Against Illegal Albion Online Gold to Safeguard the Goods of All Players

Nov 25. 2016 — We never stopped the fighting against piracy in our daily life, when a new product comes out, it must followed by numerous faking product. This is intolerable thing. As in the Albion Online, there also exist many illegal albion online gold site. They always stolen albion online gold or albion online accounts from some albion online players and resell them to others for high profit.

Who are they? Why they can do this awful things? It’s not your albion online gold, it’s not your albion online account, they don’t belong to anybody else except ourselves, you don’t have the right to do this. So my fellow albion online players, we should united to fight against those scammers and spammers in Albion Online. We have to build up a fair and legal world in the game.

Don’t buy albion online gold from illegal albion online gold sites, they are always small and unprofessional. You can easily judge from their web site. Those unclear, no update news, unfavorable customer service and bad feedback site are not your choice. You should never buy albion online gold from them.

Pay attention to those Albion Online Gold with unbelievable low price, legit farming albion online gold costs time and effort, so it can’t be sell at a very low price, otherwise, how could the company make profit?

Some of guys using bots to get albion online gold, it is against the rules, terms and services of Albion Online. Moreover, these scripted toons have an adverse effect in the Albion Online server. The bots fill the auction houses with any useless items to make albion online gold.

No matter what situations you meet, don’t buy albion online gold illegally, choose the legit site (like http://www.albionmall.com/ ). They will never ask you to return your currency in game but always ask you to come on the Live Help to discuss any issue. Do not give away your currency to anyone claiming to be our customer support.

We are all albion online fans, we want enjoy this game without banning or hacking, so let’s against illegal albion online gold online and safeguard goods for both you and me. Let’s have great time playing in Albion Online!

Source: http://www.albionmall.com/

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Trove: What about the mixing farming and PvP

While reading this thread an idea struck me. I’m an avid pvp player when in comes to MMOs. (Idk how I ended up playing Trove, most likely the collection part got me.) What about mixing farming and PvP? I have played many games where the PvP servers or maps had some kind of bonus with the risk of being hunted. We could have a Primal world for each uber (or maybe over U”X”) with some kind of PvP twist in it while having some sort of bonus as well.

For example a few +%drop/+%xp/ double gem boxes at x%, or any kind of thing. Joining anyone on the map/inviting to the map would be disabled to avoid easy grouping/exploiting. All gears would matter, including gems. Not sure about flasks. Limiting jumps would be an interesting twist as well, not only making PvP harder but clearing PvE content as well. Upon dieing you are spawned back to Buy Trove Flux, loosing a few pots could be the drawback. (Couldn’t come up with any better.) Also, no names would appear on map. (Obviously, PvP/classes should be balanced first.) I haven’t talked about the format(s) yet. I have 2 main ideas in my mind:

– Team vs Team
Now this is some sort of basic. Upon entering you choose a team and every player who had chosen the other one are considered enemies. Of course this could be fleshed out more, having permanent teams/wars etc.

-“Hitman”
Upon entering, you get 5 or X names, that you have to assassinate. You’d have your targets marked with something on the map. Each player would have an indicator, telling them how many players are hunting them and how close they are with the help of symbols not in a completely accurate way. (For example, if it was a colored dot, the closer the hunter, the darker the dot) In closer range you would have them marked for you and vice versa to make it easier. (Like the flag carriers in PvP) Upon killing one of your targets, you would be awarded rewards and your target list should be refreshed. (or that 1 name only). Having a refreshing list would make it able for the first few joiners on that world to have targets as well. Everyone could be a target.

These were just my ideas which popped into my mind while reading the thread. It could possibly bring some excitement and thrill to the boring grinding. Not sure how these would work out in reality. I agree with the point of the thread since I am mostly just logging in for the chaoses/daily streak lately. Half the time I don’t care about the cubits either. I’d rather have some improvement on the existing worlds than having a new biome/higher ubers. (No offense for the dino biome Trino, it will be cool and all for sure, but there are other things which are, I feel like, being overlooked but should be in the focus of attention). With the release of the new Class they should also release “Archaeology/Paleontology” type of skill that would require finding fossils(in block form).

The fossils would be harder then the surrounding blocks so it would be harder to delete them while mining and once you unearth the entire fossil it will light up and dissapear giving you items/xp/rewards or w/e was decided to buy trove flux online. But what I think could really help biomes themselves is randomizing what’s inside the biomes more. sometimes there will be no mobs or sometimes there will max mobs, maybe the blocks are very fertile sometimes and the glim/material is multiplied by 10.

BASICALY i’m just saying this game NEEDS more variety, the Large mobs were a nice addition, but I’d like to see EVEN LARGER mobs in a biome(cough BOSS BIOME cough) one massive boss in a large boime that would require MANY Trovians to defeat.

Trove: slow progression can be rewarding when done properly

I bought the $20 pack that gave me 5 empowered gem boxes. Lovely. Me at the time was first being introduced to the whole “gem system” and i got 3, 3 star emp gems, 2 with md and each being a different colour. If only i knew at the time what i had just done. From that moment onward, i never got another gem that had any purpose to me (Health regen, health regen, health regen. Like seriously health regen, just piss off!). Oh wait, that stellar. Yes, that stellar. I found a stellar with magic damage and i was really exited because it meant all my emp gems would have MD. so, in a rush i levelled up my chars trying to get all the empowered gems i had on it. I put my emp water gem on, then went for the Trove Flux and my stellar air gem. After spending approximately 9 months grinding the levels this message came up – Allready have that ability- (or something similar). I nearly jumped out of my window head first…..
This brings me to my next topic. Gem dust. I need to say little about this because everyone should know what im about to say. “Boop, Boop, Boop, Boop, Boop…” 5000 gem dust later the gem is the same level. Let me bring you back to my “head first out of my window with a fork sticking out of my brain crisis.”

And we sum it up with a happy ending. Well, it can be a happy ending if the trove developers fix gems. At the very least, make them tradeable and STOP MAKING US WASTE 5000000 gem dust on no level ups. Also how long do you expect us to wait to get a shapers star. This is a game where the rich people get richer and the poor people, well the poor people are just there.

Sarcasm aside I agree with the sentiment. However, I believe there are degrees of rare. There’s farming for a day and not leveling your gem once rare and then there are less punishing forms of rare. I think they’re asking for a common-sense adjustment to what “rare” is.

But slow progression is not punishment… It’s designed so you don’t get to the end of the game quickly, get bored and quit. Too many players see playing the game as punishment and not the point of the game. They don’t want to PLAY the game, they want to win the game, which is ironic in an MMORPG because the game has no clearly defined end. So you can’t really win… but players do everything in their power to somehow win as quickly as they can and then find themselves bored. So play the game. Know that getting rare gear is a matter of a few months work, not a few days work, and you’ll be fine.

Slow progression can be rewarding when done properly. What do you get from slow progression in this game? Better gems? The ability to clear Ultra a little faster? I don’t see compelling reasons to bother with the Cheap Trove Flux if there is no pot of gold on the other side of it. Either make the grind compelling (give incremental rewards for incremental effort) or reduce the grind. What they have now is slow progression with a disproportionate lack of reward for the effort.

Trove: the players like Dino Tamer

I really do like the Dino Tamer, but my biggest issue is how it plays so very differently from how it appears on paper. Looking over the descriptions of it’s skills, you’d think the DT was a pet class, using it’s passive to spawn large numbers of dinosaur buddies to offset the randomness of which buddies it would spawn, using the net and CC from the ultimate to hold enemies in place for your army. In practice, the DT gets most of his power from his (rather clunky) net, using his M1 only to keep the massively powerful poison rolling through the Trove Flux for sale. Throwing out dinosaurs is pretty much an afterthought, and not something I ever really feel like I need to be doing. Looking at the wiki, the Therizinosaurus, which is supposed to be the high damage pet, does approximately 300% magic damage every 2 seconds. Compared to the net, which naturally does 400% damage every 0.5 seconds, and that’s without the ultimate more than doubling the damage value. The Tamer seriously needs a rebalancing of power throughout his kit, away from his net and into other abilities. Here are my suggestions:

Gve Dino Buddies some form of charge system like the Tomb Raiser, where additional charges could be acquired through use of the passive. This would avoid situations where multiple targets die to the net in quick succession, effectively wasting multiple triggers of the passive. To balance it out, perhaps only one charge would build naturally, but up to 3 could be stored at once from the passive.

Reduce the net’s damage, and make it charge faster. The net is really sluggish to use right now, due mostly to how slowly it charges up. Making it a bit faster would make the ability more reliable and the class as a whole a lot smoother to play, as right now the Tamer has to stop attacking for quite a long time to get a net ready.

Buff the survivability and damage of the Dino Buddies. As a whole, the Buddies are an underwhelming part of the Dino Tamer’s kit, dealing mediocre damage and being very easy to kill, even with investment into health. Allowing the Buddies to be more of an assistance in late-game fights would make the Trove Flux ability as a whole worth using, perhaps diversifying their statistics more (Triceratops scales incredibly high with health, Therizino having much higher damage than the others, Quetzal being faster).

Make Dino Buddies spawn in a priority, making sure that the player has one of each type. For example, the ability could always spawn a Triceratops, then the Quetzal, then the Therizino, as needed. If any buddies have been killed, casting the ability would summon new buddies to fill missing Dinos in that order. This would make sure that the player is not dependent on RNG for damage and survivability, and is guaranteed to have one of each of the Dino Buddies at a time. If all 3 Dino Buddies are alive, further casts of the Dino Buddy skill would instead heal all active Buddies.

Remove maximum duration from Buddies, instead giving them a health drain similar to the Tomb Raiser’s skeletons. This ties into the previous point, allowing the Tamer to heal his pets. This would allow the Dino Tamer to be able to keep a team of Buddies alive for extended periods of time with well-timed uses of the Dino Buddies skill, topping off his pets. It would also require the Tamer to continuously play around his passive, consistently targeting enemies that have been hit by the net to generate new charges of Dino Buddies, in order to heal his team and keep them fighting.

To bring it all together, the Tamer right now isn’t all that fun of a class to play, because he’s not actually a powerful class by his mechanics. He’s fairly clunky due to the slow charge speed of the net, and he’s overly reliant on RNG in order to get the Dino Buddy summons you want (which aren’t really all that worth it anyway). What makes the class powerful is his absurdly high damage on his net, which can be continuously reapplied through sustained M1 shots. Only 3 parts of his kit are even worth using, and two of those (M1 and Ult) are just to buff the power of the cheapest trove flux other one (the net of doom). Rebalancing the Dino Tamer’s power throughout his kit would make him an alternative “summoner” class to the Tomb Raiser, trading out sheer number of minions for more power, and requiring more management through use of the net and passive to keep the Dino Buddies alive, as opposed to simply using M1 to heal. Even if the Dino Tamer wasn’t meant to be a pet class, making him one would be much more healthy for the class in the long run than simply making him a one-trick pony with his nets.

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 – GAMEPLAY FIRST LOOK

Albion Online is a cross-platform sandbox MMORPG where players can create their own custom class thanks to skills being tied to each piece of armor. Nearly everything in Albion is created by players, requiring them to forge for materials and produce a range of equipment and housing. Albion features a full loot system, with players potentially losing all of their belonging upon death.

To find more about Albion Online check out the game page which includes more info, user reviews, screenshots and additional videos. Don´t forget to subscribe to MMOBomb YouTube channel.

Trove: the cap would cause more problems

I fell that a cap would cause more problems than it could solve. When you say how high an item’s price can go, that does not only stop that item but any that are connected to it. A month of Patron gives an extra 120 Chaos Chests on top your current Chaos Factor 210 CCs at 300 Mastery). If Patron’s price can not exceed 400k then the price of Chaos Chests would not go past 3333 Flux per. If the price on the chests is locked down like that then what would happen to buy Trove Flux with the items that come from the chests? Patron and Chaos Chest as well as its contents go hand in hand; you can not control one without controlling the other.

Honestly I do not see a problem with the high price of Patron. Don’t get me wrong, I think the price is very high currently but at the same I do not think it is wrong or incorrect pricing. Patron is so strong and necessity that people will pay these prices. Despite the current price we, shockingly, have not reached the point where price does not match the power of the item. As long as there are buyers with hundreds of thousands of flux then there will also be sellers.

From the devs point of view there is no downside for this situation. For every tradable Patron Pass, someone somewhere had to pay $20 USD to get the credits required to buy the item. With the price so high it an incentive to buy passes to sell on the market for some quick flux. Telling the users they can only sell the items for so much is about as good as shooting yourself in the foot. There would be no upside for them in this change and instead it is making one source of revenue look far worse.

Forgot that it also halves the amount of gem boxes it requires to hit karma. This doubles the chances of getting a gem you are looking for the exact same amount of work. Without Patron you are working twice as long to get to the same point as a Patron.

You want a cap on an item that requires people to spend real currency to obtain. They aren’t just injected into the market randomly. People have to actually buy them for them to exist. Would you like to know what would happen if a cap was imposed? No one would buy Cheap Trove Flux to them with cash. The supply would drop. They aren’t buying them for the fun of it, they’re doing so because they want to make a profit and it is profitable right now. You are never going to get a cap added to an item that people are required to buy for it to exist for this reason.

There could simply less on the market because people weren’t finding it profitable, however the demand is still there and people are willing to pay more.

If people are buying them for less and selling for more, they’re playing the market. It is something that anyone can do and it’s how people actually gain flux. You don’t see the people who have played this game the longest buying for 500k and reselling for 300k. They wouldn’t even make a dent to the long term price because the 300k ones would be instantly purchased and sold again for 450k-500k.

Let me jump back to the main topic here. If the item holds value to you, fork over money and buy one if you ‘need’ it.