Suggestions From A PvP Vet (9/21/14):

  • Suggestions From A PvP Vet (9/21/14):

    Fixes Strongly Needed In Albion Online:

    1) Durability Loss - Upon death we all experience major dura loss to EVERYTHING on our body at the time. After a second death 90% of the items are broken and not repairable. Upon the 3rd death your 10% of items left are broken as well. This is far to steep for a full loot game like Albion. Most people agree there should be a dura loss. However with item repair being almost pointless since the cost is ridiculous, I urge the devs to greatly lower the item dura loss. Dura loss should be maybe a constant 10% per death instead of 40%-80% random dice roll. Dura on regular usage should also be lowered some.

    2) Tools and Weapons - There needs to be a constant hotkey that switches between weapons and tools like skinning knifes without having ability cooldowns. Having to use paper doll every time is a major kick in the butt.

    3) Wildlife - They should have red borders on them when behind trees since the camera angle is stuck.

    4) Gold - Needs to have an exchange rate on MARKETS. This way we can buy items with gold.

    5) Abilities - Need to be use-able while on the run. 90% of enemies run constantly and abilities force a stop to use them and by the time they fire off the enemy is long gone.

    6) Fleeing - Enemies should not be allowed to run out of the cluster if they were hit in the last 10 seconds. They should be forced to fight back or dodge the attacks until they can leave the cluster.

    7) Horses - Should be cheaper to craft.

    8) Tools - Should be cheaper to craft.

    9) Novice Living Quarters - Should be allowed to store higher level items such as journeyman and adept armor and weapons.

    10) PvP Skull Debuff - Should NOT last after death.
  • I agree with the first 2 only.

    3) No. That would just look hideous.
    4) No. Gold should only be used to make life your easier at some things not to be able to substitute silver in every possible way.
    5) No. Learn how to team up using CC abilities to stop them.
    6) No. 5 and stop camping people at the entrance of PvP zones.
    7) No. Leave your horse at the bank before PvP or Dungeons.
    8/ No. They are already easy enough.
    9) No. There must be a reason to upgrade buildings.
    10) No. If you don't like PvP skull debuff, then do PvP where is not limited PvP.
  • Bael:

    Silver and gold should ALWAYS be interchangeable in video games and 99% of the time are. 100 silver makes 1 gold.

    The rest of your arguments fall short and tells me your a crafter whom enjoys point A to point B type games with full game shadows and graphics so the game is pretty.
    That's all ok, but a full loot sand box pvp game than shouldn't be really the game you play.

    Please go spread your opinions on your own thread Labelled: Suggestions from a crafter.

    As a pvper I make these suggestions for other pvpers.

    Because we like to skip point a,b,s, & d and go straight to point Z and pvp and be able to buy our armor and weapons and horses from guys like you using our gold. We also want pvp abilities to work correctly. We also want to be able to change to weapons from tools and weapons to tools immediately. We also want to not deal with crafting huge houses, or guild halls just so they can hold higher tier weapons and armor. We don't live in them, we just use them as a bank. Crafters should stay out of pvp zones if they are going to run from battle. Horses and tools should be much easier to obtain so we can get the nodes and get to new areas for pvp. Wildlife needs to have some sort of mark that shows them so when in pvp you can bypass or push people into them behind the trees since we cant rotate the map.
  • 1. Decrease repair costs, dura loss also could be like in last tests when it was more random and you could get, as loot, 100% durability item :)

    2. We need that cool down, if you don't like it get some protection from guild mates.

    3. Just no! Stay on road if you are too weak.

    5. No, people should be able to run away.

    6. Right now it is ok, if someone is victim he can run, but if he was fighting with you he is in combat and can't change zone. I would only add one thing, guy with skull should be in combat even if he is running :)

    7. Horses should have more HP imo and they shouldn't lose durability if you are not ridding on them during PvE, price is ok.

    8. It is ok.

    10. With this one I can agree, after you were punished, by someone, you are no longer criminal.
  • 1. I agree. Dura loss is too high for players to be able to loot something. I have even experienced this in pve deaths.

    2. Removing the cooldown would make it posible to switch weapons in combat and create a huge skill rotation skill that would break the whole existing battle system. Now, that said, I do think there should be NO cooldown when switching back to your weapons (hotkey Q). If this is selecting the last set of weapons you last equipped I think it would work perfectly. From there, changing your weapons set should trigger the cooldown.

    3. I agree that with the fixed camera angle is hard to see mobs somethings, but I would not outline anything because of it. Roads have the goal to help you travel safer at the cost of being the longest distance most of the time.
    Since we mentioned camera angle. One thing that the current camera angle has is that moving to the top right is the easiest and to the bottom left the hardest. I give the camera a little more zoom out option so we have a larger view area. This would not change the actual problem, but would give you move time to see mobs that you encounter when moving to the bottom left.

    4. Atm feels that gold doesn't have much use other than a silver replacement. Gold is supposed to be the premium currency and right now is only a silver x100. Maybe to use gold in the markets, the seller would have to be able to set that he/she wants to place want to be payed in either one or just an specific one. Maybe allow the player that sold the item get the currency they like if he/she was paid with gold.
    I don't know if there is something that can only be payed with silver, but it should. Silver should be the main currency after all.

    5. I agree somewhat. Some skill might want to be able to make you stop (specially cast skills) and some should not. Armor skills for example I think work great without stopping you.

    6. I think you are right about this, I also had the feeling I could just outrun anyone, but adding rules like the one you propose I believe would break the players immersion at that point not allowing something that felt obvious to happen in the current rule set. On the other hand, if the one running away is you and you are running from mobs, I think anyone would like to be able to escape. Specially since death is so unforgiving (which I love!). CC is my idea, but I don't know if it is actually possible to CC enough to get the kill. Seems a good amount of teamplay will be requiered... maybe too much for just one kill?

    7 / 8 / 9. I would have hopped to see why you want it to be easier in this aspects. Maybe you can say why?
    The way I currently see it, is that all these things are "luxury" things to own. You don't necessarily need a mount. Tier 1 tools are easy to craft. And isn't the upgrade of the houses the point of upgrading them?

    10. Agreed! Nothing bad should persist after death imo. The one thing I would not remove when you die is some sort of "criminal/outlaw" (which doesn't exist...).
  • Well honestly I don't care about the wildlife hiding.
    It's just a broad complaint my clannies have.

    As for tools and horses being cheaper to acquire. Has alot to do with the dura loss upon death. If they fix that than alot of my complaints go away. However in most games tools are BUYABLE from a merchant. I would honestly like to build a merchant that sells stuff like tools and bags. So upon death you don't have to gather for a half hour just to build tools and than another hour to build pvp sets. This is because pvpers gather in pvp zones not the safe ones like most of you guys.

    Horses also should be easier to get or an option to buy from the stable.

    *all my thoughts are purely coming from the pvper mentality. We don't play games like this to craft, we play them to full loot people we kill.

    I don't understand why you guys can't see that every game has either one currency or multiple currencies that all have an exchange rate. 100 coppers = 1 silver, 100 silver = 1 gold.

    Gold should auto exchange in markets so pvpers can just buy gear sets from you crafters.

    Also people shouldn't be punished for changing out tools with weapons or weapons with other weapons if a hotkey was put in. Every sand box mmo allows you to interchange your weapons and tolls with out cooldowns on skills.

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

  • Parks:

    First, I don't think that you are aware that Sandbox Interactive plans to sell gold for dollars. So, your suggestion would make a pay to win game. The other suggestion just indicates me that you suck at PVP and you don't understand that there's spells and abilities to stop the enemy from running away as you described which need to be implemented in your team work. Just as you would need a tank or a healer, for pvp, you need CC which is that person with such spells or abilities that control enemies. This is just QQ because you can't kill anyone. Please go spread your opinions on your own thread Labelled: Suggestions from a noob at PvP.
  • bael:

    I'm chasing you through the forest. Your 2 steps ahead of me. I want to slow you so you will turn and fight instead of leading me into your guild members with a group of 5, 45 seconds away. I try to use a slow on you, however it stops me and does the slow no where near you and now your 4 feet in front of me.

    That's not a good game mechanic. i'm sorry but its not.

    I don't like classes. I'm use to mmo snadbox pvp games that interchanges depending on the situation. Your 4 feet away so I can't melee so I should be able to switch to a bow. You turn and fight so I switch to melee. Your 5 clannies come to help so I switch to my staff to do an aoe slow.

    If they sell gold than it will break the game anyways, period. It just will.

    I'm a skill based pvper, not a zerger whom surrounds 1 lonely guy and traps them. There needs to be a way to slow a guy your chasing OR take out speed skills like sprint, flee, run.

    To me it shows you are the bad pvper and would run from a fight or surround 1 guy with your mage, archer, and warrior. My idea is to force 1v1's where yours is to trap people, corner them, or hope they get stuck on the terrain like rocks and you are able to pass them 2 feet and burn a slow on them.

    The only time slow abilities work is if they turn to fight or for some reason they get stuck on the terrain and you pass the up 2 steps and cast it and they run right into it.

    Heres: a pvp vid of a real skilled based pvp game full loot open world. No classes and junk.



    unfortunately this game is no longer out because the game company didn't pay their workers and the workers won a law suit and got the rights to the game.

    So as a pvper I don't expect albion to be like darkfall 1 100% But i would like to see the immersion and JACK OF ALL TRADES style vs. the class system and NOT letting people run away so easily in pvp zones.

    * other pvp sand box games such as UO and Mortal Online are appealing to pvpers like me. I'm guessing your attracted to the league of legends aspect of this game and the crafting. Which is fine. But if they want to go in the league of legends route of pvp than they need to make it so you can use abilities more responsive when on the run. Or else every 1 v 1 potentially can end up with one guy just running away if they have a 2 ft head start. Or even worse lead the chase 45 sec away into their zergy ass clan which I get the hint you like.

    The post was edited 7 times, last by Parks ().

  • This is a good thread, let's not follow or fall on pointless fights or accusations. Everyone has different levels of skill and understanding of the game. To the developers is good to hear from all type of players, the good, the bad, the skilled, the button-smasher, etc. Common guys, we are here saying our mind only to help the devs come up with the best they can. This is the Feedback forum and no where to be pointing fingers. Everyone's observations are valid and rejecting someone else s doesn't help anyone.


    So back to topic.


    Parks, I agree that there should be a way to move from Gold to Silver. Hopefully allow some type of vanity items too. Now, if a player likes to be a gatherer or crafter, I'm sure you could with gold buy something from another player to equip yourself pretty quickly. I would provably be selling you the stuff lol.
    I think that this is not happening right now because currently silver out weights gold. Everyone playing the Alpha have gold, but not as much silver (at least on the earlier tiers).

    This is how I hope the game will turn out.

    When in close beta or maybe a bit later in open beta I hope to see at least 4 (hopefully 5) categories of players.
    PvP, PvE, gatherers, crafters and hopefully merchants/traders.

    I don't mean with that someone can't be all 5. but I imagine people will have their interest fall on more 1 or 2 than the reset.
    I see players wanting to be wealthy and gather and craft a lot to sell to PvE and specially PvP players gear of all kinds. I imagine guilds will be a combination of all kinds of player and build their inside economies around what the game mechanics currently provide you with. I can see players organizing groups to escort Ox to move resources while moving across a PvP map.

    With something like that I see very much likely that you can go to almost any market and buy a new horse to get you back on your feet if you need to or just are looking for an upgrade.

    Now the silver follow is kinda low also because of the few players. I don't expect to see many changes on it soon since we can't really see market growth in detail with the low player amount.
    I do hope the winter Alpha brings more people so we can see a grow on these behaviors.
  • 5) Abilities - I agree that there should be some more ways to chase a target, but even now some of them exist. There are roots, sleep, dash on trowing knifes etc.

    6) Fleeing - gate camping is definetly not what this game needs.

    7, 8, 9) I think you miss the main point of sandbox games. If you don't want to gather resources for tools and houses - you can buy it from other players. For the price they set. Why should making this tools be easier? It's a huge part of the game. Buy it or don't use it, if you can't afford. Now player market may lack many items - but cmon, it's alpha and a week from the start.
    Speaking about houses, there shold be a reason for upgraiding them for higher tiers. And again - if you don't want to gather resources for it, you can buy it from a builder. Or you can live in a tent with no high tier buffs. The choise is yours ;)
  • Parks wrote:

    Fixes Strongly Needed In Albion Online:

    1) Durability Loss - Upon death we all experience major dura loss to EVERYTHING on our body at the time. After a second death 90% of the items are broken and not repairable. Upon the 3rd death your 10% of items left are broken as well. This is far to steep for a full loot game like Albion. Most people agree there should be a dura loss. However with item repair being almost pointless since the cost is ridiculous, I urge the devs to greatly lower the item dura loss. Dura loss should be maybe a constant 10% per death instead of 40%-80% random dice roll. Dura on regular usage should also be lowered some.

    2) Tools and Weapons - There needs to be a constant hotkey that switches between weapons and tools like skinning knifes without having ability cooldowns. Having to use paper doll every time is a major kick in the butt.


    1) Definitely agree.

    2) I can see a hotkey being a logical inclusion into the UI for this, especially considering the cooldown timers, which BTW, are hideously too long for switching weapons and mounting/dismounting, IMHO.