Changes for Guild Season 13

    • Changes for Guild Season 13

      Hello players of Albion,

      I am excited to announce our changes for Season 13.

      Our next big content update will focus primarily on major improvements to activities in the Open World. However since the development of a new big update takes a lot of time, we want to introduce some improvements already with the start of Season 13.


      Mobs found in the Open World
      The fame of all existing Roaming Mobs has been doubled. Furthermore, if Roaming Mobs are not defeated, they have a chance to reroll to a more valuable mob over time. This way we can guarantee that the low value mobs are exchanged over time, even if players do not actively defeat them. This change should make rare mobs appear more often in the open world.

      We are also introducing entirely new roaming mobs which are more rare and provide more valuable Loot:

      Treasure Drones
      Treasure Drones are rare Roaming Mobs which transport valuable Avalonian Chests through the open world. They can be defeated by a solo adventurer. The chest contains Avalonian Artifacts, Avalonian Energy, silver and a mix of all kinds of fragments. The drone comes in four different rarity levels, like the dungeon chests. Furthermore, the tier of the drone also depends on the tier of the zone, with higher tier drones carrying more valuable loot.




      Crystal Spider
      This is a new Rare Boss that randomly spawns in Roaming Mob positions across the Outlands. Once it spawns, it will be displayed on the minimap for every player in the cluster. The boss is suited to be fought in small groups of 3-5 players. Defeating it gives high value Artifacts, including Avalonian Artifacts, as well as Season Points. On average they spawn every hour per zone in the Outlands, and each Crystal Spider gives between 10 (“Outer Circle'') and 30 (“Inner Circle”) Season Points.
      The goal for us is to provide a spontaneous hotspot in the open world that attracts small groups in the vicinity, leading to potential small-scale fights that contribute to a guild’s season success, outside of the big CTAs.

      These new mobs in the open world are expected to roughly double the supply of Avalonian Artifacts in the game. This should provide a stronger incentive to play in the open world. Increasing the supply of Avalonian artifacts should also help to make Avalonian items more affordable in the long run.




      Gathering and Transmutation
      The Respawn Rate of all Tier 5 Resources (or higher) will be increased by 20%. Additionally we will also drastically increase the enchantment rate for all resources in the Outlands. The amount of .2 resources spawning in the open world has been doubled, while the amount of .3 resources spawning has been quadrupled.

      To further boost the value of gathering resources in the open world, we will also adjust the transmutation prices. Transmutation prices will generally be increased, with lower tiers seeing more of an increase than higher tiers.

      For Enchantment upgrades, going from .0 to .1 will see its cost roughly tripled, going from .1 to .2 doubled, and going from .2 to .3 will remain relatively unchanged.

      For Tier upgrades on everything but stone, the transmutation cost will be 200 times the Item Value of the resource, which results in increases at lower tiers (5 and 6) of up to approximately +166%, +100% at tier 7, and no change going to tier 8.

      For Tier upgrades of stone, the price will go up +166% for T4 -> T5, +100% for T5 -> T6, +33% for T6 -> T7, and again no change going from tier 7 to tier 8.

      Castle Outposts
      The loot of the Castle Outpost chests are also doubled, to attract more players when the chests are about to spawn and increase the incentives for small- to mid-scale fights over Castle Outposts. All these changes are meant to create more continuous action throughout the day, instead of only a focus on big CTAs.

      World Bosses and Static Dungeons
      While we are happy that players have started to play this content more, we might have pushed players too much into monotonous activities, especially with the fast respawn timer of world bosses. Therefore we are changing their respawn rate from every 60 minutes to once every 120 minutes (on every uneven hour, i.e. 1 UTC, 3 UTC, etc.). This rate is still low enough to not encourage another big pre-announced guild activity, but with a bit more breathing room to not encourage permanently camping this one cluster.

      The Season Point generation from mobs will now also follow the same flattened curve between “Outer Circle” and “Inner Circle” as the territories and castles. This means the difference between Outer Circle and Inner Circle mobs is less pronounced.

      Siphoning Mages
      We doubled the fame of Siphoning Mages, to make mage raiding a bit more rewarding for the individual player and not only the player’s guild.

      Safety from Instances in the Open World
      Having a Hideout in an area provides a lot of benefits, which are good for encouraging guilds to have a base in the Outlands. However it provides too much safety when doing activities in the vicinity of the Hideout. To prevent any ways of a guaranteed retreat option into the Hideout we will reduce the range of shield bubbles when leaving an open world instance. Now when leaving any kind of dungeon, Hellgates, Corrupted Dungeons and Roads Portals, the shield bubble will only have a 20m radius. The very long range shield bubble will now only be available for the main entrances to a cluster.

      Disarray
      To reduce the effectiveness of trying to stack as many players into the cluster queue as possible we adjusted the Disarray curve to be much steeper, which especially makes a difference in groups of 100+.
      Currently on live the effective damage penalty between groups of 100v150 is very low. This will be changed so that the relative damage difference will be way more important.

      Some Example values of the Relative Damage Penalty:

      Group SizeDamage Penalty (live)Damage Penalty (S13)
      25 vs 5018%20%
      50 vs 10012%19%
      100 vs 1503%13%
      100 vs 20010%23%
      100 vs 30022%38%
      100 vs 40028%47%



      Full List of all Disarray Levels:
      Display Spoiler

      Disarray LevelGroup Size (S13)Group Size (old)
      12626
      22727
      32828
      42929
      53030
      63131
      73232
      83333
      93434
      103535
      113637
      123738
      133840
      143941
      154143
      164245
      174447
      184650
      194952
      205155
      215359
      225463
      235667
      245972
      256177
      266384
      276691
      2869100
      2972120
      3075150
      3179159
      3284167
      3388177
      3494188
      35100200
      36104209
      37108218
      38113228
      39119239
      40124250
      41131263
      42138276
      43146291
      44153307
      45159325
      46165345
      47172366
      48180391
      49188418
      50197450
      51205
      52212
      53220
      54228
      55237
      56247
      57257
      58269
      59281
      60295
      61310
      62327
      63346
      64366
      65390
      66417
      67450



      Castle Layout
      We are also making some adjustments to the layout of castles:
      • The narrow bridges leading to the castle gates in the forest biome will be widened, to give the attacker more space to breach through the doors.
      • A staircase has been added to get onto the outer wall in the Lord’s room for castles in all biomes. This gives the defenders a better chance to spread out, once the attacker is at the last gate.


      20v20 Crystal League
      Currently the attendance for Level 2 and Level 3 matches is very low. That is why we will consolidate these two levels. Level 1 and 2 matches will happen daily, and Level 3 matches will be twice a week. The daily Level 2 match will keep the same rewards as the current Level 3 matches. Level 3 Tokens can’t be purchased anymore and the Level 3 match rewards will be somewhat between current Level 3 and Level 4 rewards.

      Full 20v20 Schedule

      Token LevelMatch FrequencyTime Slots (UTC)Silver Cost to buySilver Prize Poolavrg. # of Artefacts
      (per player)
      TradableSeason Points (per player)Item Power Soft CapLethalityDaily Point Limit
      Level 1daily1:00, 1:30




      12:00, 12:30
      19:00, 19:30
      100,000200,0000yes5900 (hard-capped)Non-Lethal600 → 750
      Level 2daily1:00, 1:30




      12:00, 12:30
      19:00, 19:30
      200,000400,0005 → 10yes10 → 15900Full Loot600 → 750
      Level 3every Tuesday and Friday (daily)1:00




      12:00
      19:00
      400,000




      (not purchasable
      anymore)
      800,00010 → 11yes15 → 351,100Full Loot600 → 1,800
      Level 4every Saturday1:00




      12:00
      19:00
      1,000,00011 → 12yes601,300Full Loot2,400 → 3,000
      Level 5Saturday, every 2 weeks1:30




      12:30
      19:30
      1,300,00012 → 14yes2001,500Full Loot8,000
      Level 6Saturday, once a month17:002,000,00013,5 → 16yes7501,600Full Loot20,000
      Level 7Last Saturday of the Season18:004,500,00015 → 20no2,5001,700Full Loot70,000



      All these changes are intended to go live in the next Off Season, before the start of Season 13. And they are currently still in production, so some details may differ when they go live.

      We hope you are excited about the upcoming changes for Season 13. And, like always, we are very interested in your feedback. :)

      Cheers,
      Retro

      The post was edited 5 times, last by Retroman ().

    • Transmuting change is going to force all guilds to tax members or go broke. This change is going to make it even harder for new guilds to establish an economy. Just the buff on gathering would be a better start compared to absolutely destroying the current system and allowing those who have money to literally double/triple their current worth
    • The disarray changes make zero sense. All the "large group" currently break themselves into many smaller alliances. Their zergs are 80-100 people but bring 3-5 in different alliances to fight 200 people in 1 alliance. These changes help those larger groups more than the rules do now. I'm at a lose to understand these changes honestly.
    • This is not enough to make alive open world...

      You should stay focused on ava roads for solo players and you have to remove 7, 20 charge portals imo. 2 and maybe 5 will be better.

      increase the numbers of solo static dungeons.

      if you want your solo players back ofc..

      Zergs have already so much contents. Let some space to solo players.

      btw i dont even play albion anymore since you guys bring instance life (corrupteds, more hellgates, safe solo ff etc.) but you know what ? i want to play albion so hard again like good old days between 2017-2020 august.....

      damn. i miss roaming in the alive openworld including so many dangerous gank squads, gatherer hotspots, chest hotspots, outplay potentials.......

      The post was edited 1 time, last by Zulmer: I explain my problem a little more ().

    • bubbletrout wrote:

      The disarray changes make zero sense. All the "large group" currently break themselves into many smaller alliances. Their zergs are 80-100 people but bring 3-5 in different alliances to fight 200 people in 1 alliance. These changes help those larger groups more than the rules do now. I'm at a lose to understand these changes honestly.
      This is wrong, current system allows a single alliance to have infinite amount of people in queue to boost a specific group of players that doesn't have to bother with friendly fire and having noobs all in queue for pvp players, everyone knows who I'm talking about I think.
      Current disaray is literally the era of mega alliances with the smallest zergs having 30% debuff and max 50%.

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

    • Some really great changes here for Season 13 and I'm looking forward to learning more on the bigger changes for the upcoming content update focusing on the Outlands.

      I feel if anything Laborers need looking into as well since they're the major contribution to the mass production of resources.
      Tired of LAGGING in-game? Try ExitLag;
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    • Zulmer wrote:

      This is not enough to make alive open world...

      You should stay focused on ava roads for solo players and you have to remove 7, 20 charge portals imo. 2 and maybe 5 will be better.

      increase the numbers of solo static dungeons.

      if you want your solo players back ofc..

      Zergs have already so much contents. Let some space to solo players.
      Solo wasn't intended.
    • Nedjii wrote:

      bubbletrout wrote:

      The disarray changes make zero sense. All the "large group" currently break themselves into many smaller alliances. Their zergs are 80-100 people but bring 3-5 in different alliances to fight 200 people in 1 alliance. These changes help those larger groups more than the rules do now. I'm at a lose to understand these changes honestly.
      This is wrong, current system allows a single alliance to have infinite amount of people in queue to boost a specific group of players that doesn't have to bother with friendly fire and having noobs all in queue for pvp players, everyone knows who I'm talking about I think.
      So because a single alliance does that you kill everyone who currently doesn't? Most other large groups in the game outside of arch already split up to abuse the disarry debuff and cluster q prio, They handhold across alliances for these advantages. To act they they are actual separate entities banding together to fight a common enemy instead of just 1 group under different banners is absurd. Half of them even just name themselves alike. And i'm talking on "both sides" becasue they both do it.
    • AurumTitanos wrote:

      Zulmer wrote:

      This is not enough to make alive open world...

      You should stay focused on ava roads for solo players and you have to remove 7, 20 charge portals imo. 2 and maybe 5 will be better.

      increase the numbers of solo static dungeons.

      if you want your solo players back ofc..

      Zergs have already so much contents. Let some space to solo players.
      Solo wasn't intended.
      I will try to make our voice heard as best I can.
    • bubbletrout wrote:

      Nedjii wrote:

      bubbletrout wrote:

      The disarray changes make zero sense. All the "large group" currently break themselves into many smaller alliances. Their zergs are 80-100 people but bring 3-5 in different alliances to fight 200 people in 1 alliance. These changes help those larger groups more than the rules do now. I'm at a lose to understand these changes honestly.
      This is wrong, current system allows a single alliance to have infinite amount of people in queue to boost a specific group of players that doesn't have to bother with friendly fire and having noobs all in queue for pvp players, everyone knows who I'm talking about I think.
      So because a single alliance does that you kill everyone who currently doesn't? Most other large groups in the game outside of arch already split up to abuse the disarry debuff and cluster q prio, They handhold across alliances for these advantages. To act they they are actual separate entities banding together to fight a common enemy instead of just 1 group under different banners is absurd. Half of them even just name themselves alike. And i'm talking on "both sides" becasue they both do it.
      Current disaray is so small there isn't much to abuse, you can't abuse cluster queue either by splitting alliance.
      It's not because only 1 group of people do it that nobody is going to make it in the future and it's ok to let it when this group is handholding with 80% of the server which benefit indirectly from it.
      It's better to fight multiple zergs that can hit each other instead of 1 that have 200 people that can run in each other freely, they should even remove the level 50 cap.
    • lootha wrote:

      Transmuting change is going to force all guilds to tax members or go broke. This change is going to make it even harder for new guilds to establish an economy. Just the buff on gathering would be a better start compared to absolutely destroying the current system and allowing those who have money to literally double/triple their current worth
      Spawning resources out of thin air in game was a bad system to begin with anyways and it defeated the whole uniqueness aspect of finding rare materials. You are lucky they even kept it in the game, the reason it was implemented into the game to begin with was because the population at the time was so low that the gathering couldn't sustain the market (according to SBI, I still doubt this but w/e).

      8.2/8.3 gear shouldn't be as cheap as it is currently anyways, this change should hopefully drive gear prices back up. Also, if you are talking about guild regear systems when referencing "guild economies", those simply do not need to exist. Players should be able to purchase their own items, the whole regear system's some guilds utilize is just a pointless waste of energy. It's a shuffling of money with no net gain for anyone other than the guild leader's in these guilds. It's much easier to just buy your own gear, simple.

      If you can't afford your own gear in Albion, you are doing something wrong. Go look at your FKD ratio on Albion 2D, if it's sub 2.0 there is your problem.
    • Disarray changes are dumb, SBI thinks they are fixing things but changing the meta from more alliances to more guilds in 1 alliance and vice versa every few months accomplishes nothing.

      Transmuting changes are disgustingly out of touch. Looks like we were right about Stillfront, now gonna force everyone to swipe and guilds to tax their members more in order to sustain.

      Really just a horrible set of changes all around.
      IGN: DungeonRealms
      Founded Elevate
      Won Season 9
      #1 Locus Kill Fame
      Held 6 cities till SBI deleted them :/
    • Disregard wrote:

      Disarray changes are dumb, SBI thinks they are fixing things but changing the meta from more alliances to more guilds in 1 alliance and vice versa every few months accomplishes nothing.

      Transmuting changes are disgustingly out of touch. Looks like we were right about Stillfront, now gonna force everyone to swipe and guilds to tax their members more in order to sustain.

      Really just a horrible set of changes all around.
      It makes sense that a guild leader would be upset about the transmutation changes. It hurts the regear system that guild leaders use to smuggle silver.
    • AurumTitanos wrote:

      lootha wrote:

      Transmuting change is going to force all guilds to tax members or go broke. This change is going to make it even harder for new guilds to establish an economy. Just the buff on gathering would be a better start compared to absolutely destroying the current system and allowing those who have money to literally double/triple their current worth
      Spawning resources out of thin air in game was a bad system to begin with anyways and it defeated the whole uniqueness aspect of finding rare materials. You are lucky they even kept it in the game, the reason it was implemented into the game to begin with was because the population at the time was so low that the gathering couldn't sustain the market (according to SBI, I still doubt this but w/e).
      8.2/8.3 gear shouldn't be as cheap as it is currently anyways, this change should hopefully drive gear prices back up. Also, if you are talking about guild regear systems when referencing "guild economies", those simply do not need to exist. Players should be able to purchase their own items, the whole regear system's some guilds utilize is just a pointless waste of energy. It's a shuffling of money with no net gain for anyone other than the guild leader's in these guilds. It's much easier to just buy your own gear, simple.

      If you can't afford your own gear in Albion, you are doing something wrong. Go look at your FKD ratio on Albion 2D, if it's sub 2.0 there is your problem.
      If you don't handhold and fight with double number your enemies and have a lot of deaths you can't sustain regearing yourself and people having double number won't have problem fighting with lower tier of gear, expansive gears = less content than the actual dead blackzone.
      Also I'm not sure what's your problem with guild regearing, some don't tax people for it and players get free gear.

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

    • Some very nice changes.

      Are there any changes planned to the rests in the black zone? Currently they provide a safe place to live out of without the need of defence or necessity of taking territories as they are conveniently located close the the inner ring. I think it would benefit if living out of them would be made more of a hassle so guilds currently in them are promoted to place a hideout/attack a territory.
    • AurumTitanos wrote:

      Disregard wrote:

      Disarray changes are dumb, SBI thinks they are fixing things but changing the meta from more alliances to more guilds in 1 alliance and vice versa every few months accomplishes nothing.

      Transmuting changes are disgustingly out of touch. Looks like we were right about Stillfront, now gonna force everyone to swipe and guilds to tax their members more in order to sustain.

      Really just a horrible set of changes all around.
      It makes sense that a guild leader would be upset about the transmutation changes. It hurts the regear system that guild leaders use to smuggle silver.
      Yeah ofc i dont want to start taxing members to afford regears. Don't really care if you think we "smuggle silver", everyone with a brain knows we dont. (assuming that means either RMT or stealing from the guild)
      IGN: DungeonRealms
      Founded Elevate
      Won Season 9
      #1 Locus Kill Fame
      Held 6 cities till SBI deleted them :/
    • Durriii wrote:

      Some very nice changes.

      Are there any changes planned to the rests in the black zone? Currently they provide a safe place to live out of without the need of defence or necessity of taking territories as they are conveniently located close the the inner ring. I think it would benefit if living out of them would be made more of a hassle so guilds currently in them are promoted to place a hideout/attack a territory.
      You realize that the only content happening in the blackzone right now is because guilds are able to live out of the rests. Every guild with a hideout within 5 maps of the inner ring is part of the same extended coalition, rests are the only way other guilds can contest castles, terries, etc.
      IGN: DungeonRealms
      Founded Elevate
      Won Season 9
      #1 Locus Kill Fame
      Held 6 cities till SBI deleted them :/
    • Nedjii wrote:

      If you don't handhold and fight with double number your enemies and have a lot of deaths you can't sustain regearing yourself and people having double number won't have problem fighting with lower tier of gear, expansive gears = less content than the actual dead blackzone.Also I'm not sure what's your problem with guild regearing, some don't tax people for it and players get free gear.
      It's not free gear when you donate everything that you loot and get taxed. It's like giving presents, you give a present for $25, and then get a present for 25$. No net gain, waste of effort.

      Except in this case, they typically gear you in something lower than what you would run otherwise, and keep the difference. The whole system is typically a front.
    • Disregard wrote:

      Yeah ofc i dont want to start taxing members to afford regears. Don't really care if you think we "smuggle silver", everyone with a brain knows we dont. (assuming that means either RMT or stealing from the guild)
      Just stop regear's then, simple. Anyone who can't afford their own gear is playing the game wrong.

      You shouldn't have to rely on artificially low gear prices to sustain your Empire. Looking forward to the changes.
    • Disregard wrote:

      Durriii wrote:

      Some very nice changes.

      Are there any changes planned to the rests in the black zone? Currently they provide a safe place to live out of without the need of defence or necessity of taking territories as they are conveniently located close the the inner ring. I think it would benefit if living out of them would be made more of a hassle so guilds currently in them are promoted to place a hideout/attack a territory.
      You realize that the only content happening in the blackzone right now is because guilds are able to live out of the rests. Every guild with a hideout within 5 maps of the inner ring is part of the same extended coalition, rests are the only way other guilds can contest castles, terries, etc.
      Yes I realize that it allows them to contest castles but they aren´t contesting terries. There is 0 reason for them to take one or place a hideout as they can easily live out of the rest at 0 risk. Which doesn´t really suit Albions "gamestyle" especially as the black zone is about risk.

      I am not talking about deleting rests but make them less attractive to live out of the full time. Makes no sense to have a system with hideouts but have a "safezone" 3 maps away from the center of the black zone.