Could the new Faction update destroy Red Flagged Ganking ? [With Suggestions]

    • Faction Warfare
    • First of all, everyone that's saying something along the lines of "aww gankers stop crying", "gankers go away you bad", please think about their role in the economy, without them, it would shift drastically, probably killing most gathering and crafting professions.
      I think that without them, or red flagged players in general, a lot more gathering bots would pop up, which would be bad for everyone.

      Faction Flagging

      Its a bit tough to say how the flagging system and dynamic will change with this update, but completely separating the two systems may not work like intended. But i agree that faction players primary content should not be hunting gankers. As such i suggest that faction players cant attack/be attacked by red/blue players.

      BUT, they can do so if they also turn red. I'm not sure how this would work currently, but a red faction player would be allowed to attack everyone (except players that are flagged for the same faction) and be attacked by everyone (except players that are flagged for the same faction). Though i'm not sure if blues should be included, or protected in this case.

      This would make it possible to "cross gank" both systems, by taking a bigger risk.

      As for the blue blobs following gankers. I believe these should be kept, as by reducing the risk of faction flagged people attacking gankers, these guys will pose as the main threat to gankers. Same goes for these "police forces". We still need to keep some kind of anti gankers, and it makes a lot more sense if these aren't faction flagged.

      Reputation

      Reputation was created as a system to prevent players from rampaging in yellow and red zones. But its outdated, and results in reds not being able to defend themselves instead.Maybe this could be based around the amount of players involved. I.e if a solo or duo of blues is attacked, a reputation loss is incurred. But if the attacked blue has 4 or more allies in the vicinity, no reputation loss is incurred.

      This could also be based on the number of red players currently in the zone. If more allies are around the blue than there are reds in the zone -> no reputation loss as its no longer "ganking" in the traditional sense.

      Maybe the caerleon faction will also change how this works, though if that applies only when you are flagged for them, the same problems as with current ganking may arise.

      Looting

      Looting is hard to fix. It provides most of the players with this kind of rush, for this small chance to earn a bit of silver. I suggest that loot from blue/red players should only be accessible to non faction flagged players, except for those that also turn red(see my previous point on faction flagging).

      I also suggest to increase the wait time for anyone not involved in the kill from 2 to 5 minutes, so people that chase others from their loot also have to defend for a bit and cant just take it on arrival. (Or at least increase it to 5 mins for blue players to give an incentive to turn red)

      A possible addition for this would be to include the bandit faction(caerleon) as a factor. As bandits, they could get a feature to ignore the wait time while faction flagged and turned red(again look at my point faction flagging for info what i mean), supporting this kind of hyena playstyle, creating a new niche for this kind of content.

      Death markers


      Another feature that is outdated and should be removed or changed is the kill marker on the minimap. I believe that it was made as a warning sign to players to keep away from there. But that isn't the case anymore. Now most players try to run there instead to get some loot. There isn't any reason, why everyone on the map should have access to that information.

      A simple counter in the bottom right corner, similar to how many red players there are currently, would be fairer for both sides.
      Blues know that there is increased danger, but dont get to know the location to contest the loot. If necessary a rough position could be given, similar to a blob, to tell players where to stay away from.

      I know that this would reduce the risk of ganking, so it has to be kept partly. I suggest, that the skull only appears for red players, and for players in the targets party, and red flagged faction players. This could even be a exclusive feature for the Caerleon Bandits faction, to encourage this bandit playstyle.
      This would still keep the risk for gankers to get contested for the loot, but it would be from people also taking risks themselves, or the target's allies. And not by everyone on the whole map.

      I know these suggestions are far from perfect, but i'm always happy to discuss and improve them.

      I hope that even with this update, no content is "cut" or removed, as that may be what some people enjoy, and they also deserve their content.
    • Zigurath wrote:

      AFireReaperA wrote:

      Have you problems with your mind? Cant you understand that ganking is way of earning?Cant you understand why gankers haven't big guilds?(btw, ganking need 5-7 persons).
      Ganking with fraction flag is not profitable,because fraction people haven't expensive loot, so gankers never used faction flag. Most of gankers are good pvp-players, who want to gain silver by hunting, they can't fighting because they have NoPvp-sets. It's impossible to fight.
      Yes dear child i have thats why i'm psychologist and what is your excuse?

      I do understand that ganking is a way of earning just like HCE (nerfed) Crafting (nerfed) or BM flipping (nerfed) and many others.

      I said why gankers dont have big guilds - they are sociopaths. And yes you need 5-7 ppl to get free silver from 1 enemy. Gankers dont look for a fight they look for a easy victim. OP videos shows that they are in t4 gear most of the time killing t8 guys but 5-10 vs 1 in 90% opf cases and they are say they are ELITE :D

      I love psychologi so much :D Funny that my friend who study pedophils says they are also defending their position and making moral reasoning like "Its pure love" etc. But we dont put gankers in jails or maybe we should they future thiefs/killers/drug abusers but its kinda Minority Report area so nvm....

      BTW if you still try to argue that ganekrs are good PVPers then simply get ZVZ gear and fight enemy blobs and get their expensive gears :D But that never happend in hisotry of albion even once, ye? ;D


      ps, Funny how you whole guild registered just to say how good are you and how game profits on you :D Classic behaviour
      thats one of the reason why you shouldnt compare Real Life whit a game lmao wtf are you talking about.... I do gank and i am in a huge guild / alliance.
      the reason why i gank is because I enjoy the content at the momment. yeah sometimes i craft sometimes i do avalonians / famefarm whit the boys sometime i go around ganking people its part of the game. The game has a lot of viarites to it.
      Just because you gank doesnt mean you are a sociopath. Man some people are so lost.

      Zigurath:
      "BTW if you still try to argue that ganekrs are good PVPers then simply get ZVZ gear and fight enemy blobs and get their expensive gears But that never happend in hisotry of albion even once, ye? ;D"

      My answer: Well i would thats why we have swaps in Blackzone but the current reputation system (in redzones) makes it unable to do that in royals since it would restrict other activitys whit the reputation loss like efficient crafting.

      I think you should reread your post and think who realy is the sociopath here
    • Kriansas wrote:

      i ask the devs,is there any chance of killing someone in red zones without dual account scouting?
      only scouts from gankers get reported,what do u guys want? full pass? make the all zones blue and get it over them lol
      That's against TOS. you can always gank scout with a separate player not with an personal alt. That's why you get reported.
      You're most definitely pronouncing my nick wrong... wait till you see my real name tho.
    • The_Support_God wrote:

      You are doing bad things to people who are peaceful what did you expect?
      SBI have made their stance quite clear after so many patches that they want to move away from unfair many v 1 with so many claws/cc builds
      to a more fair senario where both sides are ready to die.

      if you feel fun ganking hopeless people who 9/10 times do not fight back cause you are a party of 5 v1 invis ganking then so be it

      if you cannot handle a pack of blues/flagged just cause they are in fight gear instead of running gear then so be it. just admit it you suck in fair fights and just want to bully solo players

      its risk vs reward when flagging as red because you are expected to kill a blue with a high potential in loot (people transporting to black market)
      and when a pack of blues/faction players chase you just accept it as karma
      I think you're contradicting yourself by talking about risk vs reward. Gankers risk 10x more now due to all of these updates, most days we lose more than we make. I played this game solo for many months when I first started, I've done crafting, transporting, and gathering. I'm t8 in a majority of the things there so I understand what it's like to be ganked, but I also know that it's quite easy to avoid ganks and when I started ganking I realized truly how hard it was to actually sustain yourself through that. What's the risk in a transporter with 20 people escorting them while a 3-4 man gank group is trying to make their living but get run down? If you're a solo transporter like me, you'd be a lot more cautious and learn how to identify risks. You always double back a while away from exits to see if there are invis gankers, and you always keep an eye out on the corner of your screens to spot reds. On top of that you always scout the road yourself before actually transporting. It's about common sense and basic thinking, none of which people who go out in groups of 20 to kill 5 people have. The roles are reversed now, the gankers get hunted down. If transporters get to transport unchecked then that'll affect market prices (wow who would've thought?) and by gankers killing these transporters it creates a 'recycling' system since things get trashed and items have to be repaired/reused.

      What's the fun in playing a game that has 0 risks? We gankers are NOT complaining about getting ganked. Our issue is the countless updates that destroy us and the lack of understanding in that area. You guys are focusing on the wrong parts of our argument. The average ganker around the same skill as AngryWolf spends anywhere between 500k-1.5mil on a single set for ganking, and mind you, it has no escape built in. Once you get caught out you're screwed, and that's a risk we are willing to take, because if we kill a loaded transporter that's when the reward is worth it. But when we go and try to kill a transporter there's now a 50/50 chance you're either getting baited or running into a load of escorts waiting to kill you. How is that fair in the least? We also get caught up in side-fights like faction zergs going to fight other factions, we don't care about these faction zergs but we get killed by them anyways and there's no escape.

      If you are willing to take millions of silver into a zone literally marked as a pvp zone you better be ready to lose it---because that's the point of a sandbox mmorpg. If you can't handle the risk of dying with millions then don't do it, just stop crying about gankers because we are literally a minority in this game.

      I'm pretty sure we could come to a in-between agreement. If faction ganking and red-flag ganking were split up it'd even things out since we wouldn't be zerged by faction fighters. I don't care about being chased down by other blues, that's natural. But when there are more people hunting gankers than there are gankers combined then there's an issue lmfao. I'm repeating myself quite a bit because people simply cannot seem to understand the concept of ganking and how essential it is to the market of albion. This isn't a biased answer as I've literally spent more time transporting/gathering than I have ganking, so I've seen both sides.

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

    • WscieklyGaming wrote:

      Welcome dear devs.



      AngryWolf here from AngryWolfYT channel youtube.com/c/angrywolfyt also known as Elite Gankers. Myself and my ganking community of over 8,000 subscribers would like to address some problems, particularly between red flagged players and faction flagged players



      I have been a ganker on the royals since 2017. I started this content on the royals a long time ago and I still love it today, its something I enjoy doing and if I could I would do it 24 hours a day 7 days a week!

      I can only talk to you from a gankers perspective because this is what I spend my time doing and I spend more time doing this than most people do in their entire life on this game.



      I would like to start from scratch and re work the flag up system. Blues VS reds is a good mechanic and it is healthy for the games economy, I don’t propose to remove this basic system and I am not here to cry about the endless times I am killed or chased by blues within the royal zones



      Since albion online became free to play the situation on the royals has become harder and harder for gankers, most updates see new changes which affects ganking directly and every time we find ourselves having to change to adapt.



      Some changes which have affected us directly and have been mentioned by the community itself to have had a great effect are the following examples, some of which also affect ganking within the black zone areas, it is not always directly affecting the royal zones only.



      - Increase speed of transport mounts

      - Decrease speed of swiftclaw (most popular ganking mount)

      - CC Immunity when dismounted

      - Invisibility Shrines

      - Extra Bubble zones in BZ

      - Avalonian Roads on royals gives more escape routes

      - Avalonian roads sometimes spawn next to city and gives limitless bubble

      - Bubbles itself being too long

      - Reducing how many red zones are in royals in previous update meaning more players are in less zones

      - Untouchable giant horse spell

      - Reperair items costs increase

      - Items trash increase with more people in party



      When the previous faction update was released, everyone was hyped for it including the ganking community, unfortunately it turned out to have a negative affect on us. Thousands of faction transporters and faction players passing through the royals, indirectly made the content unplayable at times. The outer zones to cearleon have become far too popular and constantly being chased by blue players as well as faction players has become frustrating. When red flagged players do find a target, the chances of killing them and successfully securing the loot are low because of the amount of other players following in these zones. On top of that, if we wish to take matters in to our own hands and fight back, we gain serious reputation loss that eventually denies us access into the zones we wish to play in.



      To summarise the main problems that red flagged players currently have to face in the royals right now :

      • Constantly being followed by groups of blue players as soon as you leave the city, there is no risk anymore and groups of blue warriors can easily reach numbers of 30+ in a matter of minutes.
      • Faction flagged players, whether transporting or looking for fights, often get involved in red vs blue content and most of the time travel in huge groups
      • The looting system seems broken, players will wait until reds kill a target, only to then kill the group and either wait until the loot becomes available or flag up themselves to gain all access to the loot. They essentially have none of the risk that a red flagged player does however still get all the rewards.
      • Make faction and red/blue two separate combat systems. Faction flagged players do not rely on fighting red flagged players for content and visa versa, it doesn’t need to be in the game and will ensure that the royal continent does not die for none faction players. Same system is actually implemented on yellow maps right now.
      • Re-work the looting system. Someone who does no damage, is not in combat, is not red flagged shouldn’t gain access to another groups loot so easily, they should not gain all the reward for 0 risk. Only players who deal damage or the target themselves should be allowed to loot so easily, something needs to be changed.





      The next update looks like it will have huge effects on the royals however as a red flagged player I am not sure if these will be positive changes, the update is going to draw huge amounts of players into the royal zones, most who will choose a faction to fight for, if these faction groups overrun the royal continent it would potentially make red flagged players become none existent.

      Remember that although ganking can give huge rewards when successful, it is a vital part of the game to keep a healthy economy, without ganking and red flagged players in the royals there would be a huge surge in items making their way to the markets within cearleon. The current trash rate is huge and when you add repair costs on top, gankers do not earn a huge cosmic amount of money like most people think.



      I would like to suggest something which I hope the developers will consider.

      • Make faction and red/blue two separate combat systems. Faction flagged players do not rely on fighting red flagged players for content and visa versa, it doesn’t need to be in the game and will ensure that the royal continent does not die for none faction players. Same system is actually implemented on yellow maps right now.
      • Re-work the looting system. Someone who does no damage, is not in combat, is not red flagged shouldn’t gain access to another groups loot so easily, they should not gain all the reward for 0 risk. Only players who deal damage or the target themselves should be allowed to loot so easily, something needs to be changed.



      These problems were also recently raised on AlbionTV in an interview with Ganty, leader of Shock Tactics and someone who is respected in the ganking community. twitch.tv/videos/923459684



      This is just the tip of the iceberg and I would love to talk to the developers more about our ideas. I hope that this message won't be forgotten in the flood of messages you receive.



      I look forward to your reply,



      AngryWolf
      With the royals continent expanding, it should be easier to red gank as zones will be supposedly less crowded so you won't be swarmed by blue as easily. Unfortunately everybody will play in the royals now as the faction rewards are kinda neat. (at least for some time after the patch) So less blue more faction guy to break your balls mister gankers. I think ganking in royals is at the moment really hard but with these new zones it might actually help you, we will see.

      You will always have the pve player whining against the gankers and vice versa. It's not easy to find a good balance for both

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

    • Kern_Cassius wrote:

      AFireReaperA wrote:

      Have you problems with your mind?Cant you understand that ganking is way of earning?
      Cant you understand why gankers haven't big guilds?(btw, ganking need 5-7 persons).
      Ganking with fraction flag is not profitable,because fraction people haven't expensive loot, so gankers never used faction flag. Most of gankers are good pvp-players, who want to gain silver by hunting, they can't fighting because they have NoPvp-sets. It's impossible to fight.
      See no problems. I see that you want free silver.Can't you understand that high risk - high reward? Or you just you wanna group with few 4.0 trash and loot millions of silver?
      Go 10+ then for sure. But still if you met 3ppl ready to fight you will run. You can do it even for solo but you just wanna be safe. Rat style.
      I'm in top 10 alltime kills for Fort Sterling, 1/3 of them - it's ganking in 1-3 ppl. Tell me about profit lol.
      It's impossible to fight - becouse you have rat mind.

      And conclusion: if you want to be antisocial element - be prepared that normal people will administer justice, just like in real life.
      If you're taking the risk of transporting millions in loot, you better be able to

      1. Know your routes
      2. Either have a scout or scout the path yourself before transporting
      3. Know how to avoid gank techniques and be able to identify traps
      4. Have a good mount
      and 5. Just not be stupid

      The point of ganking is to quickly take down a high-loot target and get away as fast as possible. Gankers have no escape built in their gear.
      I can understand why the person said ganking needs 5-7 people, some people don't have as much silver but enjoy ganking so they need cheaper gear which requires more people. But also having more people makes you a bit safer due to all the blues and police going around the red zones nowadays.

      Why are you judging the way people want to play? It's a sandbox mmo, if he wants to play like a rat so be it. People need to just get better at the game and understand not to risk millions then cry when they get ganked (even though they took absolutely no precautions before transporting). 10/10 times if I ask someone who lost several millions in silver they will tell me they did not scout beforehand and did not invest in a good mount. They also don't know any ganking techniques so they don't know what to watch out for.

      Conclusion; do your homework before getting into something, just like real life :)
    • Zigurath wrote:

      So ganker is crying that he is ganked too often :D

      Game will gain 20000 new players if all your community of 8000 will drop game. There is not a single successful MMO without solid PVE and player "sign in" PVP.

      TBH even other genres try to ban "ganking" by giving respawn bubbles after respawn in DM or making enemy spawn points insta death.

      Gankers are sociopaths who cant socialise nad have very low ethic - more than decade of studies gaming behaviours, maybe soem day i will publish my work about it here.

      Thats why you dont see big ganking guilds, thats why they always brag about many vs 1 fights but they never engage in equal fights.

      Thats why i say simple:

      You want PVP? Join faction and use it as "new ganking". You cant compete on more fair terms and/or cant socialise with other groups - quit game becaue its not you who keep this mmo going
      I don't think I've laughed this hard at a post in a very long time. Do you have any idea how RIDICULOUS you sound?

      "Gankers are sociopaths who can't socialize and have very low ethic" then you proceed to say you actually have a decade in studying gaming behaviors? Stop it, you're making people in that field look stupid. I've done everything in albion, from crafting to gathering to transporting to ganking. I found ganking the most fun as it's thrilling. I know people into bloodbath games that are sickening to watch and are perfectly normal and still contribute to society. Many gankers can outright throw your claim down a sewer by telling you what they do for a living and what they have done for society in the real world, but there's no point in arguing with someone who wasted a decade of their life to come up with a conclusion as stupid as yours. I rarely outright insult people, but oh boy you take the cake my friend. I'm actually cringing.

      Albion is my favorite game due to the fact you can do anything you want without it being favored in one direction, but that's slowly changing and not enough is being done about it, hence why this thread exists in the first place.

      Instead of berating gankers and saying ridiculous things, come up with new things that can benefit both sides, because what you are bringing to this thread is completely irrelevant and quite frankly stupid.
    • RedXC wrote:

      Kern_Cassius wrote:

      AFireReaperA wrote:

      Have you problems with your mind?Cant you understand that ganking is way of earning?
      Cant you understand why gankers haven't big guilds?(btw, ganking need 5-7 persons).
      Ganking with fraction flag is not profitable,because fraction people haven't expensive loot, so gankers never used faction flag. Most of gankers are good pvp-players, who want to gain silver by hunting, they can't fighting because they have NoPvp-sets. It's impossible to fight.
      See no problems. I see that you want free silver.Can't you understand that high risk - high reward? Or you just you wanna group with few 4.0 trash and loot millions of silver?Go 10+ then for sure. But still if you met 3ppl ready to fight you will run. You can do it even for solo but you just wanna be safe. Rat style.
      I'm in top 10 alltime kills for Fort Sterling, 1/3 of them - it's ganking in 1-3 ppl. Tell me about profit lol.
      It's impossible to fight - becouse you have rat mind.

      And conclusion: if you want to be antisocial element - be prepared that normal people will administer justice, just like in real life.
      If you're taking the risk of transporting millions in loot, you better be able to
      1. Know your routes
      2. Either have a scout or scout the path yourself before transporting
      3. Know how to avoid gank techniques and be able to identify traps
      4. Have a good mount
      and 5. Just not be stupid

      The point of ganking is to quickly take down a high-loot target and get away as fast as possible. Gankers have no escape built in their gear.
      I can understand why the person said ganking needs 5-7 people, some people don't have as much silver but enjoy ganking so they need cheaper gear which requires more people. But also having more people makes you a bit safer due to all the blues and police going around the red zones nowadays.

      Why are you judging the way people want to play? It's a sandbox mmo, if he wants to play like a rat so be it. People need to just get better at the game and understand not to risk millions then cry when they get ganked (even though they took absolutely no precautions before transporting). 10/10 times if I ask someone who lost several millions in silver they will tell me they did not scout beforehand and did not invest in a good mount. They also don't know any ganking techniques so they don't know what to watch out for.

      Conclusion; do your homework before getting into something, just like real life :)
      Exactly, people that transports/do some pve in royal have 0 risk awareness. The ones that complain about gankers don't know how to scout, don't wear a proper transporting set, don't use the proper mount, don't use invisibility potion, don't know the popular gank location. Game is about knowledge, if you don't inform yourself about the potential danger of transporting/pveing in a zone then that's your fault. Its advertised as a sandbox pvp mmorpg, did you guys miss it? If you're going cheap on your transport and don't use your brain then it's entirely your fault.

      And trust me I've been ganked many times, I lost millions in transport I can tell you that I made mistake and that I could have avoided it if I had the knowledge I have now.

      And for the ones that say "ganking is ez money you're killing a guy 1v5".im pretty sure that those guys never actually ganked in royals where in 2 mins you get swarmed by blue. Try ganking with your friends/guilds in royals (especially the week end) and see for yourself if it's that easy.

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

    • Guirssane wrote:

      RedXC wrote:

      Kern_Cassius wrote:

      AFireReaperA wrote:

      Have you problems with your mind?Cant you understand that ganking is way of earning?
      Cant you understand why gankers haven't big guilds?(btw, ganking need 5-7 persons).
      Ganking with fraction flag is not profitable,because fraction people haven't expensive loot, so gankers never used faction flag. Most of gankers are good pvp-players, who want to gain silver by hunting, they can't fighting because they have NoPvp-sets. It's impossible to fight.
      See no problems. I see that you want free silver.Can't you understand that high risk - high reward? Or you just you wanna group with few 4.0 trash and loot millions of silver?Go 10+ then for sure. But still if you met 3ppl ready to fight you will run. You can do it even for solo but you just wanna be safe. Rat style.I'm in top 10 alltime kills for Fort Sterling, 1/3 of them - it's ganking in 1-3 ppl. Tell me about profit lol.
      It's impossible to fight - becouse you have rat mind.

      And conclusion: if you want to be antisocial element - be prepared that normal people will administer justice, just like in real life.
      If you're taking the risk of transporting millions in loot, you better be able to1. Know your routes
      2. Either have a scout or scout the path yourself before transporting
      3. Know how to avoid gank techniques and be able to identify traps
      4. Have a good mount
      and 5. Just not be stupid

      The point of ganking is to quickly take down a high-loot target and get away as fast as possible. Gankers have no escape built in their gear.
      I can understand why the person said ganking needs 5-7 people, some people don't have as much silver but enjoy ganking so they need cheaper gear which requires more people. But also having more people makes you a bit safer due to all the blues and police going around the red zones nowadays.

      Why are you judging the way people want to play? It's a sandbox mmo, if he wants to play like a rat so be it. People need to just get better at the game and understand not to risk millions then cry when they get ganked (even though they took absolutely no precautions before transporting). 10/10 times if I ask someone who lost several millions in silver they will tell me they did not scout beforehand and did not invest in a good mount. They also don't know any ganking techniques so they don't know what to watch out for.

      Conclusion; do your homework before getting into something, just like real life :)
      Exactly, people that transports/do some pve in royal have 0 risk awareness. The ones that complain about gankers don't know how to scout, don't wear a proper transporting set, don't use the proper mount, don't use invisibility potion, don't know the popular gank location. Game is about knowledge, if you don't inform yourself about the potential danger of transporting/pveing in a zone then that's your fault. Its advertised as a sandbox pvp mmorpg, did you guys miss it? If you're going cheap on your transport and don't use your brain then it's entirely your fault.
      And trust me I've been ganked many times, I lost millions in transport I can tell you that I made mistake and that I could have avoided it if I had the knowledge I have now.

      And for the ones that say "ganking is ez money you're killing a guy 1v5".im pretty sure that those guys never actually ganked in royals where in 2 mins you get swarmed by blue. Try ganking with your friends/guilds in royals (especially the week end) and see for yourself if it's that easy.
      Precisely! I can count around 20 mil silver lost from getting ganked (that I can remember) and in each one of those scenarios I could've avoided it. After I learned my lesson I rarely ever got ganked again, and if the conditions are bad I just don't transport at all. It's actually so easy when you learn all the ins and outs of transporting and ganking...you need to get ganked to know how to avoid it. Or become a ganker yourself to learn how it works. Just like a baby learns that they shouldn't touch a hot stove or fall on concrete. Although with how some of these people think, even a baby could outsmart them...
    • Zigurath wrote:

      AFireReaperA wrote:

      Have you problems with your mind? Cant you understand that ganking is way of earning?Cant you understand why gankers haven't big guilds?(btw, ganking need 5-7 persons).
      Ganking with fraction flag is not profitable,because fraction people haven't expensive loot, so gankers never used faction flag. Most of gankers are good pvp-players, who want to gain silver by hunting, they can't fighting because they have NoPvp-sets. It's impossible to fight.
      Yes dear child i have thats why i'm psychologist and what is your excuse?

      I do understand that ganking is a way of earning just like HCE (nerfed) Crafting (nerfed) or BM flipping (nerfed) and many others.

      I said why gankers dont have big guilds - they are sociopaths. And yes you need 5-7 ppl to get free silver from 1 enemy. Gankers dont look for a fight they look for a easy victim. OP videos shows that they are in t4 gear most of the time killing t8 guys but 5-10 vs 1 in 90% opf cases and they are say they are ELITE :D

      I love psychologi so much :D Funny that my friend who study pedophils says they are also defending their position and making moral reasoning like "Its pure love" etc. But we dont put gankers in jails or maybe we should they future thiefs/killers/drug abusers but its kinda Minority Report area so nvm....

      BTW if you still try to argue that ganekrs are good PVPers then simply get ZVZ gear and fight enemy blobs and get their expensive gears :D But that never happend in hisotry of albion even once, ye? ;D


      ps, Funny how you whole guild registered just to say how good are you and how game profits on you :D Classic behaviour
      You are little toxic person, but not a psychologist.
      Your analytics give me a lot of fun, because all that you wrote regular nonsense. Your "psychologi" has guessed nothing. :D
      1. I haven't guild now
      2. I get 2 times top 1 in Albion Online ( 10-11 season) , btw black order is zvz guild)))
      3.You think that everyone who defending his position not right? :D
      4.If developers dont fixing problems with gankers, they may find new non-gaming ways of ganking ( eve online - suicide)
      5. You dont understand differents between gankers and ARCHs ( 4.0 - 90% ARCH)

      P.S: Funny that my little 11 years old friend always write that he's psychologist(in the Internet, of course) and try seem smart :D
      You remind me of him :D
    • Getting zerged down just doing normal player things is the problem. It shouldn't matter to anyone if those normal player things are running around ganking people solo or in small groups, or if you are doing PvE/Gathering.

      The people who want all the protections in the world when they are out in the open world, but refuse to offer that to anyone else in similar situations, are just being selfish and self serving.

      5 guys go out in the outlands to do PvE and get run over by 20 other guys. 5 guys go out in the red zones to gank and get run over by 20 other guys. These are the same damn thing. It's not about being a carebear or a ganker. It's about the game offering balanced game play.

      The "bad guys" in the red zones haven't been red's for over a year. It's the swarms of blues who communicate and mass on demand to wipe out anyone who dares flag up.
      Demon Lord - UwU
      CANCEL PIDDLE
    • I think there should be a new weapon that is doing 2 times more damage than claws E and also stunning but the duration of it is 3 times longer. Also could make a new poison potion that does 7 times more than the actual T8.1 poison pot with constraint that you can use this new poison pot only if you use the weapon that I talked about.

      It is a joke that you need 3 players to kill someone on a mount worth of 20-130 mill. You should be able to kill it alone.

      It is fking unfair that gankers have to risk their 300k silvers worth gear and can't just kill others in 3 seconds, then leave the place.
    • Malkalma wrote:

      I think there should be a new weapon that is doing 2 times more damage than claws E and also stunning but the duration of it is 3 times longer. Also could make a new poison potion that does 7 times more than the actual T8.1 poison pot with constraint that you can use this new poison pot only if you use the weapon that I talked about.

      It is a joke that you need 3 players to kill someone on a mount worth of 20-130 mill. You should be able to kill it alone.

      It is fking unfair that gankers have to risk their 300k silvers worth gear and can't just kill others in 3 seconds, then leave the place.
      And it could have a passive ability that in 100 yards radius every mounted player freezes for 6-15 seconds. Also this stun would be ranged, idk... let's say 15-25 yards?

      Oh, and it would be given for free to "elite" gankers.
    • Piddle wrote:

      Getting zerged down just doing normal player things is the problem. It shouldn't matter to anyone if those normal player things are running around ganking people solo or in small groups, or if you are doing PvE/Gathering.

      The people who want all the protections in the world when they are out in the open world, but refuse to offer that to anyone else in similar situations, are just being selfish and self serving.

      5 guys go out in the outlands to do PvE and get run over by 20 other guys. 5 guys go out in the red zones to gank and get run over by 20 other guys. These are the same damn thing. It's not about being a carebear or a ganker. It's about the game offering balanced game play.

      The "bad guys" in the red zones haven't been red's for over a year. It's the swarms of blues who communicate and mass on demand to wipe out anyone who dares flag up.
      A big point many fail to see, is that it isn't about dying, but not being able to fight back. You're better off just dying than hitting a clump and speeding up your way to Dreaded, which means fun is over.
      The Fleet's Guild Master
      Roads of Avalon Guild

      discord.gg/8WqzHdm
    • Artmatt wrote:

      Please think about their role in the economy, without them, it would shift drastically, probably killing most gathering and crafting professions.
      Yes you are kinda right - economy would shifted but in GOOD direction.

      The BIGGEST sinks for gear in game which push economy forward:

      -ZvZ where you trash xxx of items per battle
      -Crystals/HG a lot of deaths BUT its more like transfer rather than trashing
      -Faction Warfare will be ZVZ on royals so BEST SINK THERE IS!

      You trash items = you need to craft them = you need mats = circle of economy

      If a player can earn cash/items then he will easy RISK IT on content like ZvZ. Thats why ZvZ guilds make refunds because without them no one will participate in fights!!

      Ganking is more like illegal worker who do work but its destroy more economy than it benefit it thats why ILLEGAL IS ILLEGAL ;)
    • Piddle wrote:

      Getting zerged down just doing normal player things is the problem. It shouldn't matter to anyone if those normal player things are running around ganking people solo or in small groups, or if you are doing PvE/Gathering.

      The people who want all the protections in the world when they are out in the open world, but refuse to offer that to anyone else in similar situations, are just being selfish and self serving.

      5 guys go out in the outlands to do PvE and get run over by 20 other guys. 5 guys go out in the red zones to gank and get run over by 20 other guys. These are the same damn thing. It's not about being a carebear or a ganker. It's about the game offering balanced game play.

      The "bad guys" in the red zones haven't been red's for over a year. It's the swarms of blues who communicate and mass on demand to wipe out anyone who dares flag up.
      edit : nvm missread
    • Guirssane wrote:

      Piddle wrote:

      5 guys go out in the outlands to do PvE and get run over by 20 other guys. 5 guys go out in the red zones to gank and get run over by 20 other guys. These are the same damn thing. It's not about being a carebear or a ganker. It's about the game offering balanced game play.

      I do agree that any unfair fight is unfair no matetr if its t1 zerg vs t3 or ganker vs 10 blues BUT its gankers who search for easy victims. There are no blue zergs hunting down solo gankers. There ARE gankers guild but not a single anty ganker...

      Answer to that is system like HG/Crystal/CD you allow let say 10ppl to fight another 10ppl and both sides WANT to fight.

      Player who flag up WANT fight - blue one does not! Thats the difference
    • Zigurath wrote:

      Guirssane wrote:

      Piddle wrote:

      5 guys go out in the outlands to do PvE and get run over by 20 other guys. 5 guys go out in the red zones to gank and get run over by 20 other guys. These are the same damn thing. It's not about being a carebear or a ganker. It's about the game offering balanced game play.

      I do agree that any unfair fight is unfair no matetr if its t1 zerg vs t3 or ganker vs 10 blues BUT its gankers who search for easy victims. There are no blue zergs hunting down solo gankers. There ARE gankers guild but not a single anty ganker...
      Answer to that is system like HG/Crystal/CD you allow let say 10ppl to fight another 10ppl and both sides WANT to fight.

      Player who flag up WANT fight - blue one does not! Thats the difference
      It's more rewarding to have a dangerous world. I know you will disagree with me but I don't feel like you picked the right game then. Or just stick to black as it's safer than red at the moment lol.
    • Korn wrote:

      With Albion Online, our goal is to create a hardcore Sandbox MMORPG with full loot PvP and a fully player driven economy.

      There have been many games like this in the past, such Mortal Online or Darkfall, that have not managed to maintain high population numbers. And once population is too low, even the hardcore players tend to leave as the game feels empty to them.

      In this post, we want to share our view on the topic of hardcore vs casual players in Sandbox MMORPG games, and present our vision on how to make Albion Online a great game that will be there for the long term.


      1. Symbiosis between "carebear" and hardcore players in Sandbox MMORPGs

      The most successful hardcore Sandbox MMORPG of this day is without doubt Eve Online. Yet, in Eve Online, the vast majority of players play in the equivalent of Albion's green zone (high-sec) most of the time. Sounds like a contradiction? So should Eve Online "abolish high sec" and allow free PvP everywhere, like other games do?
      Of course not. The fact of the matter is that huge number of safe-zone players actually provides the fundamental basis for the game's hardcore PvP elements to work. How?
      • Safe zone players create a lot of supply and demand for the player driven market
      • Safe zone players tend not to lose a lot of gear. At some point, they might have too much. What do do with too much gear that you can afford to lose? PvP!
      • Many players who initially start out playing it safe will graduate to PvP later on. However, this only happens if they stay in the game long enough in the first place
      • Safe zone players add and activity to the world.
      A strong safe-zone foundation in a hardcore sandbox MMORPG will literally spawn an endless and lasting amount of hardcore play and PvP. If you take that foundation away - or do not build it in the first place - the game is not likely to last.


      2. Have a great safe zone experience as a strong baseline for the world
      • We want to make sure that the safe zone experience in Albion Online is interesting and challenging enough to keep people hooked for the long term.
      • Of course, this does not mean copying games such as World of Warcraft - that would never be possible nor would we want to do so.
      • Rather, we want to focus on the strengths of Albion Online here: building up your character, gathering and crafting, progressing towards better items, being an active part of the player driven economy, farming, getting your player island, grinding mobs and doing some faction stuff.
      • If the safe zone experience is good, a lot of safe zone players will eventually transition to the red and black zones, join a guild or get involved in PvP.
      • If the safe zone experience is bad, some will still transition, but many will just quit. And as we have stated under 1. above, even those that stay in the safe zone forever still add a benefit to the overall game world and even indirectly support PvP action through their economy contribution.


      3. No "forcing" players into PvP

      Okay, so you might say: "I agree on point 1. above, but then wouldn't it be great if you forced players to venture into the PvP zones at some point?". The answer to that is no.
      • In general, if you really force a player into some activities that he does not want to do - even though he was quite happy with the stuff which he was already doing - then most likely that player will just quit
      • However, as stated under 1., that player provides a benefit to the overall game world and economy - it much be much better if he stayed even if he'd just stick to "carebear" activities
      • Therefore, we actually want to make sure that there is deep gameplay and lasting fun in all the safe/carebear activities that we provide the players with.
      • Instead of trying to force people into PvP, we actually want to encourge it and provide incentives to do so. See the next point.


      4. Encouraging and enabling players to do PvP through top notch open world PvP content, rewards and features

      So we are not forcing people to go into PvP. Does this mean that we do not want them to? Of course not. From our point of view, full loot PvP in red zones, fighting over territories, etc is very exciting and we would like for as many people as possible to give it a try. There is a lot of things that we have done in Albion that are helping with this:
      • Balance the economy in such a way that safe/yellow zone players are generally building up a surplus of silver and assets that they can then burn off in PvP zones if they like
      • Provide the best rewards in red and black zones, making sure that there is a strong pull effect towards them
      • Have exciting features and content that are exclusive to PvP zones (territory ownership, GvG fights, enchanting temples, castle fights, etc)
      • Have the yellow zone as a smoth transition between safe zone play and full loot PvP
      • Have our current PvP flagging system, that prevents mindless "kill on sight" if both parties are flagged blue


      5. Summary
      • We have zero intention to copy or compete with classical casual/themepark MMORPGs.
      • Our goal is to create the best open world hardcore Sandbox MMORPG with full loot PvP - and we want to make sure that it lasts.
      • Providing a strong safe zone / casual player foundation is crucial to make this work.

      Just thought Korn's post was very applicable to this thread.

      Let's not forget the focus of this game. Albion at it's core is supposed to be a hardcore sandbox mmo with a full loot pvp focus.
      Just because you enter a red zone does not mean you were forced into pvp. You went through willingly.

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

    • Can we all just agree that red zones were made for PvP content...as in blue players flag up--turning them red. What's the point in blue players turning red? So they can either dive or gank players that are transporting from royal cities to Caerleon which has the black market. Why is Caerleon surrounded by red zones? And why does it have guards? That is because it was designed to keep these transporters safe, as the world directly outside of Caerleon is dangerous because of these players that enter it and flag up.

      When players flag up, you see an indicator under your map on the bottom right of your screen telling you how many hostile players there are. If you are a transporter and decide to enter a red zone with 5 hostiles--and venture further--then you have no rights to complain about dying, you signed up for the risk full knowing what might happen.

      As a flagged player, you have no idea who is in the zone besides yourself or your group, and maybe a couple other hostiles, you run around waiting to find a transporter to kill. This can take anywhere from 30 minutes to 2 hours (from experience) just to find a POTENTIAL target. You start the chase but don't kill them. On to the next person, you find a juicy target kill them after 2 hours of waiting, but wait, you see 20 blue names come from the corner of your screen.

      Run? Wait you're dismounted so it's too late. You have claws on so you can't run away. So you die wasting 2 hours of your time (and your group's time) and somewhere in the 100k's of silver (even 1 million+ for some gankers) is lost per person in that group. What do those gankers do? Go buy another set and run back out again, because they know what they signed up for.

      From the blue perspective: you're screwing around and after 1 minute you see a bunch of gankers ganging up on a transporter with a ton of loot--you decide to go kill the gankers. After 1 minute of running around a red zone you just earned yourself x amount of silver.

      What's my point? Ganking isn't nearly as profitable as most people arguing against it think it is. The people who are transporting sign up for a risk, just like the gankers who know they might get zerged at any moment. The issue at hand for gankers is that there's a 50/50 chance you get zerged each time you enter a zone, while all a blue zerg has to do is walk into a zone and see how many hostiles there are. Normally a red zone is supposed to be the red players fighting, not them running. When I first started ganking it was very simple, but things got more and more complicated every patch and now only people who can afford it can gank. This is only the issue of blue players...now throw in faction players and it becomes even more complicated.

      A transporter has all the time in the world to scout, prepare, and minimize risk of dying. A ganker has nothing but time to run around and look for people to gank, except they know they will die at least a couple times nowadays.

      To balance this, either you include the amount of blues in a zone, or you remove one of the two issues; factions. Make it so that faction flagged players can't interact with red flagged players.

      Transporters have tons of transport mounts that help them escape while the only mount gankers used got nerfed (swiftclaw). It was already hard to catch someone on a giant horse with normal swiftclaws; with the nerfed swiftclaws it virtually became impossible unless you had a big group cutting off exits not only in one zone but two zones. Risk vs reward should be held to every aspect of the game since these blues complaining about gankers love using it in their arguments. The only arguments I've seen from anti-gankers is that ganking is stupid and it shouldn't be possible for some loser with t4.1 claws to kill a transporter with millions in loot. Well that idiot who died with millions of loot to t4.1 claws probably spent his life savings getting those items because he was too ignorant to know basic game mechanics and that having a proper mount + scouting ahead of time significantly reduces the chances of being ganked.

      It probably sounds like I'm talking out of my a-hole but I just want people to understand the gankers' point of view on all of this, because when you add it all up, the risk of transporting vs the risk of ganking is much less. I can make more from transporting in 1 hour than I can make in 2 days of ganking, and sometimes you don't even make money from ganking, you lose money. Hell, I can make more silver from 1 hour of gathering. Ganking is more of a hobby, it is fun to do, but it's absolutely impossible in the current conditions unless you dedicate your entire bank account to it and you have to find other people to do it with.

      Crying about it isn't going to fix it, so how about we brainstorm ideas together and come to a consensus on this matter?