Hi all,
Hell Gates in Albion Online are a hotly debated topic, and always have been.
For some time now, we have been of the opinion that with the current hell gate map layout and mechanics, even by tweaking certain aspects of it, they would always have issues.
A while back, we have started working on a new hell gate map, which, coupled with change mechanics, would solve the problems posed by the current hell gate design. The map for this is mostly done and is being internally pre-tested.
Design Goals
Concept (work in progress)
Why it's cool
Map Sketch
(Please admire MsPaint skills below)

We are looking forward to your feedback.
All the best,
Korn
Hell Gates in Albion Online are a hotly debated topic, and always have been.
For some time now, we have been of the opinion that with the current hell gate map layout and mechanics, even by tweaking certain aspects of it, they would always have issues.
A while back, we have started working on a new hell gate map, which, coupled with change mechanics, would solve the problems posed by the current hell gate design. The map for this is mostly done and is being internally pre-tested.
Design Goals
- Hell gates are about PvP.
- Mobs in hell gates should act as sources for loot and as time buffers that allow a 2nd team to join the hell gate before it is finished.
- Mobs should play no, or a very limited, role in deciding who wins the PvP fight
- Hell gate strategy should not be affected by artificial game mechanics such as timers
- Dodging the opponents team should not be possible. At the same time, there needs to be a legitimate way out of the hell gate if something unexpected happens (such as: your healer is disconnected, etc)
- Camping the opponents team entrance should not be a valid strategy
Concept (work in progress)
- The map has multiple entrances, and if a group joins the hell gate, an entrance will be picked for them at random. This is important as it makes sure that you do not know where the 2nd team would show up, discouraging gate camping. (and, in any event, groups that join get the protection bubble)
- The map itself contains no - or very few, but weak - trash mobs, as we do not want mobs to play any significant role in hell gate PvP fights
- In each corner of the map, there is a mini-boss. The mini-boss is ranged, quite immobile, and you cannot leash him, and he is easy to disengage. You also cannot hide behind him as he is right in the corner. Killing a mini boss will take around 2 minutes
- The mini-bosses act as a time buffer allowing a 2nd team to join the hell gate. Once all mini-bosses are killed, the main boss spawns. At this point, no other team can join the hell gate.
- If you kill the main boss (this should take around 4-5 minutes), an exit portal spawns, allowing you to instantly exit the hell gate
- You can also exit the hell gate through one of the entrances, however, only after you have been inside the hell gate for at least 5 minutes. Also, while in the hell gate, logging out will take 5 minutes, too. If 5 minutes is not enough to prevent dodging, we'd increase that number.
- This concept would work well with or without a hostile counter. Testing would show which one is better
Why it's cool
- Close to zero interference of mobs in PvP fights. No more "who pulls the mob first" games
- Player groups can get to each other straight away, without a mobs blocking them
- Incentive for the 1st team to kill mini-bosses fast, as this prevents another team from joining the hell gate
- Dodging problem solved via "cannot exit for 5 minutes" debuff when entering hell gate.
- No more waiting for or playing around timers
Map Sketch
(Please admire MsPaint skills below)
We are looking forward to your feedback.
All the best,
Korn