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ALBION ONLINE PREPARES FOR ITS FINAL BETA TEST PHASE

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The end of the world is just the beginning, at least according to several movie poster taglines that we’ve read. And as the sun sets on Albion Online’s current beta, it prepares for one last, grand beta test for later this summer.

This final beta will kick off on August 1st and run between two to three months. The team has a lot of new toys to deliver to its eager playerbase, including new worlds (Royal Islands and the Outlands), new biomes (swamps, steppes, and mountains), an overhauled guild vs. guild system, the crime and reputation system, a reworked item system, and randomly spawning resources.

Before that can happen, however, Albion will be wrapping up its current test phase. This beta is scheduled to shut down on July 17th, after which the servers will be wiped in preparation for the final beta.

Albion Online Dev Team Delves in Upcoming Future Plans

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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.

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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.

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ALBION ONLINE SHOWS OFF A QUARTET OF NEW SKILLS

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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!

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.

How did we get to this point?

The one thing Albion Online has consistently done right throughout the tests was providing interesting overworld PVP. Despite how uninviting GVG is for the average player, there was always the option to grab some gear and run around looking for trouble. Unfortunately, that has been systematically dismantled by the major changes we saw this beta.

Problem #1.
Maps are so large that the only way to find other people to interact with is to camp gates.

I would like to point out important 2 facts:
1.Waiting for someone to walk into a camp is not fun.
2.Walking into a camp is not fun.

This is probably the single biggest problem. There is no practical way to salvage the increased map sizes without implementing entirely new mechanics. We are way too close to launch to rely on scouting items or some whole new system to make the bigger maps not a disaster.
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Problem #2.
LP changes, while super convenient, have removed the incentive to actually go out and kill things. People aren’t leaving town. People are not doing dungeons. The upcoming hellgate changes aren’t going to fix this because whatever reward can be found by the average player in mediocre gear is going to be controlled by big guilds in the best gear.

Devs. Read that line again. Print it out. Start every meeting by reciting it like a prayer.
whatever reward can be found by the average player in mediocre gear is going to be controlled by big guilds in the best gear.

Problem #3.
The rep system was too restrictive at the start of beta and now it is too slack to accomplish anything.

-The people who play the game to PVP view the system as a minor inconvenience.
-The people who don’t PVP much are further discouraged from PVP because they don’t want to be “punished”, but still aren’t protected from ganks in any way by the rep system.

Who is benefiting from the current rep system? Nobody. It is just an ignored system, much like laborers, that makes the game look bad.

I’ve poured countless hours into just about every play test of this game, and I’ve had a lot of fun doing it. Even if the game never launches, I will honestly feel like my buy-in was worth the fun I’ve already had. Things are not looking good right now though.

Someone convince me/us launch is going to be awesome and the problems will have solutions.

The great post

Thanks for the great post.

  • The main reason for the flagging system is it’s signalling power. If you are flagged blue, other blue players know that you cannot attack them without some up-front notice. This allows people to cooperate and not be overly scared of each other even in yellow and red zones.
  • Of course, just reputation, without flagging, has signalling power too. However, we do not think it’s enough. Even if you are glorious, if you find the right victim with rare gear, you’d still kill him on sight to take his stuff
  • For the same reason, we reset reputation to 0 if you flag red. Flagging red means that you are looking for kills, it’s essentially “contemplating murder” in real life. If somebody told you he was looking to kill somebody, he’d lose all “reputation” for being a good guy, too

The above factors make our system harsher than the “standard” way of doing it that you describe in the OP. Essentially, it strongly encourges players to pick whether they want to be a) a full blown player killer b) a neutral, who can do the occassional opportunistic kill c) a good guy, possibly hunting down PKs

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Here is the pros and cons:
1) Criminal: Can make a lot of kills. But is also in constant danger as he is perma-red.
2) Neutral/slight criminal: Can make some kills while still being able to flag blue. Is a nice target for criminals, as he can be killed without reputation loss.
3) Good Guy: Can’t kill blue players at all, unless he wants to turn neutral. Has best protection from neutrals and criminals as killing him costs a lot of reputation.

Now, why do we think we need a “harsher” criminal system? It has to do with the PvP eco-system. Our goal is to have a sustainable balance between blue and red players in the red zones.

To achieve that, we essentially need to manage the average risk that a blue players faces. If, for example, red players can kill 5 blue players per hour, this is not sustainable. 1 hour of fun for the red players has been bought with tons of hours of grind destroyed for the 5 blue players, the result being that blue players will stop using the red zones, the result being that PKers do not find victims any more and ultimately quit too -> ecosystem has collapsed, and this effect has destroyed many hardcore PvP games.

To balance the system, we need to make sure that the risk vs reward for the red players and the risk vs reward for the blue player in in line with each other.

For the red players, this means that on average, he would suffer a little less than one death for each kill. For the blue player, it woulud mean that the benefits of being in the red zone (better resources, etc) somewhat outweigh the risk of being killed. At the moment, I do not think we are there yet.

All the best

Albion Online Quickstart Guide for Newbie

If you want to enjoy the first few hours of the game and slowly explore everything by yourself, do not use this guide.

It is intended for those who have done this 5+ times already or for those who look for some guidance to optimize their start.

If you have any tips or suggestions how to further optimize the guide, let me, @Bogul know!

1. BASICS

You log in with your character for the first time ever. You are in the starting zone. You have nothing but your undies.

Do not unpack your founder’s gear or mounts! You do not need them now! Depending on where you start, you may want to take a boat to meet up with your friends. But then it might be too expensive if you unpacked any founders gear!

Your first goal is: Unlock the T2 trees of the destiny board.

look at your “destiny board quests” (bottom of the screen)
(important!) do those quests step by step now until destiny board branches out!
(best area to do this is the starter zone)
don’t leave the zone yet
those quests are:
gather 3 ‘Rough Logs’ (T1), but let’s actually gather 25 logs total because you need them for other quests later!
gather 3 ‘Rough Stone’ (T1), but let’s actually gather 21 stone total, because you need them for other quests later!
walk to the Workbench and prepare to craft stuff
Before you craft anything, TURN OFF CRAFTING FOCUS (click the workbench and turn off the orange hammer & saw icon next to the red ‘Craft’ icon). This returns materials on crafting, and you want to save this focus for higher tier things. If you do not turn it off, you will burn through all your crafting focus on Tier 1 items!
craft 1 ‘Beginners Skinning Knife’ with the Stone & Lumber you gathered earlier (needs 3 each).
Kill 1 Rabbit
Gather 8 Rabbit Hide, but let’s actually gather 18 hide total, because you need them later!
walk back to the Workbench and:
craft 1 Medium Beginners Leather Armor (Chestpiece) (pick move speed passive)
craft 1 Beginners Broadsword with the Stone & Lumber you gathered earlier (needs 6 each)
craft 1 Beginner’s Pickaxe with the Stone & Lumber you gathered earlier (needs 3 each)

DING DING DING, you unlocked the T2 nodes of the destiny board, but wait – let’s prepare the rest of the stuff we need before we leave!

craft 1 ‘Beginners Shield’ with the Lumber you gathered earlier (4 logs).
craft 1 ‘Medium Beginners Leather Hood’ with the Hide you gathered earlier. (4 hide) (pick move speed).
craft 1 ‘Medium Beginner’s Leather Shoes’ with the Hide you gathered earlier. (4 hide) (pick move speed).
craft 1 ‘Beginners Axe’ with the Stone & Lumber you gathered earlier (needs 3 each).
craft 1 ‘Beginners Stone Hammer’ with the Stone & Lumber you gathered earlier (needs 3 each).
craft 1 ‘Beginner’s Sickle’ with the Stone & Lumber you gathered earlier (needs 3 each).

You are ready to leave the starter zone now!
Quick checklist of the things you should have in your inventory before you move to the next zone:
T1 sword
T1 shield
T1 leather armor (head,chest,boots)
T1 pickaxe
T1 wood axe
T1 skinning knife
T1 stone hammer
T1 sickle

make sure your destiny board quests (from above) are completed!

Go to the next zone nao!

2. MORE BASICS

You just left the starting zone, you have your super basic T1 stuff and you just entered one of the T3 starter towns on the edges of the world.

Your goal is now: Gather T2 materials & kill easy mobs to unlock T3 crafting & item usage.

We will ignore low tier farming & alchemy unlocks in this tutorial, because you need your private island to do that, which will happen way later in the game.

You will straight up do nothing in the T3 starter-town and (after you teleport to the zone you need to be in, if you need to be in a different one) go harvest all the resources at once to advance to T3 unlocks straight away.

So yeah, ignore people running about in the T3 town and leave through one of the exits to the next zone.

The following step only applies if you want to teleport to a different T3 starter town.

If you do not need to do that – or in case you don’t know or don’t care where you go afterwards , skip this next (blue) section.

If you are outside the T3 starter town, look on the minimap for an area where you can find Heretics, they drop silver and that is what you are after!
Find one heretic, snipe him (don’t worry if you aggro two), kill him, loot him (you should have looted 10 silver or more), leave straight back to the T3 starter town you came from.
Go to the Ship Captain and take the boat to the starter town you want to go to. It should cost you 10 silver.
Leave through one of the exits of the T3 starter town again.

Unpack your founder’s horse now if you have one, it will speed things up & allow you to move things.

Your goal is to gather a big chunk, maybe even all of the resources at once that you need to advance towards T3.

To do anything useful, you need to make yourself T2 tools first. So our first objective is to go out and gather enough resources so we can make ourselves a set of T2 tools.

We want to harvest enough T2 wood and T2 ore so we can make ourselves one of each tool. One T2 tool is 9 Birch Planks and 3 Copper Bars to make, so we need a total of:

45 Birch Logs
15 Copper Ore

After you have collected those resources, go back to the T3 starter town, refine your gathered resources and then craft yourself the tools listed below.

You will not be able to use them yet, because you need to unlock your ‘Trainee Gatherer’ node on the destiny board first.

Albion Online Quickstart Guide for Newbie

Don’t worry, you can just carry them around with you and use them after you gathered enough T2. Just do not throw away your T1 Beginners Tools yet!

Craft the following T2 tools for yourself at the Toolmaker:

1 T2 Stone Hammer: 9 Wood Plank (T2), 3 Metal Bar (T2)
1 T2 Wood Axe: 9 Wood Plank (T2), 3 Metal Bar (T2)
1 T2 Skinning Knife: 9 Wood Plank (T2), 3 Metal Bar (T2)
1 T2 Sickle: 9 Wood Plank (T2), 3 Metal Bar (T2)
1 T2 Pickaxe: 9 Wood Plank (T2), 3 Metal Bar (T2)

After you crafted your tools, leave the city again and go look for more resources.

Your next goal: Gather enough resources to make yourself one of each weapon type and one of each armor type, so you can use them later to unlock T3 items for use.

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

Toolmaker:
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, 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):

Bag
Cape
Sword
Shield
Plate Armor
Plate Helmet
Bow
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 albion 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. 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!

– See more at: http://www.aosilver.com/albion-online/news/albion-online-quickstart-guide-for-newbie#sthash.vQQhRbGe.dpuf