In Albion you had to compete for everything

Within 5 zones of our guild territory, I have all three (soon to be all 5) biomes T3-T7, one full blown city, Ports that lead to both King and Queen’s red zones, 5 relic chests, T6 and T7 dungeons, 2 main travel pipelines, and 3 enemy guild territories to Buy Albion Online Gold. If I get friends and travel father, Castles, T7+, and more enemy territories open up.

On top of that, there is a good balance in guild territory placement right now. If you want to be close to King’s/Queens and the travel pipelines, you have to accept being in T3-5 zones. Other guilds that will have to travel move get to live in the T6-8 zones. If you want the T7-8 biomes, you have to live deeper in the biomes and farther from other biomes.

If for some reason we want to go all the way across the map and mess around in some other time zone’s non-peak hours, I suppose that would be a 6-8 zone trip. Personally I don’t find that unreasonable.

It would be different if it wasn’t organized by peak play times, but right now there isn’t much incentive to go sit in RU/AU time zones when they don’t have many people on to fight.

In Albion you had to compete for everything, whether it’s fame, resources, territories.

Now, everybody can have their own safe zone with all the resources and fame they will need. You don’t have to earn Albion Online Items. This means most guilds will stay in their comfort zone for most of their time in game, and will have to go pretty far to make the game feel a little action packed, whereas before you could get to the action faster, scout the action faster, since the maps were smaller, and find more action in general.

Removing fast travel in the outlands all together didn’t make sense to me. We had the first territory in the Outlands and nobody settled in near us. In order to find action, me and a few of our guys ran a couple of throwaway sets to Dauntensea in case we ever got bored and felt like pvping, we would port over there naked, grab our set, and go look for pvp.

We were planning on launching attacks and getting some practice in some gvgs before the start of beta 2. Most guilds are active around Dauntensea and Black Forest now as it seems. We were gonna do this by leaving a bunch of gvg sets in one of those cities, but now we are forced to travel 10+ maps to get a gvg. It was inconvenient to gvg teams in different time zones before, but this creates another inconvenience.

One more thing, what’s up with the Hell Gates?

Hell Gates… Realistically, it should be the main attraction for pvp in this game. Think about it, you run the risk of running into another group. You then need to win the fight vs the other group to get to the albion online gold market, whether that should be the fame silver or rare drops. Come to find out, the fame isn’t nearly the best, the mobs and even the boss drop no silver, nor do they drop anything at all.


Through game design measures in Albion Online

“Several games have attempted to discourage zerging through game design measures, to varying degrees of success. In Albion Online, in an effort to promote and encourage fairer match-ups between smaller groups of opponents, we’re implementing several mechanics to make zerging as ineffective as possible. Please note, though: this does not mean there won’t be large-scale battles happening. It just means we don’t want to see 50 guys killing 3 guys.

Let’s take a moment to clarify slightly, because this is a key cornerstone of our philosophy for albion online gold market and an issue we feel strongly about. Our intent here, as before, is not to stop large-scale battles from happening, but rather to give players the option of choosing the size of their battles, enabling large groups to easily find each other while allowing smaller groups to evade them. We also engineer our design towards, for example, creating scenarios where it is more economical to run around in smaller groups as opposed to a giant zerg.”

Why would they want to “make zerging as inffective as possible” if smaller scale and even fights was not their vision? This blurb is NOT true this test at all, its a zerg-fest. This game is quite LITERALLY designed around small scale pvp and even fights. 5v5 GvGs, Hellgates, Blue dungeons portals…. City fights are 20v20 not 50v10, you get a warning with castle fights that someone is attacking you AND the attackers have the bonus of guards/doors/castle walls to make it more fair for the defender because TYPICALLY they will be outnumbered because they are reacting to their castle getting attacked.

You will not convince me that this game was not designed around even or small scale fights not who brings more.

Fair enough on the last paragraph, but I feel like black zones are a joke when it comes to PVP right now and will be the reason people cann’t leave albion online gold shop. If you’re defending the black zones as they currently are, it is HIGHLY likely you are IN the zerg and not constantly on the receiving end of death by numbers or running away to safety because the opponent has 10-15 more people than you.

My favorite part of the article though is this:

“1. Zerg Algorithm: We are currently working on an algorithm that can detect who belongs to which side in a big battle. This is because one of the first things enterprising zerg-inclined guilds would do to circumvent anti-zerg measures would be to split up into different, seemingly unconnected guilds. We intend to be smart in spotting them, even if they do not belong together on the surface.”

Where did this go and why would they work on something like that if they wanted the game to play like it currently does? Remember, himself said they don’t want to see 50 guys killing three guys, its the “key cornerstone of our philosophy for Albion Online”.

Maybe you guys will like some of these ideas about Albion

1) Melee and Ranged weapon slots on character: There should be the ability to have a ranged as well as melee weapon equipped to your character as well as the ability to switch between them in combat. This would give players the ability to have a few different strategies depending on what situation they find themselves in. NOW I know everyone says well then whats the point everyone would run with both weapons…WELL… heres how you make it work. First off its going to take time and Albion Onlin Gold for people to grind enough into both ranged and melee weapons to master them both so what you can do is when someone REALLY enjoy either ranged or melee and they ONLY equip one or the other EX: Only holding dual daggers, only holding crossbow, only holding claymore INSTEAD of holding both claymore AND bow, the weapon that is equip by itself gets a slight boost to damage that would be meaningful enough to justify it. This lets people show their specialization as well as maximize the benefits from that weapon.

You could also add higher up into the later tiers branching bonuses for solo wielding a weapon instead of having a secondary ranged or melee weapon equipped. Now people who DO want to hold both weapons will not receive any bonus to damage on either but instead be a more jack of all trades where they have utility for the situation they find themselves in BUT are not doing the most amount of damage and getting the most bonuses from the weapons since they are not just holding one.

2) Weapon Enchanting: Add in the ability for crafters to enchant weapons and effectively remove and replace abilities on weapons and armor with learned and discovered abilities. FOR EXAMPLE an enchanter can learn a few different abilities that can replace the crossbow Q ability with and can enchant them onto peoples gear if they so desire with correct reagents and only of course. These enchants CAN ALSO go out into the world and find in the deep dungeons and hell gates NEW AND MORE INTERESTING / POWERFUL abilities that can only be learned when they are found to replace abilities on armor with. This would give MORE incentive and MORE reward for going into these areas besides just crafting materials and silver / fame.

3) Specialized Skill Trees: Add in specializations towards the end of mastering one of the “overarching” skill trees AKA Ranger / Warrior / Mage. Add in two separate paths that people can go down when they are closer to the higher tiers FOR EXAMPLE in the Ranger set of skills towards the end you can go down one branch which lets you learn how to make more Albion Online Silver in the world and use as either pets / mounts OR caravans of sorts. the SECOND branch would instead be more of a scouting / tracking tree that allows people in the Ranger tree to be able to track other players more efficiently by finding footprints in the ground seeing trails that others can’t see ect. Add in these types of specializations per “overarching: skill set.

4) Interactive spells: Like in Guild Wars 2, the best exampleI can think of, let some skills interact with each other. FOR EXAMPLE if a caster puts down a wall of fire and an archer shoots and arrow through it, the arrow then deals fire damage and applies a fire DOT. This would ENCOURAGE more skill based and group coordinated play among players. It would add interesting mix and dynamics to the playing field in BOTH PVE AND PVP.
There are more ideas that I have but these are the most fleshed out that I have come up with. Please provide feedback and help expand on these examples so we can really ad more depth and layers to this game! There is so much potential!

Next thread about Albion Online

While I appreciate that you responded, the reply was kinda off base in relation to the overall picture I was posting about. It seems like you just vaguely skimmed it for 2-5 seconds, brain snatching a couple keywords as your eyes moved over it, and then having a somewhat <— (somewhat, before everyone flips out) “git gud scrub” type of response to those keywords, which doesn’t completely relate to what I was saying lol. I feel like you made the assumption (probably from skimming) that we were roaming around as flagged PvPers looking for kills in red zones and then crying if we died, which isn’t at all the scenario of my post or what I was really asking advice/fielding thoughts on. Either I didn’t word it properly and it gave you the wrong impression (very possible), or there was a misunderstanding that caused an “Idk, too many words, crying and git gud scrub or something idk. If you can’t handle shit, craft or leave. Next thread.” kind of response. I’m not attacking you here, just needed to get Cheap Albion Online Gold. it someone else comes into the thread and just scrolls down to the post before reading mine and goes “Oh, a crying post. Next.”, when that’s not what it is at all.

That said, you still did give me some usable feedback and I appreciate it! It was on-topic enough that I look like a dick for my above response , I just felt like something was kinda missed is all.

I’m not entirely sure either, that’s why I’m here lol, I’m just fielding thoughts and seeing if anyone has any advice on what direction I/we should take here. I’m gonna edit or even delete my first reply to Coldfear because it came off in a defensive light that I didn’t really intend, but yeah.

Anyway, just because they’re not on the mic doesn’t mean they have to be mindless zombies. I mean, I get how mics help in certain situations, but in my experience over the years, the vast majority of the time, it’s just a mess. Most of the time it’s either what I was saying. Either way, I don’t find it fun in any fashion. I don’t know how anyone does lol, but to each his own. My view on it generally is, at the end of the day, you know what to do, and you’ll either succeed or fail at it, and mic panic/order spazzing/chipmunk giggling doesn’t change the outcome. You either make plays or you don’t; the mic being on or off doesn’t change that. Again, that’s just my view. I’m not saying I don’t like being grouped to Buy Albion Online Gold with people either, I’m just saying I don’t enjoy having to entertain 15 other people on the mic and listen to them try to entertain everyone else. I don’t need mic entertainment, I’m already playing a game, I already am entertained. Love typing! I’ll do that all day in game; it doesn’t require my constant attention. Anyway, this is all beside the point lol.

I’m not saying 100% that I’m gonna make a guild either or anything, it was just an idea tossed around
. Maybe I’ll even join one, if there are any that don’t require you to be in discord/vent/etc.

Regardless, yeah, I’m just trying to get ideas on what everyone thinks might be a good direction to take from here given my/our current situation. Thanks again in advance!

Albion’s meaning is pretty simple

You cannot exchange it for in game currency through the developers. If you buy gold and trade it for silver, you have just given gold to another actual player. That player has just acquired the benefits of paying for the game through playing the game. That means that people who Buy Albion Online Gold and sell it are serving a function that supports players who aren’t paying at all. As they buy gold and trade it for silver, gold and premium benefits are spread through the playerbase. The economy is still player driven. If other players don’t care about gold, you aren’t going to get good exchange rates. If other players do, then you’re rewarding those players for their efforts.

For example
Let’s say Steve has no disposable income to speak of really. He really would like premium status but he can’t afford to buy gold, even with it being pretty cheap relatively on the AO online shop. However, he wanders about playing and amasses a bit of silver. He wishes he could afford premium and support the development of the game but he can’t (or he’s got other priorities for his money).

Jake comes along and has three kids and a full time job and a disposable income (even if it’s just a small one, like $13 a month or something). He uses some of the gold he buys to trade for silver on the Gold exchange so he can buy gear to get into the PvP and PvE content that he enjoys. Jake buys some silver and then uses that to buy a horse and some equipment. He then goes out to enjoy some stuff about the game.

Tina is a farmer and craftsperson. She really likes amassing silver for her guild or for pursing becoming the avatar of economic perfection. She’s a cog in the engine that keeps producing materials that people need to succeed, such as food, weapons, or armor.

In this scenario, Jake trades gold to Steve. He then trades that Albion Online Silver to Tina. Steve and Tina benefit from Jake’s purchasing gold from the AO marketplace. If Jake paid to win, he paid for Steve and Tina to win too. As more people “pay to win”, more non-players win as well and the cycle continues. So as far as payment models that support the game, this is easily one of the friendliest to non-pay players.


Samantha likes PvP, as do her friends Rodger and Jenny. Since you can’t buy more powerful gear than everyone else has access to, they make a habit of acquiring goods using less scrupulous methods while uttering warcries of “lol” and “noob”. They ambush Jake during a PvP encounter and kill his character, then loot his stuff. They now have all the gear he bought from Tina. They can either use it themselves, or sell it, or give it to someone else.

Jake groans but he was only out a few bucks which is cheap for a good time (compared to similar things like going out to see a movie or eating dinner at a restaurant) and may be encouraged to drop some more gold in the AO fountain.

Albion Online: Beta doesn’t mean jack

I’ve played rpg PvP oriented games since muds in the early 90’s. Once the game hits maturity and the player base gets slightly bored, it’s seal clubbing season unless you have very strong protections in place for the seals. And the people stepping into the yellow zones are going to be baby seals that don’t know how the gear system works, don’t understand the first thing about PvP, and will probably freak out, panic and start randomly smashing buttons the moment any criminal waltzes by. Meanwhile the guys preying on them will be using every exploit the game offers to make their lives miserable. So no, don’t kid yourself that the fights will be anywhere close to anything but stone hard ganking.

I’ve yet to hear of a reason why these skilled, l33t PvPers can’t just play in the red and black zones. My counter is that if the game doesn’t have a very easy transition into PvP, you’re never going to be able to bring in new albion online gold shop into the game once it matures because the yellow zones will be a complete train wreck.

In Eve, around 75% of the active characters in that game operate out of high sec. Getting players into PvP is a very big problem they’ve been trying to solve for the past half decade. If Albion ignores those players, the ones that need handing holding into the big bad world of scary PvP, the game will end up a small niche online rpg just like every other hardcore pvp game has been in the last 20 years.

The point of this thread is the reputation loss that comes with pvping in a yellow zone as a red which of course is going to be fixed in the next week, which is quite a while though. As it stands, the main problem with this thread is the penalty.

We can divide the thread into these two things.

1. There should be penalty

2. The penalty is too high and you are essentially getting negative reward.

However, the reputation system is going to be fixed next week, so there’s no point arguing till the fix is implemented. When it is implemented, yellow zones could still have PVP if the cost (of reputation loss) is not too high.

At this point, no idiot is actually going to fight over Albion Online Silver or pvp with the risk of going to negative 250 reputation.

A random purely food for thought idea is to not remove all your good reputation when flagging. Instead, your reputation points is still the same when you flag, but you lose if you down someone as opposed to attacking someone. Here’s the logic. You may think it doesn’t make sense that breaking the law keeps you reputation. But in a roleplaying sense the reputation can be a tool that you are using your reputation to lie to people, and abusing your power with the reputation. However, rumours of your actions spread and you lose reputation.

Albion Online: Reputation system

What about merging the reputation system with very high tier guards patrolling whole lower areas with a detection system based on radius from the attacker.

Let’s say a guard has a max visual range of 200m radius.

– If the attacker is going start a battle when the guard is more than 200m, no reputation loss
– If the attacker below 200m and damage a friendly player, guard alert mode on and reputation loss,you will find the best albion online silver store.
– If the attacker below 200m and kill a friendly player (while he’s still alive), higher reputation loss and risk to be chased and arrested (certain amount of time you cannot play)
– Guards might spawn additional guards over time to protect and match zerg playing style type of pvp

This could:
– create more dynamic scenario and strategies
– risk adverse player can go to pvp areas close to guards for max protection while gathering high tier resources, but key areas with rare lot might be in an area not patrolled and therefore an incentive to go
– pvp players can stalk and prey, study the lands, calculating the best approach to avoid detection and kill for loot and no reputation loss
– feels more realistic instead of a static reputation system where no one of the royal army is actually seeing you committing the crime and you still lose reputation.

and as an Albion Online Gold in the concept, guards once they see you, if not attacking they will go to bring the message for your reputation loss to the closest town, if you are brave and strong enough you or your men can catch and kill them before they spread the news in town and mark your reputation (as long as the other guards are not seeing you), opens up a lot of scenarios 🙂

This is obviously something specifically for queens and kings continents.

What do you think?