Changes for Guild Season 12

    • Changes for Guild Season 12

      Hello players of Albion,

      I would like to introduce you to all the upcoming changes currently in development for Season 12.

      This season we want to make ownership of territories more important for the season win and also create incentives for more activity in the Outlands outside of large battles. And we will are also making improvements to the newly introduced 20v20 Crystal League.

      Large Scale Fights
      Season Point Values
      For Season 12 we will flatten the Season Point progression curve between the "Outer Circle" and "Inner Circle" of the Outlands to some degree.

      This is intended to increase the importance of guild objectives like Territories and Castles globally as an important source of Season Point and Siphoned Energy generation. While these changes will flatten the progression curve, we are also increasing the overall output on the higher end:

      Season 12 (New)
      Cluster TypeTerritory - Daily Season PointsCastles - Season Points every 6hCastles Outposts - Season Points every 3h
      Q6 (inner circle)30034050
      Q526029544
      Q422025038
      Q318020532
      Q214016026
      Q1 (outer circle)10011520

      Season 11 (Old)
      Cluster TypeTerritory - Daily Season PointsCastles - Season Points every 6hCastles Outposts - Season Points every 3h
      Q6 (inner circle)24027048
      Q520022540
      Q416018032
      Q312013524
      Q2809016
      Q1 (outer circle)40458



      Cluster Queue Changes
      We also worked on the Cluster Queue to fix problems where players could get stuck and were not able to rejoin the fight:
      • Cluster Queue will now also be available at tunnel clusters in the Outlands
      • Cluster Skipping will also be available from instanced areas such as Hideouts
      • Cluster Skipping is also possible on relog
      (Disclaimer: These Cluster Queue Changes will not go live with the Season start, but are planned for the first patch after the Season starts.)

      Hideouts
      Hideouts will now regenerate only 1 shield after a successful defense instead of all shields at once.

      While this change makes Hideouts more vulnerable, we also hope to encourage attacks taking place at multiple fronts with this change.
      So, instead of focusing a massive amount of players all at only one hideout it becomes a valid strategy to attack multiple hideouts at once, because one single successful defence will not negate the whole attempt anymore.

      (Disclaimer: This change is also scheduled for the first patch after the Season starts.)

      We also intend to make further adjustments to Hideout mechanics in patches throughout the season. We want to adress how easy it is to create a safety net with multiple Hideouts and the Power Projection it enables.

      Castle Chest
      The value of the castle loot chest is doubled and now may also contain Artifacts. This is to incentivize more frequent fights for the chest, and to offer rewards that are more fitting for the actual group sizes that contest these objectives.

      Small Scale Objectives in the Open World
      Open World Boss Locations
      While the open world bosses like the Demon Prince are defeated for the Season Points, the mobs in this area are currently not played much at all.
      To entice players to stay active in the area and create an open world hotspot with a high chance of PvP, we will shift the source of the Fame buff from the boss to the surrounding mobs.
      The buff will slowly stack up when defeating mobs in the area, but is lost on cluster change. This is to create an additional incentive to stay and fight another group when a group has already stacked up the buff.
      • Each defeated mob (excluding weak mobs like Brittle Skeletons) gives a buff which increases Fame gained by 1%.
      • By repeatedly defeating mobs in the area, this buff stacks up to 50% bonus pve Fame
      • The buff is lost on death or cluster change
      • Defeating the World Boss itself no longer gives the Fame buff

      Static Dungeons
      This buff will also be introduced to all non-basic group mobs of the Undead, Keeper and Morgana factions found in non-instanced content (i.e. static dungeon locations in the open world).

      Lesser Outlands Treasure Chest
      Outland treasure chests now spawn more often (every 60 minutes) and their loot has been reduced accordingly, but in turn they will have a chance to contain an Artifact of Tier 6 or higher to make up for the silver output reduction.
      With the hourly spawn timer, we want to encourage more smaller Open World objectives in the Outlands, outside of CTAs.
      • The hourly silver value stays the same, so the base loot value is reduced to match the more frequent spawning
      • Added an additional Artifact drop chance to offset the value reduction a bit
      • The chest spawns every 60 minutes, always at the :30 minute mark: i.e. at 0:30 UTC, 1:30 UTC, 2:30 UTC, etc...


      20v20 Crystal League
      Added one additional Level
      We have added a new match level to the 20v20 Crystal League. The new Level 2 match is a mid-level daily match meant to bridge the gap between the previous Level 1 and Level 2 matches. The matches that were previously level 2 and above are now all moved one level higher, so the old Level 2 is now Level 3, the old Level 3 is now Level 4, etc.

      With this change the silver cost for the first three level tokens will now also follow the same progression as the tokens for the 5v5 league.

      Token LevelMatch FrequencyTime Slots (UTC)Silver Cost to buySilver Prize PoolTradableSeason Points (per player)Item Power Soft CapLethality
      Level 1daily1:00, 1:30 12:00, 12:30
      19:00, 19:30
      100,000200,000yes5900 (hard-capped)Non-Lethal
      Level 2daily1:00, 1:30 12:00, 12:30


      19:00, 19:30
      200,000400,000yes10900Full Loot
      Level 3daily1:00, 1:30 12:00, 12:30


      19:00, 19:30
      400,000800,000yes151,100Full Loot
      Level 4every Saturday1:00,


      12:00,
      19:00
      1,000,000yes601,300Full Loot
      Level 5Saturday, every 2 weeks1:30,


      12:30,
      19:30
      1,300,000yes2001,500Full Loot
      Level 6Saturday, once a month17:002,000,000yes7501,600Full Loot
      Level 7Last Saturday of the Season18:004,500,000no2,5001,700Full Loot



      Match Rule Changes
      To weaken strategies of pushing objectives with massive casualties, we are increasing the value of a player kill. Holding the majority of the capture points should still be very important, but both teams will have to be a bit more careful with casualties on their side.
      To make up for this change we also increase the Starting Points per team, so the total match duration keeps roughly the same length and is not shortened by the change.
      • Point Loss on Player Kill: 1 → 2
      • Starting Points per Team: 200 → 250


      Guild Challenge
      We decreased Season Points gained for the first 15 Guild Challenge Levels, to reduce the amount of global Siphoned Energy generated via the Guild Challenge and put more emphasis on open world objectives:
      • Level 1: 50 → 20
      • Level 2: 100 → 40
      • Level 3: 150 → 60
      • Level 4: 200 → 80
      • Level 5: 250 → 100
      • Level 6: 300 → 120
      • Level 7: 300 → 140
      • Level 8: 300 → 160
      • Level 9: 300 → 180
      • Level 10: 300 → 200
      • Level 11: 300 → 220
      • Level 12: 300 → 240
      • Level 13: 300 → 260
      • Level 14: 300 → 280
      • Level 15+: 300 (remains unchanged)


      We hope you are looking forward to the upcoming changes for Season 12.

      And like always we are interested in your feedback. Be aware that these changes are still in production and some details may differ in the final version.

      Cheers,
      Retro

      The post was edited 2 times, last by Retroman ().

    • Guild Challenge
      We decreased Season Points gained for the first 15 Guild Challenge Levels, to reduce the amount of global Siphoned Energy generated via the Guild Challenge and put more emphasis on open world objectives:

      Nice change, screw the small guilds that got a decent amount of siphon/points from guild challenge and this won't affect large guilds at all.
    • Overall great changes, especially the hideout one. It's also nice to see the outer rim isn't going to be completely worthless anymore.

      While I'm not a fan of reducing the guild challenge rewards I understand why it's being done.

      Vocandin wrote:

      Hideouts
      Hideouts will now regenerate only 1 shield after a successful defense instead of all shields at once.

      Insane change! No more showing just on last shield.

      This will have a massive impact on roads as well as fully occupied zones aren't impenetrable anymore 8)
    • Retroman wrote:

      ...

      Match Rule Changes
      To weaken strategies of pushing objectives with massive casualties, we are increasing the value of a player kill. Holding the majority of the capture points should still be very important, but both teams will have to be a bit more careful with casualties on their side.
      To make up for this change we also increase the Starting Points per team, so the total match duration keeps roughly the same length and is not shortened by the change.
      • Point Loss on Player Kill: 1 → 2
      • Starting Points per Team: 200 → 250


      ...
      This seems to skew the Level 1 gameplay further away from how Level 2+ matches are played.

      If you want to keep the learning experience consistent, the L1 matches should assign each player an amount of lives, equal to the amounts of sets one can bring to L2+ before you would run out of gear - maybe add one or two more on top to account for pickup gear or higher likelyhood of death for newer players.

      Making death more punishing seems needed if you see regular 100++ deaths in L1 20v20 matches, but this way to do it seems awkward.
    • Good Changes Overall.

      Giving more importance to Open World and make people go Out to find content more times during the day.
      But the big issue from the Large Scale ZvZ still there. Its not because hideouts now dont reset Full Shields that people gonna stop making crazy amount of numbers against each other. Just because all the recently wars are being playied on maps close to each other. Main issue is still remove power from the power blocks.
    • The HO changes wont be unbalanced for the HO's in the Avalonian Roads?
      Since any guild can attack an HO there.
      Why not to make it as only guilds that have atleast an HO lvl 2 in the roads can attack other HO's there?

      That could make people invest in get established in a zone first before being attacked able to attack other regions.

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

    • Bogul wrote:

      Retroman wrote:

      ...

      Match Rule Changes
      To weaken strategies of pushing objectives with massive casualties, we are increasing the value of a player kill. Holding the majority of the capture points should still be very important, but both teams will have to be a bit more careful with casualties on their side.
      To make up for this change we also increase the Starting Points per team, so the total match duration keeps roughly the same length and is not shortened by the change.
      • Point Loss on Player Kill: 1 → 2
      • Starting Points per Team: 200 → 250


      ...
      This seems to skew the Level 1 gameplay further away from how Level 2+ matches are played.
      If you want to keep the learning experience consistent, the L1 matches should assign each player an amount of lives, equal to the amounts of sets one can bring to L2+ before you would run out of gear - maybe add one or two more on top to account for pickup gear or higher likelyhood of death for newer players.

      Making death more punishing seems needed if you see regular 100++ deaths in L1 20v20 matches, but this way to do it seems awkward.
      almost all level 1s have 100+ deaths on 1 side atm
    • Essa mudança de pontos de temporada e de energia sinfonada deveria ser de acordo com o número de players na guild e o número de players na aliança, assim estão acabando com as guilds pequenas.
      [b][color=#008000] iDodoMartins
      NINJAS TURTLES[/color][/b]
    • I thought the whole point of outer ring terries giving lower points was that it would incentivise stronger guilds/alliances going for Gold+ to ignore them and fight for the valuable center zones. Won't making every terri more valuable make people more likely to sit where they are and not fight?
      Arcane shill - 700/700
    • Bogul wrote:

      Retroman wrote:

      ...

      Match Rule Changes
      To weaken strategies of pushing objectives with massive casualties, we are increasing the value of a player kill. Holding the majority of the capture points should still be very important, but both teams will have to be a bit more careful with casualties on their side.
      To make up for this change we also increase the Starting Points per team, so the total match duration keeps roughly the same length and is not shortened by the change.
      • Point Loss on Player Kill: 1 → 2
      • Starting Points per Team: 200 → 250


      ...
      This seems to skew the Level 1 gameplay further away from how Level 2+ matches are played.
      If you want to keep the learning experience consistent, the L1 matches should assign each player an amount of lives, equal to the amounts of sets one can bring to L2+ before you would run out of gear - maybe add one or two more on top to account for pickup gear or higher likelyhood of death for newer players.

      Making death more punishing seems needed if you see regular 100++ deaths in L1 20v20 matches, but this way to do it seems awkward.
      You can't assign a fixed amount of lives per player in lvl 1 saying that this change will bring lvl 1 experience more close to lvl 2 one. In lvl 2 we can bring 20 sets easily - most people run 5-6, but we have like 10 others as well. Increasing point loss per death is a really good move!
    • A lot of hideouts are going to get broken creating a massive silver sink and an increase in demand for stone blocks

      i can already forsee a future where guilds/alliances who where restricted by failing 1 defence causing them to restart now will look hungrly at some hideouts

      we all know how much effort and cost it takes to destroy a hideout interms of players, time commitment, gear, silver, siphoned energy all to be wasted cause of 1 successful defense

      and now with defense regening only 1 point instead of full and alliance members only having home set in your hideout when its T3 this season will be very cut throat

      good change but please make it harder for the other side to take down the hideout since its much easier for the attacking side to teardown a hideout when they have overwhealing numbers aka handholding alliances

      i suggest the hideout being able to attack back when their shields are taken down and attacking a hideout causes the attacker to be unable to switch weapons for some time due to being in combat. this change give defenders a chance to fight back

      or the hideout regens health faster at higher tier so a t3 hideout will not be easy to destroy.

      this means more players need to equip the demo hammer to hit the hideout and also require healers to top them up against the damage done by the hideout's defense

      this way we shift the defensive power of a hideout from a long term (hideout defender points) to a play by play scene (defending on the spot). giving defenders more tools to defend their hideout
      https://forum.albiononline.com/index.php/Thread/154632-Put-more-Static-Solo-Random-dungeons-in-roads-of-avalon/

      take a look in the thread above and give your likes and comment to make this a reality
    • GokuBlackBR wrote:

      The HO changes wont be unbalanced for the HO's in the Avalonian Roads?
      Since any guild can attack an HO there.
      Why not to make it as only guilds that have atleast an HO lvl 2 in the roads can attack other HO's there?

      That could make people invest in get established in a zone first before being attacked able to attack other regions.
      Eh, since they exist, how many of them have been demolished? Nearly to 0 right? The logistics if you don't have an HO there (and since you cant HOME an external one anymore...) are collossal.
      Right now is IMPOSSIBLE to settle an HO since all the slots are already occupied by ghost guilds. So your suggested change would literally consolidate FORVER the zones, making them inmune to any and every kind of aggression.
    • @Retroman

      I am a veteran player that has been running world boss groups since season 8. IF you really want to make world boss raid zones enticing to players then you need to focus on the real reason they are not farmed as much.

      That reason is because of how stupidly easy it is to get trolled. It's not Group A farming the zone and getting contested by Group B. It is 1 single troll destroying the ability to "comfortably" do the content while said troll is around.

      I enjoy the challenge of seeing a team come to dive you whether it is in a static, a random, or at the world boss raid zones. What I do not enjoy, and I feel from experience that others do not enjoy is that a single troll can ruin the experience.

      Here is a prime example of what i mean.

      It's possible right now for a single person to put on WORTHLESS gear and troll the group attempting to play in a raid zone. It's all reward and no risk. All they need is to get lucky enough to get them downed so that they can execute someone. As long as there is a single troll in the area, it increases the risk exponentially for the group utilizing the zone. Further more, Scouting in these zones are done with/by naked or low tier accounts for easy kills.

      The changes that need to be made.

      1) Increase the log out timer inside the Raid Zone to 300 seconds matching that of instanced zones.
      2) Add more mobs to reduce the number of safe spots you can log out/ hide in.
      3) Make the Raid Mobs have the ability to see through/negate/ignore Invisibility.
      4) Make the Raid Mobs have the ability to knock down in 1 hit, any and all mounts.
      5) Increase the silver dropped by mobs on said buff as well. Veterans like me have their DB maxed and the silver drain keeps us away. 20M respec cost drain in 2 hours with subpar drops makes for avoidance rather than usage of the raid zone.

      If your goal is to truly make it so that another group can challenge a group already inside the zone for a chance at some of the best fame in the game, then you need to make it more appealing to the masses to use the zones content.

      The post was edited 1 time, last by A.Frosted.Wolf ().