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.