The Zerg to slay the Queen Update

    • This is partially why I left

      -please remember that even Eve online has this problem with stations, tried to fix it with wormholes, whole alliances of wormhole trappers now.

      -humans are fuckheads, expect fuckery and mechanic up the wazoo

      -leaving it to the player community when you have gold farmers is madness, but you know this

      -hideout hunting is bank.
      Security Alliance Discord - discord.gg/QGv9B24

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    • Stormlord wrote:

      This is partially why I left

      -please remember that even Eve online has this problem with stations, tried to fix it with wormholes, whole alliances of wormhole trappers now.

      -humans are fuckheads, expect fuckery and mechanic up the wazoo

      -leaving it to the player community when you have gold farmers is madness, but you know this

      -hideout hunting is bank.
      The great lord has spoken!
      *lifts tail* Nya :x
    • The only real solution to give a chance to everyone to settle down an hideouts is:
      . when under construction invisible also if you are in the same map you can see them only if you walk close as random dungeons, that's why are called hideouts.
      . completely invincible when settled down until you provide food.

      Like that every one can have his own hideouts.

      I want to say directly to the Dev that as many already said in this post, people in big groups just destroy hideouts for fun it doesn't matter if the hideout is in an area or another. To bring another example we too when we do zone out trick if one naked guy without mount shows up we don't care just kill him for fun, that's how it works, and it's nice but when you really want to give to everyone a chance to do something you need to keep always this in mind when you introduce something new in the game, always! Or no matter what you will do it will not work and you will get people quitting the game or quit to do the new thing you introduced.

      Actually when Dev started to talk about Queen that was the original idea to give everyone a chance to seetle down in outlands but for now only who is in a big alliance can do that.

      Then one more thing limit 1 hideout for ALLIANCE for map because for a 3000 members alliance is easy to make thousands of fake guilds to full the map with hideouts.

      The post was edited 8 times, last by hypnoticshadow ().

    • hypnoticshadow wrote:

      The only real solution to give a chance to everyone to settle down an hideouts is:
      . when under construction invisible also if you are in the same map you can see them only if you walk close as random dungeons, that's why are called hideouts.
      . completely invincible when settled down until you provide food.

      Like that every one can have his own hideouts.

      I want to say directly to the Dev that as many already said in this post, people in big groups just destroy hideouts for fun it doesn't matter if the hideout is in an area or another. To bring another example we too when we do zone out trick if one naked guy without mount shows up we don't care just kill him for fun, that's how it works, and it's nice but when you really want to give to everyone a chance to do something you need to keep always this in mind when you introduce something new in the game, always! Or no matter what you will do it will not work and you will get people quitting the game or quit to do the new thing you introduced.

      Actually when Dev started to talk about Queen that was the original idea to give everyone a chance to seetle down in outlands but for now only who is in a big alliance can do that.

      Then one more thing limit 1 hideout for ALLIANCE for map because for a 3000 members alliance is easy to make thousands of fake guilds to full the map with hideouts.
      per alliance? They’ll just disband their alliance then and still ally...limit guilds not alliances
    • Well written its a shame your pointing a shady light at my own personal hideout, your assuming BA one of the stronger ZVZ guilds in the game has set up a public hideout exploiting players? For the almighty sum of 10.400 silver made from a iron forger and a net loss of 50 million silver.

      I think the majority of BA would prefer there not to be a hideout which isnt friendly within our territory's, what strategic value does a enemy foot hold have. However I wanted to set up something to pass the time, a hobbies of sorts, I have been in BA for a few years and asked for permission to place it.

      I will have to pay a protection fee to keep the hideout, which again any one of you can negotiate with bigger guilds. I would of had to speak to other large guilds if BA wasn't willing to allow me to place it. So why don't you set one up for public use, and use your own silver, time, and mutiple mutiple deaths trying to get t1 logs/stone deep into the BZ. For all I know the new owners of the zone might not be BA and i might lose everything invested but i suppose i'm in the wrong. I have seen multiple small guilds and solo players using my hideout and havnt made a dime from it (sorry the 10.400 silver).

      If it turns out you can't afford to do this then farm silver untill you can afford to hire mercs, I am probably going to have to do that eventually, don't over step your station. You either need lots of silver or lots of man power if you want a hideout towards the central region, you need to build your forces up, speak to your local guilds, work together to set up a community. Stop being impatient like the majority of people in 2020 this patch has only just come out, assuming that no one will delete your hideout in a resource heavy areas of the map.

      I would actually be willing to put the buildings at food cost only. Let me know when your free to transport the food to my hideout ill even pay for the food, thought so you wudnt want to escort the food few times a week for free. thanks! :)
    • blast204 wrote:

      Well written its a shame your pointing a shady light at my own personal hideout, your assuming BA one of the stronger ZVZ guilds in the game has set up a public hideout exploiting players? For the almighty sum of 10.400 silver made from a iron forger and a net loss of 50 million silver.

      I think the majority of BA would prefer there not to be a hideout which isnt friendly within our territory's, what strategic value does a enemy foot hold have. However I wanted to set up something to pass the time, a hobbies of sorts, I have been in BA for a few years and asked for permission to place it.

      I will have to pay a protection fee to keep the hideout, which again any one of you can negotiate with bigger guilds. I would of had to speak to other large guilds if BA wasn't willing to allow me to place it. So why don't you set one up for public use, and use your own silver, time, and mutiple mutiple deaths trying to get t1 logs/stone deep into the BZ. For all I know the new owners of the zone might not be BA and i might lose everything invested but i suppose i'm in the wrong. I have seen multiple small guilds and solo players using my hideout and havnt made a dime from it (sorry the 10.400 silver).

      If it turns out you can't afford to do this then farm silver untill you can afford to hire mercs, I am probably going to have to do that eventually, don't over step your station. You either need lots of silver or lots of man power if you want a hideout towards the central region, you need to build your forces up, speak to your local guilds, work together to set up a community. Stop being impatient like the majority of people in 2020 this patch has only just come out, assuming that no one will delete your hideout in a resource heavy areas of the map.

      I would actually be willing to put the buildings at food cost only. Let me know when your free to transport the food to my hideout ill even pay for the food, thought so you wudnt want to escort the food few times a week for free. thanks! :)
      You breath there because you are not yet interesting and you bowed kneee for several years..

      Is that the way to live and have fun???

      You bring it to the point, option one, bend knee and slavery..or not play at all..

      THAT was not what queen promised..

      On Top of that ...the N-1 alliances don't go for BA, they clean the BZ of all small ones, so it is already consolidating more..

      THIS needs to stop!
    • You act like guilds become powerful over night, before BA became one of the strongest ZVZ guilds we got wiped repeatedly. The core members would lose multiple sets every night, there is nothing stopping anyone from being a successful guild you just need dedication from your players.

      Atleast Queens allows everyone to help fight for their guild, and not a few GVG teams. New guilds wudnt have a chance in hell against those GVG teams, while in queen guilds can attack multiple out skirt territory and more than likely get one once theve annoyed the bigger guilds. Look at the map in a months time, and you will see a different picture if you think these big alliances can continue to go to 5-6 CTA'S a night without players getting burned out.

      Eventually alliances/guilds will settle for the territory's they can handle. But its still Queen hype for now so guilds are taking everything they can.
    • Exponential costs of taking more and more territory would help. If, say, a huge alliance had so many terris that the next one would cost 100m silver to attack, and they were paying 1m silver per day per terri, and paying 100% more silver on everything in their hideouts due to "corruption", they might think twice about taking more. :)
    • I still feel that we don't even need to go the route of removing or limiting alliances, We need the disarry debuff to really work on larger numbers,
      So for example. If you want alliances to split there zergs up make the
      disarry so bad after 100 players that they must bring 100 or less. So
      for example if you start bring players over 100 the disarry starts
      taking much more from the whole group, Which would include everything.



      • Stuns/CC Duriation
      • Health
      • Damage
      • Healing Power
      • Armor
      Once the group goes over 110 the disarry would get more powerful, this would rase the percent to 50% less power to everyone in all the things listed above, Then once again if the numbers of the whole alliance in the zone goes over say 115 the disarry percent increases again to say 75% less power to everyone in that zone in the same alliance. This would in return make zergs have to split down there numbers for that fight in the zone, This would make a "Limit" per zone system without hardcapping the zone its self to help when people are just traveling through zones and not fighting. This will also still allow small guilds to band together.


      We need the 300 main zerg to split down this would create more fights
      and content for everyone because rather then a 300vs300 you could have 3
      100vs100 fights over different locations/terris/hideouts/castles.


      This would also help when wanting to change the numbers brought to lower
      tier zones, So for example if you wanted zones near the portal to be
      more for small guilds you could change the debuff starting numbers from
      100 to say 50 for zones near/next to the portal there for making it
      easier for small guilds then after so many zones this limit would change
      from 50 to 100 for zones closer to the center. I would also put the hard disarry number at the top of the N map saying weither its a 50 or 100 limit zone. This would be the way I
      would go if this was my game.