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Most discreet way to buy Riders of Icarus gold without your toon banned

December 14, 2016 – As is known to all, Riders of Icarus gold is extremely important for Riders of Icarus players. but as they are thousands of stores which selling Riders of Icarus gold online,so its very important to be discreet with your buying step. As the most reliable Riders of Icarus gold dealer in the game market, RoIStore : Riders of Icarus gold team like to give some practical solutions to the problem most game player may come cross, and today we will begin with the most common one.

“This is the first time that I buy Riders of Icarus gold so im scared to get my toon banned. So if you guys can do this in the up most discreet way?”.

I believe this must be a problem which every Riders of Icarus gold buyer came cross, that is what is the most discreet way in buy Riders of Icarus gold ? Can this site make sure to give me the gold I want? will i be banned by buying Riders of Icarus gold? now i will give you some practical solutions to this problem.

Most discreet way to buy Riders of Icarus gold without your toon banned

First: Ask the Riders of Icarus gold store just trade the gold to you on a cool character, Do not have the gold delivered to your main character. The best bet is to create an alt that you can immediately delete after the trade complete.

Second: Choose the Face to Face way to deliever the Cheap Riders of Icarus Gold only, this is the safest way and its less likely to be tracked by the publisher.

Third: Use a casual dialogue as the secret signal, you can say something like “hi its chris, here’s that money i said i’d give you because you got hacked”.

Fourth: Get a pre-paid credit card and don’t use your home address. This should cut down on the spam you receive post purchase. and here i highly suggest you use the paypal payment, and choose the site which is anti-spam.

I hope the above tips can be helpful to you on this happy Earth Day.

Media Contact
Person: Mark
EMail: gamehelper365@gmail.com
Skype: gamehelp365
Website: http://www.roistore.com/

Sandbox MMO Albion Online Now is on Steam

Berlin-based studio Sandbox Interactive will be publishing their sandbox MMO Albion Online on Steam. A campaign to have the game Greenlit on Valve’s game distribution platform has been successfully completed.

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In an effort to facilitate even easier access to their free-to-play title, Albion Online’s developers had put their MMO up to the test of public opinion on Steam Greenlight. Steam users could then vote on whether or not they’d like to see Albion Online accessible on Steam in the future. And that they did, in their droves; within a matter of days, the community had shown more than enough enthusiasm for Steam to give Albion Online the go-ahead.

“Publishing on Steam gives us another way of allowing players to jump into the world of Albion Online,” said Stefan Wiezorek, founder and CEO of developer Sandbox Interactive. “The social and community-focused functionality of Steam really speaks to the importance we place on player interactions in Albion Online.” Players who don’t use Steam need not worry; they’ll be able to access the many client versions of the cross-platform MMO through the official website as before.

Albion Online is currently in a closed-alpha and will be released for Windows, Mac, Linux, and iOS and Android tablets. Players interested in testing can secure their access by purchasing a founder’s pack. All information about those packs can be found here.

Albion Online Stakes Out A New Land Auction System

To prevent a constant blockade of building plots and also to give players joining Albion Online later a fair chance at owning a desirable building space, Sandbox Interactive has introduced a new system – the land auction system and changed how land is acquired and kept in the world of Albion Online. Players now can purchase any plot – as long as they are able to outbid the previous owner.

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Land Acquisition

Building plots in cities start as “unclaimed” and can be purchased for a certain silver fee. The plot will then be considered “owned”. The owner then can erect crafting stations and houses on the plot.

Compared to the summer alpha, player will not have to pay upkeep on your owned plots anymore. Instead, all owned plots, come up for auction in fixed intervals.

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Auction System

One week before the end of any lease interval, the bidding on the plots will start. The auction will utilize a maximum bid system: you enter the maximum amount of silver you would be willing to invest for a plot. If somebody else also wants to acquire the plot, your own bid is adjusted up until your maximum bid. If you are the current owner of the plot, your bids count double.

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Naturally, you can always increase your maximum bid – given you have the silver available. This bidding period will last for six days. On the seventh day, only the current owner of the plot is able to increase his bid to prevent him from being „sniped“ at the last second.

ALBION ONLINE’S SUMMER ALPHA TO BRING CRAFTING, ECONOMY, AND COMBAT CHANGES

Albion Online’s winter alpha event is over, but the dev team is utilizing the information gleaned from it to prepare for the next one coming in summer. In his latest development update, Founder and CEO Stefan Wiezorek outlines various changes in crafting, the economy, and combat that players can look forward to.

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Economy-wise, mobs will drop fewer or no finished items, silver will be earned from PvP kills, guilds will have market places, and silver requirements will be removed for farming, planting, and crafting. Additionally, players will be able to trade gold and silver via a special market system instead of relying on global chat. The value of crafting is getting a bump with the introduction of crafting endurance, which will limit the supply of special or higher-tier items. And in the realm of combat, random Hell Gates will spawn demons that open a portal to a dungeon if defeated and special chests will spawn in PvP lands as an incentive to lure players there.

There’s also a new PvE faction system incoming, and devs are implementing a mechanism to combat pay-to-win. More details on all these systems and more can be found in the update notes.

ALBION ONLINE PUTS FORTH ITS ROADMAP TO CLOSED BETA

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Albion Online‘s development team isn’t just sitting back and basking in the afterglow of a successful summer alpha test. There’s a closed beta on the way, and the developers have posted a roadmap of the process from here to the beta test. Lots of new features need to be rolled out, lots of systems need adjusting, and lots of gameplay will be expanded and improved.

The gear curve has been noted as being far too harsh, while the combat system needs significant polish and rework to make every intended portion of the game’s systems function properly. Learning points and GvG will also be receiving extensive overhauls to make the systems feel more natural and rewarding. It means that the game which players will be trying in closed beta will be quite different from the summer test, but it also means a far better game in the long run.

ALBION ONLINE DEVS ON NEXT UPDATE AND TEST POPULATIONS

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Albion Online Game Director Robin Henkys and Creative Director Jörg Friedrich have posted their first dev vlog. In it, they give an overview of what’s coming in the Cador update, including a death mechanics overhaul. The devs also took a moment to explain their population goals during the testing process, telling forumgoers that the test population is “very stable” in recent weeks and “more than sufficient.”

“On top of that, population numbers are not a focus for us right now. We are not doing any marketing or sales at the moment, as we want to reserve that for when we believe the game is where it should be. That’s why we are also very comfortable with some people taking a break from the game right now – in particular, with the future wipe looming in the air. You can expect our next traffic and player re-activation push to be around the time of the next wipe, which is still some time off. This will already feature the first version of our new game world, and of course tons and tons of new features, content and improvements.”

Check out the vlog below.

ALBION ONLINE’S GATEWAY DUNGEONS OFFER INCREDIBLY FLEXIBLE ADVENTURES

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Albion Online is merging the concept of an old-school open world dungeon with its hellgate mechanic to make adventure spaces that feel fresh and challenging.

These gateway dungeons, as they’re being called, have multiple entry points and several “pockets” containing veteran mobs and gatekeepers. Gatekeepers, when killed, will open up a portal to a special instance for you and your four buddies, in which you’ll find even tougher bosses and better loot. Of course, you may never come out again to tell the tale, but that’s the risk you take, eh?

Albion is also in the process of reworking its death mechanic — or to be more accurate, its knockdown mechanic. With this new process, when a player runs out of hit points, he or she will get knocked down and have to wait until one of three things happens: fellow players cast a resurrect, an enemy comes in for the kill, or enough hit points slowly regenerate to allow a return to the action.

Albion Online: the new Timezone changes

If you re saying that a guild, that has 50 active members will have an advantage over a small scale guild with 10-15 members online in the evening..then thats how its suposed to be!. You cannot simply make the Devs ignore that numbers actually matter. Ofc the larger guild will be able to gather more recources and hold more territories. and you can through Cheap Albion Online Gold to get them,As a leader of a small guild (our goal will be to reach 12-15 active members per evening) I really cannot stand the hate towards the larger guilds.

Numbers do matter, full stop. If one wants to be part of a greater community then form an alliance or join a mega guild. I dont like this attitude… The people we are going to recruit will also prefer smaller guilds but noone will be so ignorant to ask for the same advanatges a large guild has. There simply has to be a difference weather u have 50 mates online, or 5. If a certain cluster is too crowded with large zerging alliances, then the option is to travel 4-5 zones apart from the central hub and make a living there. The smaller guilds will not possess the best reccource/rad spots of course. Why is that such a big issue? Of course in the end a 15 player minizerg should be able to beat a 25 player zerg IF they are playing well. I m hoping for more optimized anti zerg mechanics but ruining the gaming experience for some people just because they are in a larger guild than you/me…. What the heck… This just sounds ignorant towards everyone. “… if I cant have it, then noone shall have…”. Its really this sickenign crab mentality

I am also worried about the resource distribution in regards to forest having less than highlands and very other abnormalities with the maps. Personally I feel we should have a mixture of Timezone limitations but allow guilds to specify the slot in which they can be attacked. For example each territory has a game set 6 hour window then when a guild claims said territory that have a movable 3 hour window that they can set which is were GvG’s can be initiated from this allows some degree of guild control allowin them greater choice over when they are with the albion online gold market. However in a realistic world you never have a situation were you can only be attacked during a said Timezone, but alas this is just a game.

I am interested to see how siege camps are gonna work with this new Timezone changes considering we have such different time zones between a 4 map cluster.

Just some thoughts gonna go over it today and compile a list of questions for the devs.

One last thing I feel the amount of siege camps is alittle too small and doesn’t allow guilds much ability to get a plot further away from these time zones. Could we consider putting siege camps inside cities that can only attack out as it appears they have no direct attack to a home territory.

The top right region offers the highest rewards in terms of resources, PvP objectives and PvE content, and we expect it to be the most competitive and most densely populated. The bottom left region is at the lowest end. Since it offers lower rewards, we expect that area to be more peaceful, less competitive and also less densely populated. By deciding where they want to settle, guilds can pick their own level of difficulty. For the lower end zones, we will try out our soft gear cap mechanics that we successfully used in Beta 1.