Swap transactions in Albion Online

Gold also plays an indirect role in so called swap transactions, depending on the gold/silver exchange rate in the player-driven market. These work as follows:
For certain in-game expenses, we will be introducing a player market driven swap mechanism that will give discounts on silver prices if there is too much gold in the game. You will get the discount whether you have gold or not.

The mechanism works in the following way:
Assume that the gold/silver rate set by the game is 100 to 1 (last alpha, it was 10 to 1)

Assume that a certain action such as repairing Albion Online Items would normally cost you 1.000 silver

Now, if the gold/silver rate in the player market is lower than 100, say it is 80, you will actually get a discount on the repair: instead of paying 1.000 silver, you will only pay 800 silver.

Albion Online

In general, the discount on your silver costs is the same as the percentage that the player driven gold/silver rate trades below the reference rate.

If, on the other hand, the gold/silver rate in the player market is higher than 100, then you will still pay 1.000 silver – you will not have to pay more. So, in a nutshell, if there is too much gold in the world, the silver cost for doing certain activities will decrease.
This is how the mechanism will work from a player point of view. What our system will do “in the background” – but only if the gold/silver rate is smaller than 100 – is the following: it will take the silver you paid. It will use that silver to buy gold from the player market. It will take that gold out of the game. If the gold/silver rate is higher than 100, than nothing special will happen, the expense will simply be taken in silver. From an economic point of view, what this does is the following: if there is too much gold in the game, everybody will benefit as the silver prices for certain activities will come down. On top of that, if there is too much gold in the game such that the gold/silver ratio is higher than 100, it will act as a gold sink, which will help our business model. We believe that this creates a really cool win-win-win situation between us as a developer, people who do not mind spending some money on the game and people who want to play entirely for free.

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I believe that Albion is a great game

It’s very good if you like a sandbox game that won’t hold your hand and in which you will have to set up your own goals.

While playing this game you have to remember that it’s not a race to the “endgame”, and you should approach any level/gear advancements calmly and patiently.

Especially in Albion, advancement is a GRIND, you will spend hours to get to another tier of items, and if you’re a harvester it’s even more ridiculous because resources are scattered all over the huge world, they’re very limited, there’s a lot of other players looking for it, and you get overweight easily, so you’ll have to run back to bank a lot. If you’re a crafter then after hitting T3 you’ll see that you have to choose what you want to craft, because exp gained from crafting will count only towards this item – as in I can only craft T4 leather hoods, and thats’ it, can’t craft the chest (seperate exp bar) or boots

Nonetheless, I believe that Albion is a GREAT game for old school sandbox MMORPG fans, however it is not a story-driven themepark MMO that we’ve been getting for the past ~13 years.

To be honest, Albion Online Gold is important in the game, if you want to be strong and powerful, then you may need a huge amount of golds.

Also playing in a guild (and a party at 90% of the time) is HIGHLY recommended.
but also I have to agree with /u/a99980 that founder packs are never worth it, if you’re patient wait for release, if you just want to play something now, and you’re fine with your characters being wiped and with what I mentioned above – go for it.

The Different Materials in Albion Online

If we define materials returned from craft as the market value of the crafted item divided by the market value of the materials required to craft that item, then it’s important that the fame from dissecting exceeds the material returned from craft times the fame earned from craft, or the incentive will be to not use this new function.

Since the prices on the market fluctuate, this feature will be hard to balance and depending on how much PvP is done in the world and how large the continously incoming playerbase passing by the tier of the given items are Albion Online Gold, it might just end up unused. If it’s balanced to ensure that it will not be unused, we might instead end up with a playerbase unable to buy the gear and being forced into crafting.

Overall, the issue of too-much-gear-on-the-market is a low-priority and a problem that’s not that bad too have.

You should’ve looked into other ways to make crafters valuable, such as locking the re-roll function to the crafters of the items and make it cost materials. That would solve the same issue but wouldn’t introduce unnecessary P2W functions and the equal artificial low demand from making players chose not to sell their gear since they might want the fame instead.

Quality of gear is the factor that should matter, not quantity. It’s great to have a market with lots of lowquality gear that is che@p due to Buy Albion Online Gold, but limit the high quality gear to expensive prices.

Immersion / Logic wise it would make more sense to actually allow people to learn / get fame by training on other people’s swords first, until say 50% and then they have to continue crafting the swords yourself.

It’s naturally much easier to take something apart and learn from it than actually build something from scratch.

So I’d suggest allowing training on other people’s products until the threshold. I’d also say don’t make it completely stop giving fame at a certain perc

Daggers are useless at this moment

I will try explain. All Types of Daggers:
1. Has no sufficient CC. It has ability “Infiltration”, which should, quote: “stuns any enemy target in the area”. What we really have? No stun – only non-targeted sleep (if you lucky guy). As we know, sleep will be disturbed by any incoming damage. This quite useless in mass pvp fight. There is should be better REAL STUN, atleast for one target (and, of course, blink).
2. “Sunder Armor” ability does almost nothing for additional damage without huge number of Albion Online Silver. I mean, debuff Armor and Magic Resistance for -14 at T4.1 and -18 at T8.5 is useless. We have tested it.

About Daggers Pair.
3. “Slit Throat” seems to be nice damage skill. But let’s compare the Daggers Pair and Cursed Staff.

Albion Online

3.1. Passive skills: Daggers Pair have +10% to auto-attack damage – useless for “Slit Throat” skill based weapon because of Daggers Pair has no poison like one-handed Dagger. And additional generating energy. Cursed Staff is one-handed weapon, so it can be used with any off-hand equipment, which can give one of next passives: Increase cast speed by 10%, Reduce all cooldowns by 10%, Reduce by 30% CC (shield). Should I comment this? Cursed Staff wins this.

3.2. Cursed Staff’s third ability almost same as Dagger’s Pair. But Cursed Staff use it from distance. IMO Cursed Staff wins this.

3.3. Let’s talk about first ability. Player who plays with daggers should rush in the enemies and only from melee distance use skills. At this time he can be stunned, knocked, sleeped, silenced. Any of this CC effects equal of death. Because of Immunity from CC won’t save player from knock-back effect (and maybe many another). It will only reduce length of fly. Cursed Staff’s first ability has DOT effect, which prevents casting enemy. Daggers cannot do this. Any range DD player can use knock-back from equipment and, while you in air, start using channeling ability. At this time you CANNOT even hide by invisibility – any DOT or channel ability immediately show you. And you will die. Cleanse will not clear your DOT’s. So, Cursed Staff again wins.

4. Also light heavy helmet gives you additional magical damage up to +50% (and more?) and decrease moving speed. Moving speed for mages? They standing whole casting time! Again, mages win free Albion Online Gold. You wanna say about “Berserk”? Okay, +37% physical damage and decrease from -40 to -50 armor resitance. So you decided decrease moving speed for ranged players and decrease armor for melee players? Not a wise, strongly in my opinion.

About Claws: I will say shortly. Rooted enemy can use any ability. And it will interrupt this channel ability. Useless.

Combat progression speed in Albion Online

This is a cross-post from another thread that might be of interest to you:

To bring an entire set of gear (boots, chest, helmet, 2h weapon or 1h+oh) from 3.1 to 8.6, you would need

Without LP:
106.376.215 fame
This corresponds to around 1.900 hours played w/o premium and 1266 with premium
Assuming that you power grind (no break!) for 4 hours per day, including weekends, it will take you 322 days

With LP
You need 3400 LP to get one full set from 3.1 to 8.6
As you get 20 LP per day, the LP would take 170 days to generate
LP would reduce your grind requirements from 1266 hours to 313 hours.
So, if you do pure grind for 2 hours per day, 5 days per week, it would take you 31 weeks, i.e. 217 days, to get one gear set to 8.6

Albion Online

Is that too easy? Judge for yourself
Currently, there are 45 different weapons in the game. With our enchanting rework, all of them will go to tier 8.6
Maxing out all of them, assuming no LP, will take 39 years of grind if you grind for 4 hours per day

With LP, to max out all of them, you would need 76,500 LP. It would take you more than 10 years to get that amount of LP. On top of that, you would have to Buy Albion Online Gold, each day, during those 10 years on top of that

For armors, as there are 9 different ones (which will become truly different after the rework), it would be “just” 8 years of grind without LP and 2 years with LP, provided that you grind for 4 hours per day, each day, during those 2 years

The above assumes that you use 0 LP for gathering, refining and crafting.
It also assumes that there is enough mobs, ranging from power level 4 to power level 12

Albion Online: Casual United

You might have seen the name drop, or seen us running past you during the alpha’s.
You might be a casual, solo or new player yourself and wonder if we are “yet another casual guild”
No matter the reason, you are still reading. So let me tell you what we are about.

How it started
Before winter alpha, just like most of you, I was stranded looking for a game to enjoy. The “free to play” usually meant exactly the opposite.
And here was a game ready to break the tradition of low difficulty, energy based, carebear games.
But hardcore gamers where all the Albion Online Gold, I noted that guilds had harsh requirements that most casuals cant provide.
So I started pondering, and came up with the following:

Together with a small amount of players we headed towards trying this concept. We knew bloody well how hard this would be.
you can read more about it here : a guild for casual solo players

Then what happened?
The unexpected.
We went and survived the first week, then we thrived, then we grew bigger and bigger.
The island had to be rebuild halfway because we became much bigger then expected.
More and more people apparently where stuck playing solo, or feeling left behind because they where not able to play all the time.

The goal was never to let this grow out of proportions. Being casual myself. But that is where we are now.
Together with a student group of socio-logics, psychologist, historians and cooks (never underestimate the cooks) we started brainstorming about what it meant to be casual.
And how guild foundations should be cast to make this guild run its self!

So what was the result?
Many fights, debates, coffee and cookies later we decided on some guidelines.

There had to be no more then 5 laws. (study showed most people don’t remember more then 4, gamers get to 7 easy… think about that)
The laws had to be naturally accepted without need to Buy Albion Online Gold or doctrine. (if they fight the gamers nature, they create friction, friction is bad)
It needs a currency that is not affected by the world around it. ( Casual United debate : Favor points )
Participation effort should be minimal and easily achieved. (the requirements to join would thus be minimalism)
The most precious resource should always be time. (because that is what most people don’t have)

Some Changes in Albion Online

Destiny Board Rework
Re-Worked Destiny Board fame requirements and fame gained from actions. Progression beyond T4 should now be significantly easier. Also reworked the structure of the gathering and refining trees. Any fame gained towards your achievements will be converted into the new system.

Mob Fame Rework
Mob fame no longer depends on how long mobs were alive with Albion Online Gold. Mobs now always give the same fame based on their type.
Improved Hellgate Rewards
Mobs in Hellgates now yield significantly more fame than regular mobs (4x for red / 2x for yellow).
Mobs in Hellgates now drop significantly more silver (+66%).

Albion Online

Improved Treasure Chest Rewards
Relic lockers now drop between 37,500 and 52,500 silver. They also drop T4 gems.
Relic chests now drop between 180,000 and 270,000 silver. They also drop T5 gems.
Relic coffers now drop between 900,000 and 1,500,000 silver. They also drop T6 gems.

Adjusted Spawn Rates
Set the spawn rate of T5 mobs and resources to 300%
Set the spawn rate of T6 mobs and resources to 300%
Set the spawn rate of T7+ mobs and resources to 200%

Fast Travel Costs Rework
Significantly increased fast travel cost by increasing the baggage fees to 20% of item value (was 5%).
Increase cost factor of travelling through yellow and red zones even further.

Other Changes
Small changes to button labels in gold market to differentiate between gold buying and gold trading (English only until the next major update in January).
Spawn protection buffs now make you immune to stacked up buffs & debuffs to prevent exploits.
Significantly reduced refining times (up to 90%).
When building, repairing or upgrading buildings you can now install up to 30 resources per click.
Improved the description texts of farming and crafting achievements.
Reduced Transmutation times by 90%.