Albion Online Dev Talk - Merlyn Roadmap

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    • When one faction has an army greater than all the others, what are the plans of the game to try to counterbalance this and keep the war healthy?
      Its something that can happen, we just need one of the big alliances to begin to fight all over one city only and with that overrun the other 4 cities and over time will gain more and more fans.
    • LordSilva schrieb:

      When one faction has an army greater than all the others, what are the plans of the game to try to counterbalance this and keep the war healthy?
      Its something that can happen, we just need one of the big alliances to begin to fight all over one city only and with that overrun the other 4 cities and over time will gain more and more fans.
      Oh well,

      That's simple, gankers will always work for faction that offers them a lot of nub targets. Problem solved.
    • This looks great so far.
      I like to add an improvement: Let's say most people join the Fort Sterling faction, and nearly noone is in the Martlock faction. You could add some kind of balance (more reward in the faction trade runs etc.).
      This, of course, should balance daily to the current amount of points / trade runs done / kills.

      Next, is it possible to "deflag" when once joined a faction? If I image im new and join a faction I'll get stomped and want to be a "blue player" again. But also consider a debuff for rejoining a faction.

      What about overpowering items? Was not mentioned here, is it still a thing?

      All in all, this looks like a good update, with new content and everyone can do somthing there :)
    • LordSilva schrieb:

      When one faction has an army greater than all the others, what are the plans of the game to try to counterbalance this and keep the war healthy?
      Its something that can happen, we just need one of the big alliances to begin to fight all over one city only and with that overrun the other 4 cities and over time will gain more and more fans.
      This is addressed on multiple levels
      • factions are super easy to change (but: for that, you must be in the faction's city). No penalties or standing losses. Narrative is that everybody is a merc, and it is understood that mercs change allegiance regularly.
      • each faction gets a faction specific resource, *all* of them are needed for the economy. If one faction has too few players, that resource will be worth more due to supply and demand, hence encouraging people to join up that faction (remember: factions are easy to change)
      • To join a faction, you must be in that factions city. Furthermore, entering another faction's city - and entering Caerleon - will remove your faction status. This means that the relevant royal city will naturally be that factions "staging area/starting point". Now, faction warfare objectives (encampments in the open world) can be captured from other factions for points. Naturally, the more you already own, the fewer targets you'll have nearby. Conversely, if your faction is currently pushed far back - literally to your city's gates - you will have a lot of potential targets nearby. The more area a faction already controls, the less attractive it becomes to play for that faction - it's a self-balancing back and forth.
    • Korn schrieb:


      • factions are super easy to change (but: for that, you must be in the faction's city). No penalties or standing losses. Narrative is that everybody is a merc, and it is understood that mercs change allegiance regularly

      So just fast travel to city and join a megazerg? There will be a cooldown period for joining / switching faction, right?
      IGN : Ravenar
      Discord : Ravenar#2076
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    • Ravenar schrieb:

      Korn schrieb:


      • factions are super easy to change (but: for that, you must be in the faction's city). No penalties or standing losses. Narrative is that everybody is a merc, and it is understood that mercs change allegiance regularly

      So just fast travel to city and join a megazerg? There will be a cooldown period for joining / switching faction, right?
      Hopefully not much of a cooldown if any. I suspect the vast majority will join a faction for an hour or 3, then leave it to be neutral so safe zones are actually safe, then repeat.
    • So, gatherers will benefit from increased enchantment rates on the main resources for their cities, but what about us residents of Martlock? Will we finally get our enchanted stone? This now seems NECESSARY to put us on equal footing with the other faction cities. Furthermore, because of all the migration of personal islands, competition for outer city plots and resulting construction that will take place, this would be the PERFECT time for the devs to implement enchantment tiers on buildings. (Existing buildings should, of course, should still be upgrade-able to their enchanted variants).
    • It is really sad to see desperate bandage "fixes" to worldwide economy if its facked up with central hub system already. I see it only annoying that i should use specific cities for refining and crafting. Also that you can get more enchanted resource from green and yellow zones does not make much sense. These are really weird changes imho.
    • Thomas9 schrieb:

      It is really sad to see desperate bandage "fixes" to worldwide economy if its facked up with central hub system already. I see it only annoying that i should use specific cities for refining and crafting. Also that you can get more enchanted resource from green and yellow zones does not make much sense. These are really weird changes imho.
      Feel the same about this . Also thinking that after 1-2 weeks noone cares about faction warfair anymore so instead of working on making more usefull sand for our box we get nothing once again .
      Caelis ,The Skeleton King of Bridgewatch
      Boradir, Duke of Caerleon
    • Korn schrieb:

      LordSilva schrieb:

      When one faction has an army greater than all the others, what are the plans of the game to try to counterbalance this and keep the war healthy?
      Its something that can happen, we just need one of the big alliances to begin to fight all over one city only and with that overrun the other 4 cities and over time will gain more and more fans.
      This is addressed on multiple levels
      • factions are super easy to change (but: for that, you must be in the faction's city). No penalties or standing losses. Narrative is that everybody is a merc, and it is understood that mercs change allegiance regularly.
      • each faction gets a faction specific resource, *all* of them are needed for the economy. If one faction has too few players, that resource will be worth more due to supply and demand, hence encouraging people to join up that faction (remember: factions are easy to change)
      • To join a faction, you must be in that factions city. Furthermore, entering another faction's city - and entering Caerleon - will remove your faction status. This means that the relevant royal city will naturally be that factions "staging area/starting point". Now, faction warfare objectives (encampments in the open world) can be captured from other factions for points. Naturally, the more you already own, the fewer targets you'll have nearby. Conversely, if your faction is currently pushed far back - literally to your city's gates - you will have a lot of potential targets nearby. The more area a faction already controls, the less attractive it becomes to play for that faction - it's a self-balancing back and forth.

      So if you want to go to black zones you leave the faction? Which means you have to go back again to join? Same if you'd want refining in another city - since it will have bonuses. Sounds a bit tedious. Kinda feels like its a mechanic that favors people with alt characters.

      And as far as the resources go, a guild can join one faction, farm the hell out of the resource and drive other resource up in price, after that just switch factions, as you say its super easy (not sure why) and get control of the map again with now expensive resource. Always keep the cheap resources till the prices is up, sell then. Repeat as needed.
    • Omnio schrieb:

      And as far as the resources go, a guild can join one faction, farm the hell out of the resource and drive other resource up in price, after that just switch factions, as you say its super easy (not sure why) and get control of the map again with now expensive resource. Always keep the cheap resources till the prices is up, sell then. Repeat as needed.
      NO! That will not happen, not in this game. :evil:
    • Talsar schrieb:

      So, gatherers will benefit from increased enchantment rates on the main resources for their cities, but what about us residents of Martlock? Will we finally get our enchanted stone? This now seems NECESSARY to put us on equal footing with the other faction cities. Furthermore, because of all the migration of personal islands, competition for outer city plots and resulting construction that will take place, this would be the PERFECT time for the devs to implement enchantment tiers on buildings. (Existing buildings should, of course, should still be upgrade-able to their enchanted variants).

      Curious about this also. When the other 4 cities become the Best place in the world for Enchanted Mid Tier Resources what does Martlock get? @Korn

      Constructor schrieb:

      29% refining bonus without focus is big.

      Did they say it would be 29%? I missed it. For 14% extra I might load up mammoth and move stuff around. Maybe not because of time, but might.

      How much with focus? Currently using focus in town is +30% over no focus can we assume it will be 59% with focus?
    • That means more .x Resources can be gathered in totally save zones with a totally save way to transport them to the city they are refined best at + totally save travel through yellow to the city they are used for crafting at ? Isn't this mainly stealing additional time of gatherers and crafters and not generating anything for everybody else ? Will it not decrease the prices for T4.1 even further althoug more trabsport etc. is needed ?

      Really - can somebody explain his theory to me how this does improve the game aside from moving some acitivies of gathering and crafting to royal cities ? Or does this prepare to having insane amounts of T4.x being burned by factional warfa