Some advices for Albion PVP content

Guys when my friend was inviting me to this game he just used this sentence ” Hey mate, I have found a game after long time searching for my taste, this is the game mixed of ULTIMA ONLINE and DARK AGE OF CAMELOT ”. Then I stated this game with lots of expectations. I am a PvP / GvG / RvR player, Albion has wonderful action for me at the beginning. Then started to go to red and black zones with my guildies (we are 7-8 people). We saw 2-3 people or 5 people at the beginning. How the f..k they can run away from us??? we could kill maybe one or 2 of them. Then we saw a small zerg (+12 people).

We pull them to bridge (I remember my DAOC days, 8 people can defend 1 tower against 30-50 people if they play well) fight started and they rushed towards us and we manage to kill them easy. That is awesome mate with Albion Online Gold. Eveybody was talking on skype that this is the game that we finally find we love to play . After that group we saw an other zerg which comes toward us( red points on the map). Again we were happy to fight with them. They were around 18 people. They just stayed in front of bridge their tank attack to our tank then we saw a fire arrow coming towards us and stunned ofcourse.

After the first one we saw an other fire arrow.. again we were stunned !!!! 2 more stun and we were death! This is the small example what our fights all about. I wanna tell to the developers so simple advice that everybody can think about this mechanics so easy. This is a closed beta and off course game will change a lot but this game is not let you to fight against zergs if u dont change a small mechanics.

Albion Online

My advice to the game developers ;

1 – ) this is the core main pvp mechanic. For example If you stun a group an enemy with a warbow stun after they got stunned THEY HAVE TO BE IMMUNE TO ALL KIND STUN EFFECTS AROUND 1-2 MINS !!! that they can fight agains larger group. If u root or silence an enemy after they got silenced or rooted THEY HAVE TO BE IMMUNE ALL KIND OF SILENCE AND ROOT EFFECT FOR 1-2 MINS !!!

2 – ) Guys where is class buffs ?? Each class has to have their unique buffs for their group so people has to find that classes in their group !! ( for example if an holy healer joins a group that group should have %5 increased energy regen)

3 – ) Where is the effectives of healer ??? Healers need some kind of group heals that they should heal their group in an affective way not just open a circle to gorund to heal your group.. that heal should go directly to their group.

4 – ) How 1 or 2 people can run away from a group ?? Give some speed increase buff groups that they can catch people. Groups should run %50-100 increased speed to catch people around !!!

5- ) WTF is wrong with horses in pvp zones !! WHY we cant catch people who is on the horse ?? If you hit a player which is on the horse to Buy Albion Online Gold, HORSE should be disappear !!!! so we can kill them easy – This should be just in pvp zones !!

6- ) WHY cursed mage dots are breaking casting spell on each hits and after using ice block it still stands on you???

7 – ) Can somebody tell me that How an healer can farm exp or gathering alone? Where is the damage spells for them just to let them play alone by not depending other people for exping ?? Give damage spells to healers and it is the same for tanks !

8- ) LET PEOPLE FIGHT AGAINST ZERGS !!

Albion Online: Gathering & Notable Features

Gathering
Auto-Tool Use: For gathering, it will be enough if the right tool is in your inventory. You will no longer have to equip it. This also means that you weapon will not go on cooldown when you gather something. You can still equip a tool, but you will only really need to if you want to fight with it.

Rare Resources: There will be rarer versions of existing ressources that will spawn randomly (i.e. an existing resource node has a certain change to transform into a rare node for a certain amount of time). Those rare resources are used to craft rare items.

Other Notable Features
Mounts: We will add abilities to certain mounts, and possibly also auto-attacks to certain mounts to Buy Albion Online Gold. However, while doing this, we will be extra careful as we do not want mounts to be too powerful in chasing down fleeing players to keep open world PvP balance in check.

Arena/Solo PvP Options: This is still at concept stage, but definitely on our to do list.
A lot of additional small changes and improvements, that are too minor to list seperately.

Looking at the above feature list, we will not be able to have everything ready for the next Alpha test. However, if you have followed us before, you know that we are quite good at getting a lot of things done in a short amount of time.

Still, if we already launched the Winter Alpha in December, we believe that we would present you with a version of the game that would be far below its potential and still too similar to the current version for the test to be meaningful.

As we really want to present you with significantly improved game, we have decided to start the Winter Alpha in mid/late January. By then, our goal is to achieve at least 50% of the points mentioned on the list above. A specific start date for the Winter Alpha will be published in December.

Albion Online: Changelog since Winter Alpha

These is a short overview of all the changes we implemented during the last three months.

New Spells: We doubled the amount of spells available.

New Spell Mechanics: We added new spell functionality (skillshots, knock back, pull mechanics and some more)

Anti Zerg Spells: We added spells where the damage increases significantly the more targets you hit! So clustering on one spot is now a bad option combined with the genreal increase of GTAoE spells.

Missions: You can now do Combat, Crafting, Gathering and Transport Missions which will reward you with Silver and increase your standing with one faction.

Factions: We added 4 factions: Royals, Undead, Disciples of Morgana, Keepers of Albion. Doing missions for these them will increase your standing and you will be able to buy special faction gear. (FYI: This will be patched during the Alpha test)
Hellgates: albiononline.com/en/news/hellgates-dev-blog
Reforging: At the repair station you can not only repair and salvage items but also reforge them. Reforging means for a small silver fee you can change the spells on an item

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Learning Points: To unlock an Item on the destiny board you need to spend learning points. Learning points do regenerate with Albion Online Silver, also when you are not logged in.

Crafting Endurance: Crafting items costs “crafting endurance”. You can decrease the amount of endurance it costs by climbing up the appropriate mastery levels of an item. We are also adding items which will allow you to get new “crafting endurance” ingame. They also regenerate over time (also when you are logged off).

Destiny Board Rework: The mastery levels got a new UI and more significant bonuses and unlocks. (e.g. If you master the 1-handed sword this may also give you bonuses for other “bladed” weapons.)

Enchanted Weapons: We doubled the amount of Albion Online Items. They are meant as a horizontel progression.

Example: You can have a “Tier 5; Level 5 Item” This item needs only T5 resources but some very special new resources which are harder to get then just gathering them in the world. A “Tier 5; Level 5” is as powerful as a “Tier 8; Level 2” item.

Building capacity: buildings now have a maximum capacity for crafting. this capacity regenerates over time. this is to have a reason to have the same building multiple times

Combat Improvements of Albion Online

We will make significant improvements to the combat experience, both to PvE and PvP

Items and Abilities
Revisit all items and abilities, and make the required balance adjustments.
Introduce new abilities to existing items
Introduce new items (including some extra rare ones!)

Anti-Zerg
Have more AoE abilities
Give small radius AoE effects to many abilities
Let AoE abilities scale with the number of players to Buy Albion Online Gold i.e. if you hit 2 people, both get 300 damage. If you hit 3 people, all three get 400 damage, etc. Same logic for AoE crowd control spells

Show zergs on mini-map if and only if they have more than X players (X to be determined)

Research project: investigate whether we can have a smart, algorithm based system that gives a debuff to zerg groups if they become too large. The main problem here is that it would need to be done in such a way that it cannot be circumvented.

Mobs and Bosses
Have more interesting mob and boss fights.
Better and more varied abilities on bosses and mobs.
Phases for bosses, requiring more specific tactics in order to beat them.
In-built Anti-Zerg features for bosses, such as powerful and scaling AoE spells

Boost PvP
We want to offer more good reasons to players to venture into the PvP zones.

Open world PvP events:
The idea here is that something happens in the world at a certain amount of time that encourages open world PvP, without however incentivising zerging.

To give you an example of the concept: say at 18:00 server time, we let one chest spawn in each red PvP zone. There is a notifier that the chests have spawned.
The chests are locked for 10 minutes. After that, they can be opened, but it takes 60 seconds to open them and any damage take will cancel the opening of the chest.
As each red zone will have a chest at the same time, zerging will (hopefully) be kept in check.

On top of that, we are considering to change the way castle fights work and also might be introducing world bosses that spawn at certain intervals.

Hell Gates
There is a random chance that a demon will spawn on the map.

The demon is designed for groups of 5 players, and there is different types of demon, from easy to hard. If you kill it, it will spawn a portal.

Only the group who killed the demon (up to a maximum number of 5) can enter.
You will enter a dungeon which will lead to a boss, if you kill it, you get loot/special resources (exclusive to hell gates), and an exit spawns.

So far, so good. Now to the really cool part: Hell gates can be connected and have multiple entrances. So it might be that while you are clearing the hell gate, you will encounter another group of 5 people with the same goal in mind. They will have entered the dungeon via an entirely different entrance that could in theory by at any part of the world.

The reason why we think this is cool is the following: i) it will encourage small groups of 5 to constantly roam the map, looking for demons to kill in order to spawn a hell gate ii) it allows us to set up structured PvP encounters that are 5vs5, without the risk of zerging iii) But: it is not even certain that you will actually encounter another group inside the hell gate with Cheap Albion Online Gold, so there is always some tension in the air. To avoid any confusion: if you exit the hellgate, you will always return to the region that you came from.

New resources exclusive to PvP zones: Please see below

PvP, Yellow and Red in Albion Online

We all know the map needs to be bigger, and it’s been addressed multiple times, but just for prosperities sake I’ll say it here as well. Yellow needs to be bigger, offering a larger buffer between Green and Red, Guards on each section.

Red Needs to be expanded more, and there should be no safe zones beyond green in the slightest. The reasoning for this is that this game is supposed to be about team work, co-operation, and the sandbox. Anything beyond Yellow should be that sandbox, from guilds having to take and hold territory, to alliances forming to help better defend themselves, to roaming Guilds patrolling their own lands and kicking out anyone they don’t want there. Those should be part of the game. Red needs to be expanded so much more for such a thing to exist, allowing more space for people to spread out, slip through the gaps and in otherwise guard.

Black itself needs to do the same, but with the ability for Guilds to control entire zones with much more efficiency. Red needs to be the smaller guilds banding together fighting over and defending what’s theirs. Black needs to be far more rooted in large guilds, or alliances, coming together and imparting their own rule and laws upon their zones, along with who may come and go as they please.

Something that’s desperately needed is a reputation system. If you’re out there slaughtering people in Yellow zone time and time again, you need to have consequences for that. There needs to be a system that either makes those people Perma-Reds in the long term, or otherwise penalizes their actions in other ways.

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Suggested improvements from a new albion online player

No particular order, just random observations.

1, Fame splitting in groups should be offset somewhat by a grouping bonus that awards more fame than currently awarded after splitting. Too harsh a penalty now.

2. Radius of interactivity should be expanded somewhat when encumbered to the point of complete immobility.

3. Farming plants should take less time than animals in order to keep up with the feeding cycles.

4. In general, farming activities progress more slowly than other skills. You can’t repetitively farm crops like you can kill mobs, needs to go faster to keep in balance with other progressions.

5. Allocation of Farm plots vs. Building plots seems wrong on private Islands. I use up every farm plot and wind up with tons of extra building slots. Who builds everything? Rather have more farms per level than building plots.

6. Move to the top of the list all Other Islands you can visit before Cities, not just your own.

7. Scrollbar in the chat box.

8. Recovery from Knockout should take less than 40 seconds. Hell, the gear damage is punishment enough, don’t need to frustrate players waiting around staring at a screen that long.

9. Tab targeting would really help identify where your attacker is in dark screens.

10. Gamma slider please!

11. Repair All button

12. More clear identification of dungeons that are “single player” but have large groups of vet bosses. Are 5 vets really “single player”?

Thanks, love the game, these additions would make it even more killer.

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Albion Online: counter play part of PvP

I thought about not spending the time writing this, because there are so many of these types of posts out there, but a friend of mine suggested I should; just in case others liked the ideas.

First of all, some of these ideas aren’t my own, but they’re in here to give people the better overarching experience. A lot of people when they suggest ideas to one specific part of the game, don’t see the larger aspect of the game as well. Changing the one little thing such as crafting and allowing people to mine X more than usual changes more of the game than just faster mining. The ideas within are supposed to complement each other and work together, not just “change X thing!”

PvP, Yellow and Red:

We all know the map needs to be bigger, and it’s been addressed multiple times, but just for prosperities sake I’ll say it here as well. Yellow needs to be bigger, offering a larger buffer between Green and Red, Guards on each section.

Red Needs to be expanded more, and there should be no safe zones beyond green in the slightest. The reasoning for this is that this game is supposed to be about team work, co-operation, and the sandbox. Anything beyond Yellow should be that sandbox, from guilds having to take and hold territory, to alliances forming to help better defend themselves, to roaming Guilds patrolling their own lands and kicking out anyone they don’t want there. Those should be part of the game. Red needs to be expanded so much more for such a thing to exist, allowing more space for people to spread out, slip through the gaps and in otherwise guard.

Black itself needs to do the same, but with the ability for Guilds to control entire zones with much more efficiency. Red needs to be the smaller guilds banding together fighting over and defending what’s theirs. Black needs to be far more rooted in large guilds, or alliances, coming together and imparting their own rule and laws upon their zones, along with who may come and go as they please.

Something that’s desperately needed is a reputation system. If you’re out there slaughtering people in Yellow zone time and time again, you need to have consequences for that. There needs to be a system that either makes those people Perma-Reds in the long term, or otherwise penalizes their actions in other ways.

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