Proposed Hideout Travel System

    • ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?

      there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.

      The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      IGN: DungeonRealms
    • Disregard wrote:

      ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?
      there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.

      The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      Small guilds and solos couldn't careless about those. They just want an 'even' field of not so organized players (as these tend to do blackzones).


      The main issue is fight for resources and huge PK groups.


      Also the so well known PKs + 1 faction flagged t2 guy in yellow maps.


      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.

      The post was edited 1 time, last by ImaDoki ().

    • ImaDoki wrote:

      Disregard wrote:

      ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.

      The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      Small guilds and solos couldn't careless about those. They just want an 'even' field of not so organized players (as these tend to do blackzones).

      The main issue is fight for resources and huge PK groups.


      Also the so well known PKs + 1 faction flagged t2 guy in yellow maps.


      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.

      Problems like those would be better solved by organic changes to the royal zones themselves.
    • Roccandil wrote:

      ImaDoki wrote:

      Disregard wrote:

      ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.
      The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      Small guilds and solos couldn't careless about those. They just want an 'even' field of not so organized players (as these tend to do blackzones).
      The main issue is fight for resources and huge PK groups.


      Also the so well known PKs + 1 faction flagged t2 guy in yellow maps.


      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.
      Problems like those would be better solved by organic changes to the royal zones themselves.
      We also don't know if this will create a problem or not yet, So we should wait and see then if it becomes a problem it would be pretty simple to make the debuff be moved like the way it does using the portals.
    • Roccandil wrote:

      ImaDoki wrote:

      Disregard wrote:

      ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.
      The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      Small guilds and solos couldn't careless about those. They just want an 'even' field of not so organized players (as these tend to do blackzones).
      The main issue is fight for resources and huge PK groups.


      Also the so well known PKs + 1 faction flagged t2 guy in yellow maps.


      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.
      Problems like those would be better solved by organic changes to the royal zones themselves.
      Give me an example of an organic change that would help here.
    • ImaDoki wrote:

      Roccandil wrote:

      ImaDoki wrote:

      Disregard wrote:

      ImaDoki wrote:

      I believe the point here is:

      If you LEAVE the city you lose your home.



      I don't think deep blackzone guilds should have an impact on Royals unless they are willing to sacrifice their home.
      what kind of “impact” does one have on the royals?there are no terries to take from small guilds, no castles, no major objectives that zergs care about at all.The only reason a zerg would go to royals would be to do faction warfare, which is 100% OPTIONAL content for solo players and generates great fights outside cities that anyone can participate in.
      Small guilds and solos couldn't careless about those. They just want an 'even' field of not so organized players (as these tend to do blackzones).The main issue is fight for resources and huge PK groups.


      Also the so well known PKs + 1 faction flagged t2 guy in yellow maps.


      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.
      Problems like those would be better solved by organic changes to the royal zones themselves.
      Give me an example of an organic change that would help here.

      In the Royals, a red-flagged player should be killable anywhere by anyone, even in blue zones. That solves the faction-flagging exploit.
    • The problem is not being able to survive in the black zone without returning to the cities, as I said before to refine one needs low tier materials, those are not found on high maps of the black zone. It is necessary to refine and create items in the hiding places to be able to live in the center of the black zone. one possible solution is: the lowest tier maps that are near the t5 t6 portals, in the middle the black zone trading cities where they can bring the low resources to sell then the high t7 t8 tier zones near the center where they can access the purchase of low tier materials from the market in the black zone, in this way not having to return to the city and being able to have an economy in the black zone.
    • EstroBarry wrote:

      The problem is not being able to survive in the black zone without returning to the cities, as I said before to refine one needs low tier materials, those are not found on high maps of the black zone. It is necessary to refine and create items in the hiding places to be able to live in the center of the black zone. one possible solution is: the lowest tier maps that are near the t5 t6 portals, in the middle the black zone trading cities where they can bring the low resources to sell then the high t7 t8 tier zones near the center where they can access the purchase of low tier materials from the market in the black zone, in this way not having to return to the city and being able to have an economy in the black zone.
      ? There is tier 5 zones near the center with t2 to t5 resources....?
    • Roccandil wrote:

      ImaDoki wrote:

      Give me an example of an organic change that would help here.
      In the Royals, a red-flagged player should be killable anywhere by anyone, even in blue zones. That solves the faction-flagging exploit.
      What is organic about that? It's just having the developers make changes to the game. The same way this travel change isn't organic.

      ImaDoki wrote:

      I suggest you check royals. They are way calmer and 'friendly' now that people is locked in blackzones due to homes.
      So, I was on your side at the start. I think that this change is some theme park carebear casual MMO garbage and I look around at all these people who love pretending they like hardcore full loot pvp murder simulator world. But now they can't water their carrots easy enough, and the tears have created a tidal wave through the world.

      But, here is what changed my mind, mostly. Having these island activities act as a tether on the players that want/need them. It sorta sucks. It sucks more for newer players. It's not fun.

      It's not fun.

      It's really not fun.

      So its better to do this thing than not do it. Then if there are actually problems, those problems can be addressed later. Nothing is set in stone. They can just make changes later.
      Discord: Piddle#7413 "The purpose of existence is simple: everything is fuel for the magmaw." —Jaji, magmaw worshipper

      The post was edited 1 time, last by Piddle ().

    • Piddle wrote:

      What is organic about that? It's just having the developers make changes to the game. The same way this travel change isn't organic.

      By organic, I mean the rule is self-contained within the Royals, and it's agnostic about you arrived in the Royals. That is, the rule doesn't care if you came from a city or a hideout, or whether you're on an alt or a main, and thus the solution is comprehensive.

      Trying to solve red-flag/faction-flag abuse by limiting who can play in the Royals, however, has a huge negative side effect (splitting the playerbase), and doesn't actually solve the problem (you can still use alts to bypass any fast travel restriction and abuse the system to get loot).
    • The implementation of a Outlands travel system is a necessity. I do not agree with the restrictions, though.

      You should be working to decrease tedium, instead of expanding it. A travel system already exists in the Royals and has proven to be invaluable, so Outlands would definitely benefit from a similar implementation.

      Korn wrote:

      On the other hand, the long travel times are needed to limit the power projection of high end alliances and keep distances impactful for the in-game economy.
      Albion Online is a game where you are what you wear. Allow naked travel only to the Outlands and leave it at that. The equipment is already transported physically (risk) to where the person is going to use it. Why add more barriers to player interaction? I find the developers are often treating symptoms instead of the causes of issues. If the concern is limiting the power projection, I believe you are tackling it at the wrong design level.

      If you are open to advice, leverage the existing system to implement this change with as little bloat as possible. Your resources are desperately needed elsewhere for larger quality of life fixes and game optimization. Weapons need balancing, new player experience is still rough, performance drops are rampant, etc.
    • JukeboxHero wrote:

      The implementation of a Outlands travel system is a necessity. I do not agree with the restrictions, though.

      You should be working to decrease tedium, instead of expanding it. A travel system already exists in the Royals and has proven to be invaluable, so Outlands would definitely benefit from a similar implementation.

      Korn wrote:

      On the other hand, the long travel times are needed to limit the power projection of high end alliances and keep distances impactful for the in-game economy.
      Albion Online is a game where you are what you wear. Allow naked travel only to the Outlands and leave it at that. The equipment is already transported physically (risk) to where the person is going to use it. Why add more barriers to player interaction? I find the developers are often treating symptoms instead of the causes of issues. If the concern is limiting the power projection, I believe you are tackling it at the wrong design level.
      If you are open to advice, leverage the existing system to implement this change with as little bloat as possible. Your resources are desperately needed elsewhere for larger quality of life fixes and game optimization. Weapons need balancing, new player experience is still rough, performance drops are rampant, etc.

      You have eloquently stated the reasoning I had behind suggesting to link the Rests via a no baggage Travel Planner in my other posts
      Just like to, and from, any factioned royal city and Caerleon.
      If you want to be able to project your power then you would need to keep multiple sets of equipment in different locations.
      Instead of having a Travel planner in each Hideout, you would have to risk traveling to the Rest, or back to one of the portals.
      It gives players caught in the rests an out to the Royal Islands.
      It allows for players in the Outlands to access their islands.

      Alongside this I would allow anchoring of islands in the rest as well, providing crafting space for solo players and smaller guilds who cannot defend a Hideout.
      The islands would have to provide no crafting or refining bonus of any kind, as to incentivize Hideout usage.
      Guild Master of American Craftsman
      ~Discord gb5Xdpr~
      T8 Quarrier, Miner, Lumberjack, Skinner, Harvester

      The post was edited 1 time, last by RenKatal ().

    • ShogunEE wrote:

      So you make hideouts so that you could make black zone alive again, now you implement a fucking fast travel away from black zones to royal cities??
      What the hell is going on ?
      Yeah. Enough people QQ’d loud enough and often enough that the devs have once again capitulated to the Carebear brigade. The game has a history of that.
      Midgard
      T8 Fibre, Ore, Hide, Wood & Stone Gatherer
      T8 Gathering Gear Crafter
      T8 Bags & Capes Crafter
    • RenKatal wrote:

      JukeboxHero wrote:

      The implementation of a Outlands travel system is a necessity. I do not agree with the restrictions, though.

      You should be working to decrease tedium, instead of expanding it. A travel system already exists in the Royals and has proven to be invaluable, so Outlands would definitely benefit from a similar implementation.

      Korn wrote:

      On the other hand, the long travel times are needed to limit the power projection of high end alliances and keep distances impactful for the in-game economy.
      Albion Online is a game where you are what you wear. Allow naked travel only to the Outlands and leave it at that. The equipment is already transported physically (risk) to where the person is going to use it. Why add more barriers to player interaction? I find the developers are often treating symptoms instead of the causes of issues. If the concern is limiting the power projection, I believe you are tackling it at the wrong design level.If you are open to advice, leverage the existing system to implement this change with as little bloat as possible. Your resources are desperately needed elsewhere for larger quality of life fixes and game optimization. Weapons need balancing, new player experience is still rough, performance drops are rampant, etc.
      You have eloquently stated the reasoning I had behind suggesting to link the Rests via a no baggage Travel Planner in my other posts
      Just like to, and from, any factioned royal city and Caerleon.
      If you want to be able to project your power then you would need to keep multiple sets of equipment in different locations.
      Instead of having a Travel planner in each Hideout, you would have to risk traveling to the Rest, or back to one of the portals.
      It gives players caught in the rests an out to the Royal Islands.
      It allows for players in the Outlands to access their islands.

      Alongside this I would allow anchoring of islands in the rest as well, providing crafting space for solo players and smaller guilds who cannot defend a Hideout.
      The islands would have to provide no crafting or refining bonus of any kind, as to incentivize Hideout usage.
      Just want to throw it out there that solo and small guilds can use public hideouts to craft, I don't think allowing islands in the rest cities should be an option, This should remain a royal thing to give theses places reason to have people there, Also not allowing crafting in the rest cities gives the market a nice boost in item price because all items must be transported not just crafted in the city.
    • You guys calling to keep this BZ so brutal with travel do not understand the game market. The BZ is already losing tons of activity daily because of the nuisance involved with running sets passed gankers constantly. Most of your non mega alliance people will just stop doing this entirely until something is changed. This means dead activity for all small scale. If game is only active during zerg fights game will fail as losing side always crumbles and quits as well.
    • Tabor wrote:

      You guys calling to keep this BZ so brutal with travel do not understand the game market. The BZ is already losing tons of activity daily because of the nuisance involved with running sets passed gankers constantly. Most of your non mega alliance people will just stop doing this entirely until something is changed. This means dead activity for all small scale. If game is only active during zerg fights game will fail as losing side always crumbles and quits as well.
      It is surely having an effect though not sure its the one you are talking about

      It is squeezing smaller guild 1-100 players into the royals. anything larger than that is still fighting, we run transport mammoths filled with stuff out all the time, ox bear ect. its a bit tedious but we use our manpower as escorts and have crafters in hideouts... soo its not such a big deal, but we are what 200+ members so dedicating resources to alleviate the problem is not so tough.

      The one thing i would like to see is the portal ganking and massive t1+ blob ganking reduced... but honestly we do that ourselves love hunting down t1s using ravens and huskies free money.

      I am not sure why so many insist on having "guilds" with 20 -50 people in them so many tiny guilds... like thats just a friends list those guilds could combine easily and boom they could be in the outlands, a couple of those bigger ones group up and boom you can place hideouts... but people have it in their heads that there is some reason to be in such a 'friends list' guild