Updated Testserver Patchnotes - 2 March 2018 (Lancelot)

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    • Agree with some of the concerns others have already raised:

      1) Having zergs determine a % buff for a GvG doesn't feel right to me. I understand wanting to get more players involved with GvG fights but it feels like a poor way to implement that. IMO, GvG's are enjoyable because everyone is on a level playing field (other than town plot defenses) - so it boils down to the skill of the players involved on each team, not a fairly arbitrary buff.

      2) Castles in the current implementation giving energy every 10 minutes should also remain, as it gives smaller guilds that don't have the economy to support a successful GvG team a way to earn energy. The proposed change is just going to increase the economic gap between top guilds and the rest. It's also just going to remove incentives for a lot of the recent (and enjoyable) medium sized ZvZ fights that have been happening constantly as guilds are jockeying for their final position in the season rankings.
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    • PrintsKaspian schrieb:



      • Spawn time for all Hellgate Portal Guardian mobs in red/black zones increased

      Why? The time in between spawns is already 30mins. Generally speaking they only take about 15 mins max to finish. People are already spending a lot of time looking for "the last hellgates" or waiting for them to respawn.

      I believe that it would be beneficial to force people to wait longer to play content. GvG you have to wait for the actual start time, arena you have to wait for the queue which means hellgates are currently the only pvp content you don't have to wait "that long" for.
    • Syndic schrieb:

      Leave the castles as they are. Zerg guilds need content, once-per-day isn't enough.

      It is clear that you are commenting this to generate drama in the alliances that destroy you in ZvZ, in all the topics that speak of ZvZ you comment that the ZvZ is absurd and mindless. Do not make a feedback to take advantage of the other players get tired of the game, aims for Albion grow. Regards!
      Farmer.
    • Wein schrieb:

      Syndic schrieb:

      Leave the castles as they are. Zerg guilds need content, once-per-day isn't enough.
      It is clear that you are commenting this to generate drama in the alliances that destroy you in ZvZ, in all the topics that speak of ZvZ you comment that the ZvZ is absurd and mindless. Do not make a feedback to take advantage of the other players get tired of the game, aims for Albion grow. Regards!

      To me zerging is mindless and boring, but that doesn't mean that people who enjoy it shouldn't have that kind of content. ZvZ players paid their 30/50/100 euros same as I did, restricting their content to an arbitrary timezone is not healthy for the game.

      What about the US west coast / Aussie players who enjoy doing castles, do you even you realize that with these changes they would have to alarmclock to participate in castle ZvZ? It's already hard for those guys to play with 200-300 ping, why exclude them from content if they enjoy it just because they're on the "wrong" side of the world?
    • PrintsKaspian schrieb:

      Castles now provide energy at the beginning of prime time
      I think the whole community was asking for content to be removed from this game... C'mon Man! I don't like ZvZ stuff much but there are plenty of folks who do, and taking this away from them is a hair brained idea. Don't do it.

      PrintsKaspian schrieb:

      Owning Siphoning OR Rogue Mages in a territory prior to a battle gives a combat buff during GvG fights, giving more guild members the potential to have an impact on the outcome of a GvG
      Already commented on this once, but having thought about it more... Goddammnit, this is stupid. If you want more people to impact GvG how about making GvG more accessible so that more than 30-40 people a day play in them? 3 alliances own 75%ish of the black zone. That means if they pacify a couple war camps it is impossible to attack more than a couple territories in a day. The core mechanic of the war camps needs to be looked at so that all territories can be attacked daily. The game needs more GvG activity, accessible to more guilds, without the need to Zerg a war camp. Its to late to fix it in Lancelot, but this is one of the things that you need to address in the next patch.

      PrintsKaspian schrieb:

      Roaming Mobs
      Are everywhere. If there are this many on live ganking will be everyone's new favorite, and solo gatherers will cease to exist. I like the "fuller" feeling of the open world with the mobs, but I am afraid that you are going to lose a lot of gatherer population because of this. Consider the density of the mobs VERY carefully before it is on live.

      PrintsKaspian schrieb:

      Luxury Goods
      Are every bit as bad as I expected. They are useless to most people, but already wealthy guilds will be able to print MILLIONS OF SILVER for a 3 min escort run out to yellow.

      The weight needs to be a % of load capacity rather than a hard number if you are going to try to balance by weight. You are making the snowballing worse with this implementation, and if the intent was to help solo players, then you've missed the mark and accomplished the opposite.


      PrintsKaspian schrieb:

      Additional Hellgate info:

      If another Hellgate of the same type is open, the connection rate will be 100%

      Greater Hellgates will remain in yellow, red and black zones

      Lesser and Greater Hellgates will have different icons on the minimap

      Spawn time for all Hellgate Portal Guardian mobs in red/black zones increased
      Connection rate 100% - Great change. Well done.

      Spawn time for guardians increased - WTF? More content=Good. This is a reduction to content. Don't do this.

      Hellgates need 2 more things. IP Caps ranging from 6.0 to 8.0 in order to make them competitively balanced for the masses that can't afford to lose high tier gear, and give them better fame rewards so they can compete with HCE's. If you make these two things happen ASAP then it would be awesome. It would get people out of Caerleon, stimulate the economy which has now become stagnant since the best fame/hr is not in the open world and provide fun, balanced, 5's play that everyone can engage in. Make it happen

      PrintsKaspian schrieb:

      New Expedition

      Lancelot will introduce In the Raven's Claws, a new T6 Group Expedition that tasks adventurers with rescuing a captured agent from the clutches of the Disciples of Morgana before he reveals critical secrets.
      Sweet Jesus, another expedition? Please stop sinking development resource into the content that is killing the game. Regular Expos are pretty much useless at this point, HCE's add to snowballing and take everyone out of the open world since it is the most efficient fame. Why do you want more of this?

      PrintsKaspian schrieb:

      Balance Changes
      @Retroman Obviously needs more resources at his disposal. However many guys you have working on the balance passes you need to have more. Too many weapons are currently unusable and too many are clearly OP. If the balance team can't address every line with some meaningful change in each pass, then you aren't giving enough attention to this aspect of the game. Stop adding new gear at the top of the power curve until you fix what you already have to a remotely viable state.
    • Correction:
      • Spawn time for all Hellgate Portal Guardian mobs in red/black zones decreased [note: this previously said "increased" in error - the meaning was that the spawn speed of these guardians increased. The end result is that Hellgates will appear more frequently in red and black zones.]
    • PrintsKaspian schrieb:

      Correction:
      • Spawn time for all Hellgate Portal Guardian mobs in red/black zones decreased [note: this previously said "increased" in error - the meaning was that the spawn speed of these guardians increased. The end result is that Hellgates will appear more frequently in red and black zones.]

      got em good
      Proud owner of the T8 Offhand book Rosalia's Diary. Feel free to pm me once you have your own item named in Albion.
    • "Increased the costs of Laborer Journals by tier - they used to be 1000 Silver independent of tier, now they start at 500 and go up to 32000 for T8."

      Mercenary laborers do not always return with high silver(150% yield) when sent out due to some RNG, which is totally part of every game, this will actually lower the profits dramatically and make people maybe not use it anymore...

      Taking into consideration that mercenaries and gamekeepers are the only ones which you can get the 150% yield even at T8 because of their own trophies, people will eventually justify filling a t8 book or a book which is 2 tier lower which takes less time and effort to fill and the price of the book after patch...

      Like the time and effort to fill and safely get it home is already a challenge itself...
    • EdrisViernes schrieb:

      "Increased the costs of Laborer Journals by tier - they used to be 1000 Silver independent of tier, now they start at 500 and go up to 32000 for T8."

      Mercenary laborers do not always return with high silver(150% yield) when sent out due to some RNG, which is totally part of every game, this will actually lower the profits dramatically and make people maybe not use it anymore...

      Taking into consideration that mercenaries and gamekeepers are the only ones which you can get the 150% yield even at T8 because of their own trophies, people will eventually justify filling a t8 book or a book which is 2 tier lower which takes less time and effort to fill and the price of the book after patch...

      Like the time and effort to fill and safely get it home is already a challenge itself...
      They will simply use lower tiers, and prices of high tiers will rise.
      And people bought already so many journals, that i would expect to see lower priced journals on market anyway...
      Remember also that there is limited access to t8 res, so i would just expect price increase.

      This is good balance tho - as people owning lots of NPC's wont overflow market with huge tier res anymore.
    • 70% Healing reduction...

      50% CCR reduction...

      You guys are still missing the point. ZvZ is still going to be Basilisk or don't bother. Why is it difficult to understand that this is not good?

      You rolled it out too strong and now only the guilds that got lots of energy early have significant numbers. They need to be nerfed into the ground or it just exasperates the snowballing problems further.

      Is Derrick designing the game for Christ's sake?
    • xooEumaeos schrieb:

      70% Healing reduction...

      50% CCR reduction...

      You guys are still missing the point. ZvZ is still going to be Basilisk or don't bother. Why is it difficult to understand that this is not good?

      You rolled it out too strong and now only the guilds that got lots of energy early have significant numbers. They need to be nerfed into the ground or it just exasperates the snowballing problems further.

      Is Derrick designing the game for Christ's sake?
      With that planned design, there is like zero additional value from having more then 1 of same mount.

      Does the zerg with 1 poison-basilisk + 1 fire-basilisk has better cards then a zerg without any of those? yes.
      But is there legit any relevant guild without a battle-mount yet? no, since any guild without the funds to get a single BM counts as irrelevant imho.

      I've also seen quite a few zerg vs zerg+mount videos where the zerg without the mount still rolled over them and wiped the mount. (and that's before the re-work)

      In a 20-vs-20, I'd rather have my team a little better equipped then utilizing a single battle-mount. Rather handing out t4.3 relics to those poor scrubs running anything non-relic, then to run one battle-mount with a team of non-relic 6.0 plebs.
    • I noticed the arcane frazzle debuff was changed from 40% to 28.571% in the tooltip, but I didnt see this change stated anywhere.

      edit: did further testing to find that the debuff is still 40% but the tooltip is just wrong. actaully 39%-42% depending on number rounding

      Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von Dip ()