Changes for an exciting launch

I’ve been hopping around the forums since this beta started, been over a year since I last played prior.

Here’s my thoughts as an old UO player, who kickstarted albion and hasn’t played since very early beta’s (and has played pretty much nonstop since this beta launched to prep for release). I get that I haven’t been keeping in touch during whole ride like some people have, so maybe there’s good reason why some of these things are the way they are.

So, if anyone thinks any of these changes would be bad design choices, please persuade me, so I can in turn persuade others. I have a lot of friends, especially old UO players who I would love to get into Albion, but there’s some red flags preventing many from pulling the trigger when I talk about the game.

Remove Alts

  • There’s no reason for alts in a game where you can learn everything. In its current form it is abused with the current LP system and multiple private islands. There’s also plenty of other ways to easily abuse alts, from spying to scouting, that hurt PvP. If people want to abuse these things, at least force them to buy an additional account, 1 character per account makes far more sense in this game.

Remove LP

  • Just give players a rested fame bonus based on how much time offline up to a cap, and lower overall fame requirements (especially in certain categories that are painfully slow atm). LP seems like such a strange way to help casuals when versions of rested experience date all the way back to UO with power hour. The current system is just abused by non-casuals for faster progression through alts. The LP build up also causes players to bypass lower tiers of the game, hurting meaningful progression and making me question why those lower tier zones exist at all.

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Customize Islands

  • Other than their main house, let players decide what goes on their island. For example, if someone wanted to focus on farming, he’d probably rather have 1 more farm plot vs 2 more building plots, or however you want to balance plot/building ratio. That could and should be an option if farming was more involved and required effort, discussed next.

Change Farming

  • Make it a viable profession and way to play the game, rather than a daily 24h chore/income generator. Make it more active rather than time gated, and add more buildings + interactions and professions associated with it. Some people just wanna play mmo harvest moon/farmville/whatever on their island and supply their friends with food/mounts/pets/rares. That should be an option, but require effort and feel rewarding for time invested. Right now it’s a “wait x amount of time for free money” mechanic that requires no effort, a daily chore. It’s not fun gameplay. Also see Laborers below.

Change Laborers

  • Buying and filling up books, boring. I have a stockpile of a ton of filled ones, it’s now a once a day click chore like farming is. Also highly abused, especially with alt islands, just like current farms. After initial investment I now make a crazy profits sending a small army of npc’s out to collect silver for me in what’s the equivalent of a couple slave islands.
  • Instead of slave camps, replace laborers with a personal companion/lackey you can customize in your home. Assign them chores to speed up things around the island (farm growth/yield buff) or give minor buffs to the buildings output (small resource return), or really anything other than free income slave camps.

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  • In Shadowbane there was a fun mechanic called hotzones, where all drops were doubled in that zone for a couple hours. This brought zones to life with fun PvP and higher rewards. In safe zones it might be too much, put them in red/black zones to encourage risk/reward/pvp. Since the zones are pretty void of enemies outside the dungeons, have temporary camps pop up when the hotzone goes live. Can make it an event like so-and-so bad guys took over x area, clear em out!

Rare Mob Spawn

  • Dungeons being this static are reaaaaaal boring for the dungeoneer, outside of the occasional ganking or being ganked. Easiest thing would be to add a chance for rare mob packs to spawn like in Diablo. Give them random modifiers to give players a challenge and yield better rewards and chance of artifact drop.

Artifact rework

  • Maybe missing something here, but I HATE how artifacts work right now. All these little fragments are just annoying, it makes me skip looting most the time cause it’s a pain and feels unrewarding. Get rid of fragment drop, keep rare whole artifact drops so when you see a bag you know it’s something good, and increase whole artifact drops in Hotzones (if implemented), Hellgates, and other heavily contested areas. If it has to have some sorta silver sink or whatever, make them unidentified or something and pay silver to ID them.

Beta Issues?

So if I can have a quick second and talk about a few things that have really bothered me this beta that did not exist in past test periods.

1. Why take a territory?

Territories used to be the only way to real endgame content a.k.a 6 and up armor. People like myself pushed ourselves very hard to work towards this and got rolled by guilds twice our size and three times more experienced in the game at the time.

Now you can live in a green zone city with a guild island and upgrade it to T8 crafting stations and hide from PvP altogether other then when you are gathering. Which is altogether negated by the fact that you have escapes like flee and high tier mounts you can’t hear nor catch.

I constantly see people complaining about the PvP being non-existent and in all honesty it still exist it is just in very low quantities or you are forced to fight the same groups over and over again.

Now you may say well its for the resource return but, I think we all know that isn’t worth the risk of losing it. I mean honestly is it worth 45% resource return if I am correct on that to have the risk of losing your work for weeks in a weeks time? When you could be doing it safely in a Green Red or Black zone city.

Why can I say this well I am McCloud currently in guild PSYCHO formally the Warmaster of BlackWater and honestly I feel I should appologize to BlackWater for leading them into the black zone. Why may you ask what did we get as a new semi-casual guild well let me list it.

We got out-geared by organized guilds.
We got out zerged by massive guilds with 3-4 parties to their name which is another thing that should be changed.
We were camped by guilds who obviously knew the meta before the rest of the game did because whether all of you have realized there was the wave of claymores at the very beginning and the second wave that followed in the lower zones.
All for resource return which I believed at the beginning of this HARDCORE game would take us to end game.

Now the solution in my opinion is easy re-cap green and red zone cities at T5 maybe even black. Then change resource spawn rates to T6 and up in the black zone to be more abundant enchant and unenchanted still having super low ratios. Then push redzone resources to cap at T5 and below but, make the spawning of enchanted T5.3 and 5.4 back to being hard to get.

More simplified. People in the black wouldn’t have to grind as hard because they are always at risk however those who want the super sets 6 7 and 8 point whatever sets you can grind your ass off for them. People in Green/Yellow/Red Zones can get endgame content gear but, have to risk a lot more to be in it(So where as a blackzone dude can wear 8 flat and get it easily a dude in greenzones must wear 5.4 to equal him but, its super expensive and super rare). Making 6, 7 and 8 point 2, 3 and 4 super rare and super expensive sets (Almost GODTIER sets).

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2. Limiting the giant groups.

Why do they refuse to fix the zerg problem. So one of the major issues I have ran into in all of my test is that in the deep zones you run into two things either a player playing the flavor of the month who is unstoppable 1v1 or a zerg. Now with living next to EoS I think I can speak very wisely of this that zergs need limited. The triple party groups and double party groups ruin all game mechanics and make it a don’t over-extend/have more people war.

Now how to fix the problem

Solution A. Hard-Capping at 20 people. Once a group has 20 the party fills anyone not in a party will be able to hit one another. This will also fix the desire for players being able to practice 5v5’s on eachother. No kill fame for your own guild mates so no boosting but that is a easy fix.

Solution B. Calculate the amount of damage of a number of players to 20 at all times. This means if you have 10 people in your party and your enemy has 40 your enemies damage would be cut in half and your damage would be doubled heals and defensive buffs receive the same treatment making outnumbered fights possible and meaning that big groups still have a advantage in utility skills without the need to leave people out or make massive groups.

3. More PvP in General
This is trickier but, still possible first of all along with what I said in point one about zone changes and resource changes. Please reduce the amount of BlackZones/Guild Territories.
These used to be for the elite and should go back to being this way.

Secondly make relic lockers on a 1 hour cooldown. 1 this will allow more relic items into the game which at the moment are hard to justify using unless you are part of a guild with massive slave grinders or a no life like me.

Third re-introduce good incentives for yellowzone PvP. Basically re-add the 20% of silver pouch drop on down. This made yellow-zones actually dangerous and fun.

Give castles more incentive and/or make them less abundant/make bigger ones with better rewards/more competition

Lastly along with the other steps re-introduce zerg clusters on the mini-map in black zones. If you are in a blackzone after these changes were added you should be up there with the A Grade teams and shouldn’t need to hide.

4. Post that also should be looked at and should be added.

Please at-least take a gander even if you do not read the whole thing I just really liked this game first two test and will still play it at launch for sure but, if it keeps taking this soft core approach I don’t even know.

Lastly these are my opinions if you dis-agree feel free to say so and give me your opinion and your solution to the problem or what you have a problem with.

Make Albion Great Again

Remove time zones: you are free to choose to live anywhere in the huge Albion world, Sandbox is freedom, International guilds have no future anymore in this game, currently we have 3 clustered NA, EU and OCE servers linked to each others

Remove execute in the outlands: you shall execute only in the royal islands; the outlands are the wastelands, no rules, no reputation, only blood, or you know what, what is the percentage of players who knocked down a player without executing him ? if it is more than 1% then you can keep this system in the red zones, I’m sure every knocked down player is executed at once, not by someone but by a horde spamming space bar button.

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Add GVG to red and yellow zones: for non zerg guilds, GVG lovers without top tier gear will have a chance to enjoy the Albion GVG system, the current GVG is only for guilds with huge resources aka Zerg guilds , you want to let everyone enjoy the game or just the Big guilds ? (attract more LOL / dota players that want to enjoy the GVG without having a top gear), Albion is a niche game for 7000 hardcore and semi-hardcore players or a massive game for more than 70k players ?

Remove Transmutator: FIXED? “instead of costing silver, it will allow you to turn X of the previous tier resources into 1 higher tier resources” and remove completely the current Transmutation using silver system P2W

LP should be shared between same account characters: Crafters specialists main characters will shine, every player have an alt to craft his gear to t6, there is no known crafters in game, just a guild crafter or alt crafter (if you want to have an alt crafter, buy a new account)

Smart way to balance weapons and skills: Investigate the most and least popular weapons and gear used by players
For example the Quarterstaff tree VS Sword tree
Focus on the weapons and gear that most people are using (like the meditation for example, used by tanks, bruisers, DPS ranged, all builds except cloth with ice block), and analyze it via a new panel of selected players with the coordination of SBI team,
And also focus on the least used weapons: Quarterstaff, Daggers etc.
Balancing graph : a very hard task : we are still at 10 X-axis on this graph, still a long way until total balance

Why “we don’t even like this game” and some solutions

To start, I am obvious in the alliance “we don’t even like this game” (Red Army, Envy, Warlegend) however it is not far from the truth that many of us don’t even like this game anymore at this point and may not even play at launch. I’d like to share my thoughts on some problems in the game at this point, and some possible solutions. I’m sure others that played last beta will agree.

#1 Harvesting / Crafting is too much of a grind

  • Sure you can get to tier VII or VIII right now as far as being able to use a weapon or armor, but good luck finding someone who can craft it for you. Way too much fame is needed at the moment in the higher levels of harvesting and crafting. As for the resources, currently finding high tier resources especially enchanted with the current respawn rates is absurd. This leads to a plateau of people mostly in the same tiers. It’s a boring game when everyone pretty much is going to be wearing variations of the same tiers.
  • I encountered an interesting “bug” the other day. Someone in my guild called out a 5.3 fiber but for me it wasn’t blue or 5.3 it was just 5.0 even when I harvested it. He came over to the node when I couldn’t find it after his ping and said it was .3 or rare to him and he would have been able to harvest it at .3 if he could but it was regular to me. Usually this isn’t the case and I would see it as 5.3 and blue as he did. However, I think this may be somewhat of a solution in disguise.
  • Since this obviously took place as a “bug” I think It can be coded in the game relatively easily. Make it so each account sees resources differently. So maybe like 1-in-65 chance to see uncommon, 1-in-365 chance to see rare, 1 – in- 950 chance to be purple . etc… Whatever the #’s would be they could adjust the odds as needed. This would also avoid over saturation of farming for .2+ resources, because likely that .3 you find was standard tier to someone else, so it gives everyone a fair chance at harvesting rare resources based on their time spent and not when someone else had already been there. It also eliminates calling out resources in guild or alliance chat. This would allow for a much more controlled and predictable amount of resources into the game at a more stable rate.

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#2 Red zones / Black zones?

  • It used to be badass to own a territory in a black zone. Now the red zone really isn’t different than black zone, especially in terms of resource harvesting, and owning a territory in the black zone doesn’t mean much. This needs to be addressed.

#3 The game world is too big and is going to get even larger with added biomes

  • They are expecting a much larger turnout/ amount of active players than there actually will be at this point. The world is too big for the amount of actual /active players, and while the solo gatherer may like sparseness, organized groups looking for some pvp action will not. The game already feels way too sparse. I think they should make the world at least 30% smaller than it is right now INCLUDING the biomes that will be added, so obviously some existing maps must be deleted. I roamed the black zone for several hours the other night (not on the island we control) looking for random pvp and I didn’t see a single person. It felt like a dead game. This game once was and should be centered around PVP and there needs to be more risk to the reward. Making the world map larger than it is already is not the answer.

These are my top 3 concerns at the moment and I’m sure many pvp minded people will agree. Feel free to add to the list.

Question about launch / post launch

Just a few questions I have about launch / post launch.

1. Are things (gear etc) going to be getting buffed / nerfed all the time like in the beta? Is this game pretty much going to be league of legends with new gear, op items being released, nerfs on older items etc all the time? The reason I ask is because as a guy who works 12 hours a day I don’t want to, for example, specialize my main character as a dagger user only to find out that after I reach T6 that my gear is being nerfed and I become completely useless and have to grind up an entire other skill tree in order to use a weapon or piece of armor that actually works. That is a huge concern that I have. I understand that “you are what you wear” but I think any player who has played longer than 24 hours knows that if you do not specialize then you are pretty much useless in any serious situations. I fully understand that in any game there are “meta builds” and all that but I think there is a very fine line here between an MMO and a MOBA that needs to be addressed properly or the entire house of cards will come crashing down.

2. If the answer to my previous question is “yes” then it begs the question, should there be a way to respec your character? I, for example, would rather pay a little to respec my character that I put days and days, if not weeks, of in-game time into rather than rerolling an entirely new character because something is considered overpowered because people can’t learn how to counter it- such as the claymore currently.

I fully understand that MMO’s are always going to be changing but since this isn’t your run of the mill MMO it’s going to become a second job just to keep up with, or surpass, the meta game if gear and spells are getting changed all the time. I also understand that if something is truly broken, as in a bug or exploit, that it NEEDS to be fixed so I’m not talking about that, I am simply talking about the “standard of the game”.

If anyone has any insight into this I would really like to get some feedback, maybe a dev can address this question. I looked but couldn’t find this question on the forums so if there is a thread with this question answered please link me.

Anyway, on a closing note, I am truly enjoying the game and am looking forward to the final launch and seeing how this game progresses. It is truly ground breaking.

Thanks for your time everyone

Fairer PvP fights in the Albion Online

Because, eventho the open world pvp is a very cool idea imo, its, especially for solo pvper, very hard to do something, because there are always farmgroups.
Even with friends its hard to do some way to Buy Albion Online Silver. I dont want to say anything bad about that, its very cool to have some dangerous, group pvp or to just go with 15 people,
in the night out and challenge some groups.

But at least i want to do some fair raid pvp or even 1o1/2o2 Arena fights. It doesnt even has to be a big thing, just something you can do when you’re bored or something like that.

Until release of the game, we will be making changes that will provide more and – depending on the zone – fairer PvP fights in the open world. This will mostly be driven by our crime and reputation system in yellow and red zones, however, combined with free for all PvP areas inside of those zones such that people can freely fight over – for example – treasure chests. While this is not strict 1v1 or 2v2 PvP per se, it will likely lead to more smaller scale fights in these areas.

When it comes to more structured fights to Buy Albion Online Gold, we are looking at various ways of expanding our existing duel feature and possible also offer an arena (in the literal sense) setting where players can fight each other over silver in a tournament/competition style set up. Key here is that it should not compete with / replace open world activities.

I guess I will go back to GW2 or something else. BGs or Arenas (where you earn benefits for both) are sorely needed in this game. Currently there isn’t much pvp for those of us who have lives; meaning those of us who cannot treat this game like a part time job. Serious guilds with territories don’t want to waste their time with anyone who isn’t a seriously committed player, and some folks like solo pvp, and/or have shit to do irl. I know the OP and myself aren’t the only ones. It’s too bad; this game has a lot of potential. I don’t see why it can’t have different types of pvp for different types of players / interest.

I cannot wait for Fair PVP. If I get beat in a 1v1 or even if 2 people kill me I don’t get upset and I laugh my butt off when i kill 2 people nothing beats albion online silver farming. However I get no joy when a zerg group kills me I have 0 chance and rarely can even kill 1 of them before i die there are just too many and anyone who thinks thats fair pvp is an idiot. There should penaltys for groups that 30v1 people its just not cool or fun.

How to play Albion Online better.

Killmails being added is disappointing. I’ll admit, when I play games other than Eve, I get jonesing for a nice killmail after awhile, but…

I have a really nice looking killboard for Eve, and that gets in the way of my enjoyment of the game. My play is limited by the fact that I don’t want to ruin that good killboard.

Gear loss on death is an adequate penalty for dying. It’s perfect.

Killmails suck. Where killmails exist, killboards will be created.

Look at Eve where there is so much aversion to risk in some groups, where people get kicked out of corps and alliances over killmails. Where douchebags use Cheap Albion Online Gold to help them act like douchebags and humiliate newer or non-pvp players. Where people in some of the better pvp groups have more obligation to the alliance killboard than to their own enjoyment of the game.

Plus, killmails are an artificial source of intel.

Don’t bring all that to Albion. Make a game with brutal pvp, where your corpse is 100% lootable, but with no killmails. That will be the perfect game.
edit: also, look at Eve and how much time is spent by players out of game trying to keep their killboards up to date. API’s have improved that a ton, but still, it feels like an obligation to do mountains of paperwork. It’s not even fun, but you have to do it if you’re a pvper, or corp or alliance leader.

From what I can tell the particle effects on a weapon do not change with tier. So they could play with that and Capes, because if you’re sizing your opponent up by the size of their cape you’re probably doing something wrong.

Item Progression of Albion Online

There is currently 8 tiers in the game
Higher tier items are usually 20-30% stronger than the items in the tier below
To find highest tier ressources, you will have to venture deeper and deeper into the open world PvP zones
Items generally get repeated across tiers, So if there is a T3 broadsword, there is likely going to be a better T4 broadsword that is quite similar
Higher tier versions of the same item do sometimes get extra abilities for you to choose from

There is currently 3 rarity levels for items. Common, Uncommon, Rare
Uncommon and Rare items are not a better version of a corresponding normal item, but they are a totally different item. While the broadsword is a normal item, the 2h sword is an uncommon one and will be significantly different in terms of stats and abilities.
Each rarity level increases the overall power of the item by 20-30%. So you could say that a T6 common item is about as strong as a T5 uncommon item

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When crafting an item, there is a chance to a get a higher quality level. A higher quality level means that the base stats of the item, are higher than usual, but the item itself is exactly the same. For example, a “masterpiece” T4 broad sword will do more damage than a standard quality T4 broad sword.

Cost vs Power
The power of an item increases by around 20-30% per tier/rarity level
The cost of an item increases by a much bigger factor.
One reason for this is that we want to have an interesting risk vs reward curve, i.e. we want players to actively decide whether they bring their best and most expensive gear with them (at a higher risk) or whether they use lower quality gear instead and reserve their best gear for special situations
Another reason is that it helps to balance the game by giving less advanced players a fighting chance against more advanced players
Currently (February 2015), silver cost for items (crafting and repair) increases by a factor of 3 per tier/rarity level. We will carefully evaluate after this alpha test whether that factor needs to be adjusted (or, whether we leave it as is but adjust silver spawn rates)

Cost of use
If you use your Albion Online Silver, they will lose some durability
Per tier, the durability currently increases by a factor of 2. As the item cost increases by a factor of 3, the cost of use essentially increases by a facor of 1.5 per tier. I.e. if you fight mobs in T4 gear, you will need 50% more silver to repair than if you fight mobs in T3 gear
To compensate that, mobs currently drop 1.5 times more silver per tier, too
So in theory, the proportion of silver income used for repairs when farming T3 mobs with T3 gear should be the same as when farming T4 mobs with T4 gear
Having said that, based on qualitative feedback received from players, we are currently not sure how well this works out in practice. We can promise you to carefully look into this and make the required adjustments.

Some Useful Tips for Albion Online

We want to craft ourselves the following things, because we will need them later:

1 T2 Bag: 12 Stiff Leather (T2), 12 Simple Cloth (T2)
1 T2 Cape: 4 Stiff Leather (T2), 4 Simple Cloth (T2)
Warriors Forge:
1 T2 Sword: 16 Copper Bar (T2), 8 Stiff Leather (T2)
1 T2 Shield: 4 Copper Bar (T2)
1 T2 Heavy Novice’s Plate Armor (Chest): 16 Copper Bar (T2)
1 T2 Heavy Novice’s Plate Helmet (Head): 8 Copper Bar (T2)

Hunters Lodge:
1 T2 Novice’s Bow: 32 Birch Planks (T2)
1 T2 Medium Novice Leather Armor: 16 Stiff Leather (T2)
1 T2 Medium Novice’s Leather Shoes: 8 Stiff Leather (T2)

Mage Tower:
1 T2 Novice’s Fire Staff: 16 Birch Planks (T2), 8 Copper Bar (T2)
1 T2 Light Novice’s Robe: 16 Simple Cloth (T2)
This amounts to a total amount of:

48 Stiff Leather
52 Copper Ore
48 Birch Logs
32 Cotton

So you leave the starter town again and harvest the resources listed above. If you harvest more resources than the amounts listed with Cheap Albion Online Gold, you can keep those resources if you want to use them for crafting later. But the amounts listed above are the minimum of each resource you need to gather to make all your armors and weapons at once that you need to unlock all T3 items for use.

After you have the above resources or more in your inventory, go back to your T3 starter town and refine them.

Craft yourself the following things now (all T2):

Plate Armor
Plate Helmet
Leather Armor (move speed passive)
Leather Shoes (move speed passive)
Fire Staff
Cloth Armor

Now it its the time that you will slowly have to use your own brain to figure out what you want to do do next.

If you want to get to farming silver ASAP, make sure you have the above things in your inventory and go straight towards farming mobs. Look for Heretics and green-zone dungeons with Albion Online Items. You can easily solo them with your new gear. You are making phat stacks of $$ now!

Kill anything that gives you fame. Repeat until you unlock the T3 weapon node, continue until you unlock the T3 armor node of the armor you are currently wearing. After you unlock the node of the weapon or armor you are currently using, swap out your weapon or armor and continue to farm mobs. Do this until you can use all T3 weapons and T3 armors!

The green zones of Albion Online


Description – This set of armors provides moderate armor, mobility and utility abilities that slow down targets or reduce their damage. Unique spell Fade Out allows a player to be either defensive or offensive by escaping danger or moving in for a sneak attack.

Movement Speed – Increase movement speed
Tenacity – increase resistence to movement imparing effects
Authority – increase duration of your CC effects by 20%
Unstoppable – immune to CC for 5s
Defensless Rush – Increase movement speed 72%, decrease armor by 65 (10s)
Meditation – Greatly reduces Cooldowns
Fade Out – turn invisible with reduced movement speed
Trembling Aura – slows targets within 5m of you by 44%
Enfeeble Aura – reduce damage of all enemies near you by 60%

Albion Online


Description – These armors provide the most armor and life potential as well as defensive boosts, and you may need some Albion Online Power Leveling. Heavy armor can take a beating as well as punish foes that choose to attack them using reflective damage.

Constitution – Increase life
Toughness – Increase armor
Reflection – Returns damage onto attackers
Retaliate – reduces your armor by 54 but returns more then twice damage back onto attackers (5s)
Stone Skin – Increases armor greatly but reduces attack by 50%
Emergency Heal – Instantly heals caster and allies within 3m for a small amount of life.
Root Prison – imobilizes you and enemies near you for 4s
Pull Area – pulls all targets within a 5m radius towards you
Persevere – Removes CC and provides small damage absorbing shield