Everything go sooo much easier after the Albion new update

I could be wrong, but I think he is more referring to the fact that everything go sooo much easier after the update. So much so that the hardcore players that bad put all the effort into a purposefully hardcore game were discouraged when people were equal to them within a day or two of the update. So where it had take them weeks to get to like t6 was now being accomplished by all in a day or so.

I do agree that they have made leveling too easy all around to Buy Albion Online Gold. I like the fact that you can get progression fame from lower mobs for higher tiers now, but really think it should take longer than it does. We’re slowly morphing into a WOW mentality.

The open world fights are kind of fun, but there’s really nothing else to recommend the game on. Certainly not the 5 man postage-stamp sized “sieges”. The era of running around in a flat isometric world with a handful of skills, a low skill ceiling, and grind-based timesinks has passed. Making a game with throwback mechanics to the mid-90’s is an interesting idea, but I think we were all politely ignoring the fact that games have evolved. How many months in a row are you expected to log on and farm the same giants and skeletons with the same skills tier to tier? Even if you’re used to Korean grinds, this game is mind-numbingly repetitive AO Gold. The way you play at tier 8 is identical to how you play at tier 4. All you gain is the ability to get unearned wins with a gear advantage.

Everything go sooo much easier after the Albion new update

Most of my guild is obsessed with full loot games, but the game surrounding that mechanic is so unremarkable that we haven’t been able to get more than about 5 core members even remotely interested in the game at any given time. It’s that hard to sell. The mechanics are too shallow for competitive PvPers. The grind is too repetitive for MMO fans with other, better options. The copy-paste world design isn’t interesting enough for casuals/RPers. If you were to ask me who Albion’s intended audience is, my only answer would be people whose computers are not powerful enough to run other games.

They wanted to make a game that lasts for years,but the only thing pointing in that direction is the endless grinding of materials.

Combat is boring,and individual skill wont affect much the outcome of a fight in pvp.The “You are what you wear” philosophy looks best albion online silver store but its actually very limiting.The inteligence/strenght/dexterity/critical/etc stat system,although old is still the best way to go,you can have 2 players with the exact same gear have very different results.

Very few content,that is controlled by top guilds,making progress of smaller guilds extremely hard.Most people want to play with friends,not elitists they dont really like to be with just in order to have a glimpse at end game.

Leveling/Jumping Potions – In Favor of Branching Story/Progression

Recently, player feedback was requested in the decision-making process of whether or not to introduce “Jumping Potions” or an Insta-Level mechanic in order to catch new players up to the upcoming expansion FFXIV Power leveling content.

There are two valid responses to this approach:
1. Progression should be meaningful and no content should be missed or left behind.
2. It is good for new players to be able to enjoy the latest content, and it is good for new players to be able to access relevant content with friends if they were invited to the game by someone else.

Personally, I think that both of these feelings are very important to address. On the one hand, I feel like retaining the importance of existing content and the significance of progression probably outweighs ease of access for new players for the game’s longevity. On the other hand, I understand that such a model is unsustainable with the current nature of the game. What happens in a couple of years when we’re playing 5.0 or 6.0? Should a new player be expected to play for a year or more to catch up to the latest content? Obviously that is unrealistic. Enter, a solution to both problems:
Branching, optional (but very relevant) content.

Currently, I believe the expectation is that updates and expansions build on top of the main story arc, wherein we (each of us, the Hero of the World) progress through a world-changing story while linearly increasing our power either directly through class level or -slightly- indirectly through item level. Each of us is on the same path, and in order to get there, your friend who you invited to play the game must progress through everything that you have ffxiv gil progressed through. The only difference is optional side quests, which are almost entirely inconsequential in terms of character progression, and alternate jobs.
Is this the best model?