Trove: Mining is increased with bombs or lasermancy

Mining is increased with bombs or lasermancy. Both don’t have diminishing returns when increased. When you acquire an ore, the amount isn’t rolled to see how much you’ll get. It’s pretty static.

Farming objectives for gear drops is increased with gear power and magic find. Gear power to kill faster, magic find to attempt to proc higher tiers. Gear power like bombs/lasermancy is pretty direct in it’s effect. Magic find is not. Magic find has diminishing returns, the more you get the lest each point increases it. Magic find works by rolls, if successful it rolls again, and again, and so on until it hits cap (Stellars). Each roll is independent of the last. And with the diminishing returns, you’ll never hit 100% chance.

So essentially you’re comparing a static method for income to one that can vary greatly based on rolls.

Then again, I pretty much knew you’d not be up for any real logic when you opened with statements to discount those that say “RNG”. It’s the nature of the beast that is RNG for your anecdotal testing.

There is no reason not to loot everything anymore now that we can click once to decon our inventory. The whole reason to Buy Trove Flux and choose before was because having to decon everything would take way too long. Now you can just hit your decon at the same time you go to refill potions. The only problem here is that people are unwilling to change what they are use to.

If you are picking up only shadow items, it takes a second to have to check, point and click to loot it before moving on. This adds up over a period of Trove Flux for sale while farming and is much much slower than having to hit up a decon for a second to unload your inventory.

Secondly, you are missing out on a ton of materials and flux from all the items you would be looting. Legendary items add up when you go through 1000s of them people!

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Albion Online: I don’t mind going out a few maps to gather

I am on your side Matrix. This guy, seriously? Seriously! I really don’t appreciate some ideas he had said. Especially I saw him posting the thread crying for FAST TRAVEL. That’s really unacceptable. What a ruining idea to crash the local market. I don’t understand why these people want FAST TRAVEL and crying for reducing the size of the albion online silver farming. I even want Albion world more wider form now so every guild could have a chance to play sandbox and making more local political powers. Come on, guys, this is not a regular MMORPG you’ve played as WOW, this is a sandbox game. You need a big and wide map which letting players establish the local power and market. That’s the thing make Albion a great game!
Can someone explain to me the reasoning behind adding regular fast-travel into the game?

As of right now, it’s not hard to run to a different green city. It’s probably 5 maps or so away. But adding fast travel will not only ruin the local economy, but it will dull the aim of the devs when they redid the maps to hold certain Albion Online Gold instead of all. If my city is surrounded by plains, then we have an abundance of leather. If I caravan to a city surrounded by mountains, then I can sell my leather there, and buy stone/ore to take back to my main city.

Personally, I don’t mind going out a few maps to gather. Lazy players tend to not go that far, which leaves most resource nodes full. If a red finds me undefended and overloaded, good for him. It was my fault in the first place for being overloaded, and for not having protection with me.

As for the black zone maps, I am glad they expanded the world. If your guild really wanted to do well in black zones, then gather t2 materials in the green city, and make a run with guild members defending you to find albion online gold shop. If you don’t have any gatherers, contact a local green gatherer and offer your guilds protection (walking through black zones) for the payment of 50% of the load of t2 they were carrying. I was the green gatherer yesterday, and I hired a mercenary guild to defend me for 65% of my load (they were going to defend me going to and back).

There is a strategy (and consequences) to this game now. Either with the pathing you take, or the shady things you do to keep someone from hearing your mount. Last beta, zergs would wait outside a red city and kill everyone, without any consequences. Now, they have to watch that their fame doesn’t cross a certain negative threshold, which allows for strategic decisions on their part.

Please, if you see any negatives in my way of thinking, let me know. I would like to be more knowledgable of the pros and cons of the current state of the game.

I do understand that there will be a fee associated with fast green-zone travel, but then that would add to the whole “P2W” arguement fire going on currently.

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Albion Online: The most sensible write-up

What you say is the best solution, removing LP. But, as I said on another comment, LP is how the devs will make money. They wont remove their money making machine. And they won’t care if they lose players, cause the large guilds are enough to sustain the devs (large guilds waste a lot of money, most hardcore players will probabily buy a sub for every character).

I just sugested a solution that could be more probable for the devs to implement. Not the best albion online silver store. Devs won’t always implement the bests sugestions on purpose.I just made a post in another thread about why SBI will not remove Alts. You all offer this as a solution, but you don’t consider what the product vendor will lose:
How to fix LP, Alts, and Islands.

Thomas9 has the most sensible write-up, with #3, but what could that be? Hah, that’s the basis of why they do everything and what got them started. Perhaps their investors will enjoy hearing that the entire business model they bought into is now changing.I thought I heard that the reason they added alternate characters on accounts was players requested it.

I think Albion will make plenty of Albion Online Silver as long as they keep people playing. Making a good game that works, and retains players for a long time, will make more money than a short-term bot-farm game.

Just try guys think this through. If ALTs and LP’s would be removed. Why to even buy second account? You are saying it like if alts are removed, people just buy more accounts. Omg what kind of generalizing is that. Some players might still buy multiple accounts, but they can only get benefit from islands farming. And if these some players are willing to do so, then let them do. It is so less of people if you compare the current number of alts we have for christ sake.

Just imagine how much better the actual game would be, when everybody are just focusing on one character. Now everybody would really matter. Guilds can still centralize their Albion Online Gold, but now those professions can be divided between players which all are real players. There is now real master of different professions and inviduals can be as competitive as they can be when comparing to guilds.

But i am interested to hear, where we actually need alts? From player point of view.

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Please make open world more fun in Albion

1. Since the game is full loot and items do trash on rng base . If you lower the fame gained from killing a player and the fame goes towards your progression of armor and weapon you equip would be a very good way to encourage open world pvp and will for sure give it a great boost .

2. Please lower guild max number to 100 and alliance size to 300 .Which would also lower zerg fest and encourage more open world pvp .

3. You really need to fix the pay to win aspect which is killing the game right now .
a. Remove the transmutor from the game .

b. Double to food cost or Albion Online Silver + food for each territory you own . Which scales up as you gain more territories, the more territories you own the higher it would costs you to upkeep them (will also help in silver drain ).

c. 10% silver drain on each building which goes towards the system (which will also be like a small tax on plots you own in cities and guild territories) since you want silver drain . which would give you higher silver drain from the economy then transmutor usage overall.

d. Please increase the spawn rate on nodes . You basically are killing the market making it so expensive for normal players to Buy Albion Online Gold from auction house. Since you have lowered the silver drop from npcs and mobs the ratio of a death vs the amount of silver you can make is very bad atm .

e. Dont force everyone to be a gatherer in the game . If everyone is forced to gather . The pure gatherer will die out eventually .

4. Add a feature which shows the time a person last seen online for easier guild management .

Please keep the game SIMPLE instead of refining the game and getting rid of bugs. you are focusing too much adding new mechanics before final beta .

Please dont make the game too grindy . If you look at the majority of the player base they work / school or have families the game should be less grindy and more fun . if a person who gets 4 hours of play should be able to have Albion Online Powerleveling as much fun as a player who plays 10 hours a day .You cannot expect people to grind like they did in eve now .People play a game for fun not like a full time job .

These are my personal suggestion few may like them , few may hate them so dont troll please add somthing which can make the game better than being salty.

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Albion Online’s map is covered

While I don’t mind these changes myself (too new to notice much), I do believe the game world needs help which would make travel and the game overall a lot more enjoyable.

-Zones are too small which causes more loading which loses a sense of immersion in the game. There is also WAY too many zones. It was a huge mistake to make this game world bigger.

DAOC had a lot of things that made travel much less of a hassle: WASD,speed classes (required for most roaming), auto-taxi horses, /follow,smaller/cleaner world layout, could autorun from albion online silver farming rather easily. without having to navigate. gaps/cliffs/dead ends that AO’s map is covered in, etc.

-My original point was at the start of DAOC there was almost no group speed and the world was HUGE and took hours to get around and yet no one complained. Long travel times are not necessarily a bad thing. The key thing here you talk about is you could afk while traveling. Following or being on a horse let you go take a piss or grab something to eat. The way this game is made these things are impossible and force you to either log out or afk in dangerous areas.

For me it’s just the compounding of issues: click to move, slow speed,have to follow the road or navigate maze world with less than amazing maps, and everything so spread out with little in between.

I get what they are trying to do with the overall map, but it needs more than a bandaid.

-I don’t mind the crappy graphics. I don’t mind the boring map. The critical thing is the map is too big and there is no longer PVP. The band aid comment I made was more AO Silver to do with making traveling faster which to me was a very minor issue compared to the more serious concerns happening with the game right now. SI “fixing” the traveling speed so quickly was just a complete surrender to the forum whiners. This will enable these whiners to cry louder and get more stupid shit put in the game.

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Albion Online: Your idea with checkpoints is also cool

I love the idea of treasure hunter and have mentioned it before in passing in other threads.

I like to use the UO (ultima online) analogy where the maps were very rarely drops from mobs, but actually came more often from a really mundane skill of fishing. This made fishing a bit more profitable on the off chance that you got a nice map to sell, or go and try to complete yourself.

I had actually made a dedicated treasure hunter in UO and it was quite profitable, and a really fun way of being a casual & solo player because it takes you to places that are not usual HUBS/CENTERS of attention in dangerous zones – such as dungeons for example. Problem with AO Gold being the bottleneck entrances to and from zones rather than being able to access zones in different methods you are completely limited to walking through a gated entrance chokepoint that can quite easily be used to camp you in or out of zones.

Nice man great ideas really. I especially love the idea of prisons! It would be sweet if there were actual large prisons that had communities inside. Being careful to make many routes for getting back out….working the time off…..getting hired out by the royals……breaking out….getting broken out…etc. Whole new avenues of trade open up. most interesting stuff here.

I think the tast requirements are overthinking this otherwise beautiful idea. Just put out checkpoints on 4-6 places (randomly) on the map, and once all have been visited reveal the albion online gold for sale location. Not everyone can craft X T6 bows, nor would they want to leave the zone to go find an auctioner, or go into a dungeon and not kill things. If you have a map and want to find treause, what you want to do is *look* for it.

I see your point. What I was thinking when creating it it was:

Cooperating with other people if you can’t do it yourself (guild, friends) since task could be done by anyone who is holding the map
Progression without thinking only about grind
Event rarity + difficulty opens way for a good reward inside the chest and we have to agree, reward is what makes treasure hunts somehow special and exciting. There would be stories how someone got a cool item before.

Your idea with checkpoints is also cool, it could be like map scraps in different locations, but there is a big problem that people hate already: running simulator, and just going between checkpoints without doing anything I think would make it even worse.

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I think creating a fair in Albion Online

I like a lot of your ideas here, in particular the price trackers and right click options.

In response to the Crime part you have here I made a detailed post way back in alpha (actually similar to what they have implemented in some ways) which you can read here and maybe use some of those albion online gold shop to flesh out your idea here. (the part about reputation and crime is down toward the bottom of the post under the subtitle Changes to the PvP system for “Criminals”)

1 .to your right click, as its already working as a quick equip and a move only function on the playfield, i would suggest to add a contect menu or as comon in tablet games this action cycle when holding left for a while instead of just clicking. That wouldn’t break any current controls, just add the functionality that you want.

2. a simple price tracking without any limitations would just make the whole market way to transparent and in no time, all price everywhere would be the same. U would take away that feeling if you find one item noone thought about where you can make a huge profit. Its like showing all the minable Albion Online Gold directly on the minimap when you enter a zone. I mean in this case, they could also just easily make it one global market or add the items from the other market places to the one you are browsing just wih a delivery fee, depending on the distance and the risk of travel. So if i am in Kingsmarket and an item is 100 here but in queensmarket its for 50 and 20 delivery cost, i could order it from there and save 30 but again it would take away the trading and logisik aspect of the game.

But I agree, that the current Auction House UI definitely needs and overhaul. With this filter right now its just more than annoying.

3. I also think that the crime system could add up to some more content. I think adding a bounty on someones head should be only be possible by the victims, so if you get killed by someone you can put Albion Online Silver on his head. Tracking function, not that good I think, I understad you want to add the “profession” of bounty hunting, but it would also be easily exploitable. take one huge pvp guild, one plays bait kills some ppl, they add some nice bounty, some bountyhunters buy the maps see where they were last seen. the bait ofc doesn’t move and they just wait there with 100 men and just kill everybody coming there and loot you. I think such a system would actually benefit more the “bad” guys than the “good”.

I think creating a fair and enjoyable reputation and crime system with the current game mechanics is maybe even impossible.

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