Introducing: Albion Arena Masters!

    • Hey guys,

      Reddred schrieb:

      u expect that much ppl ? (monday to friday during 4 hours)
      It's mostly for logistical reasons, we just want to be sure that in case we have a lot of registrations we can accommodate everyone. The days/hours may be reduced. Edit: also bear in mind that during group staging you will have a maximum of 3 matches and around a maximum of 6 during double eliminations. You wont have to play every day for 4 hours :)

      Headstrong6666 schrieb:

      How many players can each team have? would be nice if each team can have like 6-8 players just because of the times etc, so you can have a fill in.
      5 players per team and 1 substitute player. There is one optional player space when you register for your sub.

      Endymion schrieb:

      I assume that your team needs to be available Monday-friday 18-22 every day for three weeks?

      Are you allowed to have subs for your team?
      Yeah, as above it's to be sure we can accommodate as many people as possible, it may be reduced but this is the maximum.

      - Evoque
      AlbionOnline | @EJevoque | Evoque#9601
    • as a random arena pvp tournament this is really awesome.

      but to keep the game as a whole function well, need to keep arena pvp and guild territory gvgs something completely different.

      when arena pvp becomes gvgs without winning or losing guild territories then doing guild territory gvgs loses relevancy, since someone can do arena matches 24/7.

      how many players would still wait a day to do 1 gvg.. when they can do gvgs 24/7 in the arena?
      - - -
      so best keep the arena pvp action + tournament somewhat random, somewhat amateurish.

      focus professional tournaments on guild territory gvgs, let arena pvp have random amateurish freebie tournaments.
      Let's Make Albion Legendary. just somerandom

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

    • Hey,

      YaayAlbion schrieb:

      as a random arena pvp tournament this is really awesome.

      but to keep the game as a whole function well, need to keep arena pvp and guild territory gvgs something completely different.

      when arena pvp becomes gvgs without winning or losing guild territories then doing guild territory gvgs loses relevancy, since someone can do arena matches 24/7.

      how many players would still wait a day to do 1 gvg.. when they can do gvgs 24/7 in the arena?
      - - -
      so best keep the arena pvp action + tournament somewhat random, somewhat amateurish.

      focus professional tournaments on guild territory gvgs, let arena pvp have random amateurish freebie tournaments.
      Your feedback is appreciated :) in general we have a lot of the GvG content on our regular stream, but having this tournament doesn't mean we will rule out other styles in future. We plan to have many other kinds of events and tournaments inbetween our updates, that means we can still have Hellgates / GvG / Castle style tournaments in future. Think of this as an addition!

      Headstrong6666 schrieb:

      do we bring our own 6.1MP or is that provided? xD
      It's BYOG :D

      Tuckazor schrieb:

      Will participating teams be able to use a pool of replacement players? Since we don´t have a precise schedule upfront it´s hard to guarantee everyones online presence, yet.
      You can put forward just one substitute player, but for now what really matters is you get yourselves signed up so we can see the numbers. It could be that we reduce the tournament down to a double elimination bracket depending on signups which would cut down the time frame. This can all be clarified at the end of the signup stage, hope to see you there. ;)

      - Evoque
      AlbionOnline | @EJevoque | Evoque#9601
    • Evoque schrieb:


      ... but for now what really matters is you get yourselves signed up so we can see the numbers. It could be that we reduce the tournament down to a double elimination bracket depending on signups which would cut down the time frame. This can all be clarified at the end of the signup stage, hope to see you there. ;)

      - Evoque
      Maybe put this tournament on the MainPage news - would help to inform as many potential groups as possible.
    • This is a nice thing that you are doing. I just see a minor issue in it.

      Gear is capped and thats a good thing since IP capping in this game allows for different build varieties and playstyles but Consumables are not capped. Because glass cannons and focus fire mechanics don't work well in a capped setting, poisons become a huge tool in the effort. If poisons are permitted or not capped it will basically be a team of whoever can afford to toss around the most T8/8.1 poisons. I would recommend putting a restriction on all consumable to a lower tier level than their max level versions.

      Edit-Also with Weapons being locked and armors being freely switchable certain spell items become incredibly luxury given their costs. Purge on fiend cowl being the most obvious but to a smaller degree Silence and Smokebomb. It may be worth considering this when determining your ruleset and perhaps modifying this so that a teams designated tank player can be permitted weapon switching.

      For anyone entering arena looking for winning strategies my 2 cents, don't view arena's as a 5v5 war they simply aren't. They are a rotational war. Secure your home point and have a 3 person core that can hold the center point and delay its capture and then put pressure on the enemies home point if they ignore it. Smart teams will try to secure their own home points first so being able to hold or delay the center point capture and sending 1-2 people to harass the enemies home point will give a strategic advantage to those teams.

      Don't take double healer it may work in pub matches it will get smoked in an organized setting you simply don't need that much sustain when rotationally reseting back to the tent is a much more efficient tactic without sacrificing dps or utility, as tempting as it might be to run a Speed cast/obsessive burst, royal cowl, holy smite w aggro cast you will get better utility out of Merc jacket and any weapon with good zone control and tick dmg(spear the most obvious) combined with hunter/merc hood or knight/soldier you are pretty much going to win 1v1s Sustain is your friend manage and use it properly.

      Also while Druid cowl may also be seen as an important item in HG/GvG, Royal armor will be your friend in arena since it functions as energy drain and sustain in a single item.

      Beyond this look to an arena strategy that allows for securing points through sustain/delay, killing is fun and all but the point loss from kills in combo with short respawn CD and no gear loss means that you can permit deaths as long as you win the attrition war since capturing points yields far faster point captures. Once all the runestones are capped don't sit there and fight reset yourselves there is no point in fighting during the downtime, you can't get tentcamped there is enough room to jail break and the tent provides easy sustain against a team that will be too far overextended to sustain themselves before you break through to the outer runestones. The attrition war is won through rotational tent sustain, sustain items, and then zone control. That said if you want to have a comical laugh at all your opponents run bloodletter/mistcaller with some CD items and meme your way to a win.

      Have fun and good luck with the arena tourney , but don't fall into the trap that HG/GvG builds are what will get you the win in arena it won't.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von GunnerNight ()

    • Heyhey,

      Tuckazor schrieb:

      Evoque schrieb:

      ... but for now what really matters is you get yourselves signed up so we can see the numbers. It could be that we reduce the tournament down to a double elimination bracket depending on signups which would cut down the time frame. This can all be clarified at the end of the signup stage, hope to see you there. ;)

      - Evoque
      Maybe put this tournament on the MainPage news - would help to inform as many potential groups as possible.
      Good idea, fortunately we are aligned on this. We are currently working on an events overview page on our website so that you can easily see all the upcoming events planned for this fall. :)

      GunnerNight schrieb:

      This is a nice thing that you are doing. I just see a minor issue in it.

      Gear is capped and thats a good thing since IP capping in this game allows for different build varieties and playstyles but Consumables are not capped. Because glass cannons and focus fire mechanics don't work well in a capped setting, poisons become a huge tool in the effort. If poisons are permitted or not capped it will basically be a team of whoever can afford to toss around the most T8/8.1 poisons. I would recommend putting a restriction on all consumable to a lower tier level than their max level versions.

      Edit-Also with Weapons being locked and armors being freely switchable certain spell items become incredibly luxury given their costs. Purge on fiend cowl being the most obvious but to a smaller degree Silence and Smokebomb. It may be worth considering this when determining your ruleset and perhaps modifying this so that a teams designated tank player can be permitted weapon switching.

      For anyone entering arena looking for winning strategies my 2 cents, don't view arena's as a 5v5 war they simply aren't. They are a rotational war. Secure your home point and have a 3 person core that can hold the center point and delay its capture and then put pressure on the enemies home point if they ignore it. Smart teams will try to secure their own home points first so being able to hold or delay the center point capture and sending 1-2 people to harass the enemies home point will give a strategic advantage to those teams.

      Don't take double healer it may work in pub matches it will get smoked in an organized setting you simply don't need that much sustain when rotationally reseting back to the tent is a much more efficient tactic without sacrificing dps or utility, as tempting as it might be to run a Speed cast/obsessive burst, royal cowl, holy smite w aggro cast you will get better utility out of Merc jacket and any weapon with good zone control and tick dmg(spear the most obvious) combined with hunter/merc hood or knight/soldier you are pretty much going to win 1v1s Sustain is your friend manage and use it properly.

      Also while Druid cowl may also be seen as an important item in HG/GvG, Royal armor will be your friend in arena since it functions as energy drain and sustain in a single item.

      Beyond this look to an arena strategy that allows for securing points through sustain/delay, killing is fun and all but the point loss from kills in combo with short respawn CD and no gear loss means that you can permit deaths as long as you win the attrition war since capturing points yields far faster point captures. Once all the runestones are capped don't sit there and fight reset yourselves there is no point in fighting during the downtime, you can't get tentcamped there is enough room to jail break and the tent provides easy sustain against a team that will be too far overextended to sustain themselves before you break through to the outer runestones. The attrition war is won through rotational tent sustain, sustain items, and then zone control. That said if you want to have a comical laugh at all your opponents run bloodletter/mistcaller with some CD items and meme your way to a win.

      Have fun and good luck with the arena tourney , but don't fall into the trap that HG/GvG builds are what will get you the win in arena it won't.
      In regards to the capping of gear and consumables, we tried to bring a compromise and minimize the differences between players. Using high end consumables should be possible for most players, it's only a question of if you think the investment is worth it vs. the possible prizes. In general, we never tried to weaken those, who put in a lot of effort into the game and at the same time we tried to strengthen those, who can not play that much.

      We also tried to find a compromise in regards to weapon / gear swapping during arena, as this is a great part of the game. We want to keep the concept of versatility behind arena as intact as possible, at the same time, allowing a certain level of adaptation and anticipation for teams you will face. Banning certain weapons, comps and play styles is not a good short term solution because it's extremely difficult to draw the line. Neither in the long term, because it would mean there are overarching issues that would be better for us to address overall.

      Sounds like you're already thinking along the right lines, may be a good idea to gather a team and participate! :)

      GunnerNight schrieb:

      Additionally maybe advertise this tourney to the econ players, maybe someone will want to get a book going and we can get some good ole fashioned gambling into the mix.
      We're currently looking into some integrated voting solution during the tournament, so that players can vote one who may win. Setting wagers can then be organized by the community if they wish. Basically, we will offer integrated voting, but it's up to players to decide when/how they bet. In future it would be great to have a system where players can earn points based on how many they get correct throughout the tournament so that we can give away prizes. There will be opportunities to improve this aspect each tournament.

      Sinatra.SUN schrieb:

      when it says 6.1 gearcap, does that mean you can bring 6.1 hell artifacts?

      /f
      It's 6.1 equivalent, apologies it was not that clear in the announcement but reasoning for everyone; artifacts that are higher would give an advantage over the other weapons. Hope to see you and your team there Frank!

      - Evoque
      AlbionOnline | @EJevoque | Evoque#9601