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Albion Online: PvP and PvE Roams, PvP Solo

Albion Online: PvP and PvE Roams, PvP Solo

Monthly Archives: October 2016

A question of supply and demand for Trove

28 Friday Oct 2016

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Cheap Trove Flux, cheapest trove flux

If memory serves (haven’t checked, and my memory is ridiculously unreliable) next week is the week when all the bonuses apply each day. That means getting patron is a priority for a lot of people who doesn’t usually get Patron. The increase in price is more likely than not that more people are buying,the more player want to get Cheap Trove Flux, getting the more commonly priced passes and opening up to the more expensive passes.

It’s pretty much all a question of supply and demand. Once next week is over and done with, the price will probably level out, back at its usual price range.

The price is high now but wait till the PTS patch hits Live. With the amount of flux that will be flowing into the market the prices will inevitably soar. A single user with 8 alts in U9 can get 120k per dragon kill which is not an impossible feat. If you are having trouble getting the amount needed for a pass now it will become much harder soon.

There is also no possible way they will add patron passes themselves. This is their one good item in the store as everything else is so overpriced that you would need to be a blind idiot to buy. Giving away the one thing you are selling reliably (because it is required for play) is the worst business idea since recycled toilet paper.

The more expensive patron pass is in the market , the less money Trion will earn .
– If patron is cheap , many ftp players will buy cheapest trove flux on the market from those who bought it with real money .
– If patron is expensive , a small fragment of players will directly buy it from both market and store . And those who want to sell the ones from the store will fail because of the ridiculous price .

So if the market price of patron goes up , it’s bad news for Trion . (far less profit from ftp , and only a tiny gain from those who chose the store option)

There is a reason why patron gives you enough flux (by selling chaos chests) to buy another patron . Because that another patron is still bought with real money by those who wish to gain flux by selling it . It’s a crucial circle of ftp and ptp . Remove one and both will be no good .

Albion Online to Enter Closed Beta on November 23rd

27 Thursday Oct 2016

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Albion Online‘s closed beta phase is closer than ever, so you better get ready to tear down the gates and jump into the medieval MMO! Well, if you are one of the chosen ones to enter the closed beta, that is.

On the 23rd of November the Legendary Founders will be able to enter the servers, as the first players to traverse the shores of Albion. Then on the 24th, the Epic Founders get to enter as well, and last but not least the Veteran Founders get access to the closed beta on the 25th.

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Since the last testing period, the game has undergone some significant changes. The combat system has seen a complete overhaul, ass new skills and skillshots have been added, as well as spells and even whole new armors! In addition, everything regarding to combat has been re-balanced. Treasure Chests and Shrines have been placed in PvP areas, so you’ll be able to find valuable loot there and craft enchanted gear. Is there any better reason to fight?

Personal and Guild Islands will be upgradable in the closed beta, so there’ll be far more room for activities! Labourers will help you cover your gathering needs, and the learning points have been reworked to be a bonus system to progress through the new Destiny Board. Also, Premium Accounts will be introduced in the closed beta. This function will grant you additional loot from killed mobs and allows you to progress through the Destiny Board faster.

November 23rd is still pretty far away, but at least you’ll know how long you still have to prepare!

Albion Online – 2016 Development Roadmap

27 Thursday Oct 2016

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With Albion Online’s Closed Beta phase extended to nearly a year, it was clear that a lot of changes were to be expected during the coming months. The following roadmap released by the developers showcases some of the upcoming changes. They also highlighted the fact that not all of the following changes would make it into the final version of the game.

Note: the below does not list all the changes planned. Also, not everything listed below may make it into the final game.

1. New, Expanded and Immersive Game World
Significantly increased world size
Make cities and zones more unique
More and better dungeons
Different biomes (snow, swamp, etc.)

2. Zone Rework
Introduce Reputation and Crime System for yellow and red zones
Strongly increase the number of black zones
Remove fast travel to non-safe zones
Introduce naked teleport as an alternative to fast travel in PvP zones

3. PvP Features & Updates
Introduce an Ultima Online inspired Reputation and Crime System for yellow and red zones
Special perks and titles for virtuous and evil characters
Armor System Rework
Enchantment Rework
Tons of new items and abilities
Kill mails
Conquerable/Destructible open world structures
Improved ranking system
Scouting mechanics and items
GvG respawn timer
Larger variety of Hellgates and better rewards

4. PvE Features & Updates
Allow lower tier mobs to provide fame towards combat progression
Increase the number of higher tier mobs
Fame bonus for group play
Make dungeons and gateway dungeons more rewarding
More and better dungeons and boss fights
Random spawning of special mobs
Armor System Rework
Enchantment Rework
Tons of new items and abilities
Rework faction and mission system (details to follow)
Introduce Expeditions (details to follow)
Introduce unique item blueprints and expedition maps as special drops/rewards*

5. Gathering
Introduce special items and abilities supporting gatherers
Provide gatherers with better stealth and escape options

6. Economy
Remove excess supply of items from the market via training option at crafting buildings.
Fast Travel Rework

7. Farming
Animal produced fertilizer to increase plant yield

8. Fishing
Details to follow in seperate developer update

9. Player Made Open World Structures
Details to follow in seperate developer update

10. User Interface and Quality of Life Improvements
PC optimized HUD
Friends List
“Repair All” button
Fast Salvage
Shift Click to move items
Smart Casting
Spell Range/Skillshot Indicator
Guild management improvements
Improved rights management system for guilds
Auto-sort/stack for banks
Allow items to be stackable
Better mute system to combat spammers
Outline characters/mobs that are hidden by objects
Bank asset overview
Transaction Log
Improved Mount/Dismount
…and many many more
The above features will be implemented in several patches and updates, with larger game updates planned every 4-6 weeks.

ALBION ONLINE BRINGS ITS SUMMER TEST TO A CLOSE WITH A WAR

24 Monday Oct 2016

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Bad news for Albion Online fans who have been enjoying this summer test phase: It ends tonight. The bright side is that if you’re on the servers today, you can take part in the closing event starting at 11:00 a.m. EDT. It’s a three-way war to capture as many developers as possible, and the winners get… well, bragging rights, mostly. You don’t get to bring a developer home with you; owning a developer is a big responsibility.

All players taking part in the event will be divided up between three alliances randomly. Each alliance has a castle, each castle has a developer, and each player will be coordinating with the rest of the alliance to storm the castles and capture as many developers as possible within a three-hour period. It’s as fine a way to cap off an alpha test as any we’ve heard.

24 Monday Oct 2016

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Albion Online is a MMORPG that is very reminiscent of old-school role-playing games such as Ultima Online and Runescape. It’s designed around letting players enjoy the game as they wish, and in Albion’s case there is no level system. Instead, stats and effectiveness are based on the current gear players have equipped and which stat bonuses they’ve chosen. This puts the game in a unique situation, as it gives all players the same chance at success, while at the same time working to ensure each player is different.

The Gear

Gear in the game is obtained by crafting it. It comes in different tiers, each of which is pretty much a necessity (unless you have help from others) to obtaining the next set. Because of this, it does have a sort of progression-based feel to it, despite not being based on levels. Along with this, they are crafted using materials of their specific tier. For example the tier 1 set will use tier 1 materials and tier 2 sets will require tier 2 materials. This makes it extremely easy to understand how to obtain the next set, as well as what materials are going to be needed. On top of this, when creating a new item there are special stats that you get to choose between, making each piece of armor and each weapon unique.

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No Classes

Albion has no real classes. Everything is based on the weapons you want to equip and the skills you choose to go with them. Tack this on with the lack of levels, and it truly opens the doors for being able to try out different play styles without needing multiple characters. This makes experimenting that much easier, and helps significantly when part of a guild or group where a certain role is needed. Along with this, switching skill types is as simple as swapping out the equipped gear!

Obtaining Materials

This is where the game gets a bit more complicated. While crafting is pretty simple, finding the materials you need is not so easy. There are tons of nodes all over the world, from trees to rocks and even plants and iron. While you would think this makes finding the right materials pretty straight-forward, that is far from the truth. In fact, finding the lowest tier is easy. Finding higher tiers becomes more and more difficult due to being sparsely spread throughout the world.

Take, for example, trees. There are tons of the tier 1 trees everywhere, which give Rough Wood (a requirement for the lowest tier of items). When you need tier 2 trees for Normal Wood, however, these are taller trees and are often hidden among others. While this helps make these trees stand apart a bit, it can be a little confusing when going from one tier to the next and trying to figure out which nodes belong to which. Due to having a limited weight cap, being careful not to overload with unnecessary materials is a necessity.

albion_online_2

Death – Bring On the Pain
Dying in Albion is a rough experience. When this happens – whether due to PvP or PvE – the entire inventory is wiped, as well as all equipped items. What this basically means is that you start from the ground up. The way of avoiding this is to store items in the bank, but that doesn’t help when it comes to losing the items you have equipped. It truly pays to be careful in the game and do your best to avoid being killed by an enemy; regardless as to if it’s a mob or a player. Luckily, there are tons of safe zones and skills that will help avoid deathly (and costly) situations.

albion_online_3

Land and Building Ownership

Players are able to own both land and buildings. Once you own land, you are able to build different things on it, including places like repair facilities and crafting stations. These can then be opened to the public (or kept private), and you can charge others for using the buildings. You do have to keep up with them, however, because with usage they will deteriorate. And if they get all the way down, they will be trashed and you’ll have to rebuild them again, at a cost of both materials and time. Because of this, when opening a stall to the public it’s a good idea to do it when you’re around to keep up with what its status is. Otherwise you might just log in to find it gone.

On top of being able to own things on your own, both land and buildings can be sold. This opens the ability to create a realty market, buying, selling and trading these to gain better items or more desirable locations. With that said, owning either of these is not needed. Generally, there are tons of public options available that will save a lot of effort at the cost of renting their usage instead of actually owning them.

albion_online_4

Conclusion

Albion is a game that is like MMORPGs used to be – based on the more “permanent” aspects of the world. Dying means losing everything that’s not in the bank. Owning land means it’s yours (so long as fees are paid as needed) until it’s sold. Items and buildings take damage with use, leading to the possibility of both being broken (and therefore trash). It leads to a game where paying attention to what is going on around you is of utmost importance. Slipping up can cost a lot of headache, and looking at the long-run will help alleviate most of that. With the inclusion of things like Guild vs. Guild battles and castle sieging, it’s shaping up to be a great experience!

Must Already Know What Path of Exile ORBS

22 Saturday Oct 2016

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Path of Exile ORBS

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BETAWATCH: ALBION ONLINE CELEBRATES THE SEASON AND ITS BACKERS

18 Tuesday Oct 2016

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safe albion online silver

betawatch-epl-1211-860x280
Who loves Albion Online? The game is clearly doing something right enough to celebrate 60,000 founders backing the game in its current beta test; that’s no small number. Maybe it’s the fact that the developers are already rolling out holiday events despite the beta testing, thus allowing people who just can’t stop testing this game a chance to get in on the usual gaming-based festivities despite the fact that launch is not yet here.

I guess we really ought to discuss more beta news, yes? Why not?

There’s some beta grinding events going down in Cosmic League. Grind that beta into a fine paste! (That may not be what it means.)
Soul Worker Online has targeted open testing for Japanese players (or those willing to work around an IP block) for December 18th. I originally figured this one was about working souls into various objects, but it appears to be more about slashing through cel-shaded demons. Life is funny.
If you were able to get one of the Founder Pack codes from us the other day or just bought one, Blade & Soul‘s penultimate beta test is running this weekend.
Devilian has left the shores of beta behind with its formal launch.
SkySaga is celebrating a full year of alpha testing, which is… wow, was that really last year? How is it not still March? This year went by too quickly.
Wow. After that last one, I’m too depressed to go on. Tell you what – check out our full list of games down below, let us know if something jumped testing phases without us noticing. A whole year! What the heck was 2015 even about.

intesting

As always, we consider an MMO to be in open testing if it features free, public signups and will server wipe prior to launch. An MMO is marked in closed testing if it’s running a private test phase that cannot freely be accessed by the general public; it’s usually under NDA as well. Early access and crowdfunded MMOs whose tests we deem legitimate will be included. So-called “open beta” soft-launch MMOs with cash shops, no sign of launch in the west, or limited interest for our readers will not be listed; we also do not list expansions.

Albion Online: Closed beta
Ascent: The Space Game: Steam early access
Auto Club Revolution: Closed beta
Beasts of Prey: Early access alpha
Black Desert: Korean and Japanese open beta, North American alpha testing, release in early 2016
Blade & Soul: Closed beta
Boundless: Donor alpha
Camelot Unchained: Backer alpha
Chronicles: Runescape Legends: Closed beta
Crowfall: Backer pre-alpha
Das Tal: Alpha expected in 2015
DayZ: Early access
Divergence Online: Alpha
Dungeon Fighter Online: Open testing
Earthrise: First Impact: Alpha testing; no recent updates on development
Eleven: Closed alpha
Eternal Crusade: First wave of closed alpha
EVE: Valkyrie: Pre-alpha registration for EVE and DUST players
Ever, Jane: Closed beta
Gloria Victis: Donor pre-alpha
H1Z1: Paid early access
HEX: Unofficial open beta
Kingdom Online: Closed beta
Landmark: Paid closed beta, cash shop active
Life is Feudal: Early access beta
Line of Defense: Early access
MyDream: Closed testing open to donors
Nosgoth: Open beta
Origins of Malu: Combat module in early access
Otherland: Early access
Overwatch: Closed beta
Pathfinder Online: Subscription “early enrollment”
Project Genom: Closed alpha
Project Gorgon: Free, open testing
Shadowrun Chronicles: Steam early access; launching in April
Shards Online: Pre-alpha
Shroud of the Avatar: Steam early access, backer testing
SkySaga: Ongoing NA and UK alpha events
Star Citizen: Backer pre-alpha
Starriser: Taking beta signups
Stash: Backer alpha
The Repopulation: Early access/backer alpha, originally launching Q4 2015 but possibly delayed
Tree of Life: Paid early access
Tree of Savior: English beta testing events
Tribal Wars 2: Open testing
TUG: Steam early access alpha
Valiance Online: Pre-alpha testing
Venus Rising: Closed beta (adult/NSFW)

Yes, MMO gamers, you too can perform the unpaid quality-control work otherwise known as game testing! Check out Massively Overpowered’s Betawatch every week for a run-down of MMOs that are still on the road to reality.

ALBION ONLINE IS EXPANDING ITS WORLD AND LEVEL DESIGN STAFF

18 Tuesday Oct 2016

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albiononline-860x280

The Albion Online team issued a February state-of-the-game letter this morning that explains its focus going forward, and it’s good news: Everything is getting bigger, from the world to the staff.

“In its current state, the game world can sometimes feel too unified and boring. This is due to the fact that we aimed to create a huge world, with a small team, in a limited amount of time,” Sandbox Interactive Community Commander Talion writes. “Based on the ongoing success of the game, we are expanding our world and level design staff and are working on creating a much more unique, interesting and expanded game world over the coming months. This will include improved aesthetics, such as biomes, unique player cities and also more strategic depth when it comes to resource and hot-spot distribution across the world.”

Talion says that the team is likewise working on new combat content and risk-vs.-reward ratios. The game world rework will include tweaks to the game’s loot drops, crafting, and red and black zones; red zones are full-loot PvP zones “subject to a crime and reputation system,” while black zones consist of claimable territory for guilds to scuffle over.

The main issues for the Albion Online

17 Monday Oct 2016

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Cheap Albion Online Silver

It is great to know the plans for the outlands before it actually launches, so we can give proper feedback and try to help avoiding further delays.

When it comes to the outlands I think it is a consensus that the main issues with it are:
– The map is too big (too many territories).
– The clusters are too big;
– The clusters are too empty and open (had few walls and/or PvP conflict points);
– The distance between cities and different type zones wis badly planned (depending on the black zone territory you had it could take up to 5x more time to get to a city;
– Too many dungeons;
– Guilds are too far from each other due to size and the timezones;

Having that in mind, it seems to me that the DEV’s idea for the new outland is to tackle the gigantic size of the world and try to better group specific guild categories together (e.g. hardcore ones concentrated on top part of the map even if they live on different time zones). It seems like a steap ahead, yes, but I’d like to discuss a few more things that haven’t been addressed in this post and ask what are you plans for it:

– First, what is your plan for the clusters? Current clusters are WAY too big and empty. We need clusters similar to black zone BETA1 ones. Those maps offered actual advantage for holding a territory.

– Second, besides reducing the number of blue dungeons (as it seems you did by looking to the map), will it be trans-cluster? All blue dungeons seems to make a “cross” pattern, will they be linked? If not, you should really consider it as a way to promote PvP and have guilds from different timezones fighting all the time for portals.

– Third, still on the clusters subject, are gathering hotspots still a goal? Those are extremely needed right now. Just buffing resource respawn will not do it. We need better concentration spots on the map, and resource hotspots might just do it.

– Fourth, are you actually satisfied with the new timezone system to the point you will repeat it? What is the DEVs mindset on the preset timezone system and how to use the safe albion online silver? I do understand you’ll bring different timezones closer, but what do you think about actually allowing players make the choice? To explain better, what if the attacking guild could at least pick which hour from the cluster time window it’ll attack? Right now this is pretty much allowed anyway since we can just “cheat” the system and attack on the right hour to make it happen, so why not just give players that option? That might even allow better confrontations from alliances of different timezones.

– Fifth, adding more town plots is great but there are way too many and they are way too close. It should be half or even a third of what you just designed.

– Sixth, what are the plans to the actual town plots GvGs? Town plot GvGs are horrendous right now due to both the map design and second due to the defender bonus. If we are receiving more town plots the buff should at least be nerfed to 10 or even removed.

– Seventh, are you bringing more territory diversity in terms of GvG? Maybe re-adding the old mine territory or the old essence territory as alternatives for the forest one? And you can get it very easliy by the Cheap Albion Online Silver,That’d be a nice edition while you are working on the map.

– Eighth, what is the actual number of clusters you think it’d be ideal for a game launch (considering this BETA’s starting population) in comparison to the current number? How smaller do you plan this map to be?

– Lastly, what are you doing to implement better diversity to clusters design? Everything seems very copy-paste, specifically if we consider it follows almost 99% of the time the same pattern of 4 entrances and symmetrical roads/layout.

We need more PvP spots and less walking/galloping around. I’d like to ask you to consider the changes I just proposed on top of the outlands revamp proposed on OP. An isolated change to the outlands pattern will help, yes, but not solve our issues.

You entire team Albion Online has no defensives

06 Thursday Oct 2016

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Albion Online Items

Arcane is fine. Think about it, you’re sacrificing 20% of your team for a pure utility slot that doesn’t always yield offensive benefit like your describing.

Let’s go through your examples.

…A.) snipe shot will do anywhere from 1500-2100 damage

– Empowered snipe shot, that’s a W + E (two huge spells for those roles) that can be completely negated with a single helmet ability like stoneskin or iceblock. Additionally, it’s extremely telegraphed where the both players have to make themselves stationary for multiple seconds. Additionally, any average quarterstaff player can interrupt that combo with ease.

…B.) duel swords will hit 2-3 people for anywhere from 1100-1400 damage

– 3 people getting hit by a single ability? Try spreading out! Again, the combo is pretty telegraphed and basic peel abilities will counter these.. wind wall, quarterstaff, knock back, etc.

…C.) heavy smash will hit 1-3 people for anywhere from 1100-1400 damage

– If 3 people are getting hit by an ability with a 2 second cast time then they’re either doing something wrong or they’re CC’d. If they are CC”d then that’s why there is Albion Online Items, if heavy smashes are doing 1000+ damage then that means they’re in light armor. Melee’s in light armor are very vry high risk.

…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 immediatly

– “if you don’t have a defensive”… if you entire team has no defensives or anyway to peel for the empowered combo, don’t you think that is room for improvement?
Like I said in the beginning, in an arcane comp, your trading out another potential damage dealer for it. Two DPS’s focusing the same target will easily do 1000+ damage anyway it just requires a different type of coordination. AO PvP is a game of rock paper scissors. Your spec shouldn’t be strong against every possible opponent’s spec.

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