Pinned Three Things You'd Like Changed in Albion Online

    • Three Things You'd Like Changed in Albion Online

      Hi all,

      The alpha test has been running for a week now, and we've had a great deal of helpful, constructive feedback from testers, so thank you all for the help you've given us so far. The developers have a load of information to wade through, so in order to consolidate the feedback a little better, we’d like to ask you who’ve tested the game this time round for the three things that you’d most like to see changed from this test; things that you really didn’t like or felt were out of place. Comments can be as detailed as you like, but there must only be three items. Any suggestions for improvement or alternatives would be greatly appreciated, too, for example:
      • Having to manually open the inventory to equip the appropriate tool for a resource node during gathering is annoying and makes it difficult to gather while semi-AFK. A solution might be to detect the appropriate tool (of the appropriate tier) in the inventory and automatically equip it when interacting with a resource node.
      Try to make the feedback as concise as possible, and try to keep tangents to a minimum - the idea is THREE strong points.

      Thanks all,

      The Albion Online Team
      1. Remove the trash system. Space is mostly at a premium and death is too harsh in that regard.
      2. Crafting book so I can see recipes without having to be at the crafting station. I've got a terrible memory and have generated spreadsheets with this info but would rather have an in game option.
      3. Detailed spell info with numbers. How much damage exactly does a spell do before resists. How much does spell heal for, how much does an ability buff.
    • Sieges are a wreck.
      During sieges mercenaries shouldn't be able to make up the majority of a guild's fighting force and they should cost money to be brought in. Its unfair for a guild to declare war with a guild expecting a fight on equal footing only for the other team to pull out completely and call in another guild to fight their fight. Then theres the fact that the defender gets a 40% defender bonus which is absolutely ridiculous. Just to remain on even footing a guild would have to come in with gear multiple tiers above the other or simply lose until the enemy no longer has a defender bonus and neither do they. The defender bonus also takes a ridiculous amount of time to regenerate.

      Crafting Is Always a Chore
      I want to PVP. I want to get in there and go killing people. However if I do so and I die. I have to spend far to much time getting materials to replace the gear. Worrying about how I'm going to get the next set of gear crafting is painful. Stuff like the absolute best are okay for being grind fests. However gear that's meant to be regular and common should be easy to replace. Even if you're a person who loves crafting you are going to get bored eventually if all you can do is craft a set.



      Honestly these are the only two I have.



    • Graveldog wrote:

      1. Remove the trash system. Space is mostly at a premium and death is too harsh in that regard.
      2. Crafting book so I can see recipes without having to be at the crafting station. I've got a terrible memory and have generated spreadsheets with this info but would rather have an in game option.
      3. Detailed spell info with numbers. How much damage exactly does a spell do before resists. How much does spell heal for, how much does an ability buff.
      Loved all this suggestions too.
    • If there's going to be limited plots in safe zones for housing, these should only be available to solo players.
      Once a guild gets a territory, members should only build housing there. The base plots should be redesigned allowing more buildings. Maybe make the whole area available for building. We can mine and chop trees down, why not terraform the land in base, to make housing spots available. There could be plots for sale in PvP zones, to help alleviate this problem.

      Mounts are needed, a great deal of time is spent traversing the land back and forth from house to Gatetown, to craft.

      When Crafting,if you have enough mats in inventory, give us a selectable slider to craft multiples of same item, like resource refinement. Also same for building and repairing buildings, one click and use all mats in inventory, instead of one click per 5 resources used.
    • 1. Remove the breakage/trash system. Space is limited. Why make everyone go harvest it up again? (not buying the need to remove resources from the system argument) Durability is doing a good enough job of removing gear. Wanting to play more than spend so much time harvesting.

      2. Map system -In addition to the whole world map, I want a detailed map of each zone that I can open up. I would like to put markers on that map. I would like to be able to see my guildmates on that map. I could never quite tell where my guildmates were this round because the distance their dots were showing up was so small, the mini map is so small, and the buildings I had placed were covering their dots when those dots did show up.

      3. Automatically swapping to the correct tool for harvesting while holding your weapons would be a very nice change.

      4. (squeeking in a 4) Movement - So much time spent running from here to there and back again. So much time. Either Mounts, Teleportors between npc cities like Gatetown and King's Market. Or something to cut it down a bit. Teleporter between homes that you can put one end in each house? (probably too care bear)
    • 1. Target and Stop buttons (keybinds A and S) Misclicking a target wouldn't walk you to that spot or make you attack, Stop to stop running or attacking.

      2. Let guilds control whole zones, fill the zones with more personal plots that a guild can rent out to the public or keep for guild use with guild protection on storage in guild claims.

      3. Reduce the cooldown penalty when switching between tools and weapon to like 3 seconds
    • 1 - keymapping or hotkey bars/slots for skills, weapons, armors and tools (its annoying having to open inventory every time to switch weapons or armor)

      2 - WASD/arrow key movement should be an option

      3 - duels would be nice (would add a tiny little bit more pvp, can duel in safe zones when bored with no death penalty and no item loss, just a good old fun style duel for bragging rights and so on, can help with character building and preparing for real pvp to)

      :)


      *i was going to say party system but meh, only allowed 3* ;(
    • Sorry 5

      1. ACTION - A hotkey to switch between "fighting" mode and "gathering" mode.

      2. MAP - Be able to adjust mini-map from entire area to/and or immediate area. Include dots on map for mobs and enemies (already have dots for guild mates). Reason being: players positioned south from another player or a mob have a longer line of sight, while players in the northern position cannot see approaching enemies or mobs that are below them.

      3. REAL ESTATE - Need more space for buildings/tents/houses. Some people are building multiple tents because there isn't enough space to go around.

      4: GUILD - Need to be able to see how long people have been inactive so we can kick and make space for active players. Their tent/house is destroyed and their stuff is thrown in bank. Spies can apply to a guild, place a building that is never built, and waste space.

      5. GUILD STORAGE - Needs a log of who takes what out and who puts what in.

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

    • 1. Duel sistem, having the choice to test or train diferent weapons or team compositions.
      2. Some kind of friend/foe sistem, keymap or something like that, i cant heal no guildmate players and cant atack guildmates (duel sistem), any kind of click on a non hostile player makes the character automatically atack.
      3. Tab target sistem or something similar, at least a target button with no other action involved.
    • 1. Remove cooldowns in PvE/non combat
      2. When you get hit enter combat as well, shorten 'in combat' timer
      3. Always get invulnerability for a shorter time/add option to remove invulnerability manually/invulnerability stops attacking you, not negating all damage (since it removes durability atm)/invulnerability not given only when entering the same cluster after leaving in a window of x minutes/seconds
    • Only 3...Sigh... Here goes
      1. Building Costs are too low relative to repair or item costs. I was able to construct a T3 production building in under 2 hours by myself. Please consider increasing these costs during balancing
      2. In Rankings, load to your personal ranking in each category on the first screen you see.
      3. When equiping a weapon and off-hand, remove the slight delay in between these steps with the paperdoll. I often have to stop wait, then select the shield or spellbook to equip it.
      Note: To those that are asking for Weapon to Gathering actions, there are 2 issues...You lose an active spell and if you have all inventory slots full, it needs to error out, as you will place up to 2 items in inventory but take only 1 out.

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

    • Graveldog wrote:

      1. Remove the trash system. Space is mostly at a premium and death is too harsh in that regard.
      2. Crafting book so I can see recipes without having to be at the crafting station. I've got a terrible memory and have generated spreadsheets with this info but would rather have an in game option.[/quote]
      I agree on these two!

      darkrei9n wrote:


      Crafting Is Always a Chore
      I want to PVP. I want to get in there and go killing people. However if I do so and I die. I have to spend far to much time getting materials to replace the gear. Worrying about how I'm going to get the next set of gear crafting is painful. Stuff like the absolute best are okay for being grind fests. However gear that's meant to be regular and common should be easy to replace. Even if you're a person who loves crafting you are going to get bored eventually if all you can do is craft a set.


      I most definitely disagree, the only reason you feel like it's a chore is because you love PvP too much. I am not a PvP person, but love games that implement both. Personally I love crafting/resource gathering and feel like PvP is a chore. What could be done to fix is my 3rd wish as the first two have been already mentioned (quote above).

      3. Availability to build Auction Houses (preferably a lot smaller than the one in King's Market) in PvP guild plots - I think if this was implemented, a lot of PvE players would want to sell their excess armors and weapons that they make while unlocking higher tier armory and weaponry. This would let the PvP'ers buy their armors/weapons and go out to battle quicker.
      I think having the auction house so far away from PvP areas will also have a negative influence on PvE players, as the demand would be lower and supply would be higher due to the fact that nobody would want to travel 4-5 or even more cluster to get there and then back.
    • DanteGFX wrote:

      1 - Better map ( more detail )
      2 - Moar clusters !!11oneone ( larger world with more clusters, also more guild territory and house plots )
      3 - Chat bubbles for /say chat !!


      This was only Alpha so obviously there will be more clusters and a better map upon release. And there is a /say chat, I believe its yellow or green in the chat box.

      knoxville wrote:

      1- better map. i feel like playing torchlight in a very narrow map. players walk very long ways just to get to the lower level or higher level (not dungeons, actual map)
      2- increase the size of f2p inventory slots
      3- increase the size of stacks


      What do you mean f2p?