Back in May, Albion Online developer Sandbox Interactive reiterated to fans on a Q&A video that while it’s building a hardcore PvP sandbox, it wanted to appeal to co-op PvE players too. Let me quote my own writeup:
“Albion is intending to appeal to hardcore PvP sandbox players as well as a wider audience of ‘players who are not immediately aligned with the idea of risking everything they’ve played for a long time to someone just killing them.’ [Albion’s Robin] Henkys says that the two groups synergize, create goods for each other, and become targets and allies.”
In other words, while some hardcore PvP players are content to slaughter each other, the “wolves” out there in the audience are really after sheep, not other wolves. And that means giving sheep sufficient reasons to play against type.
Setting aside my cynical belief that this is a lot easier to say than pull off, I do have to say that I’ve seen it done very well in PvP MMOs with TEF and RvR rulesets; I get a huge thrill out of crafting for the PvPers and being part of economic PvP. But more FFA sandboxes seem a harder sell all around since they’re generally designed with PvPers in mind first, PvEers second. Which ones buck that trend? Which PvP sandbox is best for PvE gamers?
After 2.5 weeks, Sandbox Interactive, developers of sandbox MMORPG Albion Online, have released some first stats about the currently running Summer Alpha 2015. With more than 15,000 players from roughly 150 countries, previous Alphas were hereby surpassed by far.
During the period, a lot of player feedback has been collected in order to improve the game, some of which has already been implemented directly.
Today, Sandbox Interactive have further released a new content patch, opening the so called “Deadlands” to players, which are brand new full PvP clusters. Next to the wicked and eerie landscape, players can find rare T7 and T8 resources and guilds have more than 20 new territories to conquer and claim for themselves. One of the dungeons in the Deadlands also hosts a new boss fight for players, where a group of up to 10 can take on the ferocious Demon Prince of Albion’s Morgana faction. Alongside him come two more additions to the strongest of Albion’s factions – the Demon Imps and the Demon Horrors.
Sandbox Interactive have announced that, with player participation at new heights, the content update shall provide new gameplay opportunities for more advanced adventurers of Albion Online’s players-driven sandbox world.
Interested players can still join the action of the Summer Alpha by becoming a Legendary or Epic Founder on the Albion Online website.
Remember that Dark Dance has a relatively short cooldown and any hit that is parried still gives full mp back, so it is good to always have that up at the start of a pull regardless. However, make sure you are not using Dark Arts + Dark Dance if you want to get maximum mp back, as it adds evasion with Dark Arts.
In my opinion, depending on how large the pull is, you can lead off with a Shadow Skin + Dark Dance, followed by Dark Arts + Abyssal Drain (Repeat the last combo as magic levels permit) that will generally establish a good threshold of enmity and be pretty self sustaining at the same time.
An alternative to that combo is Dark Arts + Dark Dance (for the parry and 20% evasion) and Dark Arts + Dark Passenger (for the blind and AoE threat) followed by some Dark Arts + Soul Eater Combos to keep your health up. You will need to adjust the combo pattern depending on the relative threat levels of your party members though, so it is not set in stone.
A warning with the second combo though, don’t pop Blood Price if you use Dark Dance and Dark Passenger with Dark Arts, as you will dodge too many hits to make full use of Blood Price. I usually save it for when that wears off and I pop Shadow Skin to take the rest of the damage until the group finishes off all of the mobs.
Yeah, I did a lot of research on how to play the class properly and just about everything I read said to never use DA+DD or DA+DP while using blood price. Makes perfect sense. But none of them ever explicitly stated that blood price has a set amount of mp restoration regardless of the amount of damage taken. I feel like the guides should suggest popping blood pricee with a defensive CD like shadowskin. I’m sure some of my healers hated me for a while there because I thought that if I had one up, I wasn’t getting all the mp I could have. As it is now, I usually wait until about 3 seconds left on blood price before before popping a DA+DP combo. Generally I try to end a pull or any given fight with at least half mp. I might be wrong, but I feel ffxiv gil like a high level drk that has full mp isn’t capitalizing on their mitigation or damage output.
Someone needs to go talk to a CEO and let them know they are about to burn the community to the ground by pushing out 70% or more of the female population. I honestly don’t even know what else can be said.
Actually this is going to happen regardless if you allow multi-accounting or not. The current system encourages a maximum number of characters specialized out into specific crafts. This means guilds/groups who have access to the most number of accounts/characters will always be at an economic advantage over those who don’t.
So by limiting the options of smaller groups to get access to more characters, they indirectly provide an advantage to “zerging up” and making fat blob guilds so you have can bypass the market. Again this is a case of game play design (limiting access to characters) driving the kind of game play you don’t want to see (players forming fat, blob guilds).
However lets be clear that leveling a crafter isn’t some easy AFK process. Leveling crafting, like any skill, takes a large amount of resources. Even in an extreme case scenario where you had 1 person multiaccounting 5 accounts capable of handling all their crafting, they’d still have to provide all the resources to level those Albion Mall accounts. Multiaccounting doesn’t make resources come in any faster without some kinda bot software running (which is still illegal). This means if a person is capable of generating enough resources to level everything across those accounts what do you care? Compared to 6 other players doing the same process, the 6 players would clearly have an advantage of resource production since that’s 6 individuals capable of going out to generate resources instead of 1. You also underestimate the value of laziness. Just because people could do something, doesn’t mean the vast majority will. As someone who currently multi accounts and runs multiple crafters/refiners/etc logistics is a very real issue and actually takes a lot of time (I just spent the last hour distributing resources to various characters. I mean I have guild members who are too lazy to go chop 180 Tier 1 wood/stone so they can upgrade their house lol…
But then, think about the long-term repercussions of this change. Most of us probably have a pretty good inventory of resources from the previous bountiful laborer system. That will eventually dry up. Once it does, what will that do to resource prices? If they skyrocket, won’t that make people more likely to risk going to red/black zones to obtain resources to sell? If so, is this a good or bad thing for the economy overall?
With complex systems like MMOs, it’s always tough to predict the downstream effect of changes. Sometimes it’s better to just try things and see what happens.
Everything you said makes perfect sense for gathering data but this topic is about a system that they were so proud to introduce – only to make it useless with 1 patch. I think everyone agree’s that the labourer system is one of the best content patches in a LONG time. I think it was an awesome addition and I’d like them to evaluate how useless it is right now and patch it before my guild gathers quit the game.
Just read all of my post history. Im tired of writing books over and over on here,
If you cant understand that for a game to be successful it has to encourage all players play-styles then you haven’t been around online gaming very long.
In its current state and with the planned update decisions SI has announced so far, this will be another ESO or Neverwinter on release.
People will be hyped for a month or 2, then the new game feel will die off. Everyone who wants to play solo or small group will get ran over by the zergs untill they quit.
This system applies to yellow and red according to the post. It is a band-aid fix that will have no real lasting effects. All high end resources are in black zones, where the zerg will still run rampant.
This seems cool until everyone starts hitting endgame gear (with the current system in place thats as little as 2 months).
They need to make a stand, straddling the fence only gets you a stake up the ass and people pissed off on both sides.
Is this going to be a zerg playground game that will die in a few months after release or are they going to shut the zergs down and make a product for a wide range of players.
At some point they will have to choose one or the other, historically the only game to ever find a balance between the 2 was DAoC. And the mechanics are so fundamentally different from DAoC in Albion that it simply cannot work here.
As for DAoC, correct, they had Realm v Realm where players were of different large scale kingdoms (factions) and natural enemies.
What we have right now is a crazy version of that where everyone is your enemy if they are not a guild member or a friend. A one group versus the world approach.
And we get exactly what you’ve described.. the biggest group gankfest imaginable.
I seriously don’t get this and I’ve been here in the Alpha tests as well. If a criminal / rep system were implemented, you could still GvG, you could still PvP, you could still openly kill as many folks as you wanted.
Our Game Director sat down with UK author Peter Newman to discuss the first novel he writes for Albion Online, the Lore and his playing experience.