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.

Our goal is for Albion Online to be a long term success

I’m happy to see the loss of F2P even if it is only temporary.

However, you’ve said some of these things before and they still have not been implemented over quite a large time frame. Can we expect some of these changes soon? It seems odd for things to always be “in the works” while the game is continually delayed. While it can work for a time, in the long run people lose interest.

I’ll be interested to see what is coming in the Jan. 13th release. Hopefully it is substantial.

now that the closed beta test is in full swing, we have a very important announcement to make.
The closed beta will be extended until at least 1st August 2016
The game will not be free to play at launch
Our goal is for Albion Online to be a long term success, therefore, we only want to release the game when it is truly up to its potential. The extension of the closed beta period will allow us to make significant improvements to the game.

For this reason, we are putting the free to play plans on hold as well. Making the game ready for a free to play model would take up significant development time which we would much rather use to make a better game. Free to play would also create a lot of risks for the game – spamming, botting, world too small, etc – which we do not want to take if it can be avoided.

When the game goes live, current founder’s packs will be discontinued and replaced with starter packs, which will give access to the game but offer Cheap Albion Online Gold for money than the founder’s packs as this is only fair to all founders who help us in making the game.

We are truly overwhelmed by the success of Albion Online thus far and would like to thank all of your for your ongoing support and feedback. Together, we will make sure that Albion Online will be a great game made to last.

Adventurers in Albion Online

Fellow Adventurers,

Based on our own observations and feedback received from the community during the beta test, we are looking in reworking our Guild vs Guild territory fight system.

Before we start working on it further, we want to share our concept with you to provide you the chance to give feedback and make suggestions.

Problems with the old system
Only 5 players take part in the fighting
Fighting is limited to one 15 minute battle per day
Guilds are forced to hold territories that they do not need to create attack routes
Room for gaming/exploiting the timers, defender bonuses and attack mechanics

Design goals of new system
Incentivize constant conflict between guilds, with the GvG territory fights acting as the “main event”
Allow all players to take part
Minimize or remove any exploitability
Preserve the ability for small guilds to hold territory

Change 1: Resource territories
Resource territories are replaced with open world building slots for resource extractors
These are buildings that are constructed by a guild (such as an ore mine or a lumber camp) that automatically gather and store Cheap Albion Online Gold[ over time.
The buildings can be attacked and destroyed in the open world, though there is a delay mechanism which allows for the defender organize their defense
However, overall balance is that the buildings are relatively cheap to build and relatively easy to destroy: we want to encourage lots of smaller battles and we do not want it to hurt that much if the buildings are destroyed while your guild is offline