Town Portal - QoL Suggestion (-> see new thread)

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  • Town Portal - QoL Suggestion (-> see new thread)

    New Thread: Journey Back (Town Portal) - Additional Information and Background

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    Hi all,

    Having the ability to fast travel via teleport, or at least teleport back to a location that you are bound to or have recently visited is commonplace in almost all MMORPGs. It is a great quality of life feature as it gets rid of unnecessary travel times (people sometimes refer to this as a “horse riding” or “walking simulator”.)

    Now, as many of you know, the reason why Albion does not have such a feature has to do with it’s risk vs reward design, in particular when it comes to transportation of items and material being a major part of its game economy.

    We have thought about this time and time again and believe that we might have found a concept for a new feature we want to present to you here and gain your feedback.

    Here is how it would work:
    • When entering a city or hideout, you get the ability to teleport back to the said city or hideout until you enter another. There is no way to manually influence this. Your home binding also does not matter.
    • This teleport is an ability with a significant cast time and a significant cooldown, and it is subject to certain restrictions, as follows:
      • If you pick up items from a storage chest, bank, market place or receive items from another player outside of a city or hideout, the ability to teleport is lost until you enter a city or hideout(hence, you cannot use it for transportation)
        • The ability is not lost if you pick up loot from a loot chest or from killed players. The 30% gear trash rate on death makes sure that it’s not really worth using this as an exploit for fast transport.
      • The teleport will be temporarily disabled there are too many other players close to you. This means that it won’t work if you are in a zerg or a large group. This makes sure that the teleport cannot be used as a tactical tool in zerg vs zerg fights.
      • The teleport can only be used out of combat, in the open world or Roads of Avalon. This means you cannot use it while inside a dungeon.
    We think these restrictions would allow us to have the convenience of a town portal feature while making sure that the risks associated with transport and travelling in general remain in place.

    What would be the impact on gameplay here?
    The design is aimed at small scale and solo play. People will be able to go into the open world, do their gathering and PvE and then teleport back to where they started, cutting down unnecessary (and potentially boring) travel time. This is a huge convenience gain.
    For gankers, it means that ganking people on their way back from an excursion will become less common.
    On the other hand, we expect this change to make the Outlands significantly more active leading to a lot more action overall.
    The change will also encourage gankers to go out into the world to find targets as opposed to trying to block or camp certain routes, which should lead to more dynamic encounters.

    In general, with this change we intend to continue on the path started with the Lands Awakened update, which is to encourage open world activity as much as possible. The feature will also work really well for solo players and small groups in the Roads of Avalon.
    We are aware that this sounds like a drastic change, but believe that this will integrate itself nicely in the outworld experience and be a massive gain in accessibility and quality of life for Outlands gameplay.

    We are looking forward to your feedback
  • "The design is aimed at small scale and solo play. People will be able to go into the open world, do their gathering and PvE and then teleport back to where they started, cutting down unnecessary (and potentially boring) travel time. This is a huge convenience gain."

    ... wait, so I would be able to go out and gather, hit max load and then just teleport back to the City with all my gear? If so, then I HIGHLY discourage this idea as it'll be removing a core pillar of what this game has been founded upon; risk vs reward.

    Removing the risk of travelling back to the City is massive. This is a VERY bad idea.
  • Absolutely insane and horrible suggestion.

    Letting players gather and fame farm with a free trip back home and full inventory of loot….. I’m gonna be nice here and just say this is a bad idea.

    You’re literally taking the risk out of the whole thing. Traveling the world is part of Albion and the risks inherent in them is part of what makes the rewards so good, not to mention it’s an integral part of the games economy system.

    How can you say this encourages players to play in the outlands when it’s literally a feature that circumvents 50% of their outlands experience?

    The ONLY way this would be feasible is if they could quick travel back to city/home while naked.

    Oh wait, they can already with /suicide.

    If a change like this were to be made, you could bet it would be /suicide for Albion though.
    Gamer Dad. Old enough to know better, much too young to care.
  • Transport is a huge important part of the game. Also, the "unnecessary (and potentially boring) travel time" that you're talking about is literally content waiting to happen with ganking and general risk/reward. Taking people out of the zones in between their hideouts and the city would literally destroy content in those travel zones.

    #iStandWithRobin #leaveMyAlbionAlone
  • Georg51 wrote:

    Absolutely insane and horrible suggestion.

    Letting players gather and fame farm with a free trip back home and full inventory of loot….. I’m gonna be nice here and just say this is a bad idea.

    You’re literally taking the risk out of the whole thing. Traveling the world is part of Albion and the risks inherent in them is part of what makes the rewards so good, not to mention it’s an integral part of the games economy system.

    How can you say this encourages players to play in the outlands when it’s literally a feature that circumvents 50% of their outlands experience?

    The ONLY way this would be feasible is if they could quick travel back to city/home while naked.

    Oh wait, they can already with /suicide.

    If a change like this were to be made, you could bet it would be /suicide for Albion though.
    It doesn't remove all the risk. It removes maybe 30% or so of it. Which will encourage other players to go out into the outlands.

    I'm not sold on the idea. But, the most dangerous and frustrating deaths in the outlands were not when I got jumped while gathering or farming. They were the ride from town or back to town. So now I don't have to ride back? That's a big buff to gatherers and farmers, but I am not convinced it is the absolute worst idea I have ever heard.

    That would be the guy who wanted to instance all content in the game.
    ..QQ _^..^_/ QQ..
    (not to be eaten!)
  • Interesting idea. Gate and exit camping is way to impactful which this would help with. It would also encourage a huge influx of players to travel deep in the BZ which would be a net positive. Players dying while playing content is always better than when just trying to travel from A to B in my opinion. Huge alliances would fight this hard as they would actually have their resources contested in deep BZ by the small guys.

    If this is considered extreme at the very least more realm gates should be considered or perhaps naked fast travel to the Rests similar to how Caerleon is. Making the game inconvenient for all because of zerg power projection has always been annoying.
  • don't think it's a great idea since the moment with the most risks is when coming back from gathering/doing whatever activity.

    Bringing the loot back is more dangerous than just going to do xyz activity and during said activity, the stakes are not yet at the highest they can be which only occurs usually when a player chooses to go back to "save" the loot.

    Seems to go against the core pvp aspect of the game. might be worth if in yz/blue zones but absolutely can't work well with bz or redzones.

    Just an example of a quick exploit. city hearts transport have half the traject cut since you'll just tp back to your town. cutting the risk by half the time.

    I would strongly suggest in what scenarios do people complain about the game being a walking simulator and looking into that aspect to see how to make it more enjoyable/interesting instead of just putting an extra easy quick travel slap on it.

    The only place i've heard this personally is around large-scale zvz and this wouldn't solve it at all.

    for small scale, the best option could be to introduce new even faster mounts that have way lower hp to compensate for the extra speed (like 1/3 of current wolf/swiftclaw hp's). That would be a better alternative and would add more variety in the basic mounts that are not faction-related or linked to season rewards.


    Lastly, technically there is already a quick travel from eveywhere that can be used at any time too whether in big or small groups. it's called /suicide
    Works really great but it's a bit horrible to use if it is to bring loot that isn't inventory linked tomes and silver bags tbf.

    Jokes aside, i think the quick travel isn't the best option to look at this if the goal is to keep open-world active with pvp since this will be a "quick" escape and if the cast time is too long, no one would really use it at that point since often, staying in one spot for an extensive length of times can be a death sentence in Albion.
  • I’m the kind of small scale open world player this change seems to be aimed at, and I’m opposed to this.

    the travel in Albion is longer than other games, but it isn’t that much longer especially with roads of Avalon and black zone rests. I’ve been on the bad end of a portal zone gank ferrying loot and I understand how much it sucks, but that risk is part of what makes the black zone work. Knowing that risk exists forces you to consider your options - do you bank in a black zone chest, or try your luck in the roads, or try to get to a rest, or take the longest most dangerous route back to the most lucrative markets in the Royal cities? And it helps reinforce the value of owning a hideout for short travel to safety. These are meaningful choices that would go away. You would always be holding onto gear until you can teleport back. There are already ways to mitigate risk and travel.
  • Hey there and thanks for the feedback so far.

    First of all, note that the concept above does not help people who want to transport gear from a city or hideout to another city or hideout. Hence, it has 0 impact on Albion's local economy or the importance of transport. This is extremely important for us.

    Now, let's look at the intended scenario. I'm a solo or small group player located in a city (or hideout) and want to do an open world gathering or PvE run and then return back to where I started from. Here is how this would work:
    1. I start in a city and venture out into the Outlands
    2. Once I am at my desired location, I gather and/or PvE
    3. Once my inventory is full (or once I want to do something else) I go back to the city that I came from. It is this step that gets cut short by the "town portal" feature.
    So what about the risk levels in each step? The risk consist of my gear that I am wearing and the new gear/resources that I am collecting on my trip.

    In step 1, my gear at risk is just my starting gear
    In step 2, it's my starting gear and the stuff that I have collected until then (say, on average, it's 50% of what I am going to collect)
    In step 3, it is my starting gear and 100% of what I collected during my trip.

    In terms of time spent for each step (happy to get your input there) it's fair to say that step 2 takes significantly longer than step 1. Let's roughly assume that of the total time spent in the Outlands when going out on one of these solo play sessions, 10% of my time is spent on my way there, 10% on my way back and 80% actually playing (such as 3 minutes traveling there, 24 minutes playing, 3 minutes travelling back)

    Even if such a QoL feature would not have an impact on how many players go into the Outlands and how much time they spent there, the risk reduction would only equal to at most 20% of the materials that you loot or gather during your run. (math is a bit more tricky here - average of 50% of your looted gear is at risk 80% of time in step 2 (80*50 = 4000), and 100% of your looted/gathered gear is at risk 10% of the time in step 3 (100*10 = 1000) - if you take step 3 away, it's a 20% reduction of the total (1000 out of a total of 5000). If we assume that on average the gear that you have gathered or looted in our inventory is worth, say, 50% of the gear that you wear, the overall risk reduction is around 7%. (if you assume that your gathered / looted gear is on average worth the same as the gear you have brought with you, it would be 10%)

    Now, from a ganker's point of view, if the above change results in more than 7% more time spent in the Outlands, it's a clear gain in terms of how much loot from other players is up for grabs. While the loot per successful kill would be slightly lower, there will be far more opportunities to score one.

    The added activity in the Outlands - and hence extra ganking opportunities - will easily exceed that number. Here is why:
    • The added convenience and saved time will make the open world more attractive in general. Players who are already regularly playing in the Outlands will on average spend more time in them
    • For newer players - including those who generally like full loot PvP - getting killed on your way back to the city by a large group zone camping is probably the most significant rage quit events in Albion Online right now. Tons of players - a significant amount of who we are sure would have "graduated" to permanent full loot PvP eventually - never got the chance to do so. Note that we consider is part of our key mission to help players as much as we can to make a successful transition from the blue zones to the Outlands - that is why we have yellow zones, a red zone reputation system, faction warfare without full loot, an arena without full loot, and so on. Allowing people to go that path is one of the key reasons why Albion is successful. Every time we succeed in making this work another active Outland player is added to the game.
    The above factors combined should easily increase Outland activity by significantly more than the risk reduction due to the added safety, I would say by at least 20%.

    In addition to that, we prefer organic PvP that happens in the open world when people are out for PvE, PvP, gathering or fighting over objectives, it's more varied and more fun and on average leads to much fairer encounters. We never liked or wanted to encourage static zone camps, it's just an unintended consequence of the cluster system. Mechanics that we introduced to curtail it - such as the shrine system and the attempt to provide lots of entrances to the cities - are unfortunately not that effective.
  • As the people said above NOPE this is a bad idea

    most of the loot gankers and ect like me get in the blackzone is mostly via ganking those who come back to deposit loot

    if we cant get those who are depositing loot then profits are most likely going to be cut in half. most of my gathering related deaths are not because i was gathering but because i was coming back from transport or have a decent loot and tried to over stay my welcome by gathering that x.3 resource

    i get where you are going with the free TP but its not worth ganking someone with no Loot hence cutting the risk vs reward

    if you realy want to encourage Solo PvP and Open world content then take some suggestions posted by our community members
    - increase blackmarket drop rates (so items drop more often in chests)
    - fix chest drop rates currently it only drop runes and relics. at least make the chests drop 2-3 items instead of silver bags
    (MOST IMPORTANT!!!) NOONE WANT TO PLAY AND MMO GAME WITH LOOT AS BAD AS THIS
    - remove green chests from ava roads 5 man group(blue) and 10 man group (gold) chests because it feels bad doing pve and getting 500k loot split among 7 ppl
    - increase spawn rate of treasure drones
    - increase enchant rate of Open world dungeons
    - Increase enchant rate of open world mobs (mobs are getting killed so fast that they practically dont exist any more in some areas)
    - adjust chest timers
    - adjust CD and HG Loot (fame is good spot loot is not)(increase loot for PvE if you get a PvP kill or significantly buff PVP loot or reduce trash rate when fighting in 1v1 (30% trash rate is more like 60% trash rate in corrupted dungeons ))
    - Ability to get Higher tier silver bags from PvE (small chance)
    - Ability to convert silver bags into a higher tier
    Embrace the Risk Vs Reward. Do not deny it
    For it will only bring you pain

    #RiskVSRewardCult

    Currently aiming for 120 on all Armors related to Morningstar Build
  • Kheiron wrote:

    Transport is a huge important part of the game. Also, the "unnecessary (and potentially boring) travel time" that you're talking about is literally content waiting to happen with ganking and general risk/reward. Taking people out of the zones in between their hideouts and the city would literally destroy content in those travel zones.

    #iStandWithRobin #leaveMyAlbionAlone

    Hey there,

    transport from a city or hideout to another city or hideout would not be impacted by this feature at all. That would undermine the transport economy, which is something that is a big no go for us.

    The feature only works if you want to go back to the city or hideout that you just came from - if you enter another city or hideout, or trade gear with another player, or get gear out of a chest or marketplace, the ability to teleport back to where you came from is gone.
  • Korn wrote:



    • For newer players - including those who generally like full loot PvP - getting killed on your way back to the city by a large group zone camping is probably the most significant rage quit events in Albion Online right now. Tons of players - a significant amount of who we are sure would have "graduated" to permanent full loot PvP eventually - never got the chance to do so. Note that we consider is part of our key mission to help players as much as we can to make a successful transition from the blue zones to the Outlands - that is why we have yellow zones, a red zone reputation system, faction warfare without full loot, an arena without full loot, and so on. Allowing people to go that path is one of the key reasons why Albion is successful. Every time we succeed in making this work another active Outland player is added to the game.

    Rage quit Event yes? been there XD
    so this is a buff to make albion new player friendly. well RIP gankers

    if you want to make this game more new player friendly by reducing gankers then please buff the loot in outlands cause in the current system you have to spend a significant amount of time just to make silver equal to your gear worth

    1 hour for 1 mil silver currently is abit too harsh considering during the period of corrupted dungeons the average silver per hour is 2-3 mil
    this may be due to player population or ect but Loot drops also play a huge part
    Embrace the Risk Vs Reward. Do not deny it
    For it will only bring you pain

    #RiskVSRewardCult

    Currently aiming for 120 on all Armors related to Morningstar Build
  • Be careful about allowing people to loot corpses. If you aren't careful it wouldn't be hard to find a way to suicide in a zone with resources and have them picked up with someone locked to a far away place. Because I don't know how the game handles death looting versus suicide looting, and I suspect they are the same.
    ..QQ _^..^_/ QQ..
    (not to be eaten!)
  • As a gatherer/economy player I'm opposed to this for 2 reasons:

    1) It reduces the scale and scope of the world. If players are getting lost in the roads of Avalon I can sympathize and wouldn't mind seeing a UI tool to help their way back home. But generally oppose anything to make the world feel significantly smaller. I've seen how it affects other MMOs and would hate for Albion to move even slightly in that direction.

    2) It very much reduces the reward factor for the solo mice/prey players willing to go out there and take the risks. I'm less opposed if this were a Blue/Yellow zone feature, but definitely not full-loot zones. Edit: If it were added to blue/yellow zones it would be yet another culture shock hurdle for players transitioning from Yellow to Red/Black zones. Maybe a bad precedent?


    - Solutions -


    1) As a gatherer I do feel that higher quality/enchanted gathering gear needs to scale better for those willing to risk it to have a better chance at escaping gankers. (Go, check the market for how often .1/.2/.3 and/or higher quality gear in *any* given city actually sells compared to basic .0 normal/good). Paying any more is pointless.

    Give us the tools to better deal with gankers on our screen rather than encouraging a teleport to avoid interacting with them altogether.

    2) Look at the problem more from the large group ganker's perspective: maybe have a higher trash rate for significantly outnumbering the prey? Reward 2-3 player gank squads rather than larger, mindless groups taking out solo players.

    The post was edited 9 times, last by Druhran ().

  • Being able to fill an entire T8 Ox or bigger with gathered resources only to safely quick travel back to town is an absolutely atrocious idea and I'm very concerned that design is considering this as an option.
    Gamer Dad. Old enough to know better, much too young to care.
  • before do that huge change. better implement naked travel to save city in black zone. (Arthur Merlyn and Morgana res make them like Caerleon ). the majority time of travel is when u want change Your home binding from one city to other this mean u have to spend 20m each time u want change home. when u back to city as u say its 10% of your play time. and its less than 10% some times u can go save your loot to one of three save city or a royal city that's near in black zone if you run way away from your started point , some to Avalon road there should be a portal to a save zone and noto run back to the same way. with the naked travel its saves 20m of travel that each time u want change home. and with the town portal u save less than 10% and a huge probability to the economic impact.
    why u suppose that The 30% gear trash cant be exploit for fast transport there's more than 50% price difference with items like luxury goods and a lot item that has huge price difference. u can craft in center of black zone with high more items return than those 30% trash rate.
    and the loot perspctive from a ganker its more than 50% lesser they cant never gank a guys with item in the inventory if they don't camp t8 map.
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    por si no me expreso bien en ingles, mejor implemente el viaje desnudo entre zona segura de zona negra como lo hace caerleon ya que en zona negra lo mas lejos que puedes ir es de una zona segura a otra. ya que desde tu punto inicial y vas a hacer gather si te vas muy lejos de tu punto inicial eso indica que te has acercado a otra zona segura o portal de ciudad royal lo que no tiene sentido que vuelvas por el mismo camino al punto inicial que tampoco creo que nadie lo haga. y como usted piensa eso es 10% del tiempo gastado y si vas lejos que sea es menos de 10minuto el camino de retorno en cambio el viaje de cambiar el home entre zona segura es de 20minuto aprox. y el otro gran impacto que es la de poder viajar aunque lootes un cadaver. el 30% de trash rate no es nada comparado con la diferencia de precio que hay actualmente.. hay muchisimos items que tienen un diferencia de precio de mas de 50% y el retrono de crafteo en zonas internas de zona negra es mas significante que 30%. eso afectara al economía del juego por mucho.
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    中文就省略了。
  • IMHO, how this new "Town portal" would work :
    1/ Is a too complicated mechanism to understand, especially for newer player
    2/ Because of its complexity, might be abusable in some ways (BM in Caerleon, Core transport, ZvZ spreading to "TP back", ...)
    3/ Would be a big missed opportunity for another feature that you have already evocate.
    As I do not remember how you named it at that time, let's refer about it as "Transport's contracts" feature.

    With "Transport's contracts" feature, here is how it could work :
    - The players goes out and do his activity
    - Once he finished and want to do something else, he have 2 choices :
    => Either he come back to town, like it is in the game now, and take the risk and can win the full reward.
    => Either he put his loot (and gear, if he want to come back directly in town) into the nearest "outland bank".
    In this second case, the "Transport's contracts" feature strike in :
    He can issue a "Transport's contract", up for anyone to take, were he will pay another player to transport the loot from this "outland bank" to the destination of his choice. He will not win the full value of his loot at the end, but :
    -> It will increase the activity in the black zone more than if he can just "TP back" with the loot
    -> The newer players won't have the full value of his loot, but it lower his risk to lost all by gate campers
    -> It will provide much more fair confrontation afterward between gate camper and experienced players doing those transportation

    (PS : it can also be a rest or an hideout and not an "outland bank")
    PS2 : The missed opportunity = less items to transport via this new "Transport's contract" feature

    The post was edited 13 times, last by grul ().