Albion Online Gold seller reviews – best place to buy AO Gold

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Albion Online: It comes down to a question

Our group of 8 just spent the last 3 hours roaming circles around Black Forest (got home at 5, logged on, it is now 8 pm). We had a total of 1 fight against a group of ~20. Haven’t seen a single soul outside of that zerg. None of our players want to pve (we are all t7 unlocked), and certainly no one wants to gather (we are sitting on hordes of t5/t6 mats).

WE WANT TO PVP. The chests don’t spawn for another hour. I love this game, and when there are fights it is great. But i will be honest, i feel like i am spending Albion Online Gold looking for fights that are completely a toss up with regards to amount of fun (ganking gatherers with a group of 5+ isnt fun, getting zerged down as 5-10 by 20 isnt fun).

I know SI is working on things to increase hotspots/etc, but i am so bored playing the game right now i felt i should come to the forums and share the experience. Gone are the days where you could log on, decide to find albion online gold shop and go to 1-2 maps and get one with 90% certainty. Flesh/Heart of the earth were my playgrounds. every night at least one fight. It broke up the monotony of the grind.

Unless there are changes on the team I feel its downhill. I’m disappointed, I love this game too.I am myself experienced the exact same you are writing there and we will make smaller faster changes soon like increasing the drops in Hellgates/Raids/Castles/Chests and we are also reviewing the map and I believe we have a good idea that will bring back more PvP to everyone. But especially the map change is a bigger topic.

We seem to find plenty of fights in the black zone. I’m not saying this applies to you, Lewk, but a lot of the people I see complaining are the same folks that that established large alliances with everyone around them in their time zone. At some point, people that insist on making official and unofficial alliances with as many people as they can, have to accept responsibility for not having anyone to fight.

It comes down to a question of: Is it better to “win” and be bored or to risk “losing” and have people to fight?

Fights around black forest are stupid. Couple of guys stand on guards. Daggers drop frikkin traps and if they dont finish u and that they might get ass kicked go back to town with no problem for Albion Online Powerleveling. This concept is kind of poke a bear if it respond run to towns safety.This is much appreciated. I actually love when relic locker/chest time comes around, it often does the trick to bring pvp. I am a bit concerned with the proposed changes however, as you are proposing greater rewards on a LONGER cooldown. I would have hoped for shorter cooldown to provide more action rather than long downtimes.

Albion Online: No its not a win for the developers

Let’s not get into how P2W Albion is, plenty of other threads for that.

This is a thread about pure servers, of which there is literally no downsides to existing. Sub fee covers costs and anyone who doesnt like the whole gold/membership system can play on pure servers and avoid them, at a modest fee.

Its a Win-Win for everyone.I do agree that sub based games are the superior model by a long shot BUT for a sub based game model to work they have to have a very large and very loyal player base. With the narrow target audience that Albion currently is designed for (large zerg alliance / guild players) and its low retention rate (no exciting or new content after a month or so) it would not be able to survive under a subscription model. At least not with its current build.

RS has survived over a decade with its small sub base extremely well, you dont need a large base to survive with subs. Not to mention the fact you still have the core server with all its people Buy Albion Online Gold/memberships/microtransactions in the case of Albion. Even when Jagex added 07RS all it did was bring in new people, not divide the community. This isnt replacing anything, or even risking anything. Its an extra choice on the side that exists to attract people who would not be interested in playing Albion in the first place because of its business model.

No its not a win for the developers. Servers and development require a constant influx of money. The initial $30 for the game is not going to pay for those expenses. That is where MTX and gold sales kick in.Online games need a constant flow of money.If you connect to a server, that server costs money to keep up.Plus online games (such as Albion) are worked on after release. So you have to pay the artists, programmers, and other developers their wages.This requires a constant influx of money.A monthly subscription, or micro-transactions, are the only ways for an online game to be successful.

Personally I like the Subscription better than the Micro-transactions.RS is the 3rd most profitable MMO in western culture behind WoW and FF14 and has one of the highest active subscriber counts and player retention rates. You simply cannot compare Albion to a masterpiece and industry Juggernaught like Runescape in its current form.

Runescape stability, successful features, player retention, and past failures should all be studied in order to help produce the best albion online silver store.Thinking Albion in its current form though can compete with RS is delusional. There are simply too many problems, too narrow of a player base, no retention past a few months, and massive swings in development( low stability) with the debate of p2w in place.

They still have a lot of work to do before they can consider a sub model.

Albion Online: Player Village Territory

My idea is to have Player Village Territories scattered in yellow/red/black zones.

I think this would add a whole new level so solo play and add more content and social interaction.

Player Village Territories would act just like clan territories. Every couple of zones a unique Player Village Territory would be placed for Albion Online Powerleveling. There would be a number of claimable lots with one or two large lots and the rest small for houses/crafting stations.

There would need to be new buildings added that a player could build. Here are some examples of new buildings;

Large Plot Buildings (only 1 large plot per territory, or two if more buildings are added)
– Tavern
Stay long enough or buy a drink for certain timed bufs like increased crafting speed/more damage against PVE etc.
Owner gets % of money spent & has to upkeep building
Or have chance games where a % goes to the house.
-Trading hub
Small local market place allowing players to buy/sell goods
Owner gets % of
-Bank
Players can purchase/rent small chests to store items.
Owner gets a city sized bank in village & % of money used to buy additional bank slots.

Small Plot Buildings (5 to 10 small plots depending on how village is designed)
-Player Houses
Player can respawn at house and build chests and have laboreres
-Crafting / Refining Stations
Players can add usage fee
Ideally each village will be unique but they will all have 1 Large plot and multiple small plot so that not every village is an albion online gold market or bank or tavern.
The Player Villages may or may not have guards. If there was guards they would aggro marked players in yellow/red zones and maybe no guards in black zones.
If you owned a house or had access to a house in the village you would be safe inside (Maybe make doors be pickable/destroyable)

Clans can capture or “Offer Protection” to these territories and get a % of the business/rent going on. Not sure how the GVG will work maybe can only be challenged once a day by a neighboring territory or on a weekly timer to avoid constant GVG’s stopping business.

Feedback?

Remove the skill from the Albion

As the game currently is meditate does not allow any impactful ability to be balanced around a shortish cool down (10/20) so long as it exists.

All things that currently seem extremely powerful (claymores W/E, Sprint shield) and things that have been powerful (old frost shot, 1h hammer cleave, long bow) have been further amplified by this skill.

Beta is for testing, its been tested. Its busted, remove and move on.Bump. Remove this spell devs. It is a nice spell to have but you will have impossible time trying to balance this game if you keep to earn Albion Online Silver.The problem is ot the idea of the spell but the 10secs of cooldown it reduces.Probably it should reduce a percentage of spells cooldown so that it would be blanced for both 15sec cooldown spells and for 30 sec cooldown spells.

This would also remove the 3 q compo which was op with bows multishot or dual daggers compo with slitthroat.I agree. If meditation is one reason to unbalanced builds it should be considered to remove or atleast change somehow it wont bring any new problems everytime other items are reworked. There is lots of artifact items still coming to the game and that way more possibilities to get unbalanced builds once again. Remove meditation and replace it with something more assassin like ability, it is assassin hood ya know.

I agree somewhat. It needs to be reworked at least. For a dps player meditate is almost a must have. Ice block and stone skin doesn’t reduce the cool downs on 3 damage dealing skills to find albion online gold shop, it’s obviously a lot more powerful.Meditate reduce the cool down of meditate, so the CD written in the skill description is wrong, it is much shorter.

Meditate is fine, well balanced because we have skills like Flee for people without 2+ sprints to offset mobility issues with it, Iceblock to counter the extra damage it may bring to the table, mostly its used by bow (that doesn’t do that much damage anymore) and melee users because they need that extra boost where magic users dont always need, they need more defensive skills being in light arma with no mobility or extra defence provided from the weapon.

Really it doesnt help as much as you think if we talking like a 1v1 its more of a noob friendly skill incase you stuff up, or Quality of life skill.

Albion Online with abundance of resources – Discussion

Albion Online does not feel like a living world.

The reason for that is a game mechanic to prevent abundance of resources. But the system in itself presents a burden to the whole game world, if not perfectly balanced.
–> Natural resources -if gathered- dissappear and leave behind a static map without interaction. This means, that the more gatherers there are, the less Albion Online Silver the average player will find in the world.

If you do not wish to pvp or pve mainly, gathering is a thing, that most players will take up. You go out, you find something, you take it with you and profit. Fastest way to please a player. Same thing with mobs and silver.
So nearly every player will gather at least one resource type.

Most of the play time is consumed by walking through zones. The actual gathering work is quite short in this build, hence putting almost all interaction to traveling. Skinners may have more fighting to do. In my opinion, the general problem does lie within the forced barrier, which is the algorythm behind spawning rates. In an attempt to change the main problem, an idea emerged, which i want to discuss with you all here:

What if the world had abundant resources?

Imagine maps full of resources, which would only slowly disappear. You would have a more realistic world to play in and could always gather, what you want to Buy Albion Online Gold and when you want.
With this change, we would need to adjust some things in oder to maintain a healthy economy:
– normal resources would have 10000+ units, less small resource spots, but bigger chunks
– rare resources would be even more rare and can sometimes be found in normal resources through minigames
– gathering skill would determine, how many units you will yield per try
– crafting would demand way more resources
– gathering time needs to be balanced
– minigames can be implemented
– multiple players can gather at the same resource
– gathering skill would have an exhaustion rate connected to it, so that an inexperienced gatherer may only work for 5-10 min (100-200 resources)
– exhaustion rate would be the new gating mechanic (part 1)
– resources, that are depleted, would use the spawning algorythm (gating mechanic part 2), but only to switch the position of the new spawns and not to keep spawns form happening

What would change?

–> you would gather at certain spots for a longer time, maybe do some minigames, to increase your yield, reduce your stamina consumption or find more rare loot
–> maps would overall look more rich in resources and you could always find something to gather
–> crafters would need more resources to craft, to balance out the new amount of incoming resources. They can also get minigames to reduce the amount of resources needed, to increase quality or fame gained.

–> exhaustion rate as a new way to regulate overusage:
Gathering skill, equipment and/or food determine your stamina while gathering. A pure gatherer, specialized in gathering one albion online gold market, would have a good amount of stamina, to work hours after hours, if he/she so desires.
Equipment durability will be more important than before, as you would be able to completely destroy your tool through gathering (because you can actually gather until your tool breaks).
Minigames can occur, which challenge the player to do his/her best, to gain a bonus. You could even find rare resources through these games.

The longer a player stays at one resource spot, the lower the chance of the outcome (minigames, loot). That way, it would be desireable to switch locations more often.
Rare resources would mainly come from players, who are good at minigames. Skilled gatherers would make a profit out of their ability to gather + their knowledge of hidden rare spots in the world (maybe gatherer faction trinket, which reveals some spots only to you?)

The stamina would refill over time (needs to be balanced well), so that you should always be able to gather, if it is your main way of playing. Gatherer Factions could also offer some sort of special massage/food etc., to help you regain a portion of your stamina, but you would need to pay in resources. That way, you could keep progressing at the cost of your own silver profit, or decide to make money and maybe go monster hunting, while you recharge your gathering stamina (after hours! of gathering).

Goal:

Endless possibilities; nearly endless resources, specialized gatheres heavily needed to get rare materials, always interaction for your main play style, traveling is still rewarding, casual players can progress more easily, hardcore pvp players may turn into gatherers and crafters. No more empty lands, no more boring travel time forced uppon you, if you just want to gather.

Great usage for minigames.

That’s it for now.