Testserver Patch Notes - Into the Fray Patch 6

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    • PrintsKaspian wrote:

      Hideout Crafting Changes
      By player demand, crafting bonuses from Power Levels for Hideouts have been changed. Instead of a multiplicative bonus, each power level now adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other). As our goal was to make the crafting quality slope more fair and even, this results in a reduction to Hideouts with very large bonuses, while affecting Hideouts in lower quality zones less.
      I believe this is unfair and discouraging to current guilds and new future guilds in albion online. Whats the point of working your ass hard trought a season to qualify for a better zone access if this zone doesn't
      offer great rewards for the players that aren't in other places of Albion.? If a new guild work hard to put new HQ in a high quality zone the crafting bonusses should be way better, since it took a lot of effort
      to reach that goal. Besides, you're forgetting the fact of black zone risk, transporting resources and the goods to the city with the chance of getting killed.
    • Fuhcew2 wrote:

      Ferndor wrote:

      PrintsKaspian wrote:

      Hideout Crafting Changes
      By player demand, crafting bonuses from Power Levels for Hideouts have been changed. Each power level now adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other). As our goal was to make the crafting quality slope more fair and even, this results in a reduction to Hideouts with very large bonuses, while affecting Hideouts in lower quality zones less.
      This explanation does not seem logical. How does an increase in RRR boni depending on the Power Level reduce the overall large boni of deep black zone hideouts? It actually buffs these hideouts in case they are power leveled. (And the crafting hideouts are leveled to the max). The result is actually the opposite of how you try to sell it.Black Zone crafting is busted as it is and now you make it even stronger for the large alliances. Either you are not providing all details or this is a very wrong approach.
      can anyone show some math as to the changes? Rightful doom and gloom for royal city crafting if accurate. Large guilds and alliances deep in the BZ should have an advantage over the royals but the 30% plus diff iirc is just ridiculous when you want to inspire newer craters for the BM.
      easy math ho has 27% bonus if its max lv +the base diference depend if its deep BZ its more bonus for out site ho (if its high lv it has a bit more than city)and less for iner BZ (its less bonus than before)
    • PrintsKaspian wrote:

      Into the Fray Patch 6 - Ver. 20.060.1

      Economy Adjustments

      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)You have to nerf

      • the rats of static bosses, because they get chests very easily, needing only to kill 3 to 4 mobs to release the chest, getting a lot of silver in an easy way, for me it should be necessary to clean all the room to release the trunk, since a trunk that was supposed to belong to a group of 7 people, is only for 2 people.
    • Fixa wrote:

      PrintsKaspian wrote:

      Into the Fray Patch 6 - Ver. 20.060.1

      Economy Adjustments

      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)You have to nerf

      • the rats of static bosses, because they get chests very easily, needing only to kill 3 to 4 mobs to release the chest, getting a lot of silver in an easy way, for me it should be necessary to clean all the room to release the trunk, since a trunk that was supposed to belong to a group of 7 people, is only for 2 people.

      +1 avalon road ches in compare its has to clear tong of mob and has 10%of the loot
    • Since you guys are partially addressing crystal arena stuff, i understand if you dont think it can support a separate solo que based on player numbers, but could you please remove the "win streak" modifier once someone reaches crystal rank? All it does is promote 5 stack stomping of noobs and que dodging actual competition. Once someone is in crystal they should be getting only a couple points for beating up noobs but big point gain / loss for fighting gold + players, to promote people actually seeking competitive matches. The win streak modifier has resulted in super silly rankings that have taken the competitive factor completely out of the top end of the ranking system as seen in attachment. I still think separate solo / group ques would be good, at least the solo que would result in consistently competitive matches.
      Images
      • super sad!.jpg

        446.49 kB, 1,920×1,080, viewed 161 times
    • "" wrote:

      Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)


      The change is: 3%+1.5% ---> 4%+2.5% (4.5->6.5). So it means 44% more tax from the market operations.

      The marketing system is one of the best and unique features of Albion. This update will kill the marketing operations and people will use more personal trades. This will be resulted with less silver sink (the opposite of the purpose) and lose the attraction of the market.

      Moreover, this kind of changes damage one of the pillar phrases of Albion "PLAYER-DRIVEN ECONOMY". I feel it is more like "MANAGEMENT-DRIVEN ECONOMY".

      Please seriously consider removing this update.

      The post was edited 4 times, last by Maidenit ().

    • Maidenit wrote:

      "" wrote:

      Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)
      The change is: 3%+1.5% ---> 4%+2.5% (4.5->6.5). So it means 44% more tax from the market operations.

      The marketing system is one of the best and unique features of Albion. This update will kill the marketing operations and people will use more personal trades. This will be resulted with less silver sink (the opposite of the purpose) and lose the attraction of the market.

      Moreover, this kind of changes damage one of the pillar phrases of Albion "PLAYER-DRIVEN ECONOMY". I feel it is more like "MANAGEMENT-DRIVEN ECONOMY".

      Please seriously consider removing this update.
      since when u discovered that? The meta is decided by , and the form to play this game its nothing related about wear whaterver u want
    • PrintsKaspian wrote:



      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)

      According with this, the reason silver income is getting nerfed from every content is because the in-game price of gold and premium is getting higher day by day which obviously makes it hard for new players to purchase premium with in-game income.

      By reducing silver income (nerfing silver), the in-game price of gold and premium should start going down eventually but consecuently players will have less silver income to be able to purchase premium in-game.

      So, one thing for another just to get exactly the same result? Players not being able to purchase premium with in-game income? Honestly, I dont think so...

      I believe the real reason silver is getting nerfed is because with the current economy grouth, the amount of players that are able to purchase Premium with in-game income is drastically increasing and SBI needs to find a way to balance this. Which is perfectly understendable but is also the truth.
    • BluesJD wrote:

      PrintsKaspian wrote:

      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)

      According with this, the reason silver income is getting nerfed from every content is because the in-game price of gold and premium is getting higher day by day which obviously makes it hard for new players to purchase premium with in-game income.
      By reducing silver income (nerfing silver), the in-game price of gold and premium should start going down eventually but consecuently players will have less silver income to be able to purchase premium in-game.

      So, one thing for another just to get exactly the same result?
      The problem is that with the current economy generating a huge silver surplus each day, the excess silver keeps piling up as the sinks in the game are not adequate - the silver "stockpile" becomes bigger and bigger each day. This means that the price of gold will continue to increase, in particular as lots of players will purchase gold as a investment (i.e. buy and hold it), further increase the price of gold. This causes a runaway effect. We had this a couple of times in the past, each time we addressed it with a re-balancing of the silver economy, which worked as intended.

      One thing to also keep in mind that when we release a new update it is often the case that the overall level of silver earnable per hour increases (due to new features and systems often coming with extra rewards). Recently, for example, it was the ability for random dungeons to "charge up" to higher levels and the might/favor system being introduced. Theoretically speaking, with each update in which extra sources of silver are being introduced, we would have to offset it through some general nerfs. The reason why we don't do this "by default" is that we actually want to see how the game economy develops with each update and only take action if it is really required.
    • Korn wrote:

      BluesJD wrote:

      PrintsKaspian wrote:

      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)

      According with this, the reason silver income is getting nerfed from every content is because the in-game price of gold and premium is getting higher day by day which obviously makes it hard for new players to purchase premium with in-game income.By reducing silver income (nerfing silver), the in-game price of gold and premium should start going down eventually but consecuently players will have less silver income to be able to purchase premium in-game.

      So, one thing for another just to get exactly the same result?
      The problem is that with the current economy generating a huge silver surplus each day, the excess silver keeps piling up as the sinks in the game are not adequate - the silver "stockpile" becomes bigger and bigger each day. This means that the price of gold will continue to increase, in particular as lots of players will purchase gold as a investment (i.e. buy and hold it), further increase the price of gold. This causes a runaway effect. We had this a couple of times in the past, each time we addressed it with a re-balancing of the silver economy, which worked as intended.
      One thing to also keep in mind that when we release a new update it is often the case that the overall level of silver earnable per hour increases (due to new features and systems often coming with extra rewards). Recently, for example, it was the ability for random dungeons to "charge up" to higher levels and the might/favor system being introduced. Theoretically speaking, with each update in which extra sources of silver are being introduced, we would have to offset it through some general nerfs. The reason why we don't do this "by default" is that we actually want to see how the game economy develops with each update and only take action if it is really required.
      And if you wanna know why the economy was a little off set, is because of the surplus of resources entering the market due to masses of players teleporting into the city’s, even though most profit is wiped out of the teleport, it still fills markets with a bunch more resources and loot.

      I wish the hardcore aspect wasn’t wiped from the game just for new players, we were all new players when the game was still hardcore, now for again new players coming in and complaining about a hardcore game being too hard, SBI thinks it should be easier for again, new players.
    • Korn wrote:

      BluesJD wrote:

      PrintsKaspian wrote:

      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)

      According with this, the reason silver income is getting nerfed from every content is because the in-game price of gold and premium is getting higher day by day which obviously makes it hard for new players to purchase premium with in-game income.By reducing silver income (nerfing silver), the in-game price of gold and premium should start going down eventually but consecuently players will have less silver income to be able to purchase premium in-game.

      So, one thing for another just to get exactly the same result?
      The problem is that with the current economy generating a huge silver surplus each day, the excess silver keeps piling up as the sinks in the game are not adequate - the silver "stockpile" becomes bigger and bigger each day. This means that the price of gold will continue to increase, in particular as lots of players will purchase gold as a investment (i.e. buy and hold it), further increase the price of gold. This causes a runaway effect. We had this a couple of times in the past, each time we addressed it with a re-balancing of the silver economy, which worked as intended.
      One thing to also keep in mind that when we release a new update it is often the case that the overall level of silver earnable per hour increases (due to new features and systems often coming with extra rewards). Recently, for example, it was the ability for random dungeons to "charge up" to higher levels and the might/favor system being introduced. Theoretically speaking, with each update in which extra sources of silver are being introduced, we would have to offset it through some general nerfs. The reason why we don't do this "by default" is that we actually want to see how the game economy develops with each update and only take action if it is really required.

      Why doesn't SBI more directly manage the cost of gold and premium with silver, why let the economy dictate the price.

      Why make it harder for newer players to use the marketplace? Its the lifeblood of cities and you're making it harder for everyone especially newer players to sell loot and earn money for premium.

      Why not make all tomes of insight untradable unsellable and only purchasable with gold and real money ?
    • D1SC0 wrote:

      Korn wrote:

      BluesJD wrote:

      PrintsKaspian wrote:

      Economy Adjustments
      Recent updates and patches have substantially increased the amount of Silver generated by Albion’s economy each day. This led to a substantial increase of the in-game price of Gold and Premium.
      Our economic modeling shows that this increase will continue unless we rebalance the Silver economy in such a way that sinks and faucets are brought back to a balanced state. Hence, we have implemented the following changes:
      • Increased Silver sinks, and reduced Silver faucets, by around 10% across the board
      • Increased market order setup fee and sales fee by by one percentage point (two for non-Premium characters)

      According with this, the reason silver income is getting nerfed from every content is because the in-game price of gold and premium is getting higher day by day which obviously makes it hard for new players to purchase premium with in-game income.By reducing silver income (nerfing silver), the in-game price of gold and premium should start going down eventually but consecuently players will have less silver income to be able to purchase premium in-game.
      So, one thing for another just to get exactly the same result?
      The problem is that with the current economy generating a huge silver surplus each day, the excess silver keeps piling up as the sinks in the game are not adequate - the silver "stockpile" becomes bigger and bigger each day. This means that the price of gold will continue to increase, in particular as lots of players will purchase gold as a investment (i.e. buy and hold it), further increase the price of gold. This causes a runaway effect. We had this a couple of times in the past, each time we addressed it with a re-balancing of the silver economy, which worked as intended.One thing to also keep in mind that when we release a new update it is often the case that the overall level of silver earnable per hour increases (due to new features and systems often coming with extra rewards). Recently, for example, it was the ability for random dungeons to "charge up" to higher levels and the might/favor system being introduced. Theoretically speaking, with each update in which extra sources of silver are being introduced, we would have to offset it through some general nerfs. The reason why we don't do this "by default" is that we actually want to see how the game economy develops with each update and only take action if it is really required.
      Why doesn't SBI more directly manage the cost of gold and premium with silver, why let the economy dictate the price.

      Why make it harder for newer players to use the marketplace? Its the lifeblood of cities and you're making it harder for everyone especially newer players to sell loot and earn money for premium.

      Why not make all tomes of insight untradable unsellable and only purchasable with gold and real money ?
      Dude, the game is meant to be hardcore, are you complaining about a hardcore game being to hard? If they are playing then the new players should already know that the game is already hard, doesn’t need to get any easier since the economy has just crippled ever since the teleport back to city feature was released.

      Also why do you want SBI to handle the price of gold and market values when the game is already meant to be about a player built economy.
      Stop asking for more hand holding when you already have a whole team of 50 holding your hand.