What would it take to bring YOU back to AO?

  • I would need group content for 2-3 people. I can generally find one or two friends to play with, most of the time. I can't find four. That locks me out of pretty much everything in Albion. We don't even have the option of trying expeditions in 'hard mode' (ie, with only 2-3 players) because the game will automatically add randoms to our group.
  • Robinhoodrs wrote:

    letwolf wrote:

    Robinhoodrs wrote:

    Remove the following;

    2) Name tags off-screen showing
    4,5,7- okay good1,2,3,6- maybe you just too bad and want ganking too easy, so git gud
    Nah I just remember when this was a hardcore PvP game and it was fun as fuck not knowing who or what you'll run into if you see someone on-screen. Now you can scout a team without even seeing the persons body on-screen... let alone actual ZvZ's being played out and not just scouting blobs and then deciding if you want to fight that blob or not without seeing who/what is there.
    Some many crybaby gathers ruined this game. :)
    The name tags just make an even play field with the guys with ultra wide monitors who actually not seeing much if any name tags because their viewport is already big enough. So without name tags it was more pay to win then with them.
  • The return of interesting pvp. Especially solo and 2-3 man groups. A return of skill mattering in pve. A return to being good mattering while backing away from pure rps and reactive builds.

    And get rid of off screen name tags as well as obscure player highlighting. They both impede my ability to hide and put small groups at further risk.
  • Taurean wrote:

    I would need group content for 2-3 people. I can generally find one or two friends to play with, most of the time. I can't find four. That locks me out of pretty much everything in Albion. We don't even have the option of trying expeditions in 'hard mode' (ie, with only 2-3 players) because the game will automatically add randoms to our group.
    One healer and 2 daggers in t5 shit can raid territories and kill mages like crazy. Might run into some small scale pvp as well. Same group can carefully fame farm most group dungeons. Three people is a nice number for a gank squad, or for a gathering anti-gank squad. Or are you just interested in repetitive instanced content?
  • You're going to need a miracle to fix this game.

    Jesus will need to descend from the heavens and revert this game back to Beta 1 and some of Beta 2.

    Until then, enjoy it while it lasts, because this game will be Darkfall all over again. As in doing too much (of things nobody asked for), and not enough of things people actually wanted.
  • Since everyone inspects equipment either way, enable non dropable cosmetic section of inventory, in which one can put any gear they can use to replace appearance of the character. Those cosmetic equipped items cannot be dropped on death since they have no stats. And cannot be unequipped unless in a city or camp. Weapons can be used as cosmetics too but need to fit the weapon type used.
    With that, the cosmetics currently existing would have some use.
    And please don't spew bull about needing to see gear that they wear without inspecting. Everyone inspects even if they can see the gear to be safe. If you run into pvp without inspecting you're screwed either way. Korn kept Saiyan that and either way no one cares how others look, they still check the gear. So the bull about needing to see gear players wear in game is no longer (never was) true.
    I seriously had enough if this lie considering how it was just a bait lie.
  • Quite interesting how 1/3rd of the posts (if being optimistic) here are players that left and sincerely express what it would take them to come back, as stated in OP, or at least replies to their comments, while the rest 2/3rds are either troll posts or just active players hijacking the thread to rant about an issue they have with the game. Signal-to-noise ratio is getting quite low here.
  • Excuse me for my English. Reasons why I stoped playing right after the release
    • Dead openworld pvp
    • Zergs
    • Boring gathering\crafting
    • Nothing to do in lategame
    • Game forces you to play in a guild which I dont want to
    • Pointless private islands
    So, I will start to play again when there will be something like that:
    • More things to do, esp in the openworld. Fishing, random PvE encounters with rewards, random events that taken place all ower the world (faction wars, morgana caravans etc), bounty hunting etc.
    • Less monotonous grinding. Now it takes like 3/4 of game time. Balance gathering fame, add different sizes of gathering nodes, add collectible resource nodes (log piles, sacks with hemp etc) guarded by mobs, add some sort of incrusting or sharpening for gear, bring more individualism into crafted gear.
    • Bring back quests and factions reputation. You are really failed to make a true Sandbox, so let NPC-questgivers do the job. Add faction-based armor and weapons from loyal factions.
    • Make private islands useful. Let players place those questgivers from above inside your houses. Making your vilagers happy and well-fed to make them pay you taxes and work for you. Protect your animals and crops from wild animals and bandits. I dont really know. All sorts of peacefull activities.
    • As the OP said, the world layouts are too repetitive. It is inexcusably for that kind of MMO to find two absolutely same locations.
    • Sailing. The infinite list of possibilities.
    • Remove guild redundancy. Over 9000 of different guilds are taking their places in AO, but only few of them having any possibilities in the world. I suggesting to remove alliances and replace them with limited number of preset guild unions. This will make possible for all guilds within that union to participate in world conquerring and use allied zones.
    • Stop punishing PK players so hard
    • Remove stupid P2W premium shit or make albion F2P. I am not going to play again cause I dont have any gold to buy a new premium and I dont wanna put even more money into a game that I already bought. Benefits from prem is way too gamebreaking for a game with a P2P system.

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

  • SunFoxx wrote:

    Excuse me for my English. Reasons why I stoped playing right after the release
    • Pointless private islands
    ....
    • Make private islands useful. Let players place those questgivers from above inside your houses. Making your vilagers happy and well-fed to make them pay you taxes and work for you. Protect your animals and crops from wild animals and bandits. I dont really know. All sorts of peacefull activities.

    Just nitpicking here: private islands are neither pointless nor useless. They can be decently profitable, due to the laborers, if used correctly. There are quite a few misconceptions and false information floating around this forum, which I will not detail here, it is just not what this thread is about.

    Unless you intended to say that you would like more fun game play attached to them (this is what I understand from your second bullet) in which case YMMV.

    EDIT: saying it as someone who had around 50 laborers T7/T8 before quitting, who made quite a decent profit for me daily. And having heard other players investing even more into them and having twice that number or more.

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

  • Theat wrote:

    What would it take to bring YOU back to AO?

    For me, my #1 recommended change would be to do away with the instanced, copy-pasted map zones, add a unique world terrain. Make lands individual and unique. That would change the game in so many positive ways. Make maps with 6-12 different exits, instead of 1-4. Make some maps really large, others really small. Etc.

    #2 real quick, would be, do away with instancing and push everybody more into open-world, and encourage players to get into BZ. Make the risk worth the reward.
    The hard for devs to work on and map improvements always come with bigger updates, you can expect one on Lancelot. And, devs have tried too hard to push players into black zone and zerg focused fights, and this is what we get. They underestimated the importance of redzones, as that was supposed made for the best solo/small group PvP content, as it proposed high punishment for zergs.

    Nvs1980 wrote:

    I doubt many people who have actually quit continue to contribute to the forums/community. But as a new players I can outline the top issues I have with the game:

    1.) The Grind - While the grind isn't considerably longer than the grind present in other games, there isn't much actual character progression tied to the grinding process. Many weapons will unlock their last skill at 40 and their last passive by 50. Beyond that the only benefit to continue the grind is for the mastery and specialization rank as well as unlocking higher tiers. But the gradual benefit of these things aren't apparent to the player and they're left with grinding for the sake of grinding for close to 100 hours to max a weapon.

    2.) Balance - No game is going to get it right and have every item be viable and in the meta. But Albion is pretty far behind the curve with so many weapon options and so few actually being in the meta. This was made worse by artifacts significantly overshadowing the standard weapon options and relic weapons in particular overshadowing all others. If you look at the calculator tool available on this very website, you see people post GvG and ZvZ setups for their guild members to use to best fit into the meta. The vast majority of those builds use artifact weapons. The vast majority of those builds are ranged. In fact, the only melee weapons most show for ZvZ in particular are exclusively for tanks.

    3.) Nothing to Do - I'm in the group of players that think they shouldn't remove ways for players to get fame and should instead greatly increase fame and the ways players can get it. But I also have difficulty finding a group because I'm not in a very large alliance, I play at NA prime times when everything is overflowing with groups and dungeon dive teams decked out in ZvZ gear. So there's very little for me to actually do. For the past 3 days all I've done is really kill moose and dire wolves to raise skinning and try and get calves/pups to get some money to afford a Relic item so I can get an invite to a HCE. Why HCE? Because that's the last bastion of places to FF when every square inch of Yellow, Red, and Black Zone dungeons are full and non-dungeon OW faming content is not at all rewarding for 2 or 3 players (and the few places that are, are camped as heavily as dungeons or even more frequently harassed because a party of direwolves can run in and out easily).

    Of these issues, 1 and 3 may be getting some attention in the next patch but I've seen more talk about the solo content's silver reward as opposed to the actual fame reward which has me nervous that the most expedient form of leveling is going to continue to be the wholesale slaughter of moose. #2 seems to be horribly slow and I really wish the developers would spend a little time explaining where they felt the current weapons are. Even a 2 line response like they recently made for bow users would at least give me hope that a weapon I want to use is on their radar.
    absolutely agree, finding a decent group is even hard for people in large guilds, not just you. And no one really enjoy raping a gather as 20, other than the profit part. Need to make smaller group pve/PvP more viable... At least back to pre-hector level.

    Hector is the worst update ever introduced, and so many players has given feed backs upon that, I do not understand why devs insist that it is good for game health.
  • 1) Remove fake branches in the technology tree. Combine all E-abilities, or make for each staff all the abilities unique. The tech tree is actually very small. You specially stretched it.

    2) Make the locations unique, like in "divinity original sin 2" or similar games.
    >Make the bushes in which you are invisible.
    >A barrel that explodes when attacked (then respawns after a while).
    >Cacti that cause damage, narrow paths, poisonous plants and other tactical elements.
    >Rain, which slows down the speed of movement on a horse.
    >Make height is normal, and not two surfaces on two floors.
    and etc
    To have them there were hundreds of species and the map consisted entirely of them. That there was a possibility that one player could attack the group, use the terrain, kill someone and hide alive.

    If the card is filled with the same items as divinity original sin 2, then I will play actively.
  • Clu wrote:

    1) Remove fake branches in the technology tree. Combine all E-abilities, or make for each staff all the abilities unique. The tech tree is actually very small. You specially stretched it.

    2) Make the locations unique, like in "divinity original sin 2" or similar games.
    >Make the bushes in which you are invisible.
    >A barrel that explodes when attacked (then respawns after a while).
    >Cacti that cause damage, narrow paths, poisonous plants and other tactical elements.
    >Rain, which slows down the speed of movement on a horse.
    >Make height is normal, and not two surfaces on two floors.
    and etc
    To have them there were hundreds of species and the map consisted entirely of them. That there was a possibility that one player could attack the group, use the terrain, kill someone and hide alive.

    If the card is filled with the same items as divinity original sin 2, then I will play actively.
    pretty much, you grind hundreds of hours for spec of one E skill...
  • Clu wrote:

    1) Remove fake branches in the technology tree. Combine all E-abilities, or make for each staff all the abilities unique. The tech tree is actually very small. You specially stretched it.

    2) Make the locations unique, like in "divinity original sin 2" or similar games.
    >Make the bushes in which you are invisible.
    >A barrel that explodes when attacked (then respawns after a while).
    >Cacti that cause damage, narrow paths, poisonous plants and other tactical elements.
    >Rain, which slows down the speed of movement on a horse.
    >Make height is normal, and not two surfaces on two floors.
    and etc
    To have them there were hundreds of species and the map consisted entirely of them. That there was a possibility that one player could attack the group, use the terrain, kill someone and hide alive.

    If the card is filled with the same items as divinity original sin 2, then I will play actively.
    awesome
  • Taurean wrote:

    I would need group content for 2-3 people. I can generally find one or two friends to play with, most of the time. I can't find four. That locks me out of pretty much everything in Albion. We don't even have the option of trying expeditions in 'hard mode' (ie, with only 2-3 players) because the game will automatically add randoms to our group.
    Blue 2v2 full loot hgs coming next patch if you're in to that
  • Costumes.
    Permanent Costumes for gold with option to disable enemy costumes.
    Cosmetic only, no stat boosts.
    Option to disable other players costumes so no excuse not to have them
    Would love to do BZ with T6/7 gear just to look pretty but theres no point cause T4 armor + T3 spear is enough to solo farm T7 zones mini dungeons and outdoor camps ez.