Pinned Three Things You'd Like Changed in Albion Online

    • Llama wrote:

      1. Dyes for crafters, Crafters can have dyes (regular, exotic, rare etc.) which they can use to make their gear. Makes for more customisation and gives crafters an ability to created a name for themselves. "Crafter A is the only one that can make things in this color combo I love, I'm buying from him/her"
      2. Shops! You can place vendors/shops on a plot. Either your own, or someone can lease you a spot on their plot. Don't like the feel of an AH. Would be cooler if you search for items/bargains in the world instead of just sail here, check AH, sail there check AH.
      3. No safe zones, except cities
      3. Drop silver you are carrying upon death


      for the love of all albion gods i forbid you to ever do point 2:) i can see in my mind the necessity to click gazillion of times on shops, see what the offer, go to the next one. Please do not do this. That would be a total waste of time to browse player shops. Yes, now you sail from one city to another browse ah, buy/sell stuff and move on. With what you are suggesting you go to, say, SB and what do you see? 100s of shops all with different items, prices, quantities. Just imagine the pain of going through all that. Then you go to seamouth... No!

      point 3 that would end up in total gankfest and within a month or so playerbase would be significantly reduced to nothing. And on top of that you want us to drop silver upon death .... Yea right...
    • So you like point 1? *smiles*

      Shops will make a name for themselves as being specialised/having good prices/rare stuff etc and people would go to them for their stuff. Especially if point 1 would be implemented. But then again I've never been an AH fan.

      Point 3 is something that the playerbase can solve. Anti PK guilds will arise and help out the little man. It would lead to a lot more fighting at least. Or hire mercenaries to protect you. Or just know when to quit and not just farm that one more mob for his silver and getting caught by a pvper and dying while you could be safe back to the city with your spoils.
      Everything is just so safe man!
    • Ok, I'll leave 3 here and elaborate when I summarize my alpha experience elsewhere in this forum ;).

      1) Remove yellow zones and the shield which came with it (see specific threads for details). Look at UO Trammel vs. Felluca, criminal flagging, guards etc. Origin Systems solved those issues years ago, implement their solution, don't try to reinvent that wheel. There are two a simple principles in software development which apply here: "KISS (Keep It Simple Stupid)" and "If it ain't broken, don't fix it". More variations here will make things more unclear and make people more confused, which at best makes people more frustrated, at worst makes people leave. Overall keep in mind, people will learn and people will deal with things happening to them, whether good or bad. To illustrate:

      You die once, makes you think twice next time.
      If not, you deserve to die again
      and again
      and again
      accompanied by stuff lost
      until you get it and find a working strategy,
      avoidance is also one,
      versus npc and players both

      2) Which leads me to: Get rid off soft death, everywhere, death should mean something again, some thing which one should avoid mostly ;), which makes for tense gameplay scenarios. Make it again so you have to run back to corpse with haste to retrieve your gear, just like in the alpha early last year. Respawning should always be in the nearest town, regular or guild. This will ensure killing someone actually makes a difference in the flow of the battle, the killed won't be joining back in the fight immediately.

      3) Also do away with boats or at least implement scaled fees or something (the current fee becomes negligible very fast). Maybe implement a traveller branch on the destiny board. Something needs to be done to discourage bypassing danger and encourage travel through zones. Ox transports, guarding them etc. then might become viable economic drivers and more meta means more longevity and accommodating more play-styles.

      I'd like to end on a positive note by saying that even without taking the above and what other proposed into account I believe you guys have a gem of a game in development. I really enjoy playing it and can't wait for it to go gold.
      Great job and thanks for all the love and effort you guys and girls put into the development of AO and in responding to community questions on this forum, it is appreciated.

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

    • Llama wrote:


      1. Dyes for crafters, Crafters can have dyes (regular, exotic, rare etc.) which they can use to make their gear. Makes for more customisation and gives crafters an ability to created a name for themselves. "Crafter A is the only one that can make things in this color combo I love, I'm buying from him/her"
      2. Shops! You can place vendors/shops on a plot. Either your own, or someone can lease you a spot on their plot. Don't like the feel of an AH. Would be cooler if you search for items/bargains in the world instead of just sail here, check AH, sail there check AH.
      3. No safe zones, except cities
      3. Drop silver you are carrying upon death


      Patrolling guards instead of complete safe zones? It would be a little more "realistic." Players could time the guards rounds to try and get away with their petty crimes.
    • Xerullian wrote:

      Llama wrote:


      1. Dyes for crafters, Crafters can have dyes (regular, exotic, rare etc.) which they can use to make their gear. Makes for more customisation and gives crafters an ability to created a name for themselves. "Crafter A is the only one that can make things in this color combo I love, I'm buying from him/her"
      2. Shops! You can place vendors/shops on a plot. Either your own, or someone can lease you a spot on their plot. Don't like the feel of an AH. Would be cooler if you search for items/bargains in the world instead of just sail here, check AH, sail there check AH.
      3. No safe zones, except cities
      3. Drop silver you are carrying upon death


      Patrolling guards instead of complete safe zones? It would be a little more "realistic." Players could time the guards rounds to try and get away with their petty crimes.


      So you would, as a criminal, sneak into town, you might still get killed by the guards while you have trading/crafting/banking dialogs up when their rounds pass you. That could be an interesting mechanic :), I would definitely not mind giving that one a try.
    • 1.) There needs to be a cap on the tax players can put on a building, in Seamotuh players would burn out all the food on say the repair man, leaving you two options use a players repair man or feed the cities repair man, players would then at that point make the tax 1000% which is just not fair so to just repair my t3 armor i had to first buy food(which isn't cheap) and then pay to repair my food at the city repair man which wasnt a ton but it still hurt a lot when silver is so hard to come by.
      2.) When clicking a node allow a one click harvest all feature, so instead of clicking 16 timers allow us to click once and it gather all 16 using their same mining timer, but just so we dont have to constantly click to gather
      3.) More incentives to get people to group up and do dungeons, maybe a rare item drops from the final boss, like some item you can put on a weapon to increase its damage slightly.
    • Nojil wrote:

      I understand that but if they cap it at say 100% i wouldn't mind paying the tax but when its set to 1000% and i have to run for 10 minutes to a new town just to repair and then run all the back gets old very fast.


      You can always buy in bulk when you are in that other town, so you have a stock to equip from or not get damaged ;). The way I did it this alpha, was to always work my preferred place for restocking into my farming runs for repairs and commerce. But that didn't work all the time, what a good thing I had a horse for exactly that, travelling ;). Another solution could be, we go into meta gaming a little now I am aware of that, you could also put a request in the chat, asking for someone to bring you the gear you want from where you want it and offer to pay them a fee for the service.
    • Nojil wrote:

      I understand that but if they cap it at say 100% i wouldn't mind paying the tax but when its set to 1000% and i have to run for 10 minutes to a new town just to repair and then run all the back gets old very fast.


      or just move the place you like to be. so you dont have to run 10 minutes every time you want to repair things
      I say CAKE to fantasy races. <- feels left out

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

    • 1) Gear swap set (only swapable out of combat and the inactive set is protected from dura loss & loss on death)

      2) WASD movement. (in addition to click to move for long travels or doing other things with the mouse while moving like managing inventory etc)

      3) Rings and Necklaces. (I just feel they are missing and they could be used for one stat like +HP, +DMG, +MDef. +PDef and one inate skill broken away from weapons like +threat, -threat, 5%HP/D - swap your ring instead of crafting 3 of the same weapon idk)
    • 1. Item trash mechanic revamp - if you are killed in 1vs1 your items should lose 10-20% of durability, so winner would get huge reward for fair fight.
      But if you die in large fight and you were focused by many enemies all your items should have trashed (100% durability loss).
      So zergs won't be able to take items from smaller groups, no profit, no fun, no zergs?

      2. On GvG lists we shouldn't be able to see details about our opponents characters.

      3. Window after death should be smaller, I would like to see how my friends are fighting even after I died.
    • Hmm things I would liked changed with Albion Online....

      1. Dev's realising that if something is a bug that is used to an advantage to win "more then once", then it's called "exploiting" or "cheating".
      2. Dev's working the entire Alpha, Weekends an all.. "wink wink" Could be funded with the 100$ a few thousand people spent to play the Alpha.
      3. Dev's getting a phone/ipad/BlackBerry an checking the forums while not at work. < See number 2 for funding
      4. Customers Service added, wait we have this... I think.. nah no reply to my email yet.
      5. A firm stuck to set of (ToS) Terms Of Service.
      6. Patching during the Alpha. I no we get 4mb "sometimes" a week but this is not patching in an Alpha, it's not going to cut it during release.
      7. Zone count, everyone in Albion Online must have a 7th Sense... The Zone count sense... stupid.

      Thanks

      Thard

      The post was edited 2 times, last by Thardracy ().

    • 1. Change the auction house to a market. Instead of putting stuff on the auction house and paying x % tax make players pay a small fee for a market spot where they can either sell everything themselves or have an NPC that sells everything at player set prices. The first option gives the possibility to haggle and sell/buy more profitable.

      2. Remove gear from mob drop tables but add special items you can use in crafting recipes to add additional stats. Crafting in general needs a more sandbox feel (like swg or the repopulation).

      3. Make crafting more rewarding, currently costs are simply too high for crafting to be profitable. People should look for good specialist crafters, and people who specialize in eg. blacksmithing should be rewarded more.
    • 1. Removal of Limited PVP/Flagging. Introduce A criminal system, with bounties. Murderers = red, criminal = grey - more use of guards or towers
      2. Small redesign of magic casting interaction and mechanics. I understand there's limits with ui, but I think there's room for a more types of spells, able to cast walls/barriers. A bigger focus on countering spells with other spells (spell that slows casting time?). More visual feedback when casting spells - ie ranger aoe spell, would've liked to see the aoe range circle with mouse over before casting. More focus on ranger stealth
      3. Non island housing refocus (talking about the player plots in the safe zones) - I understand why you've gone the private island route, but I think you've gone too far. I'm new to this alpha, and I have yet to interact with any house/plot on the main island in the safe zones. I think its a shame. you could introduce NPC vendors/shops/mini-markets? Some plots have private access to caves? Farmland/Larger plots for guilds?
      4. player counting

      Also, for myself, I don't mind everyone being the same race - for the time it would take you to develop new characters and art to go with it. I think that time could be better spent on adding extra character customization options and develop the game further.

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