Changelog DURING summer alpha (starting 29.06)

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    • Changelog DURING summer alpha (starting 29.06)

      Version 1.0.234 - REV 32744 / 16.07.2015

      Improvements
      • Added four new safe zone clusters, to the south-west and east of the map. These contain higher tier Heretics, and grant access to new group dungeons
      • Added two new yellow zone clusters, to the west of the map, containing Keepers
      • Added nine new red zone clusters, one to the west containing lower tier Disciples of Morgana, and eight in the north containing high-tier Disciples
      • Added a new Morgana raid, featuring an entirely new (and somewhat scary) boss
      • Every character has been gifted 1000 additional learning points, in order to make it easier to plunder the new high-tier regions!
      • Animated arrows for raid attacks on the worldmap are now shown in yellow, differentiated from conquest attacks which remain in red
      • Pyro Blast and Snipe Shot spells now have an additional visual effect to make their targets clear
      • Text color when typing in the chat window should now always be the same color as the channel you're typing in
      • Healing staffs will now show up in a new "heal" subcategory on the market
      • Item quality levels (gained through rare crafting successes) now give a wider and more consistent range of stat enhancements, including ability power enhancements, with Legendary items having stats equivalent to an item of one tier higher

      Changes
      • Altered some territory connectivity in the north-east of the map, to make some territories better connected and generally conform more closely with normal layouts
      • Various text strings in game have been updated
      • Guilds can now set a minimum rank required to place buildings on their island; this is set to Officer by default
      • Construction sites no longer have durability decay
      • Hellgate gate keepers will no longer follow players as far from their spawn location as previously
      • Tier 1 equipment can no longer have quality levels
      • Tools no longer have "equip weapon" and "next tool" spells
      • Faction weapon costs have been adjusted, generally downwards on Royal weapons and upwards on others
      • Founders' equipment now asks for confirmation if you attempt to salvage it

      Fixes
      • Faction items should now correctly progress Destiny Board mastery beyond the first level
      • Fixed access to the central island in Wailing Wood
      • Shield Charge spell on shields is fixed
      • Cursed Bolt spell on cursed staff has correct audio
      • Death Curse spell on cursed staff is now working correctly
      • Whisper messages now save in the input history correctly
      • Invisibility spells will no longer be cancelled by attacks that were started but not fully resolved before the invisibility took effect (for example, arrows that are in flight at the moment invisibility begins)
      • Resurrection will now attempt to return all items, including those trashed when you died, to your inventory; if this occurs successfully (ie, not blocked by a lack of inventory space), a dead body will no longer continue to show after resurrection
      • Equipment on dead but resurrectable corpses should now always display correctly
      • Game should no longer suffer performance issues when accessing a T8 Forge
      • It should no longer be possible to create large numbers of player skeletons in cities with repeated use of /suicide
      • Fixed some weirdness with transitioning between tabs in the crafting menu
      • Added unique icons for all mission reward items


      Version 1.0.233 - REV 32638 / 14.07.2015

      Improvements
      • Fast travel points have been added connecting Dauntensea to Tormouth and Heathenburgh to Brinkwold

      Changes
      • Nature staffs no longer deal physical damage
      • Melee weapons now receive slightly stronger bonus defenses when focus-fired
      • Ranged weapons now receive substantially weaker bonus defenses when focus-fired
      • Healing sickness (reduction in healing when healed by multiple characters) now starts when two or more people (down from four or more) are healing you, and scales more strongly
      • Focus fire protection mathematics have been adjusted slightly to produce a smoother curve
      • Meteor Strike spell on fire staffs revised:
      • Decrease in cast time
      • Corresponding increase in hit delay
      • Radius halved
      • Reduced damage
      • Reduced stun duration
      • GvG changes:
      • Attacks against construction territories now always have a minimum time of 12 hours in the future
      • Attacks against resource territories now always have a minimum time of 3 hours in the future
      • It should no longer be possible to declare an attack which occurs sooner than these timers allow (bugfix)

      Fixes
      • Energy numbers should now be rounded consistently everywhere
      • It is no longer possible to use knockback spells to get other players stuck in GvG fights
      • Tier 5 Level 4 Leather now requires correct crafting components
      • Crafting Journeman's Shields now correctly progresses the Journeyman's Warrior Forge Crafter unlock on the Destiny Board past the first level
      • Gathering rare resources now correctly count for Destiny Board progress
      • The ability to craft Alcohol can now be correctly unlocked on the Destiny Board


      Version 1.0.233 - REV 32400 / 09.07.2015

      Improvements
      • Dragging onto partially full stacks is now more consistent; dragging a stack of 50 onto another stack of 50 will result in 99 items in the destination stack and 1 in the source stack
      • Added a new chat log channel for loot events, which is displayed in the combat log by default
      • Added "center on me" button to worldmap
      • Energy gains/losses from spell use are now visible both in the combat log and overhead
      • Added hotkeys for "select myself" and "attack current target"

      Changes
      • Increased the maximum amount of mob silver charges from 4 to 16
      • PvP flagging:
      • It now takes 30 seconds to change your flagging status
      • You cannot change your flag to "friendly" for 10 minutes after killing someone
      • Craft animation at smelters changed to be more appropriate to smelting
      • It should no longer be possible for items to be destroyed on knockdown
      • Display of player clustering on the minimap now shows all players rather than just hostile-flagged players

      Fixes
      • Server stability fixes, including (rare) cases of lost upkeep payments
      • Reflected damage (from passives, for example) will no longer kill people in knockdown-only regions
      • Giants' "throw stone" animation fixed
      • Guild information will now display correctly when accessed from the world map
      • Demons now play the correct sound effect when they die
      • Mount listings are no longer duplicated in some areas of the Destiny Board
      • Journeyman's Axe no longer tells you that it's a Novice's Axe when it's in need of repair
      • Removed an error occurring when using numpad keys
      • Gathering yield bonuses on Destiny Board clarified to be percentages
      • Destiny Board farming unlocks can now be progressed by raising any animal of the appropriate tier
      • Adept Adventurer portrait should no longer disappear
      • Animals should no longer stop growing with 1s remaining
      • Many art assets were fixed and/or improved!
      • Faction items now work as expected with the Destiny Board (using them increases DB progression for their non-faction equivalent, and they gain the same bonuses as their non-faction equivalent)

      Version 1.0.232 - REV 32301 / 07.07.2015

      Changes
      • Increased the minimum clustering size of players that shows up on the minimap from 6 to 11
      • Now rounding down all integer values, to prevent confusion as to why some things look like they should be possible but aren't

      Fixes
      • Silver in silver territories is now persisted properly, and will not reset on server restart


      Version 1.0.232 - REV 32253 / 07.07.2015


      Improvements
      • The following spells have had icon updates:
        • Arcane Orb
        • Axe Throw
        • Backflip
        • Standard Shot
        • Dagger Throw
        • Groundbreaker
        • Hammer Throw
        • Spear Throw
      • Lightning bolt spell added to lower-tier spears
      • All skillshots are now configured to apply effects once per target
      • Arcane Orb on arcane staffs is no longer a Damage over Time spell, as the above improvement fixes it properly
      • Pyroblast spell on fire staffs has an improved animation
      • Sunder Armor and Cleave spells on axes now play proper animations
      • Whirlwind spell on axes now has an improved sound played when casting it
      • Ignite Weapons spell on torches now has a visual effect to more clearly show that something is happening
      • Silver dropped in PvP has been increased from 15% of the value of destroyed items to 25%


      Changes
      • Mobs of T3 and above will now drop equipment of at most one tier below their own tier
      • Mob drop rate of equipment has been halved
      • Ignite spell on fire staffs now causes spell immunity on the target
      • Concussive Shot spell on bows now properly causes a hamstring effect on the target, and no longer inflicts an energy drain
      • Combustion spell on fire staffs now does instant damage and also adds Damage over Time; it can still only be applied to a target once every five seconds
      • Meteor Strike spell on fire staffs now has a cast time of two seconds and a hit delay of three seconds; this means that the caster finishes casting (and loses the ability to cancel) after two seconds, but the damage does not arrive for another three seconds after that
      • Hasten spell on leather torso armor has had its speed boost reduced from 50% to 30%, and its energy use lowered by 57% to compensate
      • Blunt Strike spell added to spears and polearms of tier 4 or higher; this is a damage spell with a 20% chance of knockback
      • Firebolt spell on fire staffs now stacks its Damage over Time up to three times
      • Connection chance on Hellgates increased from 33% to 66%
      • Mobs now carry double the amount of silver on initial spawn
      • Mobs have substantially reduced maximum silver capacity; see known issues below
      • Taxes in player cities and safe zones lowered from 20% to 10%
      • Taxes on player islands lowered from 30% to 15%
      • Spell effects will now only affect each target once, unless specified otherwise on individual spells


      Fixes
      • Movespeed chance on spear now has an icon
      • Whirlwind spell on axes no longer displays debug text in chat
      • Druids' curses now have correct text
      • Information on footwear spells has been improved
      • Ignite Weapons spell info clarifies damage types
      • Torso armor magic resistance passive no longer claims to have a negative effect
      • Ignite and Meteor Strike spell texts updated to match new functionality
      • Channelling of food or potion spells is no longer cancelled when consuming the last food/potion item
      • Spawn rates on foxes, wolves and boars returned to normal - was previously double the intended value
      • Fame gained from butchering and cooking now has correct values - was previously ten times too low
      • Silver in silver territories is now persisted properly, and will not reset on server restart


      Known issues
      • Max charges on mobs may be adjusted upwards again in the near future once we see how this change works out


      Version 1.0.232 REV 32199 / 06.07.2015

      Changes
      • Set current food amount of all buildings in the world to their maximum amount
      • Halved the amount of nutrition points consumed when crafting items


      Version 1.0.232 - REV 32167 / 04.07.2015

      Changes
      • Island access menu on guild islands changed to work the same as private islands, to make it clearer how to interact with it successfully
      • Earthmother is now more dangerous towards the end of her fights
      • Keeper Giants has an additional, dodgeable attack, and better communicates how large the stomp area of effect is
      • Undead archer bosses and minibosses now shoot scarier-looking arrows, and have gained the ability to shoot a spread of shots that you may wish to avoid


      Fixes
      • Food item value was too large by a factor of ten, and therefore consumed ten times more nutrition when crafted than it should have done; this is now fixed
      • Arcane orb's spell has been temporarily changed to be a Damage-over-Time effect, while we work on a more robust solution for balancing it satisfactorily
      • GvG fights should no longer trigger the anti-zerg minimap code
      • Abandoning an item reforge will no longer cause UI issues
      • Improved spell selection in crafting interface so it will no longer collapse the skill selector if any of the building's stats change; nutrition level changes due to other players using the building was the cause of spell selection behaving inconsistently, so this should no longer occur
      • Multishot skill now has correct visual effects
      • Empowered strike now has a casting animation
      • Hammer challenge no longer has a hitdelay
      • Hammer spells in general should now play correct sounds
      • Lightning bolt now has its proper stun effect
      • Poison thorns has an updated spell description
      • If you change zones while you still have a "spawn debuff" in effect, you will no longer gain a spawn buff


      Version 1.0.232 - REV 32019 / 02.07.2015

      Improvements
      • Added 8 new full PvP regions, including many additional territories, to the north-eastern part of the world
      • Added "Item Power" display to item stats. Item Power is an indicator of the strength of an item; it has no other effects.
      • Added more visual decorations to multiple regions
      • Added unique icon for Royal faction shield
      • Added new guild symbol as a reward for previous accomplishments by the "Hammer and Sickle" guild
      • Added golden sparkle FX to lootbags
      • Meteor Strike now plays an impact sound
      • Adding missing faction representatives (mission givers) to Shaw Sodden region
      • Added new undead faction fences to undead mob camps
      • Added proper error message when picking up furniture/farm items while mounted
      • Added spell icons for spawn protection effects
      • Added info text to reforge tab in repair station
      • Added info text to island configuration
      • Added additional minibosses to mob camps in Redlake, Sunder Fork, Stoneisle, Blackisle, Rankriver, Rageholm, Shaw Sodden and Tranquil Grove
      • Added faction specific lighting ambience to many mob camps


      Changes
      • Significantly increased faction reputation rewards for transport missions
      • Crafting capacity of all buildings should be set to maximum once this update is launched
      • Crafting capacity of buildings will now be set to maximum when a building is upgraded
      • Groups of hostile players larger than 5 will now appear on the minimap in red zones too (as part of evaluating anti-zerg measures)
      • Changed follow range of veteran mobs from 40 to 60 meters
      • Changed follow range of elite mobs from 40 to 80 meters
      • Channeling is now cancelled when the item bearing the ability is unequipped
      • Language names are now displayed in their own language in the language selection (Note languages are not fully supported in Alpha, this is a testing feature)
      • Added Portugese as a selectable language in the "looking for guild" feature
      • Removed "Kill Dungeon Boss" missions from low level combat agents as they were causing players to camp these bosses too long (we can't increase spawn rate for fear of exploitation)
      • Increased the effective duration of stuns from abilities (for example stun from "Hammer Bash) by 50%
      • Doubled the strength of all spell effects affecting energy (gain and drain)
      • Set the Earthmother raid boss to enrage when she is attacked by more than 12 people
      • Added "Max" to the label of hitpoints, energy and craftendurance in character details for clarification
      • Improved login screen background graphic (added another demon :))
      • Upgrade window is no longer displayed on buildings which cannot be further upgraded in that cluster
      • Added ruined building look for many placeholder buildings used in decoration
      • Replaced placeholder text on loading screen (sorry, Marshall Bravestarr is gone)
      • Edited loading screen hints for spelling & grammar
      • Changed the resource overview in local map (region map) to show the correct range of available resources (excluding T1)
      • Changed "Groundbreaker" ability so it no longer locks caster in place and added effect, sound & animation
      • Clicking on yourself self now stops auto attacks in addition to deselecting your target
      • Changed "Sunder Armor" and "Sundershot" abilities to have stronger but shorter lasting effects
      • Selected more appropriate icons for many passive abilities
      • Improved tooltip of Sundershot ability to show the actual armor reduction
      • Improved tooltip of helmet abilities to explain that negative effects are cleansed
      • Added missing endurance cost to crafting mounts, bags and tools
      • Cleaned up and improved meshes & textures of Grassland, Redwood & Deadlands trees


      Fixes
      • Fixed Android Auto-Updater Progress disappearing when device orientation was changed
      • Fixed an error in automatic cluster recovery which caused clusters to restart without mission givers after a crash
      • Fixed some gathering missions requiring collection of stone not working
      • Fixed cast animation problems
      • Fixed a hole in the ground where users got stuck
      • Fixed info button not resetting its state in guild UI
      • Fixed some higher level combat "Kill Dungeon Boss" missions
      • Renamed T3 FIBER from "Cotton" to "Flax" as T2 FIBER is already called "Cotton"
      • Removed debug gizmo from Earthmother raid boss fight
      • Removed debug texts from demon boss fight
      • Fixed the combat behaviour of the Earthmother to only use one type of her thunderslams in each phase
      • Fixed a bug which caused the error message when trying to harvest a T2 tree to state that a "Novice's Axe" was required when only a "Beginner's Axe" was needed
      • Fixed brightness (or lack thereof) of Redwood Keeper camps and other lighting setups
      • Fixed incorrect resource numbers in Stoneisle region (removed superflous T4 resources, added missing T5 resources)
      • Fixed mission hud sometimes misaligning some objectives
      • Fixed wrong spell effect scalings
      • Fixed "Holy Power" passive not working (and possibly other effect-on-hit passives as well)
      • Fixed a missing item in T5 transport missions
      • Fixed interruptible spells with a stand time not playing animations properly
      • Fixed a bug causing hell demon icons on local (region) map to occasionally have incorrect sizes
      • Fixed "tell a friend" mail format and donkey name
      • Removed incorrectly placed heretic faction assets in Sickleheart and Ashlake
      • Replaced group dungeon in Gusthollow with solo dungeon as was intended
      • Fixed bug with achievement popup "crafting quality missing"
      • Fixed the learn button on destiny board not greying out when you switch to higher, unavailable, mastery levels
      • Fixed camera zooming while scrolling in the market
      • Fixed tooltip of Brilliance ability on cloth chest
      • Fixed an issue when clicking on player names in chat
      • Removed incorrect hellgate spawn location in Sunder Fork
      • Fixed offset in female 2H sword animation


      Other
      • Prepared Android Auto Updater for CDN use
      • Improved Client stability


      Known issues
      • A few users have not had founders items delivered - please email support@albiononline.com to have this resolved!
      • We're still eliminating server performance issues; this is ongoing work, and we will be performing preventative reboots to alleviate symptoms in the meantime
      • Missions only support group play in a limited way currently, so only the character doing the most damage to a mob will get kill credit for it
      • Android performance is still an area that we're actively working on
      • Faction reward items do not currently progress the destiny board when used


      Version 1.0.232 - REV 31848 / 30.06.2015

      Bugfixes
      • Fixed an issue where global discount was not taken into account when determining whether you could buy/craft an item.
      • Fixed several causes of client crashes.
      • Ingame texts updated to latest version, expect multiple text improvements resulting from this.


      Version 1.0.232 - REV 31753 / 29.06.2015

      New
      • New and greatly expanded world, with thirty more clusters, every existing cluster redesigned from scratch, a new world layout and new names.
      • New biomes: in addition to the traditional Grasslands from Tier 1 to Tier 4, you'll also now see Badlands in Tiers 5 and 6, and Deadlands in Tiers 7 and 8, each with their own distinct look.
      • All weapons and armors revisisted and overhauled. There's now a huge range of new and updated spells that can be attached to items, including spells which are especially powerful against clusters of enemies.
      • You can now reforge items at repair stations, which allows you to change their selected spells for a small fee.
      • New levels of items added: higher-tier weapons and armors now come in multiple levels of increasing power, all the way up to Tier 8 Level 6. An increase of one level gives an increase of power equivalent to one tier, but requiring different resource and skill progression.
      • To craft higher-level items, new resources are available. Existing resource types can be found in higher-level variants in rare locations around the world. Additionally, new resources for high-level items can be harvested from bosses, hellgate demons, special territories and open-world PvP locations.
      • Transmutation now allows you to convert resources between different tiers and levels, for a cost.
      • Mission system added: you can now complete work for the King's forces, the Disciples of Morgana, the Keepers of Albion and the Undead.
      • Faction armor and weapons available. Completing missions will award you with tokens that can be exchanged for sets of Royal (T4) or Morgana/Keeper/Undead (T6) weaponry and armor.
      • Killing certain demons scattered throughout the world will open Hellgates, which allow you to fight a powerful new demon for great rewards. See this blog for more information.
      • Unlocking higher-tier abilities will now require expenditure of learning points. Each character starts out with a substantial pool of points, which regenerate in real time whether or not you're logged in.
      • Crafting items will use up a new resource, crafting endurance, which will limit how much a single character can craft in a day. These points regenerate naturally over time, whether or not you're logged in, and can also be refilled with special potions.
      • New scouting tools are available. Groups of more than 5 players are visible on the minimap in yellow zones; yellow zones will tell you how many hostile players are present in the area; safe zones will notify of friendly player counts. You can now see members of your group on the minimap.
      • You can now trade gold for silver (and vice versa) on the new gold market.
      • If the gold market becomes overloaded, swap transactions will automatically sink the excess gold out of the economy.
      • You can now acquire seeds and baby animals directly on your island through the new Farm Merchant.
      • The Earthmother now roams the caverns beneath Bones of the Earth - raid her sanctum for massive rewards!

      Changes
      • The destiny board has had an overhaul, with new UI and a range of new bonuses and unlocks.
      • Crafting buildings now have a limited (but regenerating) crafting capacity, so one building cannot supply the whole world!
      • Crafting items and planting seeds/placing animals no longer requires silver.
      • After extensive consultation with the community, the gold slider is no more. Now, if you wish to spend your gold in these ways, you'll need to sell it on the gold market (above) for silver.
      • You can now customize name tag appearence, to choose how much information you see in larger fights.
      • Dungeons now contain mini-bosses in addition to normal bosses - a tougher challenge, a greater reward!
      • Some dungeons now feature patrolling guards, to keep you on your toes.
      • You no longer need to collect silver from the market place - it will automagically arrive in your inventory instead.
      • Refining resources now requires refined resources from the tier below, as well as raw resources from the same tier, to make lower-tier resources more useful all across the crafting landscape.
      • If your guild leader quits the guild, there's now a mechanism to promote a new guild leader to take over.
      • Guild vs Guild changes:
      • Scoring has been rebalanced
      • Resource territories have new objective placements, and all territories now contain three objectives.
      • You can see who owns each objective on the minimap.
      • Durability has been increased on all items, to allow them to last longer before they wear out.
      • Buffs affecting timers (such as spell casts or cooldowns) now generally work even if they're cast while the timer is active.
      • HP regeneration no longer occurs in combat.
      • If you're dead, you can no longer see what's happening around you.
      • You can no longer shoot through walls or other similar obstacles.
      • Flagging changes:
      • You can no longer flag hostile in safe zones.
      • You can no longer enter safe zones while flagged hostile.
      • You can now switch from hostile to friendly much more quickly, provided you have not recently attacked anyone.
      • If another player reduces you to 0 HP in the yellow zone, you're now merely knocked out. You can stand up again some time later, but your equipment will lose durability - and some of this durability loss is converted into silver for your attacker to loot.
      • Durability of items now affects their stats!


      Bugfixes
      • Many bugs were harmed in the making of this Alpha test.
    • Thank you very much for this update as there so many good changes to make this game even better IMO (Lowering TAXES :P ), and a BIGGER thanks for listening to the Albion Community!!!

      If you want more suggestions check out my post: Suggestion Head Quarters

      NOTE: This is why I LOVE THIS GAME! The Devs communication / quick action to the community is amazing and for them to show interest in what we have to say means a lot. IMO that goes a long way

      But now for a Troll Comment: Let us duel wield maces, swords, or axes. Maybe I will read about this next patch LMAO
      Please dont make this game P2W.

      Devs please check out my suggestions here: [url='https://forum.albiononline.com/index.php/Thread/12889-Suggestion-Head-Quarters/']Suggestion Head Quarters[/url]
    • Mobs now carry double the amount of silver on initial spawn

      Mobs have substantially reduced maximum silver capacity; see known issues below


      there is plenty of silver in the red zones, some just want the most reward for the least risk. you guys already gave in last test while people only had to go red zones for silver and now you guys do it again.

      shouldn't this game be about risk vs reward?
    • Kaasje schrieb:

      Mobs now carry double the amount of silver on initial spawn

      Mobs have substantially reduced maximum silver capacity; see known issues below


      there is plenty of silver in the red zones, some just want the most reward for the least risk. you guys already gave in last test while people only had to go red zones for silver and now you guys do it again.

      shouldn't this game be about risk vs reward?



      you can only have risk vs reward if RED ZONES where open PVP. They have to remove the flag feature in RED zones before you can have the true feeling of risk vs reward. So really until the flagging feature is removed the game is kind of care bearish still IMO.

      NOTE: And this is ONE thing I really hope the devs look into and listen to the community about. The devs would be praised as GODS if they removed the flagging feature in red zones. :P LMAO
      Please dont make this game P2W.

      Devs please check out my suggestions here: [url='https://forum.albiononline.com/index.php/Thread/12889-Suggestion-Head-Quarters/']Suggestion Head Quarters[/url]
    • Number one thing - PVP zones are high level zones. You can't farm silver there even if you wanted to when you're lower tier. I wonder what kind of ludricous silver you must have gotten to be so sour about the silver change. I think the silver change makes a game much more enjoyable to everybody - don't be subjective on the matter if all it did was taking away an unrealistic exponential scaling.

      It was scaling unrealistically before the change. You shouldn't be forced to play at certain hours of day only just because other times are obsolete for mob killing.
    • Kaasje schrieb:

      Mobs now carry double the amount of silver on initial spawn

      Mobs have substantially reduced maximum silver capacity; see known issues below


      there is plenty of silver in the red zones, some just want the most reward for the least risk. you guys already gave in last test while people only had to go red zones for silver and now you guys do it again.

      shouldn't this game be about risk vs reward?


      Well guess the game is about to be attractive for majority of players since bigger player-base is more likely to be source of income for game producer. Anyway its still alpha, so now is the best time to test no only how different economy settings works in game but also how the players like those. I have to admit it is much easier to farm now even for solo players (up till certain level of course), right now I could easily try different featuers (farming, crafting, cooking, alchemy) withouth being dependent on auction house.

      But I agree it needs to be balanced properly for final release (e.g. if earnings stay as those are now, the prices for crafting/repairs or general taxes should be increased, otherwise the game aims for massive inflation). And as for risk*gain aspect, in long run the red zone will be crucial because of high-level materials, s instead of fighting for mob spawns, the fights will be for lumbre or ore (and of course for domination over the land and subsequent taxes).
    • Cramit845 schrieb:

      They need to look at grouping while doing quests. As a healer, you are made to solo to get credit and are basically taught to not group. A support class not grouping?!?!? Absolutely terrible and needs to be changed IMO, SI, Check it out!



      +1

      Below is one of many suggestions I have for this game. Check out my other suggestions here: Suggestion Head Quarters

      Questing
      Group Questing - Allow all members of the party to get credit for kill quests. This is unfair to the tank / healers, correct me if I am wrong, but the only person that gets credit currently is the one that does the most damage. For this game to be so focused on group / guild play this seems like it was over looked?
      Please dont make this game P2W.

      Devs please check out my suggestions here: [url='https://forum.albiononline.com/index.php/Thread/12889-Suggestion-Head-Quarters/']Suggestion Head Quarters[/url]
    • Bashnir schrieb:

      Cramit845 schrieb:

      They need to look at grouping while doing quests. As a healer, you are made to solo to get credit and are basically taught to not group. A support class not grouping?!?!? Absolutely terrible and needs to be changed IMO, SI, Check it out!



      +1

      Below is one of many suggestions I have for this game. Check out my other suggestions here: Suggestion Head Quarters

      Questing
      Group Questing - Allow all members of the party to get credit for kill quests. This is unfair to the tank / healers, correct me if I am wrong, but the only person that gets credit currently is the one that does the most damage. For this game to be so focused on group / guild play this seems like it was over looked?


      Not overlooked, just not had time to implement proper group support yet :)
    • Monochrome schrieb:

      Bashnir schrieb:

      Cramit845 schrieb:

      They need to look at grouping while doing quests. As a healer, you are made to solo to get credit and are basically taught to not group. A support class not grouping?!?!? Absolutely terrible and needs to be changed IMO, SI, Check it out!



      +1

      Below is one of many suggestions I have for this game. Check out my other suggestions here: Suggestion Head Quarters

      Questing
      Group Questing - Allow all members of the party to get credit for kill quests. This is unfair to the tank / healers, correct me if I am wrong, but the only person that gets credit currently is the one that does the most damage. For this game to be so focused on group / guild play this seems like it was over looked?


      Not overlooked, just not had time to implement proper group support yet :)


      Fair enough, will wait to see this fixed in feature patches :)
      Please dont make this game P2W.

      Devs please check out my suggestions here: [url='https://forum.albiononline.com/index.php/Thread/12889-Suggestion-Head-Quarters/']Suggestion Head Quarters[/url]
    • Monochrome schrieb:

      Bashnir schrieb:

      Cramit845 schrieb:

      They need to look at grouping while doing quests. As a healer, you are made to solo to get credit and are basically taught to not group. A support class not grouping?!?!? Absolutely terrible and needs to be changed IMO, SI, Check it out!



      +1

      Below is one of many suggestions I have for this game. Check out my other suggestions here: Suggestion Head Quarters

      Questing
      Group Questing - Allow all members of the party to get credit for kill quests. This is unfair to the tank / healers, correct me if I am wrong, but the only person that gets credit currently is the one that does the most damage. For this game to be so focused on group / guild play this seems like it was over looked?


      Not overlooked, just not had time to implement proper group support yet :)


      Glad to hear it!