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Albion Online: PvP and PvE Roams, PvP Solo

Albion Online: PvP and PvE Roams, PvP Solo

Monthly Archives: June 2016

The complicated skill/combat system of Albion Online

30 Thursday Jun 2016

Posted by albiononlinepvp in News

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Albion Online, skill/combat system

I’m sure I’ve been kicked due to inactivity, but I was in the teamspeak enough to learn that your method of leadership is laughable. If you consider that being good at this game, re-think things. It was so chaotic it was comical, and your strategies in open world were pretty much “zerg”. Your arguments come across as really douche like, (lol I’m better than everyone).

If you think the combat in this game isn’t shallow, try a game like gw2. With active dodging, and a lot more Albion Online Silver, including field interaction, it makes this game as complicated as rock, scissors, paper. I quit because almost all my friends quit, and I had recruited a bunch of people (all of them quit, most won’t likely ever come back). I’m waiting for decent patch notes, more content, and a bit better of a system.

Hell even the old muds had a more complicated skill/combat system. This game is very shallow, and while it is beta, I was in the GW2 beta, AOC beta, warhammer online beta, and all of them were more fleshed out and closer to release. Did SI make a mistake and announce this as a beta…I think so. This feels more like an alpha with regards to content. This would have worked well years ago, but games are getting so much better and I think standards are higher. The one thing this game has going for it is full loot, which is what got me on board originally.

5

You’re just confirming what I’ve said before, all shitters crying because they are clueless. Your friends that joined Money guild aren’t close to the skill level of myself and the main team, if it was so shallow they would be, as I’m sure you probably consider them good players(I do too, actually). My leadership style works, that’s why we are where we are needing more AO Gold. Any other guild you were in has died and achieved nothing before they crumbled. Words mean nothing, actions mean a lot. Try it sometime.

EDIT: I’ve played all of those games, tested several of them well before they hit the tests that you would’ve gotten into – enjoyable, but they’re all dead for a reason. Probably because they’re so deep and fleshed out, I guess. Right?

The game does require more thought than most people give it credit for/ are capable of using. This is why so many guilds failed or lost their member base(mine included). It can be very boring if you just use cookie cutter composition A and try to fight the same zones over and over in larger groups. You can absolutely 2-3 black zone content and defeat larger groups if you play better and make use of good ability combinations/consumables.

This is best highlighted by the fact that I can use 6.3 weapons and armor and defeat Money Guild teams in 8.3 or enchanted safe albion online silver, ala Rank River and various other GVGs. Their main team is alright I guess.

we know them in FFXIV when I explicitly mention the main scenario as a separate entity

21 Tuesday Jun 2016

Posted by albiononlinepvp in Reviews

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ffxiv gil

What if, after the ffxiv gil release of 4.0 and the supposed Ala Mhigo story arc instead of continuing past that the next series of updates (and perhaps even the next expansion) neither implicated the main character as Hero of the World-Changing Event nor made his/her actions necessary for the next addition to the “Hero of the World” story arc? Could we not have a -main- story arc, which every character must experience in order to proceed and which accompanies things like level cap and substantial item level increases, alongside any number of branching story paths that are largely inconsequential to the -main- or “canon” story arc but are nevertheless intriguing and worthwhile?

In terms of story and lore, I think the answer is an obvious yes. Of course we can place a marker at any point of the main scenario and implicate the main character in some important, interesting, and world-building series of missions that can aim to entirely avoid what may happen in the main scenario. Please be aware that I am not advocating a large dump of side quests as we know them in FFXIV when I explicitly mention the main scenario as a separate entity. What I am suggesting is something of the exact same quality – it could introduce new areas, jobs, dungeons, and materials – but that is not required by the next step of the “main scenario” by lore or by character progression.

The problem of character progression is what makes this a more interesting and difficult endeavor. If there were to be a branching, optional full expansion of the game – how could it be made interesting if my main job, say DRG, does not gain levels or a substantial increase in iLvl? I think there are solutions to this, but for some their introduction would be a notable departure from the current model. One of the easier and cleanest steps towards making the content progression-relevant would be to introduce BiS (or close to it) gear at the end of the story arc.

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