Please note that this video was recorded before the announcement of the Albion Europe server. For Robin's responses to your questions around that, see this forum post: forum.albiononline.com/index.php/Thread/193427
I loved the video, it actually shows that SBI as a team does indeed read our feedback and comments. Making these 'Q&A' videos more often is a gr8 idea. Personally I think that having you (person that is most up to date with information regarding updates etc.) making streams on twitch would be even better. On the other hand having a separate 'Q&A' category on forum would also be useful, you can pick out comments and posts that have most support from players and answer them in upcoming videos like this.
I check update and its s@#$ The new defences are good but for Faction not for black zone Its been 4 years after 4 LONG YEARS you finally adding reason to use one of MAIN RESOURCES When you will wake up you didnt add 1/3 part of the game building / robing / repairing / destroying is dead faction missing purpose so like 50-60% We need tools to make this game great there is no chooise you already choosing for players You choose what you can build and where You choose when you can attack or defend You choose the purpose rewards and everythink And you still missing spells some wepons almost every content eccept Solo need help YOU DIDNT GIVE PLAYERS ANYTHINK to build this game and you doing it very slow and not the right way I like how you defend solo dungeon content and its not fair pvp but they closing on blue yellow red and black zone WHY [i mean they should close blue and yellow so no one incorupting you but why red and black no sense] If this is fair why you make static dungeons open for RATS and WHY they are possible to do solo or 2 people JEZUS CHRIST !!!!!!!!!!!
Do more of these! Its amazing when the developers actually communicate with the playerbase in any ways as it makes the game more flexible and always improving.
*_Hello Robin, Filters are needed in the mailbox to select: What was sold on the market, what was bought and what was not sold and also filters by city._* I think it would be great if you did more talks in this way, since as players and/or content creators of this great game, we have a clearer idea of the Albion online proposals for us. Thanks for the long talk, it's really very interesting. 😉👍
This was amazing! Not only is it great to see developers listening to the community, but I also appreciated the way you explained the reasoning and thought process behind design choices. Please continue doing more of these!
I want to share my ideas:✍ 1. I would like my friends’ health bars to stand out in a different color.🟠 2. Make it possible to tag enemies when you are not in a group, but when you play alone. Please like this comment so it gets noticed.🙏 I think this will be useful for all players.❤
About quest line. You can add some quests ass a part of fraction system. Players can complete quest lines for npc’s in royal city for fraction points, fame, fraction chests ect. and learn about history of the city. Reward for finishing whole quest line can be some new skins or points which may be exchanged for skins
16:07 A battle royale mode for solo players would fit perfectly into Albion online (but groups can also be used) You deposit a certain amount of silver and find yourself in a location filled with treasures and mob camps. You pick up things from treasures and stronger things from mob camps, and all this is surrounded by the same undressed players. The zone is gradually narrowed by fog and in the end one player wins and takes all the things for himself or receives a silver prize. This content greatly motivates you to level up your equipment proficiency in order to be more effective in any build you can find. This content is ideal for the classless Albion system where you can become someone else at any time, depending on the need. Please pay attention to this idea, I've been waiting for the royal battle in Albion for 2 years.
Adding fortifications to Faction warfare could also be an entry point to the larger playerbase who want to learn as well as experience large scale fights. It doesn't to be one the same scale but they could tweak it to fit certain flavors based on the different factions.
Great idea actually, bring in territory’s and castles into royal zones, add more red zones or simply increase the size of them a little to properly house them, and you can create an entry level to Territory sieges and castle content, Faction warfare and bandit even is already a great introduction to zvz and large scale in general, even tho it is very messy und unorganized at times
A cool feature would be adding the option to hardcast and quickcast spells with a modifier like ctrl,shift,alt, so you don't only have one or the other. For example, while ganking and using bear paws, most of the times I'd like to use my E instantly, to hit the target fast, but sometimes I'd like to be able to press ctrl + E just to be able to see the range of the spell and then hit the actual ability. This applies to other abilities, like W from shapershifter staffs, etc.
just finished watching and i can tell that you are very well spoken and have a great understanding of the game. this video proved to me that you guys know what you are doing (unlike other games). thanks for making it
For gathering, I don’t think it’s necessarily “make it easier” but you could make it more convenient. For newer players trying to manage their risk, the higher end tools become pricier when you’re on a budget. If the higher tier tools were made to cost significantly less this could increase the likelihood that you always have tools on you and therefore always in a position to do gathering in higher tier zones or more passively.
For the record, people, players, fellow Albion enjoyers, this video is a great thing to watch but this is also a call to action: we must be clear and precise and detailed and well-informed when we make requests and ask for things and ask questions of this team!!! We can't get what we want if it isn't clear to the developers what we are really saying. And it's hard for them to trust what they hear when we can't explain the degree to which we've thought about our suggestions or ideas! If we want to hold them to a high standard we must also hold ourselves to such a high standard!
To my mind, 3 to 4 players in roads feel well. Content for 6 to 7 players with pvp activity is something that roads really lack. 1) For what purpose should such a group gather and fight? Medium chest? Group chest? Resource nodes? Add here the fact that gold portals are really rare 2) Most portals have 7 slots, but most of the time, especially in prime time, there are only 4-6 left and you have to wait in order to continue. This can be very oppressive. So, from my point of view, you should target these 2 problems - create content that a group of 6-7 players would fight over and give them the opportunity to travel around. Maybe these changes will also make living in roads with hideout more attractive. I would really enjoy seeing a lot of teams start wandering around the hideout, just like they fight over outposts in the black zones (maybe you should add mini outposts in roads?) Talking about living in roads... What about borrowing the concept of "rolling" portals from EVE Online? Imagine your group is playing from a hideout, you have scouted roads around you and have not found anything interesting. You are doomed to have these portals for quite some time. Imagine the mechanics that could allow such a group to create a new connection between two roads (a new portal) instead of the old one. In this way, players that live in roads could find content much more easily and faster
Doing this type of dev talks and creating a bridge with your community is definitely a plus for the future of Albion Online. So yeah, i would like to see more of it. 🥰👍
Great dev talk! keep on doing these dev talks. It's great to know that we are being heard. suggestions: 1) It would be great to see ping alerts like LOL in Albion, if not possible on zerg or big level at least make these in Arena which will make pvp and communication in Arena pretty improve and engaging. 2) Please improve solo dungeons loot drops as sometimes the maps cost more than the total loot collected in bz. Solo dungeons need buff. Also necromancy lineup would be interesting.
l loved this video. Thanks a lot for making this video. It feels really good when we know our feedback is being listened to, even if it is not necessarily implemented in the game. It just gives us very good feeling that the game is heading in the right direction. Would really love if it was made frequent like once every 2weeks or once a month would be enough. I know it takes a lot of time and I once again thank you for your effort in the video.
I appreciate the open communication from you guys. The game is steadily improving and including the community is the right thing to do :) keep up the good work.
I understand now why this guy has been the lead for so long. Answered everything rationally, on the fly, very impressive. I hope this video gets more exposure in other game communities.
Love this style of dev talk I think that this kind of community engagement is essential for this kind of game. Would love to see this happen often in the future
first of all: Thank you very much for reading out my comment and beeing transparent overall. When i talked about smallscale, i was talking about 5-7 man groups (in Roads specificly). My vision of this would be to have more objectives focused on pvp for those size of groups. (An actual incentive to go to a certain objective and fight for it) If an option would be to split the roads, an "easy" solution would be to make unstable portals in brecilien bring groups into "special" roads that have proper pvp focus while allowing the other roads to just stay as the are. I did send a lot of suggestions on the nda discord on that and i am trying to keep this comment kinda short for now :) On a sidenote: What exactly is YOUR vision for roads? I would love to know what exactly SBI wants roads to be so the community can have a better understanding of what to expect from it. Currently its kind of a free for all on expectations for roads
5-7 is way too large groups for small scale imo, the 1-4 is a lot more enjoyable for roads for players like me, with 5-7 a solo can't do anything, against 3 even 4 there is a chance. Definitely the focus on the large 20v20 is also too large.
dev talk should always have been like this. We need to hear the reasoning behind the decisions. It is very helpful and help us make better opinions for ourselves.
Thank you for answering on our comments. I would like to address the following: 1. It would be nice to change book chests in Solo and Group dungeons, the current problems with them are: For some reason, it can happen that 1 or more players dont get a single book out of the book chests as their split. It is not worth the time and effort to do them if the rarity is below the purple chest. My solution for the second problem would be to entirely remove tradeable t4 tomes of insights from the purple book chests and instead put different tier of fame books that are not tradeable depending on the tier and enchantment of the dungeon itself, for example: t8.0 dungeon should have some chance to drop t8 tome of insight and at lowest to drop t6 tome of insight, while 8.3 dungeons should have high chance of dropping t8 tome of insight (but still having a chance of dropping t6 and t7). 2. Fixing the worst-case scenarios of the chests inside of the high tier dungeons The following problem keeps happening regularly (idk if it is intended or not): I would clear t8 solo dungeon for example and get lucky to have purple chest on the final boss, but what ends up happening is that sometimes the loot inside of the chests is only silver bags+runes/souls/relics - NOT A SINGLE ITEM DROPPED FROM BLACK MARKET, not even t4 item (this can also happen on green and blue chests but i always thought that if it is below purple chest it was fine to get that much unlucky)
I love videos like this. Thank you for for taking the time to talk with us in this open communication style. Very interesting to hear your insights and opinions on things that people in the community care about. Have a good one :)
Awesome format, thanks for doing this and being candid. It's great to get a different perspective on why some features may be challenging from someone who is so intimate with the core mechanics of the game! Naval update would be stellar at some point for sure and would recommend reducing the land tile counts in tandem if/when introduced.
Hey Robin, you did an amazing job in this video and I personally think the community needs more of these Dev Talks, they're great info for the players and developers alike. I might have some ideas how you could appeal to the players asking for solo dungeons to be brought back in the meta and that is: You should make the solo dungeons a "Solo dungeon" that way only 1 player can access it from the outside sort of like a Wisp for a solo mist, except the dungeon would not close until the boss is killed, and to prevent parties of 15 diving that solo player you can try and make the dungeon accessible to only 1 more player from the party trying to dive everyone else would get locked out of it (or something similar I'm open to any ideas). This way you get rid of 1v10 ambushes but the risk of a black zone solo dungeon stays, therefore the rewards increase. And for the people that will make the argument that this is basically a corrupted dungeon but with a green color. Yes and No! Because you can also make the solo dungeon accessible to any other solo player so the difference is there can be more then 2 players in the same dungeon sort of like a 1v1v1v1 of course I know this will be hard to execute and there are a lot of loopholes in this system but I'm just giving a simple idea and anyone can feel free to come up with a better way using this idea as a structure. Thx for reading my essay and I hope yo see you all in Albion guys. G'day!
Loved the format really great seeing you respond directly to community, and choosing both low effort and high effort comments, and both low upvote and high upvote.
I loved this video, in depth responses to comments and a ton of explanations about why certain things haven't happened. I'd love to see more of these as it would likely result in more detailed feedback from players, hopefully resulting in more useful data for the team.
Great Video idea concept, response videos such as these ones allow for greater transparency between the player base and the dev team. Currently it seems that the player base is only able to understand what the dev team has in mind by watching the short announcement videos which is not ideal. Suggestion, Heretic cape root should not receive diminishing returns from other roots in the game. Roots are everywhere in the game(seen in multiple weapon trees) essentially removing the reason to ever use a heretic cape due to diminishing returns in group pvp or solo pvp in some scenarios. + add 3v3 hellgates, it would definitely bring more players to the content.
Still watching this video and i like it a lot. Keep doing this kind of videos. Just wanted to say that i really like the idea of focusing in 3-5 player groups in roads of avalon, i feel like getting a 7 man comp is tough and slow (getting the people, wait for entraces), and a 7 player group is more likely to be able to go to open world and get some content (outposts, fights, tracking). While as a 3-4 player group might struggle in this.
Thank you acknowledging us and making us feel involved. Dev talks are always a great thing to see. And seeing you not only reading the comment but reacting to them as well is a huge joy with in its self.
First thank you for making this video, not many devs actually talk and listen to it's players. 1.would like to see more things to do with stone like weapons and armor. 2. i would like to see specific drops in solo dungeon like crafting materials or some kind of food boost that give you fame boost or drop chance boost in open world and solo dungeon. 3. I would like to be able to change my keybinds how ever i want, for example i can use cast on release on my E and quick cast on my Q, or for example i click sift+Q to use notmal cast to see the range of the Q range.
i think you guys need to up your marketing and start placing ads to the league of legends community. that's where i came from and it seems like you only show ads to people who have already searched for albion.
Love idea of dev talks when devs read community requests! Quality of life features request: - 'use all' on tomes should be instant as it is on silver bags. - search bar in bank to easily find item that you are looking for. - stack same items in bank as default. - 'sell all' button in market should allow to set designed price. Example: -1 silver or % cheaper than current sell order. - 'move all items' to/from bank or inventory. - 'lost equipment preset' should have option to buy items of same quality as the once you've lost Buffs/nerfs request: - tracking specs should provide higher rewards multiplier same as it is in gathering. - decrease number of avalonian roads but increase amount of content in it. Example: more pve camps, resources, more frequent spiders. - nerf black zone hideout craft. Currently it is most beneficial to wealthiest guilds. Crafting without focus should not be as good as royal craft with focus. - nerf alts. In order to get daily focus player should finish daily challenge. It takes few minutes but would discourage people who abuse economy with tens of alts while it wouldn't impact people with 1-3 characters.
Screen pings you can just use the Wheel-Click as a button. click the wheel button and it can pop open a menu using mouse to click (retreat, attack, here, etc)
Definetly do more videos like these. Greate insight!! I'd like myself to ask if it would be possible to have these changes: - Bring back full loot PvP in YELLOW ZONE while FACTION FLAGGED - - Add a expedition like portal in Carleon and cities but for HELLGATES - the system changed years ago and while u used to fight in open world for the demon it's not the case anymoreì
i''d love to throw something out there, people often say there isnt a lot of solo content, mainly because black zone is skewed towards larger groups, ganking solos is like a free lootbox most of the time, requiring players to be in a group to even have a fighting chance at doing things like gathering or small chests. i argue that this could be mended by allowing for new solo zones, similar to the roads or the abby, but potentially using older assets to make it easier on the dev team. these zones would be qued, likely from black zone cities (Not portal cities), requiring a solo player to make it up to one of these cities with gear in order to get inside. In addition, these zones would be ip capped at different levels similar to corrupted dungeons with loot value increasing as you move up in the ip brackets. these zones would consist of varied levels of gathering nodes, solo chests, mob outposts (similar to mists). these zones are meant to be a space where solo players feel like they have a fighting chance in getting loot and resources that otherwise wouldnt be possible due to the 20 man groups constantly survaying the black zone. as a side note, the numbers probably show that players like solo dungeons right now, but it is likely because it is the only option for solo players to see black zone loot without getting their backs blown out and spending more than they make. i hope this is worth considering, i personally would take part in this content over any other kind of content, at least until we can see more variation in solo dungeon visuals and mob veriation. P.S. i personally love solo dungeons, seeing an area that i havent before is exciting (like the crystal bosses). that might be a route to take to improve them, rather than just fixing loot drops (which is also needed imo).
Thank you for the talk, great idea and it really gave me more insight into your way of thinking! Also, I must say it is visible it was a struggle for you, probably since it was something new, so I applaud your courage! keep it up!
Thanks for the response, I think it's pretty clear what people mean by small scale in roads. it's typically anywhere from 4-7 and balancing the content around that number would be absolutely great for the majority of players.
Finally, roads are getting some attention. As a Roads Small Scale (4-7) player, it definitely needs an update. 80-90% of the players in roads are solo gathering or fame farming with a friend. This seems to be an overlap with Mists (1-2 player content) which takes valuable portal charges, which in turn discourages parties from entering the roads to do small-scale PVP/PVE content (4-7 players). Example: My 4-man party has to wait 6 minutes to get charges to go to the next zone because gatherers took all the charges. As any small-scale roads player will tell you, it is extremely frustrating having to wait 5+ minutes to get to the next zone. Additionally, our chances of finding a fight for PVP players are again reduced as from the opposite direction- an opposing small-scale group that we would hope to fight, experience the same problem as us. When my guild wants to PVE same charges problem TLDR- 1-2 man groups take all the charges. They have their own designated content (Mists 1-2) with extremely valuable rewards, and we suffer for lack of charges. We wait and roam for 30+ minutes before we can find an actual PVP fight (horse simulator is not fun). Solution -Buff gathering bosses and chests to target the small-scale community. People solo aspects and t8 green chests, reward outweighs the risk for PVE. -Make minimum party to enter roads 3-4 Edit- As you pointed out 3-4-7 is small scale. You also mentioned that you're talking about making the roads safer for solo players but again - THEY NEED TO DO THEIR DESIGNATED CONTENT (MISTS). We need our charges back from the 1-2 groups!
It would be really cool if the shapeshifter forms looked different according to the tier of the weapon. For example, if you had a t6 bloodmoon staff and transform, you would be a black werewolf similar to a direwolf, but if you were to transform with a t8 bloodmoon staff you would be a white werewolf similar to a ghostwolf which is INSANELY COOL! If it is not hard to add please do so!
This is a very good video. I hope sbi keeps doing this kinds response video on a regular basis not necessarily always but at certain time. It gives us the feeling that our game developer is listening to our grievances and who knows we might give you some really good ideas for future
necromancy could work strictly with mob/players death mechanic, so you can "rise them from death for a certain time" and apply a model change like u did with shapeshifter transformations and polymorph, players instead of falling and respawning could be "controlled" by necromancer as they are dead, then they actually die and are able to respawn This way you avoid creating new entities it will not be a summoning idea but a "dead control" kind of
I have the upper hand on update update fraction warfare. Add something similar like territories in balck zone. Territories could be occupied by other factions every hour, except for some, the battle for territory for each faction would last 20 minutes, and the faction that would win would receive a large number of faction points and territory where people from the faction could hide.
I love the concept of this dev talk and I'm looking forward for more of this type in the future. My feedback for ganking in the game right now: In the black zone we see a lot of massive ganking Zergs that run down solo players or smaller groups (for example I got ganked by a level 10 disarray while having 5 people in my party, they had full banking gear). I'd love to see that the defensive buff you get when getting attacked by a lot of players increases dramatically so you at least have a chance to get away when being ganked by 10-20 people. This would reduce the scale of ganking parties in all lethal zones. To not make 1 vs. x overpowered because you become an unkillable beast, this buff could have a timer of 30 seconds maybe so if you really try to fight back the group will still be able to kill you after this certain amount of time. Thank you for paying attention to this comment
I’d give everything for a Thief gameplay, like it’s done in Ultima Online. If not bank stealing, then at least stealing in black and red zones. Nothing ever tingle my thingy more than pulling an extremely expensive item right out of a player’s inventory and running like there is no tomorrow. They already added something resembling perma invis with Prowler staff, so it would be so amazing to have Thief gameplay. It’s a completely new feeling for a pvp content
Hi Robin, wanted to address your comments regarding the Roads. I am personally a long time Roads player, and have a core group of friends that I play with who also primarily play Roads. Well, we did until recently, because to be frank, the Roads are nearly devoid of content. In order to have fun in the game, we have had to transition to playing as 3-7 players in the Black Zone, constantly fighting against groups that are much larger than us. I want to go through one of your main points below. Defining what is small-scale: In my opinion, this is a decision that was made when you elected to remove duo Roads portals and convert them all to 7 man portals. Small-scale Roads content is anything from 3-7 players based on this action. That is not to say that this number cannot change, but that is what is defined by the mechanics of the game. The groups of two you brought up in the video should not be considered small-scale in the current iteration of the game based on the removal of two man portals. As an aside, there is other content that is centered around two player groups, namely Hellgates and Duo Mists. You speak of having more activity in the Roads in the current patch compared to previous, but have you looked into what this really is? Are solo players farming the green chests in the roads because they are safe due to groups not wanting to play what they consider a content wasteland? In my recent experience in the Roads, the majority of players I ended up PvPing seemed to be mainly there to do PvE and were not expecting someone to want to engage them in combat. I believe there is opportunity to make changes to the roads that will create content for small-scale groups while at the same time allowing solo players to still perform the content they are doing currently, if at a higher risk.
Too many zones/not enough content: Completely agree. Compared to the Black Zone, the roads have a miniscule amount of randomly generated content (chests, spiders, cores). This can be solved in two ways, reducing the amount of roads or increasing the amount of content. A mixture of both is probably ideal. Your point about the transport network is valid, but as you said, this would also significantly increase the risk of a transporter being ganked. However, you once again bring up the point that reducing the size of the roads would hurt the solo players. This may be the case as it would cause solo players to encounter small groups more often. However, is this any different than what currently happens in the Black Zone? Small chests may be angled towards extremely small groups, but larger groups do not have an explicit disincentive to avoid them. Sure the contents may be less worth it to them in a silver/player ratio, but its likely they encounter either solo players or a small group on the chest and can either wipe or bully the smaller group off of it. Why is this ok in the Black Zone but not in the Roads? There could still be content for solo players, but given that the Roads are also considered Black Zones, there should be the risk of PvP. If a solo player sees the risk of running into a group as too high, they have the option of going to a dedicated solo player environment like the Mists.
Suggestion, "Energized Portals": This is something I threw around with my group before the release of tracking. It would be beneficial for groups in the Roads to have a way to find each other and have an objective to fight over in an area. My suggestion was portals that would appear and take individuals to a specific map that has a time-locked area with some kind of reward. Think a mixture between Raid Zones and Castles. Normal Roads portals that are connected to an Energized Portal would glow with an aura, notifying the group that this road would lead them towards an Energized Portal. Something that was suggested was that the portals could have different colored auras depending on how far away they are from the Energized Portals. The Energized Portal Zone would not be locked to two teams like a Hellgate, as I would want this content to avoid feeling like a Hellgate, but would allow for multiple groups to enter through various entrance portals. By time gating the reward, you are incentivizing PvP and reducing the amount of reward that may be taken by someone without risk. Thanks for addressing the communities concerns regarding the current state of the Roads. I hope that in the future there will be changes enacted that will allow small-scale groups to once again have content angled towards themselves.
Example for solo activities :You can added bounty to the game like killing some enemies or gather and wene you finish the mission you well receive fame and silver
1. Add a list of setting conditions, so I can switch between them, don't have to swithc every setting, and switch on when playing on an other PC. 2. Let me castomize the button layout no PC - move and scale the buttens. 3. About mouse control circuit. Make it so I can choose what actions I want to have on the right and left mouse button (attack, oppen the chest, go, select player, loot) 4. Maybe decrese the time bitween the abilities. What do you think about that? 5. Make a good tutoreal for new players, for example in carraptets an NPC that lets you fight an anreal player, than break the cristal, than fight the mobs in an interactive educational form.
Can’t believe we didn’t touch on Hellgates. Used to be the most popular content in game and now is quite the opposite (nearly dead). There’s a lot of good things about the new HGs like maps, but also removing yellow gates and making HG such a high IP entry point made a lot less people try it, especially with the addition of infamy. Bring back my yellow full loot 4.1 gates where people used to run for fun, try 5 warbows and be ok vs hard try high infamy teams only
I have an Idea for solo dungeons. If the main problem of solo dungeon and why the loot can't be increased is, because risk=reward then the real question is how it is possible to increase the risk. So my Idea is to make it similar to corrupted dungeons. You get the option to increase the time until the dungeon disappears or completely open the dungeon. Like in a corrupted you choose and if you take the increased risk of getting dived you get more fame and loot.
Hey, I really love this type of Dev Talk. It felt like I was part of a round table discussion and could hear everything that had been said before. I have several suggestions, and one of them is to add a small search settings icon in the settings menu. For example, if I want to disable 'Show for Enemy Damage,' instead of navigating through settings > interface and scrolling to find it, a search settings button would make it much easier. This icon could be placed next to the X button, similar to how it's done in World of Warcraft.
As a player that is returning for the EU server(last played 5-6 years ago), this video is the type of thing that gives me confidence in developers. I already liked the economy and content systems in place back then, so I did have some faith, but it's nice seeing the q&a to further connect with the playerbase
A mechanic for solitary dungeons similar to that of CDs, for example, when you defeat the last boss of a dungeon, a portal opens that you can use as long as you have maps to use and thus enter another dungeon directly without having to walk on the map or having to move to another which makes it quite tedious when doing this content, mainly in the yellow zone that is overpopulated, also so that they are not so easy to farm, these dungeons can mean that every time you enter another dungeon it will have been on the map for 30s, increasing each time you do so, forcing you to go out to the 3rd or 4th dungeon to prevent hostile players from entering and taking away your loot and also if you decide to go out, they will leave you a debuff of X minutes which will make the next dungeon Which summons will take so many seconds to close depending on how many dungeons you did later, please keep this suggestion in mind and don't let this pve mechanic die. Another suggestion that I have in mind would be an aesthetic work on the dungeon, new maps, NPC, Boss, small traps could be added making them a little more investment for the player since the mechanics are not always the most important thing.
We need to know something about the transfer of accounts to Europe, we do not want to play at 160 ping while being able to play at 40, and of course we do not want to lose the progress that has cost us so much to achieve both with time and money, I hope this issue is clarified because It is very important for those of us who are still in America and are from Europe.
*_Hello, These are the points in which we believe in my community that the user experience could be improved for a future update:_* 1. Filters are needed in the mailbox to select: What was sold on the market, what was bought and what was not sold and also filters by city. 2. In the crystal arenas 4 people must be able to find a group. 3. Add purchase orders in the market according to the personal equipment created. 4. Creation of a guild island in the city of Brecilien to have the possibility of using the guild chest. 5. Add a market-like function to chests (personal and guild) to organize items and search easier. 6. In chests you should avoid repeating the process of selecting equipment and after clicking on the equip button, it is more functional to leave the equip button enabled with the selected equipment. 7. Include the possibility of self-consumable food in the character's food tab to avoid running out of food in pve. 8. Include the possibility of two people riding on a single saddle, sharing its weight. 9. Include a button for the ability to follow your ally. 10. Make contracts for heavy transports with players. 11. Reduce the intensity of click usage on both plots and island workers. 12. Include the .4 material in the Avalonian roads, this would improve the content in these places. 13. Include the Ability to use any battle mount in bandit and/or faction events. 14. Add new skins in the drops, there are people who already have them all and repeated. 15. Be able to organize objects in the inventory by weight, in order to eliminate objects immediately in a chase. The same in the chests to carry the pile of heavier objects first. 16. Add an intermediate weight mount between the transport mammoth and the giant bear; something like a transport rhinoceros. 17. Increase the percentage of return of resources from the plots on the islands or specifically exclude the resources to each island of each city to increase their value and give more weight to their transportation. I want to repeat and mention that these are some of the ideas, advice, suggestions issued by this humble content creator who has played this incredible game and its online albion community for several years. Excellent day.
Love to see most of the things that i want, is currently being worked on or you are looking onto it. Few more suggestions: 1. More number of Corrupted Dungeons in a map. I have to roam for 5-7 minutes just to find a Corrupted Dungeon. 2. QOL changes for market, most players sell items in bulk, may be add an option to sell order everything for -1 silver, like there's an option for sell everything. 3. I know it'll be game breaking and OP, but can we somehow make flying mounts fly over obstacles, like water at least (flying over water makes slows you down) ?? 4. Solo player houses in open world, would provide a safe haven, where players can store loot and avoid getting killed, may be add a decay factor on the house.
Please note that this video was recorded before the announcement of the Albion Europe server. For Robin's responses to your questions around that, see this forum post: forum.albiononline.com/index.php/Thread/193427
please!!! add cat ears and more booba vanity skins like that new duelist skin!!!
@@anowo4164 Bro the devs aren't gonna add cat ears and bigger boobs just because you're horny💀
Loved it more videos like this in future
I loved the video, it actually shows that SBI as a team does indeed read our feedback and comments. Making these 'Q&A' videos more often is a gr8 idea. Personally I think that having you (person that is most up to date with information regarding updates etc.) making streams on twitch would be even better.
On the other hand having a separate 'Q&A' category on forum would also be useful, you can pick out comments and posts that have most support from players and answer them in upcoming videos like this.
I check update and its s@#$ The new defences are good but for Faction not for black zone
Its been 4 years after 4 LONG YEARS you finally adding reason to use one of MAIN RESOURCES
When you will wake up you didnt add 1/3 part of the game building / robing / repairing / destroying is dead faction missing purpose so like 50-60%
We need tools to make this game great there is no chooise you already choosing for players
You choose what you can build and where
You choose when you can attack or defend
You choose the purpose rewards and everythink
And you still missing spells some wepons almost every content eccept Solo need help
YOU DIDNT GIVE PLAYERS ANYTHINK to build this game and you doing it very slow and not the right way
I like how you defend solo dungeon content and its not fair pvp but they closing on blue yellow red and black zone WHY [i mean they should close blue and yellow so no one incorupting you but why red and black no sense]
If this is fair why you make static dungeons open for RATS and WHY they are possible to do solo or 2 people JEZUS CHRIST !!!!!!!!!!!
Do more of these! Its amazing when the developers actually communicate with the playerbase in any ways as it makes the game more flexible and always improving.
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LOVE THIS. Keep up what you are doing.
I really like the idea of this devtalk and would love to see more of that in future. Robin would be a goated streamer
+
@a_big_koko you Equart and Tbanj should invite Robin for live podcast, it will be more intresting for community like in PoE
Your related to them so we don't surprise if you know what's their planning and how u rebut to what they say.
Absolutely great dev talk, possibly the best. The players feel heard and are exited more than ever now that they are informed about SBI's plans
*_Hello Robin, Filters are needed in the mailbox to select: What was sold on the market, what was bought and what was not sold and also filters by city._*
I think it would be great if you did more talks in this way, since as players and/or content creators of this great game, we have a clearer idea of the Albion online proposals for us. Thanks for the long talk, it's really very interesting. 😉👍
oh yeah this is good
This was amazing! Not only is it great to see developers listening to the community, but I also appreciated the way you explained the reasoning and thought process behind design choices. Please continue doing more of these!
I want to share my ideas:✍
1. I would like my friends’ health bars to stand out in a different color.🟠
2. Make it possible to tag enemies when you are not in a group, but when you play alone.
Please like this comment so it gets noticed.🙏
I think this will be useful for all players.❤
Tag enemies as in mark them with like a skull like you could when your a group leader?
@@puddingsimon2626 I want to tag enemies without being in a group
About quest line. You can add some quests ass a part of fraction system. Players can complete quest lines for npc’s in royal city for fraction points, fame, fraction chests ect. and learn about history of the city.
Reward for finishing whole quest line can be some new skins or points which may be exchanged for skins
16:07 A battle royale mode for solo players would fit perfectly into Albion online (but groups can also be used)
You deposit a certain amount of silver and find yourself in a location filled with treasures and mob camps. You pick up things from treasures and stronger things from mob camps, and all this is surrounded by the same undressed players.
The zone is gradually narrowed by fog and in the end one player wins and takes all the things for himself or receives a silver prize.
This content greatly motivates you to level up your equipment proficiency in order to be more effective in any build you can find.
This content is ideal for the classless Albion system where you can become someone else at any time, depending on the need.
Please pay attention to this idea, I've been waiting for the royal battle in Albion for 2 years.
Bro, I fully support it, it will be very cool🔥
THAT'S a good idea!
Крутая идея, а того мужика из видео мне лень слушать
Надежды конечно мало, но вдруг действительно коммент заметят и хотябы подумают над этим
It’s A good idea!!!
Adding fortifications to Faction warfare could also be an entry point to the larger playerbase who want to learn as well as experience large scale fights. It doesn't to be one the same scale but they could tweak it to fit certain flavors based on the different factions.
Great idea actually, bring in territory’s and castles into royal zones, add more red zones or simply increase the size of them a little to properly house them, and you can create an entry level to Territory sieges and castle content, Faction warfare and bandit even is already a great introduction to zvz and large scale in general, even tho it is very messy und unorganized at times
A cool feature would be adding the option to hardcast and quickcast spells with a modifier like ctrl,shift,alt, so you don't only have one or the other.
For example, while ganking and using bear paws, most of the times I'd like to use my E instantly, to hit the target fast, but sometimes I'd like to be able to press ctrl + E just to be able to see the range of the spell and then hit the actual ability. This applies to other abilities, like W from shapershifter staffs, etc.
this is pretty dope ngl u guys should do more of these like this is the first time ive seen devs actually read comments
Simply amazing! These should be done monthly at least. The first game where players are heard!! AMAZING!
Thank you for an amazing Dev Talk!
I truly respect and appricaite you taking the time to do this!
just finished watching and i can tell that you are very well spoken and have a great understanding of the game. this video proved to me that you guys know what you are doing (unlike other games). thanks for making it
For gathering, I don’t think it’s necessarily “make it easier” but you could make it more convenient.
For newer players trying to manage their risk, the higher end tools become pricier when you’re on a budget. If the higher tier tools were made to cost significantly less this could increase the likelihood that you always have tools on you and therefore always in a position to do gathering in higher tier zones or more passively.
For the record, people, players, fellow Albion enjoyers, this video is a great thing to watch but this is also a call to action: we must be clear and precise and detailed and well-informed when we make requests and ask for things and ask questions of this team!!! We can't get what we want if it isn't clear to the developers what we are really saying. And it's hard for them to trust what they hear when we can't explain the degree to which we've thought about our suggestions or ideas! If we want to hold them to a high standard we must also hold ourselves to such a high standard!
I would be ok with a 1 hour version of this... We need more of this after every major update.
To my mind, 3 to 4 players in roads feel well. Content for 6 to 7 players with pvp activity is something that roads really lack.
1) For what purpose should such a group gather and fight? Medium chest? Group chest? Resource nodes? Add here the fact that gold portals are really rare
2) Most portals have 7 slots, but most of the time, especially in prime time, there are only 4-6 left and you have to wait in order to continue. This can be very oppressive.
So, from my point of view, you should target these 2 problems - create content that a group of 6-7 players would fight over and give them the opportunity to travel around.
Maybe these changes will also make living in roads with hideout more attractive. I would really enjoy seeing a lot of teams start wandering around the hideout, just like they fight over outposts in the black zones (maybe you should add mini outposts in roads?)
Talking about living in roads... What about borrowing the concept of "rolling" portals from EVE Online? Imagine your group is playing from a hideout, you have scouted roads around you and have not found anything interesting. You are doomed to have these portals for quite some time. Imagine the mechanics that could allow such a group to create a new connection between two roads (a new portal) instead of the old one. In this way, players that live in roads could find content much more easily and faster
After all, there are black maps for PvP for large numbers of players, why do there have to be groups of 10 or 20 people on Avalons?
Doing this type of dev talks and creating a bridge with your community is definitely a plus for the future of Albion Online. So yeah, i would like to see more of it. 🥰👍
Great dev talk! keep on doing these dev talks. It's great to know that we are being heard. suggestions:
1) It would be great to see ping alerts like LOL in Albion, if not possible on zerg or big level at least make these in Arena which will make pvp and communication in Arena pretty improve and engaging.
2) Please improve solo dungeons loot drops as sometimes the maps cost more than the total loot collected in bz. Solo dungeons need buff. Also necromancy lineup would be interesting.
l loved this video. Thanks a lot for making this video. It feels really good when we know our feedback is being listened to, even if it is not necessarily implemented in the game. It just gives us very good feeling that the game is heading in the right direction.
Would really love if it was made frequent like once every 2weeks or once a month would be enough.
I know it takes a lot of time and I once again thank you for your effort in the video.
I appreciate the open communication from you guys. The game is steadily improving and including the community is the right thing to do :) keep up the good work.
Love the open communication with the community! You can tell that the responses were very well thought out. Keep it up! 🤝
I understand now why this guy has been the lead for so long. Answered everything rationally, on the fly, very impressive. I hope this video gets more exposure in other game communities.
Coming back after a two months break, it's great to see a dev talk answering our comments, keep it up!
Do more of this videos, we are missing this kind of interaction
neat format, im loving it.
Congratz, these dev talks are very good idea indeed! Waiting for part 2 already ;)
Love this style of dev talk I think that this kind of community engagement is essential for this kind of game. Would love to see this happen often in the future
first of all: Thank you very much for reading out my comment and beeing transparent overall.
When i talked about smallscale, i was talking about 5-7 man groups (in Roads specificly).
My vision of this would be to have more objectives focused on pvp for those size of groups. (An actual incentive to go to a certain objective and fight for it)
If an option would be to split the roads, an "easy" solution would be to make unstable portals in brecilien bring groups into "special" roads that have proper pvp focus while allowing the other roads to just stay as the are.
I did send a lot of suggestions on the nda discord on that and i am trying to keep this comment kinda short for now :)
On a sidenote:
What exactly is YOUR vision for roads? I would love to know what exactly SBI wants roads to be so the community can have a better understanding of what to expect from it.
Currently its kind of a free for all on expectations for roads
5-7 is way too large groups for small scale imo, the 1-4 is a lot more enjoyable for roads for players like me, with 5-7 a solo can't do anything, against 3 even 4 there is a chance. Definitely the focus on the large 20v20 is also too large.
@@viikable1-7 players is micro scale. Small scale is usually 13+ and CTA/ZvZ is usually 30v30+ . Hope it helps
@@Player.rtpml5 small scale is 1-7, 8-20 is midscale, 20+ big scale.
@@Piraterer1 there is no midscale brotha , trust me I'm a very pro no life zvz player I know.
@@Player.rtpml5 same. That Was the reason i joined a guild Roaming with 17-20 ppl and smashing everything ;)
Please do more of the talks. They are very informative and give us a bit of glimpse of what’s to come.
Really well done. Profesionall dev talk and answers. Very patient person
Yes 100% please do more of these!!!! 10/10
That kind of video is VITAL for community managing, great idea, keep it up! 💖
Awesome to hear you address comments and to see how you think! Seems theres a lot lot we players might not consider in balancing a world like Albion
dev talk should always have been like this. We need to hear the reasoning behind the decisions. It is very helpful and help us make better opinions for ourselves.
Thank you for answering on our comments.
I would like to address the following:
1. It would be nice to change book chests in Solo and Group dungeons, the current problems with them are:
For some reason, it can happen that 1 or more players dont get a single book out of the book chests as their split.
It is not worth the time and effort to do them if the rarity is below the purple chest.
My solution for the second problem would be to entirely remove tradeable t4 tomes of insights from the purple book chests and instead put different tier of fame books that are not tradeable depending on the tier and enchantment of the dungeon itself, for example: t8.0 dungeon should have some chance to drop t8 tome of insight and at lowest to drop t6 tome of insight, while 8.3 dungeons should have high chance of dropping t8 tome of insight (but still having a chance of dropping t6 and t7).
2. Fixing the worst-case scenarios of the chests inside of the high tier dungeons
The following problem keeps happening regularly (idk if it is intended or not): I would clear t8 solo dungeon for example and get lucky to have purple chest on the final boss, but what ends up happening is that sometimes the loot inside of the chests is only silver bags+runes/souls/relics - NOT A SINGLE ITEM DROPPED FROM BLACK MARKET, not even t4 item (this can also happen on green and blue chests but i always thought that if it is below purple chest it was fine to get that much unlucky)
I love videos like this. Thank you for for taking the time to talk with us in this open communication style. Very interesting to hear your insights and opinions on things that people in the community care about. Have a good one :)
Thanks for the video, I hope we see more of this
I really appreciate Robin and team for taking the time and talking issues out with us game players like this.
Awesome format, thanks for doing this and being candid. It's great to get a different perspective on why some features may be challenging from someone who is so intimate with the core mechanics of the game! Naval update would be stellar at some point for sure and would recommend reducing the land tile counts in tandem if/when introduced.
Hey Robin, you did an amazing job in this video and I personally think the community needs more of these Dev Talks, they're great info for the players and developers alike.
I might have some ideas how you could appeal to the players asking for solo dungeons to be brought back in the meta and that is:
You should make the solo dungeons a "Solo dungeon" that way only 1 player can access it from the outside sort of like a Wisp for a solo mist, except the dungeon would not close until the boss is killed, and to prevent parties of 15 diving that solo player you can try and make the dungeon accessible to only 1 more player from the party trying to dive everyone else would get locked out of it (or something similar I'm open to any ideas). This way you get rid of 1v10 ambushes but the risk of a black zone solo dungeon stays, therefore the rewards increase. And for the people that will make the argument that this is basically a corrupted dungeon but with a green color. Yes and No! Because you can also make the solo dungeon accessible to any other solo player so the difference is there can be more then 2 players in the same dungeon sort of like a 1v1v1v1 of course I know this will be hard to execute and there are a lot of loopholes in this system but I'm just giving a simple idea and anyone can feel free to come up with a better way using this idea as a structure. Thx for reading my essay and I hope yo see you all in Albion guys. G'day!
This was cool, I love the transparency and communication
Loved the format really great seeing you respond directly to community, and choosing both low effort and high effort comments, and both low upvote and high upvote.
Love this format, would enjoy seeing more of this in the future.
This was really good. I hope you make more of these in the future!
I loved this video, in depth responses to comments and a ton of explanations about why certain things haven't happened. I'd love to see more of these as it would likely result in more detailed feedback from players, hopefully resulting in more useful data for the team.
i like this video format. I hope you keep doing it in the future
that's a really cool format of video, thats strait up raise albion quality above any other mmos
Great Video idea concept, response videos such as these ones allow for greater transparency between the player base and the dev team. Currently it seems that the player base is only able to understand what the dev team has in mind by watching the short announcement videos which is not ideal.
Suggestion,
Heretic cape root should not receive diminishing returns from other roots in the game. Roots are everywhere in the game(seen in multiple weapon trees) essentially removing the reason to ever use a heretic cape due to diminishing returns in group pvp or solo pvp in some scenarios. + add 3v3 hellgates, it would definitely bring more players to the content.
We would love to see more of these!
I suggest a QoL change where you can pick up/harvest all plots at once (farming)
This is great. The best way to deal with people that give wrong feedback and opinions is to respond to them
Still watching this video and i like it a lot. Keep doing this kind of videos. Just wanted to say that i really like the idea of focusing in 3-5 player groups in roads of avalon, i feel like getting a 7 man comp is tough and slow (getting the people, wait for entraces), and a 7 player group is more likely to be able to go to open world and get some content (outposts, fights, tracking). While as a 3-4 player group might struggle in this.
Very good step to do smth like this, we can finally know that someone of you listening
thanks for doing that kind of videos, I think it helps a lot
Thank you acknowledging us and making us feel involved. Dev talks are always a great thing to see. And seeing you not only reading the comment but reacting to them as well is a huge joy with in its self.
Dude I loved this video. Really great to see some "why we aren't doing this" and some "we want to do this when we get the time".
First thank you for making this video, not many devs actually talk and listen to it's players.
1.would like to see more things to do with stone like weapons and armor.
2. i would like to see specific drops in solo dungeon like crafting materials or some kind of food boost that give you fame boost or drop chance boost in open world and solo dungeon.
3. I would like to be able to change my keybinds how ever i want, for example i can use cast on release on my E and quick cast on my Q, or for example i click sift+Q to use notmal cast to see the range of the Q range.
Please do more of these!
Storyline quest with cosmetic rewards would an insanely fun way to spend time in the game
If only 😢
nope i doubt they will implment a storyline because it will end ALbion Literally
side questes from npc's will be much more better
Like the format, hope you personally like it as well since it's you the one doing it :D
these types of videos is such an amazing type of dev talk to watch
Absolutely love this! Please do more of these!
i think you guys need to up your marketing and start placing ads to the league of legends community. that's where i came from and it seems like you only show ads to people who have already searched for albion.
Loved it! Please do more of these type of videos.
Love idea of dev talks when devs read community requests!
Quality of life features request:
- 'use all' on tomes should be instant as it is on silver bags.
- search bar in bank to easily find item that you are looking for.
- stack same items in bank as default.
- 'sell all' button in market should allow to set designed price. Example: -1 silver or % cheaper than current sell order.
- 'move all items' to/from bank or inventory.
- 'lost equipment preset' should have option to buy items of same quality as the once you've lost
Buffs/nerfs request:
- tracking specs should provide higher rewards multiplier same as it is in gathering.
- decrease number of avalonian roads but increase amount of content in it. Example: more pve camps, resources, more frequent spiders.
- nerf black zone hideout craft. Currently it is most beneficial to wealthiest guilds. Crafting without focus should not be as good as royal craft with focus.
- nerf alts. In order to get daily focus player should finish daily challenge. It takes few minutes but would discourage people who abuse economy with tens of alts while it wouldn't impact people with 1-3 characters.
Screen pings you can just use the Wheel-Click as a button. click the wheel button and it can pop open a menu using mouse to click (retreat, attack, here, etc)
good job! It's great when game developers talk to their players and try to improve the game together.
Definetly do more videos like these. Greate insight!!
I'd like myself to ask if it would be possible to have these changes:
- Bring back full loot PvP in YELLOW ZONE while FACTION FLAGGED -
- Add a expedition like portal in Carleon and cities but for HELLGATES - the system changed years ago and while u used to fight in open world for the demon it's not the case anymoreì
They got me
i''d love to throw something out there, people often say there isnt a lot of solo content, mainly because black zone is skewed towards larger groups, ganking solos is like a free lootbox most of the time, requiring players to be in a group to even have a fighting chance at doing things like gathering or small chests. i argue that this could be mended by allowing for new solo zones, similar to the roads or the abby, but potentially using older assets to make it easier on the dev team. these zones would be qued, likely from black zone cities (Not portal cities), requiring a solo player to make it up to one of these cities with gear in order to get inside. In addition, these zones would be ip capped at different levels similar to corrupted dungeons with loot value increasing as you move up in the ip brackets. these zones would consist of varied levels of gathering nodes, solo chests, mob outposts (similar to mists). these zones are meant to be a space where solo players feel like they have a fighting chance in getting loot and resources that otherwise wouldnt be possible due to the 20 man groups constantly survaying the black zone. as a side note, the numbers probably show that players like solo dungeons right now, but it is likely because it is the only option for solo players to see black zone loot without getting their backs blown out and spending more than they make. i hope this is worth considering, i personally would take part in this content over any other kind of content, at least until we can see more variation in solo dungeon visuals and mob veriation. P.S. i personally love solo dungeons, seeing an area that i havent before is exciting (like the crystal bosses). that might be a route to take to improve them, rather than just fixing loot drops (which is also needed imo).
It will be a very interesting video
video posted 7 min ago u msg 3 min after Video 44 min xdd
@@charless8960 I mean it will be an interesting video, not that it was an interesting video XD
Great way to get player feedback and address it in more depth.
Thank you for the talk, great idea and it really gave me more insight into your way of thinking!
Also, I must say it is visible it was a struggle for you, probably since it was something new, so I applaud your courage! keep it up!
Thanks for the response, I think it's pretty clear what people mean by small scale in roads. it's typically anywhere from 4-7 and balancing the content around that number would be absolutely great for the majority of players.
Finally, roads are getting some attention.
As a Roads Small Scale (4-7) player, it definitely needs an update. 80-90% of the players in roads are solo gathering or fame farming with a friend. This seems to be an overlap with Mists (1-2 player content) which takes valuable portal charges, which in turn discourages parties from entering the roads to do small-scale PVP/PVE content (4-7 players).
Example: My 4-man party has to wait 6 minutes to get charges to go to the next zone because gatherers took all the charges.
As any small-scale roads player will tell you, it is extremely frustrating having to wait 5+ minutes to get to the next zone. Additionally, our chances of finding a fight for PVP players are again reduced as from the opposite direction- an opposing small-scale group that we would hope to fight, experience the same problem as us. When my guild wants to PVE same charges problem
TLDR- 1-2 man groups take all the charges. They have their own designated content (Mists 1-2) with extremely valuable rewards, and we suffer for lack of charges. We wait and roam for 30+ minutes before we can find an actual PVP fight (horse simulator is not fun).
Solution
-Buff gathering bosses and chests to target the small-scale community. People solo aspects and t8 green chests, reward outweighs the risk for PVE.
-Make minimum party to enter roads 3-4
Edit- As you pointed out 3-4-7 is small scale. You also mentioned that you're talking about making the roads safer for solo players but again - THEY NEED TO DO THEIR DESIGNATED CONTENT (MISTS). We need our charges back from the 1-2 groups!
It would be really cool if the shapeshifter forms looked different according to the tier of the weapon. For example, if you had a t6 bloodmoon staff and transform, you would be a black werewolf similar to a direwolf, but if you were to transform with a t8 bloodmoon staff you would be a white werewolf similar to a ghostwolf which is INSANELY COOL! If it is not hard to add please do so!
This is a very good video. I hope sbi keeps doing this kinds response video on a regular basis not necessarily always but at certain time. It gives us the feeling that our game developer is listening to our grievances and who knows we might give you some really good ideas for future
necromancy could work strictly with mob/players death mechanic, so you can "rise them from death for a certain time" and apply a model change like u did with shapeshifter transformations and polymorph, players instead of falling and respawning could be "controlled" by necromancer as they are dead, then they actually die and are able to respawn
This way you avoid creating new entities it will not be a summoning idea but a "dead control" kind of
I have the upper hand on update update fraction warfare. Add something similar like territories in balck zone. Territories could be occupied by other factions every hour, except for some, the battle for territory for each faction would last 20 minutes, and the faction that would win would receive a large number of faction points and territory where people from the faction could hide.
please do more of these videos i love this!!!
this is amazing that you did this video. i can't imagine many devs would do this.
yeah these videos are diffenitely good, it answers a lot of questions that just stay hanging for long time
I love the concept of this dev talk and I'm looking forward for more of this type in the future. My feedback for ganking in the game right now: In the black zone we see a lot of massive ganking Zergs that run down solo players or smaller groups (for example I got ganked by a level 10 disarray while having 5 people in my party, they had full banking gear). I'd love to see that the defensive buff you get when getting attacked by a lot of players increases dramatically so you at least have a chance to get away when being ganked by 10-20 people. This would reduce the scale of ganking parties in all lethal zones. To not make 1 vs. x overpowered because you become an unkillable beast, this buff could have a timer of 30 seconds maybe so if you really try to fight back the group will still be able to kill you after this certain amount of time. Thank you for paying attention to this comment
I’d give everything for a Thief gameplay, like it’s done in Ultima Online. If not bank stealing, then at least stealing in black and red zones. Nothing ever tingle my thingy more than pulling an extremely expensive item right out of a player’s inventory and running like there is no tomorrow. They already added something resembling perma invis with Prowler staff, so it would be so amazing to have Thief gameplay. It’s a completely new feeling for a pvp content
Hi Robin, wanted to address your comments regarding the Roads. I am personally a long time Roads player, and have a core group of friends that I play with who also primarily play Roads. Well, we did until recently, because to be frank, the Roads are nearly devoid of content. In order to have fun in the game, we have had to transition to playing as 3-7 players in the Black Zone, constantly fighting against groups that are much larger than us. I want to go through one of your main points below.
Defining what is small-scale: In my opinion, this is a decision that was made when you elected to remove duo Roads portals and convert them all to 7 man portals. Small-scale Roads content is anything from 3-7 players based on this action. That is not to say that this number cannot change, but that is what is defined by the mechanics of the game. The groups of two you brought up in the video should not be considered small-scale in the current iteration of the game based on the removal of two man portals. As an aside, there is other content that is centered around two player groups, namely Hellgates and Duo Mists. You speak of having more activity in the Roads in the current patch compared to previous, but have you looked into what this really is? Are solo players farming the green chests in the roads because they are safe due to groups not wanting to play what they consider a content wasteland? In my recent experience in the Roads, the majority of players I ended up PvPing seemed to be mainly there to do PvE and were not expecting someone to want to engage them in combat. I believe there is opportunity to make changes to the roads that will create content for small-scale groups while at the same time allowing solo players to still perform the content they are doing currently, if at a higher risk.
Too many zones/not enough content: Completely agree. Compared to the Black Zone, the roads have a miniscule amount of randomly generated content (chests, spiders, cores). This can be solved in two ways, reducing the amount of roads or increasing the amount of content. A mixture of both is probably ideal. Your point about the transport network is valid, but as you said, this would also significantly increase the risk of a transporter being ganked. However, you once again bring up the point that reducing the size of the roads would hurt the solo players. This may be the case as it would cause solo players to encounter small groups more often. However, is this any different than what currently happens in the Black Zone? Small chests may be angled towards extremely small groups, but larger groups do not have an explicit disincentive to avoid them. Sure the contents may be less worth it to them in a silver/player ratio, but its likely they encounter either solo players or a small group on the chest and can either wipe or bully the smaller group off of it. Why is this ok in the Black Zone but not in the Roads? There could still be content for solo players, but given that the Roads are also considered Black Zones, there should be the risk of PvP. If a solo player sees the risk of running into a group as too high, they have the option of going to a dedicated solo player environment like the Mists.
Suggestion, "Energized Portals": This is something I threw around with my group before the release of tracking. It would be beneficial for groups in the Roads to have a way to find each other and have an objective to fight over in an area. My suggestion was portals that would appear and take individuals to a specific map that has a time-locked area with some kind of reward. Think a mixture between Raid Zones and Castles. Normal Roads portals that are connected to an Energized Portal would glow with an aura, notifying the group that this road would lead them towards an Energized Portal. Something that was suggested was that the portals could have different colored auras depending on how far away they are from the Energized Portals. The Energized Portal Zone would not be locked to two teams like a Hellgate, as I would want this content to avoid feeling like a Hellgate, but would allow for multiple groups to enter through various entrance portals. By time gating the reward, you are incentivizing PvP and reducing the amount of reward that may be taken by someone without risk.
Thanks for addressing the communities concerns regarding the current state of the Roads. I hope that in the future there will be changes enacted that will allow small-scale groups to once again have content angled towards themselves.
Example for solo activities :You can added bounty to the game like killing some enemies or gather and wene you finish the mission you well receive fame and silver
1. Add a list of setting conditions, so I can switch between them, don't have to swithc every setting, and switch on when playing on an other PC.
2. Let me castomize the button layout no PC - move and scale the buttens.
3. About mouse control circuit. Make it so I can choose what actions I want to have on the right and left mouse button (attack, oppen the chest, go, select player, loot)
4. Maybe decrese the time bitween the abilities. What do you think about that?
5. Make a good tutoreal for new players, for example in carraptets an NPC that lets you fight an anreal player, than break the cristal, than fight the mobs in an interactive educational form.
Can’t believe we didn’t touch on Hellgates. Used to be the most popular content in game and now is quite the opposite (nearly dead). There’s a lot of good things about the new HGs like maps, but also removing yellow gates and making HG such a high IP entry point made a lot less people try it, especially with the addition of infamy. Bring back my yellow full loot 4.1 gates where people used to run for fun, try 5 warbows and be ok vs hard try high infamy teams only
I have an Idea for solo dungeons. If the main problem of solo dungeon and why the loot can't be increased is, because risk=reward then the real question is how it is possible to increase the risk.
So my Idea is to make it similar to corrupted dungeons. You get the option to increase the time until the dungeon disappears or completely open the dungeon. Like in a corrupted you choose and if you take the increased risk of getting dived you get more fame and loot.
Hey, I really love this type of Dev Talk. It felt like I was part of a round table discussion and could hear everything that had been said before. I have several suggestions, and one of them is to add a small search settings icon in the settings menu. For example, if I want to disable 'Show for Enemy Damage,' instead of navigating through settings > interface and scrolling to find it, a search settings button would make it much easier. This icon could be placed next to the X button, similar to how it's done in World of Warcraft.
As a player that is returning for the EU server(last played 5-6 years ago), this video is the type of thing that gives me confidence in developers. I already liked the economy and content systems in place back then, so I did have some faith, but it's nice seeing the q&a to further connect with the playerbase
A mechanic for solitary dungeons similar to that of CDs, for example, when you defeat the last boss of a dungeon, a portal opens that you can use as long as you have maps to use and thus enter another dungeon directly without having to walk on the map or having to move to another which makes it quite tedious when doing this content, mainly in the yellow zone that is overpopulated, also so that they are not so easy to farm, these dungeons can mean that every time you enter another dungeon it will have been on the map for 30s, increasing each time you do so, forcing you to go out to the 3rd or 4th dungeon to prevent hostile players from entering and taking away your loot and also if you decide to go out, they will leave you a debuff of X minutes which will make the next dungeon Which summons will take so many seconds to close depending on how many dungeons you did later, please keep this suggestion in mind and don't let this pve mechanic die.
Another suggestion that I have in mind would be an aesthetic work on the dungeon, new maps, NPC, Boss, small traps could be added making them a little more investment for the player since the mechanics are not always the most important thing.
We need to know something about the transfer of accounts to Europe, we do not want to play at 160 ping while being able to play at 40, and of course we do not want to lose the progress that has cost us so much to achieve both with time and money, I hope this issue is clarified because It is very important for those of us who are still in America and are from Europe.
*_Hello, These are the points in which we believe in my community that the user experience could be improved for a future update:_*
1. Filters are needed in the mailbox to select: What was sold on the market, what was bought and what was not sold and also filters by city.
2. In the crystal arenas 4 people must be able to find a group.
3. Add purchase orders in the market according to the personal equipment created.
4. Creation of a guild island in the city of Brecilien to have the possibility of using the guild chest.
5. Add a market-like function to chests (personal and guild) to organize items and search easier.
6. In chests you should avoid repeating the process of selecting equipment and after clicking on the equip button, it is more functional to leave the equip button enabled with the selected equipment.
7. Include the possibility of self-consumable food in the character's food tab to avoid running out of food in pve.
8. Include the possibility of two people riding on a single saddle, sharing its weight.
9. Include a button for the ability to follow your ally.
10. Make contracts for heavy transports with players.
11. Reduce the intensity of click usage on both plots and island workers.
12. Include the .4 material in the Avalonian roads, this would improve the content in these places.
13. Include the Ability to use any battle mount in bandit and/or faction events.
14. Add new skins in the drops, there are people who already have them all and repeated.
15. Be able to organize objects in the inventory by weight, in order to eliminate objects immediately in a chase. The same in the chests to carry the pile of heavier objects first.
16. Add an intermediate weight mount between the transport mammoth and the giant bear; something like a transport rhinoceros.
17. Increase the percentage of return of resources from the plots on the islands or specifically exclude the resources to each island of each city to increase their value and give more weight to their transportation.
I want to repeat and mention that these are some of the ideas, advice, suggestions issued by this humble content creator who has played this incredible game and its online albion community for several years. Excellent day.
Great video! More of this sort of content please.
Love to see most of the things that i want, is currently being worked on or you are looking onto it.
Few more suggestions:
1. More number of Corrupted Dungeons in a map. I have to roam for 5-7 minutes just to find a Corrupted Dungeon.
2. QOL changes for market, most players sell items in bulk, may be add an option to sell order everything for -1 silver, like there's an option for sell everything.
3. I know it'll be game breaking and OP, but can we somehow make flying mounts fly over obstacles, like water at least (flying over water makes slows you down) ??
4. Solo player houses in open world, would provide a safe haven, where players can store loot and avoid getting killed, may be add a decay factor on the house.
thank you for responding to us in general
as an mmo rpg there is no need to cater to solo players, for player base tho, theres a large space for solos already