Feature Roadmap for Release

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  • Feature Roadmap for Release

    Please see our announcement here.

    The following list contains the main features and changes that we consider crucial for the release of the game.

    Note that features and improvements that we intend to work on post-release are not listed. Also not listed are numerous smaller tweaks, changes and bug fixes.

    As always, note that things are subject to change as they are in development.

    PvE

    PvE is a core part of almost any MMORPG. In Albion, in its current form, it is not enjoyable and meaningful enough. We will make the following changes and improvements.

    • Improved PvE progression
      • Currently, while there are mobs at various difficulty levels, there is no sense of progression when advancing in PvE - you could be grinding the same content or the same faction over and over.
      • By optimizing the faction placement on the world map, we will encourage players to progress through the PvE content based on the status of their character and gear. We will discourage players from skipping ahead too much (i.e. by doing a high end dungeon with 10 tier 3 players) by giving bonuses to mobs if they get zerged down.
      • We will allow players to unlock special damage to/protection from mobs via the destiny board, which will allow us to have a steeper mob difficulty curve than right now, without making PvE too item dependent at the high end.

    • Better loot
      • PvE loot is a critical component of most MMORPGs.
      • In Albion, there are limits to the loot system due to the fully player driven economy. Still, we can and will make loot more relevant.
      • We will add more unique drops to the game, such as special mounts
      • We will allow players to use artifact fragments to enchant their existing gear as an alternative to merging them into artifacts, thus making fragments a valuable drop for all players.

    • Dungeon hubs
      • On the royal continents, unless you are part of a well-organized guild, it’s often hard to find a group to play with.
      • Yet, we also do not want to introduce a dungeon finder queue that teleports you into the dungeons once a group is found, as in our view, that kills the social interaction which is so important for MMORPGs.
      • Instead, we will create dungeon hubs. Multiple entrances, spread around multiple regions, will lead into the 1st level of the same large dungeon. Inside of that dungeon, there is a little protected NPC camp where players can store some gear, trade and meet other players to run the actual gateway dungeons (level 2) with.

    • PvE Exploration
      • We want to bring back something players have missed from previous tests: exploration PVE. We will sprinkle the world with many smaller mob camps with a significantly lower respawn rate than our current mob camps but with rare minibosses with high silver drop rewards. These locations will support a roaming PVE style with a lower reliability, but with higher reward spikes than the average dungeon.


    PvP

    • Arena
      • We will create an arena system that will allow players to practice and compete with each other in a competitive setting, without full loot
      • Players will be able to create custom practice matches
      • Players will also be able to play in ranked leagues, broken down into seasons
      • There will be a matchmaking system that will also allow solo players to find a group to play with
      • Gear used for the Arena will be sourced from the open world, and we will have item power caps in place to make sure that, based on your division, a wide range of players can compete on equal footing
      • Game modes to be offered will likely be deathmatch and the classical GvG fight with obelisk capturing

    • Royal GvG
      • GvG will be back in the royal continents.
      • In that context, we are looking into re-introducing soft gear caps for certain zones and/or certain GvG fights
      • Watchtowers will give you a share of the economic activity in the zone that they control
        • If a resource is mined in that zone, you have a % chance to get a copy of that resource deposited into the watch tower
        • You will get credited a percentage of all the silver that is farmed in the zone via PvE
    Economy

    • Gathering Rebalance
      • We will rebalance the frequency and spawn rates of resources and add variable refining ratios to make gathering more enjoyable and prevent the frustration of having to run around for extended periods of time before finding a mineable resource

    • Persistent Mounts
      • When you dismount, your mount will stay in the world unless you move too far away from it. You will retain your load bonuses while in range of the mount.

    • Transmutation changes
      • Transmutator building will be removed, instead, transmutation will be moved to the refining buildings.
      • To increase the tier of a resource, instead of silver, you will need N resources of the previous tier, but no additional silver.
      • Increasing the enchantment level of a resource will continue to cost silver, as it is needed as an uncapped high end silver sink.


    Progression

    • Learning points changes
      • Learning points are currently too powerful, making progression not feel rewarding enough.
      • We will significantly reduce the impact of learning points, such that unlocking something with learnings points is not the de-facto standard, but rather something special.
      • We will remove the ability to use learnings points prior to having reached a certain fame threshold.
      • To prevent learning point pile-up, work with varying percentage thresholds for learning point use, starting with a high percentage at lower end nodes, and moving to a lower percentage at higher end nodes.
      • We will rebalance fame values accordingly.

    • Rework item ability unlocks
      • When progressing through an item line, such as sword, the weapons get a new ability on each tier. This is tied to the item itself. We want to tie this to the destiny board instead, meaning that you will be able to use higher end abilities on lower tier weapons provided that you have progressed far enough.
      • Example (with random names): say you’d currently get “killing blow” on swords of T6 and higher. Going forward, once you hit the swords T6 unlock, you could choose the “killing blow” ability on any sword of at least T4 instead. This encourages player to unlock the high end nodes for their items of choice even if they do not want to / cannot afford to equip the highest tier gear at all times. Thus, it makes progression more valuable.

    • More granular mastery levels
      • The issue with current mastery levels is that, at the high end, they are miles apart from each other, and you need to play for a very long time before you have any visible progress. We want players to see some progress within a game session.
      • Therefore, we will make mastery levels more granular, by essentially having 100 instead of 10, with each mastery level taking much shorter than right now, of course.
      • You will get a small bonus for each mastery level you have
      • Unlocks are assigned to specific thresholds (for example, if you want to use T5 swords, you’d need swords at mastery 15). How we display mastery levels and unlocks will be reworked to be much clearer than it is right now.


    World

    • New Outlands
      • The current outlands do not work well. They are too spaced out, with a lack of clear hot-spots as we had them in Beta 1. On top of that, due to the time zone system, the best guilds in the game are too far away from each other, while at the same time, normal guilds often have powerhouses as their neighbours, which does not end well.
      • The new outlands will be much more structured, combining the best of Beta 1 and Final Beta with the following goals in mind
        • Clearly defined regions for each skill level, thus encouraging the best guilds to settle close to each other, while giving lower end guilds the option to settle in less aggressive regions far away from the top guys
        • Clear PvP and open world hot spots that multiple guilds will compete over
        • A world framework that can be expanded and adjusted based on player numbers
      • We will be publishing a detailed dev-blog about the new outland design soon

    • Immersive World
      • With the introduction of biomes, we completed a big step on our path to create a unique and believable game world.
      • However, we are by no means done, and the following steps will be taken next
        • Unique player cities
        • Replacing the “grid” layout of the world map with a more realistic topology
        • Improved world map, inspired by the map shown in our trailer here
    Other

    • Prevent city entrance camping by introducing guard towers
    • Improved starter zones and new player experience
    • Game performance improvements
    • New and Improved User Interface
    • In-Game Music and Improved Sounds
    • Bug fixes
    • Exploit & cheat prevention
    • + Lots of smaller tweaks and changes too numerous to list
  • Bercilak wrote:

    PvP

    • Arena
      • We will create an arena system that will allow players to practice and compete with each other in a competitive setting, without full loot
      • Players will be able to create custom practice matches
      • Players will also be able to play in ranked leagues, broken down into seasons
      • There will be a matchmaking system that will also allow solo players to find a group to play with
      • Gear used for the Arena will be sourced from the open world, and we will have item power caps in place to make sure that, based on your division, a wide range of players can compete on equal footing
      • Game modes to be offered will likely be deathmatch and the classical GvG fight with obelisk capturing




    ( You had me for a second here.....)



    • Learning points changes
      • Learning points are currently too powerful, making progression not feel rewarding enough.
      • We will significantly reduce the impact of learning points, such that unlocking something with learnings points is not the de-facto standard, but rather something special.
      • We will remove the ability to use learnings points prior to having reached a certain fame threshold.
      • To prevent learning point pile-up, work with varying percentage thresholds for learning point use, starting with a high percentage at lower end nodes, and moving to a lower percentage at higher end nodes.
      • We will rebalance fame values accordingly.


    (But lost me again here...if you paint a tumor a pretty color its still a tumor)
  • sounds nice so far.

    do you have an ETA on the transmutator changes?
    sounds not as hard to code as the arena-feature, but would make a huuuge difference economy-wise (finally utilizing those stacks of 5.2/5.3)

    the LP-change seems well overdue aswell.
    got an alt sitting with like 1500 LP, so he could unlock t7 gathering without moving a finger^^

    item ability-unlocks is a great idea - looking forward to that.

    as for "unique player cities" - i really hope that point is like the lowest priority for you. seems more like "polishing", then fixing current issues to me.
  • Great plans overall, but I wonder how much of this will actually be done in the next year. Last few roadmaps had so many stuff that never saw the light of the day. This BETA felt like a huge step back really.

    Also, about arenas, keep it as planned Korn, full loot in OW-PvP is great already, arenas are indeed more aligned with dueling than OW-PvP. The whole point is that it'd be a counter-point to GvGs/HGs. More of a less-reward (besides ranking) less risk kind of PvP environment. Good for practice and seasonal PvP.
    Youtube channel (GvGs, OW-PvP etc): youtube.com/c/Nietz
  • Nietz wrote:

    Great plans overall, but I wonder how much of this will actually be done in the next year. Last few roadmaps had so many stuff that never saw the light of the day.
    Hi Nietz,

    previous road maps were more akin to wider outlooks for the direction of the game.

    The one posted above is based on an actual project plan, meaning that we have planned it out on a very detailed level with some buffer time on top. Of course, this does not mean that things can't go wrong, however, all in all, we are very confident about the roadmap.

    All the best,
    Korn
  • An a non-full loot Arena with rankings?

    Welp, time to kill world PvP dead. This will do nothing but encourage people to hit the minimum level/items/silver, whatever it is, to do the arena and then just stand around doing only that. Even if the gear is sourced from open world that just means people do that until they get that gear (which doesn't drop in arenas) and then never go get it again.

    Ever notice how a lot people just stand around in town dueling for hours on end? Yea, this will be a lot worse than that and will become the only facet of the game for many people. It's very similar to when WoW introduced battlegrounds and it destroyed a lot of open world PvP (e.g. Tarren Mill v. Southshore).

    Not a fan of this idea. If I want 24/7 battle arena in which I can ignore the outside world I'd just play Battlerite.
  • Are we going to have to pve to pvp ? my peeps are concerned they are going to have to grind 24/7 for months in a dungeon to level up to pvp.

    Also instance arenas kill open world pvp typically. Cant you just allow guilds to create a pvp arenas and host their own fights ? Why the need to turn it into some type of fps instanced arena ?
    Brew master of the Mithril Warhammers http://mithrilwarhammers.com/