It is really difficult for new players, so I quit.

    • It is really difficult for new players, so I quit.

      Grind my ass off in T8 BZ to 900 spec, died like 90 times (average 10 dead each armor).

      Decided to get good in PvP to play in mist/abbey. Play some arena, and realize I learn almost nothing because it is 5v5.

      Went to stalker corrupted dungeon, you only see this 4 weapon fire staff, bow, cursed, trinity spear it is very rare to see any other weapon. Hunter corrupted dungeon 6 out of 10 times people just logout or break crystal, and 2 times is noobs that has 0 idea how to pvp. Not to mention it is very time consuming to walk around to find corrupted dungeon, and so much PvE after a fight to get next dungeon.

      Go to mist with 4.2 or 6.2, it is very hard to find people that want to fight at my ip range, when someone rush at me it is mostly 8.3 or people with ip advantage. It takes a lot of time just to find fair fight.

      I am not interested in ZvZ or gank noobs. So what do I do? I need to quit as a new player. I don't have the patience to play mount simulator and pray to find people at my IP range to fight with me and there will be no professional rat if I get a fight.

      I think it is rare there are noobs who will swipe 8.3 gear and keep dying just to get some practice.

      So my suggestion to SBI, If you wan't new players who are not interested in guild content to stay, implement different minimum IP, and maximum IP capped mist, for example 1300-1400, 1400-1500,1500-1600. This way there will be a lot more fight happening, not just 8.3 stomp noobs, rats. People that want to risk and earn more reward can play higher IP. And noobs can practice and increase the level of mist they want to play in after they get better in PvP, Isn't this awesome?

      In case IP capped mist does happen, remember to also fix range weapons. Like chest, wisp contest, its a disadvantage for melee as they need to get in, ranges can just kite at distance.

      Corrupted dungeon is beyond saving, people just play meta, so forget about it.

      For now I say good bye to all of you.
    • I think SBI dont change mists anymore. They work on their new content update, so i think mists are fully implemented.
      Veterans dont want ip capped mists because they cant farm low tier player anymore.. yeah bla bla they risk more with 8.3 sets bla bla they acutally dont risk anything, 90% of the time they can reset the fight with dbd mobility.

      You just have to look 2 min on murderledger, dbd stats. Nice balancing..
      And now its the same thing with Bloodletter.

      Nothing will change. So yeah, leaving albion seems the best option atm.
    • It is difficult for old players, too.

      Difference is, me for example has 7 years premium on 2 accounts each and 1+ Billion of silver and some gold.

      Commercially game is over, and I am never gonna pay one cent for premium - though I never did.

      But even in this situation I agree more or less with the OP that there are too many issues to recommend someone to start fresh.

      I play opportunistic, log in make some kills, mainly CD or take one of my 8.4 sets and farm noobs in mist.

      But even if you rape through mists that becomes dull and boring fast, for me the content mists is unfinished and CD is outdated. Ballance is at least difficult..

      And that is the polite version of the statement that is safe from sanctions.
    • preach brother, this game has enjoyable mechanics for pvp but no enjoyable pvp. I did the same thing I grinded my specs and went to have fun doing pvp and one month down the line i figured how shit is this game actually is. When you want pvp you will do a lot of pve regardless. When I run out of silver I just bought a 4.1 set and went to farm some silver in mists and guess what it's nearly impossible and you have to have your spider senses all time high, but even then some jerk with DB will just pop out outta nowhere and pinch you down like an ant. So when you really need to do pve you will be forced to do pvp that you will not win by any means. As i stated previously if you want to pvp you need to pve.
      So what even is this game?
      I came to conclusion it's a wild west bully horse simulator with crafting and gathering. Game has no indentity more than that and people leaving this game because they get frustrated and essentially bored. Normal games has choice for pve or pvp. this game doesn't and both of those aspects are completely garbage (pve is kinda better tho).
      Progression in this game is like 1 step forward 2 steps back, you buy gear and hope you will make that silver back. Completely luck based since you cannot predict any encounters. One time you might be thinking I'm having a good time, other time you will be getting clapped back to back, no matter what you do. You have to be always super alerted like you working at fucking nuclear plant. Mostly that sucks because Hammer and DB exists, because with them you dont' choose fights they choose you. Also stupid cooldowns that not letting you fight, so you run like a retard near enemy, I haven't seen such a stupid mechanic in my life. I understand this made to prevent open world ganks or whatnot, but jesus this were flawed by default. IMO mists should have completely different set of mechanics so it won't be so annoying to play.

      I my current playtime is 487 hours, and in last 2 weeks I played for guess what? almost 5 hours. So clearly I was enjoying this game until some point, but no longer do. Because when you play enough of it you just realise how garbage and not well thought this game is. I have an itch for pvp, and my 5 hours of playtime in 2 weeks is only because there is no alternative game like this to play. I tried to look for something similar but there is none sadly. So I will just give up on this as a whole.
      Only thing that keeps this game afloat is a lack of competition, it would long time dead if there were a worth competitor. As right now it's declining hard on it's own. You can check steam charts to see how rapidly it's dying. Game got a lot more empty, comparing it to 6 months ago, when they did a marketing compaign. Game cannot retain players big time, because gameplay doesn't really fit anyone to full extend. It's a little bit for everyone which is makes it for nobody.
    • kekewx2 wrote:

      As i stated previously if you want to pvp you need to pve.
      So what even is this game?
      I came to conclusion it's a wild west bully horse simulator with crafting and gathering.

      That's a good description of an open world full loot PvP game.

      "Wild west bully horse simulator with crafting and gathering"

      And I like it, that's why I play this game.

      There are games where you just play PvE to see the numbers go up. While some people like it, and I have played it too, in the end it feels meaningless and boring to me if there is no PvP endgame.

      There are games where you just play PvP in predefined teams in some arena setting. While some people like it, and I have played it too, in the end it doesn't offer me enough freedom to do whatever you want and lacks the persistent world of an MMO that I like.

      Albion combines the PvP endgame with the freedom and open persistent world of PvE games, which is why I prefer this 'wild west bully horse simulator with crafting and gathering' over the PvP and PvE alternatives.

      PvE or PvP?

      *Insert 'why not both' meme*

      While most games focus on one or the other, there are very few games that manage to combine them. Combined PvE and PvP is a game genre by itself that you can find in few games like Albion or EVE online.

      It's not for everyone, but I think it's fun.

      The post was edited 3 times, last by Mandulf ().

    • the game is bland af, sandbox element is gone, the game has been going down and down in terms of pvp with every patch since the mobile release

      the list of all the nerfs to pvp mechanics in the last 2-3 years is just wild:
      -dungeon diving
      -invis diving
      -srd timer
      -invis shrines
      -hideouts
      -journey back
      -mounts hp
      -dot combat
      -item swaps
      -Q2 spells
      -zone tiers
      - dismount cleanse

      and buffs to pvp ?
      - shorter cooldown after changing floors in dungeon
      -mounts speed

      from n1 hardcore full loot pvp sandbox mmo into mobile pve p2w casual mmo
      Do it for instance content only!

      Each tick of a DoT now puts the original caster into combat again (currently they only get into combat on the first application of the DoT)

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

    • Mandulf wrote:

      kekewx2 wrote:

      As i stated previously if you want to pvp you need to pve.
      So what even is this game?
      I came to conclusion it's a wild west bully horse simulator with crafting and gathering.


      PvE or PvP?

      *Insert 'why not both' meme*
      And neither of those are good. combining them doesn't make it good. I think most people used to classic MMO scheme of when you bored of PVE you do PVP and vice versa. It's more straight forward, and having an actual choice is good. You grind PVE to get a good gear and go do PVP, but in this game while you trying to get gear you getting pushed back constantly because of cat and mouse nature. Sure 8.4 players enjoys it, but every new player are constantly getting fucked in ass. People quiting the game at high rates because there is nothing to hold on to.
    • The classic MMO schema ad used by for example WOW meant inconsequential PvE and inconsequential PvP.

      While the instances and battlegrounds were fun, there was nothing on the line. If you fail, just try again later. No risk.

      That risk is why fights in a full loot PvP game give adrenaline, because something is on the line. The time you spent getting your equipment, you fight to keep that.

      This risk is what makes it fun, and to have such a risk you need the game to combine PvE (spending time to get equipment to risk) and PvP (risking it) in the same open world environment.

      Sure, this playstyle isn't for everyone, but it is a unique playstyle that enables the risky asymmetric cat and mouse gameplay that you do not get in simple PvP arena games or PvE games. And I like that kind of gameplay.
    • The game become no fun starting from lands awakened update. In the past, static blue dungeons in red or black zone are good places for pvp, also the main point is "dungeon rewards can cover your loss". Therefore, you can see some groups come to there although they got killed before.
      Now static green dungeons are also removed.
    • Mandulf wrote:

      The classic MMO schema ad used by for example WOW meant inconsequential PvE and inconsequential PvP.

      While the instances and battlegrounds were fun, there was nothing on the line. If you fail, just try again later. No risk.

      That risk is why fights in a full loot PvP game give adrenaline, because something is on the line. The time you spent getting your equipment, you fight to keep that.

      This risk is what makes it fun, and to have such a risk you need the game to combine PvE (spending time to get equipment to risk) and PvP (risking it) in the same open world environment.

      Sure, this playstyle isn't for everyone, but it is a unique playstyle that enables the risky asymmetric cat and mouse gameplay that you do not get in simple PvP arena games or PvE games. And I like that kind of gameplay.
      in the beginning the game had a principle - Zerg cannot achieve everything.

      The principle was for contested territory - with numbers you can enforce a GVG, winner gets the territory.

      On top - you could have your own city out there, and it needed to be removed 3 shields in order to win the territory.

      Principal: numbers to make the area contested, small scale & skill to win it. 5 on 5 GVG.

      The old promise was, no matter how much numbers the enemy throws at you, if u have 5 people it will be yours if they win the GVG.

      To make it worse for the numbers, if your plot got contested but you won the GvG then you could retaliate and enforce within an hour a GVG for the plot you was attacked from.

      That was the ultimate selling point of this game for me. Full loot, zergs, but skill on a small team can prevent an ally of 5k people from taking your hometown.

      But skill doesn't pay off. Invest to win + numbers make better revenue
    • Trial_hard wrote:

      in the beginning the game had a principle - Zerg cannot achieve everything.
      The principle was for contested territory - with numbers you can enforce a GVG, winner gets the territory.

      On top - you could have your own city out there, and it needed to be removed 3 shields in order to win the territory.

      Principal: numbers to make the area contested, small scale & skill to win it. 5 on 5 GVG.

      The old promise was, no matter how much numbers the enemy throws at you, if u have 5 people it will be yours if they win the GVG.

      To make it worse for the numbers, if your plot got contested but you won the GvG then you could retaliate and enforce within an hour a GVG for the plot you was attacked from.

      That was the ultimate selling point of this game for me. Full loot, zergs, but skill on a small team can prevent an ally of 5k people from taking your hometown.

      But skill doesn't pay off. Invest to win + numbers make better revenue

      Seems like an unbalanced game to me.

      A bit like Harry Potter's Quidditch: an entire game where everyone on the teams may be thinking they are playing a game but in the end nothing really matters except what the main character of the team does, the Seeker.

      It isn't balanced or fun for anyone to have the result of entire guild wars to depend on a 5v5 match, except for those 5 'main characters'. I wasn't there when this was the case, but I'm glad that got changed for Albion, as such a game mechanic reduces everyone aside from the 5 main characters in the guilds to irrelevant NPCs.

      The post was edited 3 times, last by Mandulf ().

    • Mandulf wrote:

      Trial_hard wrote:

      in the beginning the game had a principle - Zerg cannot achieve everything.
      The principle was for contested territory - with numbers you can enforce a GVG, winner gets the territory.

      On top - you could have your own city out there, and it needed to be removed 3 shields in order to win the territory.

      Principal: numbers to make the area contested, small scale & skill to win it. 5 on 5 GVG.

      The old promise was, no matter how much numbers the enemy throws at you, if u have 5 people it will be yours if they win the GVG.

      To make it worse for the numbers, if your plot got contested but you won the GvG then you could retaliate and enforce within an hour a GVG for the plot you was attacked from.

      That was the ultimate selling point of this game for me. Full loot, zergs, but skill on a small team can prevent an ally of 5k people from taking your hometown.

      But skill doesn't pay off. Invest to win + numbers make better revenue
      Seems like an unbalanced game to me.

      A bit like Harry Potter's Quidditch: an entire game where everyone on the teams may be thinking they are playing a game but in the end nothing really matters except what the main character of the team does, the Seeker.

      It isn't balanced or fun for anyone to have the result of entire guild wars to depend on a 5v5 match, except for those 5 'main characters'. I wasn't there when this was the case, but I'm glad that got changed for Albion, as such a game mechanic reduces everyone aside from the 5 main characters in the guilds to irrelevant NPCs.
      sorry to have offended the self called NPCs that was not intended
    • You have almost every content with non-lethal mechanic!

      HCE, Yellow Zones, Gathering, Mists, HGs, Arena, Crystal, ZvZ factioned, Transport, Group Dungeon, Solo Dungeon, Corrupted Dungeon, Abbey. The only thing is that you will get less reward.

      If you want better reward, go a lethal hardcore game play.
    • Yiotoo wrote:

      You have almost every content with non-lethal mechanic!

      HCE, Yellow Zones, Gathering, Mists, HGs, Arena, Crystal, ZvZ factioned, Transport, Group Dungeon, Solo Dungeon, Corrupted Dungeon, Abbey. The only thing is that you will get less reward.

      If you want better reward, go a lethal hardcore game play.
      This is just stupid, there is no enjoyment in non-lethal content. Also, it doesnt matter what your version of "git gud" is because the retention rate of this game is going to suck and it will be you playing by yourself when everyone else is gone.

      The problem the OP is having is something I raised months ago and that there is NO lethal 1v1 content for middle tier players. We now have a stack up of really really good pvpers in Stalker because Slayer and Mists are just 8.3/8.4 farm simulators. As a result the newish player that should be learning in stalker is getting absolutely farmed by better players.
    • Painball wrote:

      Yiotoo wrote:

      You have almost every content with non-lethal mechanic!

      HCE, Yellow Zones, Gathering, Mists, HGs, Arena, Crystal, ZvZ factioned, Transport, Group Dungeon, Solo Dungeon, Corrupted Dungeon, Abbey. The only thing is that you will get less reward.

      If you want better reward, go a lethal hardcore game play.
      This is just stupid, there is no enjoyment in non-lethal content. Also, it doesnt matter what your version of "git gud" is because the retention rate of this game is going to suck and it will be you playing by yourself when everyone else is gone.
      The problem the OP is having is something I raised months ago and that there is NO lethal 1v1 content for middle tier players. We now have a stack up of really really good pvpers in Stalker because Slayer and Mists are just 8.3/8.4 farm simulators. As a result the newish player that should be learning in stalker is getting absolutely farmed by better players.
      I tested this, of course not representative but it seems correct.

      I had really good fights in stalker, people meanwhile know exactly what they do and dress gear of 500k to a Mio expecting not to die. These are better as the average stalker Player and they have 1 mio to 5 Mio infamy.

      This is brilliant as stalker now gives a lot of infamy and good gear drops, while being highly competitive.

      On the other hand I also had players in stalker that have 10 k infamy and 1 kill. These people are just dead meat.

      Conclusion - matchmaking is not existing in stalker, which is why new players have traumatic encounters.

      It makes no sense to match me with 12k kills with someone who mad his first kill...

      That's almost a bug if not an extremely cruel feature
    • Yiotoo wrote:

      You have almost every content with non-lethal mechanic!

      HCE, Yellow Zones, Gathering, Mists, HGs, Arena, Crystal, ZvZ factioned, Transport, Group Dungeon, Solo Dungeon, Corrupted Dungeon, Abbey. The only thing is that you will get less reward.

      If you want better reward, go a lethal hardcore game play.
      What it has to do with that game is garbage?
      Honestly I would remove concept of a yellow zone make everything fucking lethat but make brackets or ip caps for every zone, so noobs will be playing with noobs. But anyway that doesn't change horse simulator aspect so whatever.
      Main aspect is not skill but power disparity across everything and you have to only play META to have a competition, which is literally 5 weapons out of how many? 100?
      This is classless sandbox mmorpg for you guys, where everyone plays the same build.

      The post was edited 1 time, last by kekewx2 ().

    • Quagga wrote:

      the game is bland af, sandbox element is gone, the game has been going down and down in terms of pvp with every patch since the mobile release

      the list of all the nerfs to pvp mechanics in the last 2-3 years is just wild:
      -dungeon diving
      -invis diving
      -srd timer
      -invis shrines
      -hideouts
      -journey back
      -mounts hp
      -dot combat
      -item swaps
      -Q2 spells
      -zone tiers
      - dismount cleanse

      and buffs to pvp ?
      - shorter cooldown after changing floors in dungeon
      -mounts speed

      from n1 hardcore full loot pvp sandbox mmo into mobile pve p2w casual mmo
      Even with those improvements players don't handle pvp well. its way easier for a ganker to gank then a gatherer to run, but you dont see this do you ganker =P
    • kekewx2 wrote:


      Main aspect is not skill but power disparity across everything and you have to only play META to have a competition, which is literally 5 weapons out of how many? 100?
      This is classless sandbox mmorpg for you guys, where everyone plays the same build.


      If you limit yourself to play only a part of the game it is no surprise that you will only see the meta weapons of that part of the game.

      There are many different metas in Albion, and many weapons that have a role in one meta but not in another.