Testserver Patch Notes - Merlyn Update

    • ZaZii schrieb:

      So,

      what stops my guild from getting 20 players, flagging up for a faction and doing a run by rolling as a blob through those clusters?

      A short run on an ox with a large package is like 7 minute in one direction, so <15 minutes for the full run if you use the shortest way.
      You can take a little more time and go somewhat around most obvious killzones, and that still leaves you with 3 runs per hour.
      Guilds can do that a few times a week. If they really zerg up, like >20 players blobs per blob - or just do alliance-runs with >60 players - they can generate over 500 essences per hour.
      What is stoping you is that most probably you will be scouted. you are carrying 20x15 = 300 hearts every single run. You have no way to deal with non faction flagged scouts, as you cannot pvp flag. All of you are overweight so once dismounted you are dead. It will take no time with fast travel to go to you destination faction flag and intercept you. Keep in mind that every single player in this game will want to kill you. You will need alot more people as escort to fight back.

      For the biggest alliances like ALONE,POOPS SQUAD,TRUTH this may hold true if they realy organise well. It will be mess tho cordinating whole alliances to flag as only specific faction.

      There is on other hand the possibility to mass 400 man on oxes and zone cap the maps but this is another story.
    • If you are afraid of ganking, why don't you try the one which you can go with a horse then do several runs?
      Isn't it more similar as gathering in black zone with a dire wolf/armored horses vs ox?

      And, what's stopping you finding a big group of traders like yourself and do a traditional caravan mission?
      Buy the game with this referral link to have extra items/gold for your own account. Thank you.

      albiononline.com/?ref=BG7MTXT7XB
    • AcOrP schrieb:

      Evoque schrieb:

      Hey everyone,

      An update for those who are currently active on the staging server.

      We will increase the amount of faction points needed to buy a city heart from 1500 to 3000. We decided to make this change to ensure that the market value of hearts and raw resources in the refinement process will remain at a healthy level. Combined with the latest outpost encounter tweaks, we believe the time invested in faction warfare will remain valuable.

      Thank you for all your feedback on Merlyn so far.

      - Evoque
      This is huge. I don't think this change is good tho.
      (...)
      TL.DR: 3000 faction points per heart is bad change it lacks flexability and all faction specific content is centered around this new currency.
      Hi AcOrP, thanks a lot for all your detailed feedback!

      We also discussed a similar balancing with 'scaling' heart amount based on the tier of the refined resource. And while it would bring benefits, the reason for using our current approach is based in the idea that here the value of this 'stand-in' resource (city hearts) is pure self balancing and therefore healthy for Albions economy.

      To be more specific:
      We expect players to first use these resources for 8.3 etc. for the highest gain BUT since these resources are particularly rare the sink potential is also limited. This should now progress through some tiers down to a point where it's smart to use hearts also for other things.
      The total amount of hearts available will also determine the final value for them in the market place. So increasing the point costs of hearts indirectly increases the value of points given out while farming for them.

      Of course we're keeping a very close eye on how exactly this change influences the resource market to make further adjustments if we have to.

      I hope this gave you guys a better idea of the overall design goal and rest assure that we will take a close look at all this detailed feedback like yours to look for possible improvements to the game.
    • Jolder schrieb:

      To be more specific:
      We expect players to first use these resources for 8.3 etc. for the highest gain BUT since these resources are particularly rare the sink potential is also limited.
      Ist ja schön und gut aber Martlock ist einfach sehr im nachteil da es keine Verzauberten Steine gibt. Gibt Marlock irgend etwas das interesant ist für Stadherzen bz. Fraktionspunkten.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Al-Capone ()

    • Al-Capone schrieb:

      Ist ja schön und gut aber Martlock ist einfach sehr im nachteil da es keine Verzauberten Steine gibt. Gibt Marlock irgend etwas das interesant ist für Stadherzen bz. Fraktionspunkten.
      Come on Al, GT is not that hard.


      "It's all very well and good, but Martlock is very much at odds because there are no Enchanted Stones. Is Marlock something that is interesting for city hearts bz. Faction points."
    • PrintsKaspian schrieb:

      Crafting progress: Crafting progress now updates with each 40 items crafted: for example, if you craft 400 of the same item, your progress, resources, and Fame will be updated with each group of 40 items, for a total of 10 updates. This is to ensure that all Fame earned is applied to your Destiny Board progress, without the loss of Fame that sometimes occurred for very large crafting jobs.
      That needs some tooltip or info ingame.

      I tried crafting 499 items at the same time.
      For some reason, the crafting-bar disappeared after like 20 seconds in.

      So I split it in smaller badges of 100 items/craft.
      Around half-way in, I noticed that it spit me out some items, but not 100.
      If I did not vaguely remember those patchonotes, I would've been confused a.f..


      Also, anything special about 40 items?
      Is that the lowest amount of items needed to lvl up or something?
    • Thorn-Delwyn schrieb:

      Azu_Raged schrieb:

      Why are you taking away solo dungeons ????????????????????????
      Stub dungeons (solo dungeons that are very short with one miniboss/boss at the end) had a very low occupancy rate (1 to 5%) compared to group dungeons (40 to 70%).
      To improve this situation we exchanged those stub dungeons (which made about 50% of all solo dungeons in outlands) with group dungeons.
      Some guys said it already earlier but i want to make it a clear point.

      The "low occupancy rate" is caused by the design decision of sbi. The whole "roaming mob" feature was not discussed and implemented well. Roaming mobs give more fame than solo dungeons and appear more often around the whole world. So what legitimation do solo dungeons have now? The rare artefact drops dont compensate that. The right conclusion would be to rework solo dungeons, make them rewarding and not to take away that activity, which has much more potential for pvp encounters.

      The other conclusion would be to question the romaing mob implementation. They are generic and feel exhausting and not really rewarding because they dont have unique drops. They dont lead to any pvp encaunters, cause they are everywhere and too easy to kill. Overall I dont think roaming mobs bring any improvement at all the way they are implemented right now. The way you handled it before, with rare mob camps, which had bosses with artefact chance, felt more rewarding and fun to me and didnt outscale solo dungeons in fame.
    • Hi
      possible bug on market:

      Lets say there are 75 logs to buy.
      Usually I type any value greater than 75 on my keyboard (like 346345345) to make sure my value is higher than the amount.
      But at the moment it would cap this number at 34 (first 2 numbers) and do not get on max.
      Also, a small button for "buy all" would be amazing..

      Would be really cool if you could fix it until patch day.
      L
    • Avii schrieb:

      Hi
      possible bug on market:

      Lets say there are 75 logs to buy.
      Usually I type any value greater than 75 on my keyboard (like 346345345) to make sure my value is higher than the amount.
      But at the moment it would cap this number at 34 (first 2 numbers) and do not get on max.
      Also, a small button for "buy all" would be amazing..

      Would be really cool if you could fix it until patch day.
      L
      yeh in market lot bugs.but when u use everhyday,its ok :D
      i think what we all need,if market is in carleon,we need conected to guild island,if island is in carleon.and then all will stay on guild island and less laggs in carl(same for other citys lymhurst with lymhurst guild island)...but there just i think that is good.but maby its impossible.

      for me after last pach game terrible laggs.. i have 90-121fps/120 ping 104-130 (on evenings 170-180ping) 08.20-08.50 ms when i move and see bird all screen freezing,then bird teleports to me and attacking...when i run on way,in that screen what i see from 1 side to other its ok ,and then freezing and like after loading move again to next screen.in all maps same.pc same before pach,broadband same.ping same fps same.but lagg after last pach.



      avii schrieb:

      Would be really cool if you could fix it until patch day.
      dream about it ;) wait 3-4 months...