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Albion Online: PvP and PvE Roams, PvP Solo

Albion Online: PvP and PvE Roams, PvP Solo

Tag Archives: Albion Online

Time to acknowledge this BETA’s progression is awful and move forward

01 Thursday Sep 2016

Posted by albiononlinepvp in Albion Online PvP, Reviews

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AO became boring, plain and simple. We went from a progression gated by weapon fame grind and PvE/PvP activities to all content being gated by gathering, and it’s completely unbalanced. There is absolutely no logic in farming your weapon in a few hours and then spend a month gathering. There is no incentive to do more gateways, hellgates, raids, castles or even decent OW-PvP. You login, realize all you have to do is gather, stay by your guild’s chest a couple hours and logout.

To be fair, we actually got amazing upgrades in this BETA. The new way tiers work for weapons/armors (including crafting), masteries and progression simplification are a few examples of great steps. By the other hand, the way the fame progression was dealt with is absolutely horrendous, and it makes no sense to implement such changes on the last BETA, only a few months before launch. I have to be honest, it feels like we took giant steps back.
Image result for albion online
Don’t get me wrong, I am not asking to “nerf gathering grind”. in BETA 1 gathering was too easy, agreed, so we actually needed some more difficulty on it. Problem is this game is right now far away from being difficult or hardcore; it’s boring, a complete snoredom. There is zero risk in spending hours, days, weeks wandering around in black zones in which you won’t find anyone and praying for the gods that some 6.3 node will not be depleted in one of the tens of maps you visit.That’s the hardcore of this game: walk around and hope for some gathering node. No PvP, no PvE.

Now, even we force ourselves to OW-PvP, even then it’s weird. You again have to walk endless hours and hope for an enemy to show up, usually in numbers that won’t allow even a decent fight. There is no reason to gather friends and do a gateway or hellgate, or even less motive to gather a big group and raid or invade a castle.

The worst part of all this is that the “solution” proposed on gems is absurdly useless in the big picture, and once we criticized it there is now complete silence. Not a single comment or answer on how things are going.

We need to take a step back and realize the current progression is simply awful. Gathering cannot be the main gate for gameplay progression (although it has to be relevant, of course). Now, add all this to this gigantic map size in which no one faces no one due to the spread of players and the ridiculous amount of dungeons and you get what we have now.

My suggestions: weapon grind to be way harder and more rewarding, plus its masteries to mean more (just an idea, but perhaps you could unlock vanilla tiers on the tree and enchanted weapon/armor on the masteries); More resources around/better respawning and a a small nerf on gathering grind at higher tiers; more incentives for gateways/hellgates/raids; remove most of dungeons and link those that remain (link clusters); remove the central outlands island or make it red zone (GvGs with soft gear cap for smaller guilds).

Ideas for a Better Tomorrow

29 Monday Aug 2016

Posted by albiononlinepvp in News, Reviews

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1) 3 Faction System
Current Guild v Guild system caters to a very select few. It basically boils down to communist guild systems fielding their 5 best players, while the rest of the guild gathers and crafts for them. 99% of the player base never experience GvG. In a faction system, more people can participate in the effort.

Territories would need a rework: Major territory; ie Castle, City, and 4 support territories that feed the Major territory; 1 x high in fiber, 1 x high in ore, 1 x high in lumber, 1 x high in hide. The major territory is attacked / defended by factions. These battles would be 20v20 or higher. The support territories are controlled by guilds in 10v10s or higher. In order for a major territory to be taken, its support territories would need to be taken first (in essence weakening the major territory and making it susceptible to attack). A single faction must control all 4 support territories before making the assault on the major territory.

Once you join a faction, all characters on your account are automatically added to the faction. This eliminates spies and people rolling alternates to be murderers.
Image result for albion online
2) 2 Zone Types – Black and Green
Black zones would allow full pvp / loot for factions and murderers and resources and terrtories up to tier VIII.
Green zones would be safe areas up to tier IV.
Yellow and red zones will become obsolete with the other changes recommended.

3) Reputation – Return of the Dread Lords.
Some people have no desire to pvp, or be forced into pvp all the time. With a faction and reputation system in place, you would eliminate much of the forced pvp. If someone is not in a faction, then the only pvp they would get is by being murdered. Murderers would have to be non-faction characters (they can be in a non-faction guild however). There would be stiffer penalties for murderers, such as loss of fame on death, larger silver drops (bounty rewards?), etc.

Why would someone want to be in a faction? Faction control of territories would give safer harvesting options and possibly zone buffs such as speed boosts, health boosts, etc.

Why would someone want to be a murderer? Instead of getting just fame, murderers would also get infamy. Infamy would unlock a separate destiny board with abilities that would help them to survive in a world where they would be hunted, ie better stealthing options, access to zones that cater to murderers only (a guardless town?), etc.

4) Travel Changes
The plans for travel changes sound great, but would would be made better if the gallop mode only worked on roads. You open up more pvp encounters when people know that the roads will be the most heavily traversed.

5) Crafting, Gear, and The Destiny Board
Rework the destiny board and remove specializations. For example, a bow user should be able to use all bow types with the same level of efficacy. A leather wearer should be able to wear all the leather types with the same level of efficacy. A bow crafter should be able to craft all the bow types and the same for all the leather types, etc. The different “styles” would be just that…cosmetic only. All spells would then be consolidated into the pieces.

Grimfest’s Feedback for CB2

26 Friday Aug 2016

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Albion Online

Lets get this game back on the tracks.

Progression
Currently people are asking for you to slow down progression because some your game design is flawed and with the current design I’d have to agree with them. I would prefer you make some changes and leave the current, easy to learn, hard to master progression philosophy in place. We all can agree that balancing is needed with your current destiny board and I feel that the time investment between gathering, crafting and gear usage unlocks is way out of whack. These three areas should take equal amounts of effort to reach the same destination. They should be balanced to where tools are now, which is a meaningful amount of effort to get to a competitive level, but not months or years.

GVG’S
GvG Design is Flawed; I and I am sure many others entered this game with aspirations of being a great GvG’ers. But over the course of my 2 years in this game I have realised that GvGing is not for me and It also comes to my realization that GvGing is a very exclusive activity for those that have the excessive amounts of time or lots of flexibility in their schedules and in most cases are fed gear and in some cases accounts that others have leveled for them to play.. I feel like there should be a disclosure to this feature in its current state with all the criteria that goes into this in game activity.

Problems

  • Way to exclusive, from time restrictions, to resource demands and even limited slots and even skill restrictions.
  • Promotes formation of large guilds and/or alliances aka Zergs because the more people you have the more resources you can bring in as well as farm safer.
  • Promotes Communism which in most cases leads to abuse and waste. Some people mistake this as teamwork but often times they are the ones being fooled.
  • At the end of the day they are pretty much meaningless fights.. Sure people(GvGers and Developers) try to build it up as if they are something amazing but again, less than 5% of your population does GvG’s and I bet over 50% would like to. In addition to this, I would bet 30% of this final beta population is only playing because they are GvGing or trying to support GvG’ers and the masses that have quit the test, quit because there really isn’t anything to do other then Gather for GvG’ers and GvG. My numbers are for perspective purposes, not factual statistics.
  • Over a Half a dozen tests later and still too easy for a single guild to own vast numbers of territories? Stahp. At the time of me typing this Finstack has 25 territories themselves. How is this healthy? You got 1 guild controlling a huge area on the map, if you had say 20 different guilds in the same area the world would feel alive. Your GvG system is killing the game.
  • GvG’s have a choke hold on your game.

Image result for albion online

Possible Fixes

  • Limit number of territories a guild can hold through steep scaling upkeep costs(food and/or silver). This has been a problem from day 1 and you have still failed to see the issue with it or lack the Give a F to fix it.
  • Make each fight more meaningful by not having so damn many of them so often. Think about how you have your city plots set up? Why not have an auction everyday? Because you want someone to get a value out of it before they can lose it. That is how Territories should be. 1 fight a week winner takes all like the resource territories. If your guild members has stuff in their bank, to the victor goes the spoils and the victorious guild can take everything out of the bank from the losing guild if they left anything inside. This also works towards combating zerg guilds. Who cares how many resources they can bring in, in their zerg/communism guild. Even a small guild can set up for a fight once a week and the better team gets the territory, not the one with more time, players, resources.
  • Bring on a WoW style arena system (I’ll be putting up a post for debate here shortly, but having looked at the facts, I am ever more convinced that this system would benefit your game far more than It would hurt your game and would love to have a healthy debate on it.)

Mounts and Seed Vendor

This vendor needs to go. Things offered by this vendor need to be found and collected in the open world.
Farming and everything related In its current state sucks and it benefits the ones who can tolerate suffering more and those that have more alts/accounts. It lacks excitement, it’s dull and it’s boring.

Problems

  • To available because of the vendor.
  • Promotes Multi-Accounts
  • Diminishes Rewards for your average player.

Possible Fixes

  • Beyond T3 mounts, We could see Wild horses/oxen spawning in random locations throughout the world of all tiers depending on their zone. These horses could be killed like a Direwolf and would have a higher drop rate of dropping foals to be sold or traded to mount crafters. You already have the assets, and probably the animations. It would be a pretty easy task to add this. Even drops from NPC’s would be better, anything you can do to get people out hunting for stuff rather then handing it to them.
  • Seeds need to drop off of NPC’s again. I bet many don’t even know they used to drop off of NPC’s. Bring it back.
  • In addition to this, plants should once again offer a low chance of returning a seed when harvesting not a guaranteed return.

Note: This also plays into the fact that guilds wanting to control vast numbers of territories can, but will have to work a lot harder to get it and this is going to force guilds and players to get out and farm NPC’s.

Additional Thoughts for the State of the Open World…..
I want to reason to farm a dungeon or hellgates even if my gear is at max tier and I want to come back with 20 different types of things for 15 different trades, from common materials to “holy shit, if I make it back to town with this, I am RICH kind of loot!.” PvE should feel more like a Diablo series game where you are hunting for something cool and rare. You guys did an amazing job adding in new NPC’s and all that but you give us 0 reason to experience any of that cool content you created for us.

Changes for an exciting launch

23 Tuesday Aug 2016

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I’ve been hopping around the forums since this beta started, been over a year since I last played prior.

Here’s my thoughts as an old UO player, who kickstarted albion and hasn’t played since very early beta’s (and has played pretty much nonstop since this beta launched to prep for release). I get that I haven’t been keeping in touch during whole ride like some people have, so maybe there’s good reason why some of these things are the way they are.

So, if anyone thinks any of these changes would be bad design choices, please persuade me, so I can in turn persuade others. I have a lot of friends, especially old UO players who I would love to get into Albion, but there’s some red flags preventing many from pulling the trigger when I talk about the game.

Albion Online
Remove Alts

  • There’s no reason for alts in a game where you can learn everything. In its current form it is abused with the current LP system and multiple private islands. There’s also plenty of other ways to easily abuse alts, from spying to scouting, that hurt PvP. If people want to abuse these things, at least force them to buy an additional account, 1 character per account makes far more sense in this game.

Remove LP

  • Just give players a rested fame bonus based on how much time offline up to a cap, and lower overall fame requirements (especially in certain categories that are painfully slow atm). LP seems like such a strange way to help casuals when versions of rested experience date all the way back to UO with power hour. The current system is just abused by non-casuals for faster progression through alts. The LP build up also causes players to bypass lower tiers of the game, hurting meaningful progression and making me question why those lower tier zones exist at all.

Customize Islands

  • Other than their main house, let players decide what goes on their island. For example, if someone wanted to focus on farming, he’d probably rather have 1 more farm plot vs 2 more building plots, or however you want to balance plot/building ratio. That could and should be an option if farming was more involved and required effort, discussed next.

Change Farming

  • Make it a viable profession and way to play the game, rather than a daily 24h chore/income generator. Make it more active rather than time gated, and add more buildings + interactions and professions associated with it. Some people just wanna play mmo harvest moon/farmville/whatever on their island and supply their friends with food/mounts/pets/rares. That should be an option, but require effort and feel rewarding for time invested. Right now it’s a “wait x amount of time for free money” mechanic that requires no effort, a daily chore. It’s not fun gameplay. Also see Laborers below.

Change Laborers

  • Buying and filling up books, boring. I have a stockpile of a ton of filled ones, it’s now a once a day click chore like farming is. Also highly abused, especially with alt islands, just like current farms. After initial investment I now make a crazy profits sending a small army of npc’s out to collect silver for me in what’s the equivalent of a couple slave islands.
  • Instead of slave camps, replace laborers with a personal companion/lackey you can customize in your home. Assign them chores to speed up things around the island (farm growth/yield buff) or give minor buffs to the buildings output (small resource return), or really anything other than free income slave camps.

Hotzones

  • In Shadowbane there was a fun mechanic called hotzones, where all drops were doubled in that zone for a couple hours. This brought zones to life with fun PvP and higher rewards. In safe zones it might be too much, put them in red/black zones to encourage risk/reward/pvp. Since the zones are pretty void of enemies outside the dungeons, have temporary camps pop up when the hotzone goes live. Can make it an event like so-and-so bad guys took over x area, clear em out!

Rare Mob Spawn

  • Dungeons being this static are reaaaaaal boring for the dungeoneer, outside of the occasional ganking or being ganked. Easiest thing would be to add a chance for rare mob packs to spawn like in Diablo. Give them random modifiers to give players a challenge and yield better rewards and chance of artifact drop.

Artifact rework

  • Maybe missing something here, but I HATE how artifacts work right now. All these little fragments are just annoying, it makes me skip looting most the time cause it’s a pain and feels unrewarding. Get rid of fragment drop, keep rare whole artifact drops so when you see a bag you know it’s something good, and increase whole artifact drops in Hotzones (if implemented), Hellgates, and other heavily contested areas. If it has to have some sorta silver sink or whatever, make them unidentified or something and pay silver to ID them.

Please add more territories, and bring back multiple territories/villages per region

20 Saturday Aug 2016

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Hi,

BAKA didn’t own our territory for long in this beta and we didn’t really contest, so I guess disclaimer this bit is predominantly going to be speculation based off past experiences.

Last beta it was possible for a single zone to have as many as 8 territories, those territories could be any kind including a village territory. Last beta I was in a small guild of about 40 people at best, most of which were gatherers and crafters. We lived out of a Red Zone that had 6 territories, 2 of which were villages, called Tatterwash. When we inevitably ended up going to war with the group that held the village on the opposite side of the zone, I remember there being constant fights flashing up all across the zone of all sizes. I remember a caravan ambush turning into a 20v20 brawl which we were the victors, I remember just minding my own business picking some flax and 1v1ing a roamer from the enemy side and having to hold my ground. The war in Tatterwash wasn’t exactly earth shattering, but it was a small group against a small group confined to a little, albeit a not valuable, zone where PvP was an almost constant option. Fighting against who we were fighting against truly felt like a war both in the open world and in the GvG’s and finally taking the whole of Tatterwash really felt like an accomplishment that the entire guild felt.

Looking at the map now, I see nothing but 300-500 man guilds if not 800 man alliances dominating entire portions of the map. The smallest village owning guild that I see on the map right now is Finstack with 81 members and an impressive 26 territories. Aside from that, no other small scale guild really owns any villages that I can see at a glance and if there are they’re probably so deep into the black that the logistics of moving through the blob owned zones in between must be an absolute nightmare. Even the larger and zerg guilds have to travel for almost hours just to entertain the prospect of MAYBE finding a gank, and even farther to find an actual fight if they don’t live near a city.

The current layout of territories plays far too much into massive zerg guilds being able to spread their influence much too far. Even Aegis last beta was contained relatively well in 2-3 zones. It makes it nearly impossible for smaller groups to even think about competing, and very little reason to even try. As it stands, my guild of just a few active members have three options if we ever want to consider owning a village within our timezone; the quickest being using one of the 2 mercenary camps in our entire timezone in which we must win a farm, and then follow it up with 3 consecutive wins against this

My guild has maybe 30 active people. Maybe.
If not this, we are forced to go on a campaign across several zones, only taking useless and hardly worth keeping forest zones or w/e those are, just to get a shot at attacking a farm, then the village, during which we have to support logistics against blob level gate camps which can’t ever hope to fight at our size. With zones being as ridiculously large as they are now, I think having multiple village zones and more territories to tarpit the zerg guilds so smaller groups can thrive and have zone become active warzones for awesome PvP content would be a pretty sick deal.

It’s currently just not worth the effort that we would have to go through, against the odds we would be against, just to more then likely get blobbed so hard we couldn’t even reach our territories to actually do anything. Why would I want to drag my face through the 3-4 laughably useless forest territories just for the prospect of maybe being able to attack a village belonging to a guild 6 times our size? It’s just not worth the time.

idk I’m just a small gang PvPer, I miss this game focusing on smaller groups like it was advertising for, so maybe I’m a bit bias. vOv

Albion Is Losing Its touch

18 Thursday Aug 2016

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Albion Online

Just a small preface for the beginning, I started playing Albion online at the start of closed Beta 1 and I know I haven’t played as long as some of you veterans. (Pls go easy on my guys). Because of this I can only speak from my experience with the past 2 betas.

The first thing I wanted to talk about was the switch from fame grinding to gathering grinding, last beta it was obvious that the progression block for most players was with combat fame and not with the ability to gather resources. This worked well because it was fun to grind dungeons/hellgates/portals with friends and encounter some small group pvp (with the occasional zerg). This beta the roles seemed to have flip flopped and now I have to spend most of my time gathering resources. I don’t know about most players but I’d rather grind dungeons with friends than run around with my horse hitting rocks.

The second thing that I wanted to talk about was the push from the developers towards zerging. While I understand that the blackzones are supposed to be dangerous and filled with fights I don’t see why you have to be rolling with 30+ to even have a chance at some fair open world pvp. Some of the most fun memory’s that I have in Albion online were small openworld fights with 3-10 players. Even with the new gathering changes these “hot spots” will just be a competition of which guild can pull the most numbers at the time to control it.

My third bone to pick is the map size. I know that SBI has stated that the map was built for a larger population but that still doesn’t explain why they couldn’t scale it down for the number of players that would be in the beta. We can’t truly test the game if the environment is completely different from what the final result will be.

My last piece is about GVG’s. So far GVG’s this beta have been pretty fun even with the balancing problems (Claymore!). But there is still much that needs to be changed such as respite periods for defenders. At the start of beta we were defending the same territory twice a day and winning both matches up until we couldn’t make one of the gvg’s because our members had to attend to irl stuff. There is much more that I could say in this category but I think Vortech mentioned most of them in his thread.

The complicated skill/combat system of Albion Online

30 Thursday Jun 2016

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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.

Version 1.0.268 – REV x / 07.01.2016 Changes

13 Wednesday Jan 2016

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Christmas is over, twelfth night has passed, and the decorations have been taken down.
Fame on all Veteran and Elite mobs increased as follows:
Veteran – 2.5x
Veteran Miniboss – 9x
Veteran Boss – 12x
Elite – 4x
Elite Miniboss – 12x
Elite Boss – 70x
Overhauled Labourer and Journal Fame values, to match new player progression numbers.

Reduced gem chance, and increased Labourer Fame gained from gems to compensate, on Novice and Journeyman Mercenary’s Journals.

Reduced Fame requirements for unlocking Expert and higher Stone Hammers, as the lack of higher-level rock makes them advance slower on average at higher tiers.
Killing enemy players in GvG matches now scores 4 points, up from 2 previously.
All Hellgates in Red and Yellow zones are now T5, and contain T5 mobs.

Transmutators now have separate tabs for Wood, Rock, Fiber, Ore, Hide, and Other.
Altered Destiny Board requirements so that it should now always be possible to progress towards unlocking an item by doing tasks up to two tiers lower, then you may need Albion Online Power Leveling. For example, you can progress towards unlocking T6 weapons and armor by killing T5 or T4 mobs.

Overhauled the farming tree of the Destiny Board, most significantly impacting items crafted from farmables. A player who farms every day and plays for two hours every day should now find all their farm-related progression advances uniformly, and keeps up with their progression in other areas.

Most mobs will now wait for five seconds after spawning before aggroing players around them, to give you a chance to get out of the way.

Fixes
It should now be possible to attack buildings while in forced combat mode.
It should no longer be possible to loot players who haven’t respawned, while in forced combat mode.

Active spell (ie selected but not yet cast) is now deactivated on knockdown.
UI text should no longer be broken when switching to fullscreen.
Fixed an error that occurred when mounting while repairing.
It should now be possible to click on siege camps on the world map to get info about them.

Removed duplicate entry for Steel Bar from Master and above Smelters.
Fixed Master’s Axe making the player invisible.

Fixed the issue where Crafting Focus was used on your first craft, in the case where Focus was off but had been switched on the last time you logged out.
Spreading Flame skill on Infernal Staff should now spread its flame correctly.
Fixed a number of text issues in the Destiny Board.

Beginner and Journeyman Tinker’s Journals should now correctly progress when crafting Journeyman’s Capes.

It should now be possible to unlock crafting of Level 3 Elder’s items in the Destiny Board.

It should now be possible to unlock use of Undead Book off-hand and Elder’s Light Leather Armor in the Destiny Board.
Fixed icons for Trophy journals.

Fixed the issue where “above average” and “below average” were reversed in the market window with Albion Online Silver, so prices below average were shown as being above average and vice versa.

It is now possible to upgrade to Master’s Butcher.
Fixed a bug where animal growth in territories was half as fast, rather than twice as fast as it should be.

Somewhat reduced maximum durability on two-handed weapons to keep behind-the-scenes balance math consistent.

Fixed faction reputation threshold values to properly reflect the design.

How do you feel about Albion Online’s gems

12 Tuesday Jan 2016

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The mercenary actually returns gems as well.

As for the unknown others, they return refined materials and you fill the journal through crafting.

So gather guys give unrefined, and crafter guys give refined. Respectively you fill by gathering and crafting.

I’m currently doing research to find if these things are even profitable or if they are just personal boosts.

Preferably I’d like to see it as a potential career, eg. Run a town of NPCs on your island to produce goods. This town could be powered by the player doing a ton of stuffs or preferably, a market could be created for journals.

An imaginary typical situation:
I’m out gathering tier 4 or 5 materials all day. I fill a few journals, but have already sent my labourer out on a job to earn more Albion Online Silver. Well, no sense making my time worth less, so I’m going to keep filling journals. I’ll sell them. They aren’t intrinsically worth much because I keep the resources gathered, but I can’t effectively use them. I’ll sell them to make a little extra buck making my time worth more. I’ll sell them on the market for a couple thousand silver.

This kind of thinking is very healthy for the economy as it increases your net worth with zero extra effort (you carry around very light books in your inventory and make money in return for the work you’re going to do regardless).

Raw Materials
Lumberjack – Gives Wood – Harvest Wood to fill
Stonecutter – Gives Stone – Harvest Stone to fill
Prospector – Gives Ore – Harvest Ore to fill
Cropper – Gives Fiber – Harvest Fiber to fill
Gamekeeper – Gives Hides – Harvest Hides to fill

Refined Materials
Blacksmith – Gives back refined mats (?) – Craft at Warrior’s to fill
Fletcher – Gives back refined mats (?) – Craft at Ranger’s to fill
Imbuer – Gives back refined mats (?) – Craft at Mage’s to fill
Tinker – Gives back refined mats (?) – Craft at Toolcrafter’s to fill

Combat / PvE
Mercenary – Gives Silver & Gems – Fight PvE mobs to fill

Happy journaling

Albion Online Switches to Pay-to-Play

11 Monday Jan 2016

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The Albion online team has made a few announcements on its official forum that are worth noting. The major news is that the game is not going to be free anymore after the official launch, as it was supposed to be initially.

There are a lot of Massively Multiplayer Online Role Playing Games (MMORPGs) out there. While some of these are actually quite interesting, many are just a waste of precious gaming time and Albion Online Items. Games such as Imperia Online and Travian did well in the first few years after their launch and a lot of gamers flocked to them, but after a while they became a drag.

Although MMORPG games such as Drakensang Online and Guild Wars are still being played, much of the MMORPG era has been fading. With its latest title, Albion Online, it seems that Sandbox Interactive wants to revive the era once again.

Albion Online is going to be a medieval fantasy game with a lot of activity. Apart from the obvious fighting between players, there will be economy and base building, character leveling and a lot of exploration.

For now, the game is in its beta testing phase. The testing has been going on for a while now, and according to the post by the development team, it has been extended until August 1, 2016. It seems that the company does not want to take any chances with the game. This could also mean that players currently beta testing are having a good time.

Also, the announcement that the game is going to be pay-to-play points toward the success of the beta testing phase with Albion Online Power Leveling. Sandbox Interactive has probably realized that its title is doing pretty well and it can risk making the game a subscription-based one. While this development is going to put a good amount of beta testers off, it will generate decent revenue for the company.

The official release date for Albion Online has not been announced yet, but considering the extended testing phases, we can expect early access by the end of 2016.

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