Trove : Simple is sometimes better than over complicated

Thanks for making a thread like this, it’s really nice to have club arenas all in one spot. I have been checking some of them out, and they are really great so far!
I can give some feedback if anyone wants it.

There are a couple things to keep in mind when making a map:
Simple is sometimes better than over complicated – you probably don’t want to be en route for one flag capture for an entire match period.
Avoid bouncing blocks in really small spaces- cameras don’t like this.
Make sure to test out the maps with a lot of different characters. It’s best to avoid creating a map that favors any specific class. Example: choke point with a sniper post… basically a SH could camp and snipe over and over with Trove Flux for sale no allowance of a single flag capture by the opposing team.
It is nice to have a series of markers that indicate where to go… or obvious base markings.
Feel free to add more tips from your own arena creation or play experiences.

Can’t wait to test out more of these!

So I already made my second arena! The first, as you can see in the first post, was focused on the flags. This one is focused on killing! Inspired by trench warfare, it features a U shaped trench at either end, with craters, biplanes, barrage balloons, “barbed wire” etc in the largely open “no-man’s land” area. Tested this out with some club members and Buy Trove Flux was really rather fun.

this arena was just something i laid out to test out all the pvp elements(its located down at the beach house to the right of the main bridge) but its really quite something. a combination of open field battling ,incline mountains to reach the drop off and pick up points,underwater battling which is quite fun,and underground tunnels which may just turn into something more in the future.

i’ll take some pictures of if tomorrow. also its basicly impossible to get back to the spawn points once you jump off the roof so there’s very little chance of sniping that as well

Albion Online Adds More Depth to Classless Combat

One of the major draws for upcoming MMORPG Albion Online is the classless combat and hardcore PvP that the game promises to offer. A recent developer update has further highlighted changes made in the game to make combat-oriented decisions all the more meaningful.

The developer video highlights changes to armor and the classless design to truly allow players to design their own style of play. Different types of armor and weapons can be combined to create unique fighting styles. This means there are no restrictions, such as mages can wear heavy armor or two-handed warriors can use light armor or even mix and match.

“There are endless combinations to find, which are really powerful and fulfill a unique role on the battlefield of Albion,” said Robin Henkys, lead game designer.

Abilities in the game have also been reworked, and each weapon and piece of armor will have a unique characteristic. The development team feels that changes to the Albion Online combat system has vastly improved the gameplay experience and will allow players to fill any niche role that they want.

Albion Online Dev Team Delves in Upcoming Future Plans


After two months of closed beta, the Albion Online development team released a post on the state of the game, and their vision of what is expected for the launch of their title.

The team in charge of the universe will be expanded, offering a rich and varied world that possesses more depth.
The beta has shown that there were some adjustments to made in regards to attendance and distribution of loot in dungeons and Hellgates.
Character progression will also require some adjustments, including a potential alternative approach to the progression itself.
An overhaul of the craft will also be provided, giving more choices and opportunities to artisans and other players. Rare items will also be integrated as craftable by the players, but requiring materials obtained on bosses or rare chests.
Black Zones and Red Zones:
Black zones are the zones where guilds and alliances fight over control. All regions that contain claimable territories will be assigned the black zone status. As a result of that, a much much larger part of the game world will be black zones and the highest end resources are only found there. Black zones will also contain open world buildings that provide certain benefits and influence to the owning guild and can be constructed, claimed and destroyed relatively freely.

Red zones will be full loot PvP zones that do not contain any claimable territories. Red zones will be subject to a crime and reputation system that makes sure that killing peaceful players – in particular, if they are zerged down – has more consequences for the attackers. Our goal for the red zones is for them to be zones more aimed solo and small group players, and not be as dominated by the larger territory-holding guilds as they currently are. This should make them attractive zones for higher end gathering and PvE (with a somewhat better chance to get away with it!) and small scale PvP fights.
Combat and propression balancing, graphics and feature polishing, bug fixing as well UI improvements are also planned in future updates.


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.

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.

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One of the fun parts of being involved in a game’s development cycle is seeing what the team comes up with next. For example, Albion Online has quite a few lethal tools brewing for players’ arsenals, and the team showed off four new spells and abilities this week that are currently in development.

Flame staff users will soon be able to cast flame orb, a miniature sun that will barrel through enemies in a straight line. If you have a quarterstaff, you’ll be able to whip up a small tornado that also strikes out in a single direction. As for melee fighters, the tackle and charge abilities will give hammer and claymore users, respectively, the option to dash right into an opponent’s face and deliver painful justice.

The preview of these skills is more of a tease than an in-depth look (don’t expect stat crunching here), but it’s interesting even so!

Albion Online: somewhat imbalanced distribution of cities

At first sight I would say this is way better than the current outlands design but I’m not sure if it’s better than the beta1 or even alpha map design.

I’m afraid the timezone system will not work on this scale at all. It’s already super annoying in the live game to hold territories that have strategic value but are not in your timezone. For example, our home plot was in 16:00 UTC but for some reason to cluster next to it was 13:00 UTC, which was way early for us. We could either just leave it and allow enemies to attack our farm constantly or conquer it and be forced to defend that plot constantly at a weird time. In this new design we see gaps like 16:00 -> 14:00 which is bad but still manageable, but we also see 16:00 -> 0:00.

Two castles being 2 clusters apart from each other seems weird. Does this mean you have no other plans for castles and they will just have this passive chest opening as their mechanic?

Another thing I don’t like is the overall shape of the map. It’s a thin, long stretch of land whereas I feel a circle or half-circle design would work much better. In the alpha test were the big guilds/alliances were constantly contesting the Necropolis (the VM2-alpha) it was awesome to have each good guild worry about their own area while constantly fighting different enemies coming towards the middle to contest the dungeon. What I think is awesome about AO Gold are the story lines of war. Guilds and alliances develop in their own way and eventually have a big clash. These story lines a very cool aspect and I think they really bind players to the game. It provides some form of backstory to the otherwise uninspiring endless GvG’s between the known guilds. Crucial to making these story lines happen is having places for super powers to breed.

I’m trying to figure out a good way to explain this but I might have to get back to it later. I feel like the live outlands and this new design both make for an extremely stale landscape that does not provide interesting story lines for guilds to latch on to and participate in. Instead they will just have numerous GvG’s throughout the week over in essence meaningless plots.

The distribution of the biomes and cities also looks to be sub-par (e.g. 2 t6 forests vs. 5 t6 highlands). This is really a new issue for you guys and also one that I myself don’t have much experience with as all clusters contained every resource in the past.

There are some things that I like as well. The raid dungeons being very central is one of them. You have to make sure you take the time to design the raid, castle and chest clusters very well! They will be the main stages for big group fights. The number of dungeons also seems to be better than the current number in live while it might still be on the high side. You’ll earn the Albion Online Gold to balance the dungeons out correctly so that we won’t see every guild camping their local solo dungeons.

I have a few questions if you would be so kind to answer them:
When considering a realistic world it would make more sense of the cities were also harbors to the royal lands. What is the purpose for the separate harbors in this iteration of the map? Having the cities also be harbors would likely also make them good starting points for non-outland guilds to get into the end-game.

There seems to be a somewhat imbalanced distribution of cities. For example the high end mountains are right next to a city whereas the high end swamps are up to 8 clusters away, even more if they take a safer route. What is the reasoning behind this? Having more cities than this would obviously be unwise. However, what are the goals in terms of logistics and trade in this new design? Do you expect people from the swamps to carry their goods to the city to sell them? What about farming, have you considered that swamp guilds will have to travel to the city a lot to farm on their islands?

It looks like you placed 4 siege camps in the low-, medium- and high-end areas. Is this intended? What kind of cooldown do you think these camps should have if there are indeed 4 in such a small area?
In the development video ‘Creating a new world’ you note that a main point of criticism was that the beta1 world didn’t feel alive. Can we expect additions to the game to make the world feel more alive and worth fighting over?
I realize this is not a Q&A so I’ll leave it at that but I think it might be very interesting for others to read your answers as well.

In the end I’m still disappointed. Mainly because this designs confirms that will be looking at a copy-paste map with copy-paste clusters and towns. No immersive world with awesome cities. That hope probably died when seeing the new biomes for the first time but for me this thread confirms it will never be a reality. All that aside, you need to make sure that you get it right in terms of gameplay.

The game in Albion Online the wrong direction

To begin, I will tell you of two back to back hellgates my guild fought a few nights ago. We were not running arcane that night.
Hellgate # 1 – we fight an enemy team who also had no arcane beam. The fight was very close! so many times we were winning……they were winning…..pop cd’s……change position…..pop potions…..killed one……we got low…..very close and very strategic and the fight went on for quite some time. This fight went on for 2-3 minutes

Hellgate # 2 we fight an enemy team with an arcane beam. 20 seconds in one of our cloth users gets one shot ( to be precise he went from 80 % health to dead instantly ). We are now at a 5v5 disadvantage and the fight may as well be over…..but…..10 seconds later the power beam comes back online and another one of our members goes from 60/70% health to dead instantly. This fight was over in 40 seconds but really, it was over the moment the enemy team did a snipe shot with power beam.

Why arcane ruins the game right now

1.) it makes this game impossible to balance. I honestly don’t see anything wrong with the 2h crossbow snipe shot ability right now. the damage is Cheap Albion Online Silver. however, put a power beam on it and it goes from a skillshot thats hard to use, to, if you land it while beamed the other team gets wrecked. Current meta right now has two mandatory slots – arcane and xbow – and for good reason. I also don’t think duel swords are OP, I don’t think anything is that OP right now in terms of sheer damage output – but – you slap a power beam on it and it looks OP. This will make you balance the game in the wrong direction for the wrong reasons.

2.) no ability in the game, in any combo / way shape or form should EVER be doing 70% or more of your health bar in Buy Albion Online Gold. Allow me to list the following things a power beam does to this game, and there are multiple videos of this, this is not just imo, ive seen it first hand, in videos etc.

…A.) snipe shot will do anywhere from 1500-2100 damage
…B.) duel swords will hit 2-3 people for anywhere from 1100-1400 damage
…C.) heavy smash will hit 1-3 people for anywhere from 1100-1400 damage
…D.) something as gimicky as a bow deadlyshot or any q nuke spell on staff goes from reasonable poke damage into run for your life or if you don’t have a defensive you die immediatlywatch 4:50 or watch the whole video to see a power beamed speed casting bow.