they can’t spend 8-12 hour a day playing video games, as long they feel they get some progression they keep paying. Now the real hard core players might as anyone else spend money at start, but after that they probably is much more likely to be able to finance their “fees” by what they make in the game, in other words they wont bring the Company any new money.

So removing alts and removing/limiting learning points might be a good thing for the hard core players that feels one should at least spend 7-8 hours a day working hard to achive something, they might feel cheated that what they have to work hard to get others can just buy with real AO Silver. And it maybe is unfair, but its good business and good business makes a better longer lived game.

The purpose of alts is to spread your tasks around. So each alt is still gaining fame at a rate of x per x resources in. Meaning all alts will be hiting those fame requirements off of their specific task, i.e. I gathered 1k t4 hides on one character, then processed them on another, then crafted x # of leather chest bodies on the 3rd. All are gaining fame at a rate.

Now this wouldn’t be a problem comparing it to one character gaining the fame from ALL sources. Obviously he would be getting more than each individual alt correct?

Well not really because of how fame amps up with tiers.

The one doing everything on one character will be starved out around t4 bringing in fame from t4 resources while the person handling each individual process on different characters (with the same LP invested) will be handling atleast T6 albion online gold market (+ enchanted resources) netting way more fame per gather / time invested.

It is true that i am a bit of an outlier and an exception BUT what i am doing myself is being replicated in guilds all over the game. Any main player most likely is running atleast 1 alt to contribute to guild production.

LP just doesnt work, no matter how you try to implement or tweak it. From a logical standpoint it is taking 5 steps backwards while trying to move forwards.

Albion Online: I agree that its not P2W directly

However it would be great if you considered a premium model that covers the whole account. Make premium cost like 50% more and be available for all account characters. As far as I know there is a limit of 3 characters totally per account? Why not reduce it to two chars and there we go.

You still make reasonable profit and the soft subsciption would be a real subsciption and make sense. On the other hand… I do understand your intentions ofc. CCP is also making ppl pay with PLEX or EUR/USD for a second character within the account that is receiving skill training while offline. In sum your business modell is okay and not the biggest construction site imho. There are more important issues regarding the game right now I d say .

Cash -> Gold -> Silver
Some whales may spend a lot of Albion Online Silver, but they are still limited by what is on the market initially.For the most part, they will be bank sitters with their fancy gear playing in safe zones or dueling.Those that are in big guilds will use the initial money to jump start horse/ox or buying of territories.As the game ages, those that spend money has an easier chance to ‘catch up’ than those who don’t.

This business model is reliant on initial buy in (pre-order/launch), whales/dedicated players that really enjoy the game, and steady influx of new players to replace those that drop.As the game matures, population will decline so will spending.In a full loot game, the most valuable possession is the character/skills not the item.

Oh my god…

I am able to get and have a substantial advantage in the game world by paying with real life money. Period. That is pay to win.If it was pay to play, with an across the board sub, then no one had an advantage.Who cares who is making the gear or harvesting the ore? I can use money to Buy Albion Online Silver in a player driven economy and use bank LPs to gain substantial advantage in tier progression and convert gold into cash.

The gold may not help as much in the first 24-48 hours after launch, but the founder horse and ox does. I spent money for that.The LPs do as well…who cares if you are saving them…everyone is, its called an alt.

real life money=serious advantage

What i think is: As long as you can buy gold for $ and with gold you can buy silver which can buy gear, yes, this is similar to a p2w game.
Not saying this is already p2w, but it can be turned into.My suggestion is to only sell vanity itens from website, which can be sold. Which itens stays on your choices. Cash for gold no, definitely not.

There are no difference between buying silver with gold or trading silver with gold from players. Albion online gold market has some instabilities but also has a constant growth guarantee.

I’d like to make an example: 1 newbie player, which have bought a Legendary Founder’s Pack and 100k Silver with his $ on website, let’s say he starts the game with some 110k gold and 0 silver. Even if this player plays a small part of his day, he still get a huge advantage from players that dont have albion online gold. Why? Because when Gold -> Cash is on 100/1 he would have from 0 to 1kk silver in one day, which is not fair enough with people who grind 2 weeks to get t4 gear, he bought t4 gear in one day.

Thats obviously a p2w system. I remember reading something from you guys talking about leaving that system from buying Gold on website, am i remembering right?