How Do You Feel About Item Progression of Albion Online

posted on 23 Jan 2016 10:37 by albionmall

There is currently 8 tiers in the game
Higher tier items are usually 20-30% stronger than the items in the tier below
To find highest tier ressources, you will have to venture deeper and deeper into the open world PvP zones
Items generally get repeated across tiers, So if there is a T3 broadsword, there is likely going to be a better T4 broadsword that is quite similar
Higher tier versions of the same item do sometimes get extra abilities for you to choose from

There is currently 3 rarity levels for items. Common, Uncommon, Rare
Uncommon and Rare items are not a better version of a corresponding normal item, but they are a totally different item. While the broadsword is a normal item, the 2h sword is an uncommon one and will be significantly different in terms of stats and abilities.
Each rarity level increases the overall power of the item by 20-30%. So you could say that a T6 common item is about as strong as a T5 uncommon item

When crafting an item, there is a chance to a get a higher quality level. A higher quality level means that the base stats of the item, are higher than usual, but the item itself is exactly the same. For example, a "masterpiece" T4 broad sword will do more damage than a standard quality T4 broad sword.

Cost vs Power
The power of an item increases by around 20-30% per tier/rarity level
The cost of an item increases by a much bigger factor.
One reason for this is that we want to have an interesting risk vs reward curve, i.e. we want players to actively decide whether they bring their best and most expensive gear with them (at a higher risk) or whether they use lower quality gear instead and reserve their best gear for special situations
Another reason is that it helps to balance the game by giving less advanced players a fighting chance against more advanced players
Currently (February 2015), silver cost for items (crafting and repair) increases by a factor of 3 per tier/rarity level. We will carefully evaluate after this alpha test whether that factor needs to be adjusted (or, whether we leave it as is but adjust silver spawn rates)

Cost of use
If you use your Albion Online Items, they will lose some durability
Per tier, the durability currently increases by a factor of 2. As the item cost increases by a factor of 3, the cost of use essentially increases by a facor of 1.5 per tier. I.e. if you fight mobs in T4 gear, you will need 50% more silver to repair than if you fight mobs in T3 gear
To compensate that, mobs currently drop 1.5 times more silver per tier, too
So in theory, the proportion of silver income used for repairs when farming T3 mobs with T3 gear should be the same as when farming T4 mobs with T4 gear
Having said that, based on qualitative feedback received from players, we are currently not sure how well this works out in practice. We can promise you to carefully look into this and make the required adjustments.

Albion Online: Sneak Peak

posted on 22 Jan 2016 13:02 by albionmall

We want to share another feature with you that we will implement during the closed beta test.

The goal is to resolve the issue of excess supply of crafted and refined materials that people have to produce in order to level up their fame.

The issue
In order to get fame for refining and crafting, you will produce items even if there is no real market need for them

As a result of that, prices for these items in the open market get very low, lower than the cost of the ingredients

The solution
A study/disscet/training feature offered at crafting buildings
Immersion-wise, imagine that you destroy an item in order to learn more about it / study how to craft it

Game-wise, you will be able to hand in excess crafted/refined items to the refiner / crafter. The items will be destroyed, but you will be awarded extra fame towards the relevant destiny board node

To prevent people from using the above to level the destiny board with bought items, without actually crafting anything themselves with the help of Albion Online Silver, you will only be able to use the training feature if you have already unlocked a certain percentage of the total fame needed for the node/mastery

Say I would have to craft 100 T4 Swords to unlock T5 Swords
In the current system, I will craft those 100 swords and then salvage them or sell them in the open market, creating artificial supply

In the new system, I will, say, only craft 50 of those swords. I can then dissect/study these 50 swords at the NPC, they will be destroyed, but I wiill get extra fame for this in return, thus unllocking the next destiny board node

Note: the number above are just examples, everything of course is subject to balancing

Albion Online: the Guild Model

posted on 21 Jan 2016 13:04 by albionmall

I've been in several guilds in Albion and all of them so far have gone with this model and meme of “the guild before the individual”. Some guilds are even outright calling themselves communists.

I know this is probably going to get the communists/socialists in a tiff but here goes. In damn near everyother MMO I have played, guilds that took this model invariably led to corruption, guild revolt, and collapse. Just like in real life. Go figure! A good case that MMOs are a microcosm for the real world.

I've seen this time and time again in other MMORPGs of old. EQ, WoW, etc. This scheme... err guild model...sounds good on paper. The rationale often given for the communist/socialist model is that the 'core' gets geared first in raid and boss encounters to boost and means you may need Albion Online Power Leveling to help you out. Then there are the endless promises that the lesser mortals will get geared second. Even the most well intentioned guild leaders and officers might even believe their dogma. But they often speed to the end game content, see it all, and then instead of helping everyone they left behind, they just get bored with the game and occasionally log in.

Now to Albion Online. There isn't raid gear to hand out. No what I am seeing is even more blatant and in your face. What do I mean? Typical schemes of hand over ALL your mats and “we will gear you”. Do it for the 'core' group. Once we get geared we will assist you lesser mortals. Just hand it ALL over. Do it for the guild. Other models are excessive tax rates to the point where people barely have silver to make it to those dungeon runs to get the officers and 'the core' more of those much needed gems and runes.

Guilds that take this model are often the top ranked guilds too. This model works, for awhile. It works for many reasons but primarily I think it works for two reasons.

1) People want to be in that top tier guild. The guild master and officers capitalize on this.
2) People are far too trusting.

So if you find yourself in one these guilds. Take heed Albion Online Silver. You might very well find yourself being farmed/milked on a sinking ship.

In closing I am curious. Are there any guilds that actually allow the market economics to flourish in the game? For example allow crafters and gatherers to actually make money off their labor.