Dev Talk: 2022 Roadmap

    • Dev Talk: 2022 Roadmap

      While 2021 was Albion Online's biggest year yet, there's tons more in store for 2022. In our first Dev Talk of the year, Game Director Robin Henkys takes a look back at the past year, before looking forward to some major changes, improvements, and updates coming to the world of Albion in 2022.

      (NOTE: This video includes subtitles for all our supported languages.)



      Click here for a written summary: albiononline.com/news/devtalk-2022-roadmap
    • Some interesting ideas.

      "The Mists" - I do hope they aren't just more 'Road zones' but with reduced portals and Mob HP.
      Guild Management - Very welcome!
      Fortified Settlements - Sounds cool, look forward to hearing more about these.
      Castles - Interested to hear more.... visual updates are always welcome, hope the mechanics offer some more dynamic gameplay options.
      Staff weapon line - I wonder if there will be a new staff line added or it will just be a re-work of existing staff lines? (Lighting/Water staff pretty please)
      Hints, Tips and Tutorials - The game def needs more, so good news here.

      Little disappointed to not see anything regarding PvE, Weapons-lines, Maps or Items. UI and mechanic updates are great, I just find it a little hard to get excited by QoL features and reworks rather than actual new content.

      Also... New Hair update is great!
      Even a white rose has a black shadow.
    • Anything improving solo play while at the same time encouraging solo PvP is great in my book.

      Gathering tomes is an AMAZING idea - as is improving/revamping the gathering gear. Gathering fame is, by far, the most time consuming type of fame to farm; speeding it up is something I support very much. And gathering gear is extremely boring; changing it up is another great idea. I'd suggest a tool rework as well, to give them more uses and make them more interesting; for example, giving them a specific slot to make use of them while using your favorite weapon to fight. Only by wearing them you'd be able to gather its resource type; this would encourage players to specialize more in a specific resource. Anyway, any improvement to gathering is a great change IMO.

      Small settlements around the gates is another INCREDIBLE idea. Love it. It makes the portal zones safer and more useful (going to the bank or market without another loading screen XD!!!) but the surounding zones potentially more dangerous and interesting.

      I'm not really clear on the 'weapons' stuff: it's just the staves or is there more planned for other weapons? I kind of got the feeling that it's something that will change more than just staves.

      Roads sure need some love.

      All the other stuff is not something I really know much about (castles, guild stuff) hopefully it will all be great.

      Also, PLEASE update us on the server host situation. Things seem to be getting worse (at least on mobile, PC is bad, but pretty much the same for the whole week).
    • Morwys wrote:

      I'd suggest a tool rework as well, to give them more uses and make them more interesting; for example, giving them a specific slot to make use of them while using your favorite weapon to fight. Only by wearing them you'd be able to gather its resource type; this would encourage players to specialize more in a specific resource. Anyway, any improvement to gathering is a great change IMO.

      Agreed with pretty much everything you said *except* this bit. Gathering gear already provides an outlet for specialization in one resource, particularly if it gets a much needed rework- happy to see it, been pushing for this for a while, but if this were implemented it would completely kill generalist gatherers (those who wear combat gear, pork pies and just gather/fight everything they find) This is particularly relevant for Roads of Avalon players where there's no guarantee of finding a particular resource type.

      One thing that would be nice to help specialist gatherers without hurting generalists is allowing gathering gear to buff your damage and defense against aspects of that type. IE: Make soloing mid-tier Tree elementals much easier as a dedicated lumberjack so they don't have to carry around a specific swap set to even have a hope of taking it down.
    • I will say this simply: I don't like the idea of gathering tomes UNLESS they are explicitly limited to t3 or less skills OR only work up to the 20% mark and beyond that you can use your LP.

      To gathering gear, I would be open to the idea of the gear also giving you a slight fame boost like the satchel of insight. Turn it on, convert silver to boosted gathering fame for the tier of the gear.

      If you make it too easy to gain the skills to gather high level mats, you then need to create areas for more players to gether those mats which would then drive down the price. I don't like it.

      Also, if they do enable gathering tomes or other ways to speed up gathering skill levels, there should be some kind of "buy-out"/payback to those who did the work or used their LP to get the levels.
    • Overall I think a good bit to like in this talk.

      Gathering gear does badly need a re-work. I'd like to see some sort of change to acknowledge that people rarely gather just one type of resource. Whether that means introduction of a generalist gear set, addition of a lower gathering bonus for all types on the existing sets, or consolidation of all types into one generalist set I'm not sure but I think any of these would be a step forward.

      I'd also like to see some sort of gathering events. Whether that means randomly buffing a zone for a bit (like static dungeon events) or randomly buffing a type of resource for a while (like the forthcoming crafting events), I think either would be nice.

      Versus the last set of updates, it seems like there was less emphasis placed on the addition of new weapons. Curious for any comments from the devs/mods on this.

      Happy to see progress is continuing!
    • There should be more improvements in PvE (like new mobs, bosses, etc...) so that doing dungeons and roaming the map would offer more varieties of visual stuff and challenges. >Dragons plx<

      Also, there should be more content for solo players. With Lands awaken updated and new conquerer system, solo players got really let behind, since most of the chests (even small chests) are dominated by large groups, making it impossible to contest. Maybe a rework on how the loot on small chests work would solve it, for exemple: If a player is in a group of more than 3 people, the loot and conqueror points of the small chest would be drasticaly reduced, making it less tempting for groups, the same for medium chests, maybe more than 10 people would reduce the loot and points...