Andrescrusoe wrote:
Hello, Please remove the mobility of the hammers. They are immortal
Remember to point out what content you're addressing, since they are not inmortal anywhere else.
Andrescrusoe wrote:
Hello, Please remove the mobility of the hammers. They are immortal
Tabor wrote:
Please consider allowing immediate entry back in the CD invade queue upon an invasion ending with shard break. This is desperately needed to avoid the excessive PvE.
PrintsKaspian wrote:
Satchels of Insight, Tomes of Insight, and Respec
- Increased cost per Respec Fame Credit from 0.75 to 0.9 Silver
- Decreased the Silver cost of Fame from Satchels of Insight across all tiers by 30%
- Decreased the amount of Tomes of Insight dropped by mobs by 10%
- Increased Fame gain from Satchels of Insight by 10% (added in current Staging build on 11.01.2021)
The post was edited 3 times, last by Bigbao7341 ().
Neesh wrote:
Even if this change somewhat goes along with the other changes, this 20% increase in cost will mostly affect new players, or guys who just got to T8 in their mastery nodes. Consider the necessity of this, even if you buff the other fame related stuff.PrintsKaspian wrote:
Satchels of Insight, Tomes of Insight, and Respec
- Increased cost per Respec Fame Credit from 0.75 to 0.9 Silver
- Decreased the Silver cost of Fame from Satchels of Insight across all tiers by 30%
- Decreased the amount of Tomes of Insight dropped by mobs by 10%
- Increased Fame gain from Satchels of Insight by 10% (added in current Staging build on 11.01.2021)
PrintsKaspian wrote:
Increased Silver drops from all non-Expedition mobs by 15%
Piddle wrote:
You need to take this into account though.Neesh wrote:
Even if this change somewhat goes along with the other changes, this 20% increase in cost will mostly affect new players, or guys who just got to T8 in their mastery nodes. Consider the necessity of this, even if you buff the other fame related stuff.PrintsKaspian wrote:
Satchels of Insight, Tomes of Insight, and Respec
- Increased cost per Respec Fame Credit from 0.75 to 0.9 Silver
- Decreased the Silver cost of Fame from Satchels of Insight across all tiers by 30%
- Decreased the amount of Tomes of Insight dropped by mobs by 10%
- Increased Fame gain from Satchels of Insight by 10% (added in current Staging build on 11.01.2021)
You are going to be getting more silver/fame from mobs. Outside of expeditions at least.PrintsKaspian wrote:
Increased Silver drops from all non-Expedition mobs by 15%
D1SC0 wrote:
Is there an honest to god economist working at SBI or is it just a whimsical computer programmer looking at backend silver data and guessing what to do? Seems like the latter every time I see some half-hearted attempt to "fix" the economy, even the US government doesn't tinker this much with the goddamn economy, so much for a sandbox eh??.
Silver
Corrupted Dungeons
- Lowered global amount of Silver generated by the Black Market by 15%
- Increased Silver drops from all non-Expedition mobs by 15%
- Increased amount of rare and legendary loot chests appearing in Corrupted Dungeons, but reduced number of rare and legendary book chests accordingly
- Decreased value of boss chests in Stalker and Slayer dungeons by 17.5%, but increased the percentage of boss loot received when killing another player from 50% to 100%. This change is intended to promote PvP in Corrupted Dungeons.
I do not understand why you think the black market is outputting too much silver, you need to think about where the hell your real sinks need to be, and on whom they need to affect more than others. You are hurting the average Albion player that utilizes the Black Market, and not hurting the people who control over 80% of the silver in the game. If you look at who "crafts" these people do not play pvp content as much as other content. You're shifting silver output to primarily PVP players and away from new pve players and crafters who stock the Black Market. But you also want to increase loot in Corrupteds but I don't know why you think this is going to increase when there is going to be a reduction in the amount of items sold to the Black Market because it is no longer profitable. Loot across the board is going to take a nose dive in quantity and value, sure you might be able to pick a bit more off the ground in silver, but solo dungeons are gonna be hit hard, pve corrupted is gonna be hit hard, you already hit HCE hard, and now you're also hitting crafting and loot transport to Caerleon hard. What the hell is left for any new player just starting out and not into the pvp yet looking to make enough silver to cover premium??
SINK YOUR SILVER FROM ALTERNATIVE MEANS >> FAUCET YOUR SILVER TO PLAYERS WHO ACTUALLY NEED IT
You made a huge silver sink at the beginning of this season by removing city ownership and city income, but now do more for cities. I suggest increasing their size, more plots, more land, more silver being sunk straight into SBI. This will affect the "old money" disproportionately which you want to do.
Perhaps implement some silver bought non-tradeable vanity items.
What happened to the global discount ? That was the premier way to directly influence sinks.
There are MANY other options to consider instead of making this game even more economically difficult for newer players and for crafters, alienating a majority of your playerbase.
I also think your satchel and respec cost increases are absurd but I won't go into that right now.
HIRE A PHD ECONOMIST TO FIX YOUR DUMB IDEAS >> YOU HAVE THE MONEY, I KNOW YOU JUST MADE 130M EUROS.
imbafromNorth wrote:
Listen guys from SBI, if you do nerf BM for 15% I am telling you everything will go to hell, whole economy, trust me, these radical changes should never be put at once!
Tabor wrote:
After a few days of testing the ratting is even worse in Slayer than before. This change did nothing. Please SBI make it so we can click the invasion shard again if shards are broke. We do not want all this excessive PvE just for a CHANCE to get an actual fight. We want consistent fights.
Tabor wrote:
After a few days of testing the ratting is even worse in Slayer than before. This change did nothing. Please SBI make it so we can click the invasion shard again if shards are broke. We do not want all this excessive PvE just for a CHANCE to get an actual fight. We want consistent fights.
The post was edited 12 times, last by latenightpizzas ().
latenightpizzas wrote:
The possible turning point for Albion Online
New black market changes caused a drop in demand, crashing prices. They keep changing the economy of the game with HCE nerfs, BM nerfs,and crafting. If you keep nerfing the ways people make money to engage more in the game, then you'll continue the trend of this game losing player base. It's that simple.
Here's some stats. Y'all have lost 20% of your user base, according to steamcharts. Maybe more as steam is a huge market for new players, so its weight on game population might be more.
steamcharts.com/app/761890
Disclosure: I'm a black market trader. Used to flip about $250 mil worth of items. Daily. $250 mil would be flipped every day. Now it takes me about 3 days with the same profit margin. If I shoot for a 5% profit margin, maybe it'll fill my orders as before. But looking at the volume on the charts, you see a decrease in demand. Would love to hear other Black market flippers experiences after this patch. Unless you somehow add thousands of players that love doing dungeon, I don't see the BM rebounding. There is a huge glut in supply for items at the moment. This will carry down the economic chain. Crafters will make less, gatherers will make less.
Another note. I've seen the tome of insight market rise, almost 22%. It was the way crafters, gathers, market flippers gain their levels. We had excess silver to spend to make up for the time we missed in the dungeon. The volume of the market has almost crashed 40%. You're literally destroying your game.
If you're motive was to increase player activity in risky adventures, such as PVP. Then why not just increase rewards for current PVP systems. Why hurt non-risky ways to make money. You're taking away the freedom of people playing this game in an non-risky way. Forcing the community to venture into more risk situations and you'll find out with a player base decrease not everyone wants increase their risk to make silver. Instead of nerfing old systems, please introduce new systems. You're game will die. Every time you introduce a new system your player count rises, e.g. roads of avalon. This time last year, the Queen update came out. I hope you guys will stick to a similar timeline for new content.
I also would love some feedback from SBI. What stats are you guys looking at that supports your changes.
D1SC0 wrote:
While I agree with absolutely everything here, the declining playerbase is also due to covid restrictions being lifted in many places and as such more people going to work having less time to play on albion. However SBI knew this would happen and the changes they are making are based on usercounts of months ago and they aren't really necessary given the reduction in players, if anything they are making it easier for players to stop playing by giving them this disincentive.latenightpizzas wrote:
The possible turning point for Albion Online
New black market changes caused a drop in demand, crashing prices. They keep changing the economy of the game with HCE nerfs, BM nerfs,and crafting. If you keep nerfing the ways people make money to engage more in the game, then you'll continue the trend of this game losing player base. It's that simple.
Here's some stats. Y'all have lost 20% of your user base, according to steamcharts. Maybe more as steam is a huge market for new players, so its weight on game population might be more.
steamcharts.com/app/761890
Disclosure: I'm a black market trader. Used to flip about $250 mil worth of items. Daily. $250 mil would be flipped every day. Now it takes me about 3 days with the same profit margin. If I shoot for a 5% profit margin, maybe it'll fill my orders as before. But looking at the volume on the charts, you see a decrease in demand. Would love to hear other Black market flippers experiences after this patch. Unless you somehow add thousands of players that love doing dungeon, I don't see the BM rebounding. There is a huge glut in supply for items at the moment. This will carry down the economic chain. Crafters will make less, gatherers will make less.
Another note. I've seen the tome of insight market rise, almost 22%. It was the way crafters, gathers, market flippers gain their levels. We had excess silver to spend to make up for the time we missed in the dungeon. The volume of the market has almost crashed 40%. You're literally destroying your game.
If you're motive was to increase player activity in risky adventures, such as PVP. Then why not just increase rewards for current PVP systems. Why hurt non-risky ways to make money. You're taking away the freedom of people playing this game in an non-risky way. Forcing the community to venture into more risk situations and you'll find out with a player base decrease not everyone wants increase their risk to make silver. Instead of nerfing old systems, please introduce new systems. You're game will die. Every time you introduce a new system your player count rises, e.g. roads of avalon. This time last year, the Queen update came out. I hope you guys will stick to a similar timeline for new content.
I also would love some feedback from SBI. What stats are you guys looking at that supports your changes.
They need to revert almost all economic changes they have made and introduce new and novel ideas to achieve their desired result instead of impacting a niche group of players every single time they decide the econ needs fixing.
The post was edited 1 time, last by latenightpizzas ().
The post was edited 1 time, last by Tabor ().