Current State of the Final Beta & Way Forward

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  • Nietz schrieb:

    The logic seems to be "if something is not working, delete it and re-create something entirely new", and that brings huge new issues. Maybe it's ok to just fix things and re-balance what's needed.
    Again, people dont know how game making works. Deleting a feature that dint work and creating something new takes too much time and resources. The devs dont have unlimited resources. They cant put every idea that the players throw in, even if they are good, cause it would cause lots of problems, bugs and inbalances that could break the game comepletely.
  • Holoin schrieb:

    Nietz schrieb:

    The logic seems to be "if something is not working, delete it and re-create something entirely new", and that brings huge new issues. Maybe it's ok to just fix things and re-balance what's needed.
    Again, people dont know how game making works. Deleting a feature that dint work and creating something new takes too much time and resources. The devs dont have unlimited resources. They cant put every idea that the players throw in, even if they are good, cause it would cause lots of problems, bugs and inbalances that could break the game comepletely.
    Not sure if just someones alt or new member, joined week ago... but i quess you are clueless about history of albion's updates so far from alphas to beta so please don't act like that. People here have reason to complain about devs work so far.
  • Many complaints ... offcourse alot of folks want to play this game for what they sold it for .
    A sandbox MMO that thrived on player made items , but what's the use that everyone can make the same stuff , no quest lines , no real pve but the same copy paste stupid dungeons that only give artifact pieces which i don't use for my builds. Create more content so that crafters can specialise and become more unique , so that ppl have to visit places in the world and have a reason to go out .

    Also make us choose what we will be when we start , an adventurer (+10% damage/health) or tradesmen (gatherer/crafter/mule) (+10% harvesting speed, can send oxx off to safety with gathered goods , still loose gear when die). create questlines that suites that play style.

    LP system needs to change back to what it was in beta 1 , soft cap and then you can spend lp so that in the long term you can't do every thing without effort.

    Rare resources need to change aswell , make all nodes give a chance to drop an extra .2-3-4 when harvested . That way we can have special gatherer gear to increase chance to find them instead of running around for days finding nothing but empty nodes.

    Every city in red or black zones schould have a portion of the adjuncting maps guarded so that solo players and small grps have a better chance to sneak into the city or maybe make some sewer entrances across the maps .

    The world map should look more like albion ( alpha 1 i think) and the size is good but you should spread the t4-7 resources more and make less plots . Skip the 5vs5 gvg and make it open for all , now we have like 200 black maps ? so make it that guild can claim a map instead of a plot and on this map they have several plots. Not all maps should be claimable but like 1/5 or so none can lie next to each other at least. Once a week there will be a zone controlled fight as many defenders as attackers can enter the map.

    And get a killing points system in , the more you kill players you wil earn points , those points can be spend in extra stats / feats so ppl have a reason to pvp to become even better and have more spells.

    So far it is a boring game ...
    MAGA !!
    Caelis ,The Skeleton King of Bridgewatch
    Boradir, Duke of Caerleon
  • boradir schrieb:



    Also make us choose what we will be when we start , an adventurer (+10% damage/health) or tradesmen (gatherer/crafter/mule) (+10% harvesting speed, can send oxx off to safety with gathered goods , still loose gear when die). c
    this will make albion have classes
    albiononline.com/?ref=UU3Q27L8Z8 <BUY THE GAME HERE
    -Held Whistling Ravine and Queens Market in GvG at the end of CBT1
    -king of naked PvP
  • Whated schrieb:

    The_Nosferatu schrieb:

    Whated schrieb:

    I want more betas because Albion with seasons is the best.

    Cheers.

    I hope this game never releases =D

    So in total I have played 4 seasons now. Winter Alpha, Summer Alpha, Beta1, Beta2. All of them with a lot of changes, it's like a new game every time!
    I don't remember last time I have gotten so much out of 100$ investment.
    I agree 100%
  • Farming schrieb:

    Still developing around broken LP.
    Still catering to the zergs.
    No content for small group / solo / casual players.

    Your putting band-aids on a broken neck.

    You should be trying to fix whats killing your game, not make it slightly more comfortable as it passes on.
    totally agree with this statement: No content for small group / solo / casual players.
    this is what bothered me the most in this beta, if my friend aren't on or doing something else i couldn't do stuff that was interesting to me like dungeons. i had to go gathering and that just boring for me.
    if i have to rank my enjoyment, it will be like so:
    1) PVE
    2) PVP
    3) crafting
    4) gathering

    i wish u guys put some more dungeons that are really suitable to 1 player to do ( the green dungeons do not cut it, i'm a fire mage ) and some quests!
    edit: solo player that do PVE same amount of hours as a group of 5, should do the same fame, silver and progression in my opinion.

    and if i must do gathering then put some hotpots that are shown on map ( leave normal randomly added resource, just add hotpots ) where i can go and gather while pvping...
    if you have more questions you can ask me on twitch
    or in my youtube channel
  • boradir schrieb:

    Rare resources need to change aswell , make all nodes give a chance to drop an extra .2-3-4 when harvested . That way we can have special gatherer gear to increase chance to find them instead of running around for days finding nothing but empty nodes.
    this is actually a great idea. make all nodes appear the same but add in the chance for enchanted ore drops. it would stop the hunting for rare nodes while passing everything flat tier.

    @Bercilak
    @Monochrome
    Putting the sensual back into non-consensual

  • Well, it's fine, but...

    I agree with Farming's words :

    Farming schrieb:

    Still developing around broken LP.
    Still catering to the zergs.
    No content for small group / solo / casual players.

    Your putting band-aids on a broken neck.

    You should be trying to fix whats killing your game, not make it slightly more comfortable as it passes on.

    And as long as there si a /wipe incoming, players won't "play for real", so whatever you might see it only related to soon-to-be-wiped players acts.

    Other games do Alpha without total wipe, only partial. For example, Project Gorgon may wipe one skill branch if needed, delete money, change inventory... but the character and the world will never be wiped totally, so players, even in a small community, can engage themselves and "play". In my opinion, it's a huge part of a MMOG.

    * Mon blog indécent sur les jeux indé... Jeux1d100.net
  • The kids who are like " I DEMAND U RELEASE NOW OR WE BE GONE" are the kids who have been with this game for 1, maybe 2 tests.
    This is the same form of kid who jumps from game to game after a month anyways so SI should take no value from what they say.

    The people who have been with you like 6+ tests? Shit we are champs who can take a beating and keep coming back.
  • Korn schrieb:

    Hi all,

    it's too early to tell whether the required improvements and adjustments to the game will have a significant impact on release timing.

    A lot of the announced changes involve polishing, balancing and optimizing existing game mechanics. A potential bottle neck are changes required to the game world. Once we finish our detailed feature and world design planning, we'll able to give you a better indication. As it looks right now (as always, we cannot promise anything) it will either be Q4 this year as previously envisioned, or Q1 next year.

    In the past 5 years, a lot of potentially promising MMORPGs, some of them with a spirit similar to Albion Online, have been released, only to crash and burn within a couple of months post release. Looking at the schedule of upcoming MMORPGs we do not think that there will be a title anytime soon that can realistically achieve what Albion Online is very close to achieving.

    It is and always has been main goal for Albion Online to be a success in the long term, i.e. we want the game to be alive and well 5 years down the road, and ideally more. As an independent company, we have no external pressure from any publisher to release the game before it is truly ready.

    As a player, even if you are - understandably! - impatient, please consider whether you'd rather have an earlier release or a healthy long term game.

    Now, some of you point out that population has dropped since the start of final beta. This is entirely normal. For every previous alpha and beta test, we see exactly the same population curve, to an extent that we can almost predict what percentage of the day 1 population will still be playing 4 weeks into the test. The drop in itself is not a concern, the things in the game that are not working as intended are.

    What matters - possibly the only thing that truly matters - is how great the game is when it is released. Cause if the game rocks, then people who "quit" some time ago because they could not stand waiting any longer have no reason not to come back. If, on the other hand, we released a sub-par game, and it does crash a few months in, there is pretty much no coming back from that.

    All the best,
    Korn


    I'm sorry to break it to you, but you will never be a success in the long term if you base your development on catering to forum whining as you seem to have been doing since I've followed your game. You will NEVER appease everyone, trying to do so is a pointless exercise in futility. PVPers want easy kills, PVEers want easy escape. You will NEVER balance it out to the point where there is not someone crying on the forum about getting ganked or someone escaping.

    The problems in the game aren't that LP is too easy or that alts are too OP, the overriding problem in the game is that you have done nothing to discourage or curb alliance blobs from dominating the Blackzone lands. Even if you put all your changes into the game tomorrow, you will still within 2-3 months after release be in a situation where 1 strongest large alliance is controlling 1-2 GVG timezones in the Blackzone. Any mechanic that you put into the game intended for 5 people, 50 people can use much more efficiently then those 5.

    N+1 as an argument will always exist until you tackle the issue and decide if your game is based around smaller 50-100 man guilds that run around with 5-15 dudes in PVP, or around 50-man blobfests throwing down in a zone. People in charge of large alliances - contrary to elite-pvper perceptions - usually aren't bovine blockheads that can't figure out the most optimal way to go about their business.
  • In the computer industry, vaporware (also spelled vapourware) is a product, typically computer hardware or software, that is announced to the general public but is never actually manufactured nor officially cancelled.

    Just wondering..
    [b][u]Ownage[/u][/b] (n): 1. Noun form of the verb [[i][u]own[/u][/i]]. 2. An instance in which someone or something is [u][i]owned[/i][/u].
  • Proxzor schrieb:

    Bercilak schrieb:

    Real batallas de clanes en las zonas amarillas y rojas

    Vamos a traer de vuelta a las batallas de clanes zonas amarillas y rojas
    No hay casi ya no hay razón para la mayoría de la gente a ir a las zonas negras. ¿Habrá algo puesto en marcha para hacer que las zonas negras más atractivo / interesante para los jugadores? En este momento la mayoría de los jugadores están todavía en las islas reales, ya que pueden hacer básicamente todo lo que hay, mientras que la población se extendió extremadamente delgada en las zonas negras.
    the problem is not that there are few people in the black area. There are many people in the same alliance or guild that is different. Less Zerg, players 50/60 guilds and alliances maximum of 2 or 3 guilds maximum.

    In addition, all constructible territories of the black area are plundered from day 1 or 2 of the beta-based card left and accumulating fame have many members in the guild. Another reason why people do not bother to go, is the large investment of time for the trip and up to meet with the union or alliance shift goofing around, over there, in plan zerg.

    Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Zfrenzy ()