Pros and Cons of the Albion Online Learning Points System

I’ve had a hard time accepting all this LP thing and 3 char per account before in the 1st place but now it just went overboard ridiculous. The new LP system is a simple illusion that in the end doesn’t help anyone but SI while impacting the game negatively because anyone can create 3 chars in one acount.

Now let’s see the pros and cons of this system:

Pros:

  • Newbies or casuals will be able to skip early grind if they choose to
  • SI makes money out of prem accounts
  • Who needs bots when the game “bots” for u (hahah)

Cons:

  • Newbies or casuals who decided to skip early grind will now have to grind way more or just afk for a year.
  • Playing the game without playing (wtf? horrid.)
  • Alts. People will be able to lvl up alts on crafting and gathering or whatever by not even logging in that char. All they have to do is buy prem for their characters
  • Will create too many self sufficient people
  • Will trivalize the role of crafters (which already happens since everybody has alts anyway, but it will become worse)
  • Will affect the economy negatively
  • Completely contradictory to early specialization
  • Will probably make the price of gold skyrocket duo to hardcores sucking all the gold from the market with silver to feed their AFK alts, forcing casuals to spend real money to keep up

So basically, the system will help hardcore players way more than it will help casuals or people who don’t play as much. People who can afford premium on 3 chars or more.

Basically SI, you either remove the LP system completely or you remove the 3 char per account completely. You can’t have both and can assure you this game will fail hard if you keep up the greediness. The whole LP and 3 char thing is completely contradictory to what you had planned for your game. You need money to run the game but you don’t have to ruin it to make some money.

It’s sad really how many or even most of this community can’t comphreend how harmful these systems together will be to the game. All they worry about is progress as fast as they can with minimal effort which says a lot about todays gaming community. You’re so sucked up into this LP illusion that you can’t see it won’t help you at all and will further stretch the gap between hardcore and casual. I don’t care if you don’t like grind, theres plenty of games out there that you don’t need to grind, go play those. If you want to play a game by not playing it then I’m sorry to say but your opinion is worthless and you don’t really want the game to succeed, you just want to play the game with minimal effort and getting rewarded by it.

Ideas for Guild vs Guild Warfare in Albion Online

Albion Online is a very great game. Today I will share some ideas for Guild Vs Guild Warfare.

Guild Size
How guild size impacts how you play should be scalable. This means a larger guild just has more of the same thing, not access to more content. This scaling can be introduced in the form of Influence.

Influence
Guilds gain 1 Influence per member. Multiple members from the same account (alts) do not increase Influence.

Influence is used to attack and hold territory. You need the available influence to initiate an attack, at which point that influence is locked until the attack is finished.This means how many simultaneous attacks you can perform are limited by your influence.

Territory
These can vary in size and efficiency. Larger Territory requires more influence and the zone determines the efficiency. Red Zone territories are less efficient than their Black Zone counterparts, meaning they cost more influence for what they are.

For example, a Red Zone Small Territory might require 20 Influence; however, the same Territory in a Black Zone would only require 10. This makes Red Zone territory less desirable to larger guilds looking to maximize their Territory capacity, but a 20-man guild might find this ideal.

Territory can be used as Influence when declaring an attack on another Territory. This allows a guild to fight for an “Upgrade”. If you own a 20-Influence Territory and have 10 Influence remaining, you can attack a 30-Influence Territory by using both the available 10 and the 20 Influence Territory. If you claim the new Territory, the 20-Influence Territory is lost and up for grabs by other guilds.

Attacking
As described in the possible new system there will be Nodes with structures that can be captured. The size of the Territory will determine how many of these structures are available for capture and the Influence of the Territory will determine the diminishing returns of attacking forces.While attacking or defending a Territory the zone grants a combat buff to both sides granting 100% combat effectiveness against the enemy. However, for each additional guild member in the combat zone above the Influence Value of the territory, this buff loses 10% effectiveness.

e.g. A 30-Influence Territory:
1-30 members – 100% Combat Effectiveness
31 members – 90% Combat Effectiveness
32 members – 81% Combat Effectiveness
33 members – 73% Combat Effectiveness
50 members – 12% Combat Effectiveness

This means it becomes very detrimental to commit more combatants than the Territory Influence suggests. Combat Influence directly impacts your damage and your capture time for Nodes. Alliance members will not incur the combat penalty, but will count towards the buff values. This means Alliance members, while remaining competent fighters, will seriously slow any capture attempt while being unable to aid in capture themselves. A guild can only attempt to capture one Node in a Territory every 24 hours. Once captured, it cannot be re-taken by the defenders for 48 hours. This presents the following combat scenarios:

Small Territory – 2 Nodes
Node 1 is Captured by the Attackers – Protected for 48 Hours
Node 2 is attacked 24 Hours later by Attackers – Successfully Defended
Node 2 is attacked again 24 Hours later – Successfully Defended
Node 1 is also Re-Captured by Defenders
OR
Node 1 is Captured by the Attackers – Protected for 48 Hours
Node 2 is Captured 24 Hours later by Attackers – Protected 48 Hours
Attackers own all Nodes and can attack the Territory – Total time of initial attack, 48 Hours

Medium Territory – 3 Nodes
Node 1 is Captured by the Attackers – Protected for 48 Hours
Node 2 is Captured 24 Hours later by Attackers – Protected 48 Hours
Node 1 is Attacked by Defenders 24 Hours later – Successfully Defended by Attackers
Node 3 is Captured by the Attackers – Protected 48 Hours
Attackers own all Nodes and can attack the Territory – Total time of initial attack, 72 Hours

Multiple parties who have declared war can attempt to take Nodes, but must own all the Nodes to attack the Territory. Defenders can also only Attack one Node in the Territory every 24 hours, the same as the Attackers. The 48 Hour protection allows for an initial advance with larger territories being harder to maintain Node control of during an attack. The defenders would then have the added advantage of simply winning the Territory 5v5 while an Attacker controls all Nodes and wasting their opportunity.

Larger Black Zone Territories could cost upwards of 200 Influence to encourage large-scale PvP. These larger Territories could even use smaller surrounding Territories as their “Nodes”, making their Attack and Defence more intricate.

If you own a Territory and your guild loses members to the point where you cannot afford the territory, you will not lose the territory, but any defending members class as 2 members when it comes to the Combat Effectiveness buff, essentially crippling your defence until your Influence is balanced (either by gaining members or losing territory).

How to Get Albion Online Silver?

Albion Online is a cross-platform free sandbox MMO currently under development by Sandbox Interactive, a Berlin-based Game Studio. It is currently in closed beta. Launch date has not yet been confirmed. Founder’s Packs are available for purchase at the Official Website and will give players access to the game when the servers are available. Though the Albion Online has not yet released, many players cares about the detials, such as Albion Silver, the passage is mainly talking about Albion Online Guide.

How do I get silver?

Silver is primarily dropped from humanoid mobs out in the world, when you first leave either Kings or Queens Market you will enter into an area with a lot of tier 2 resources and tier 2 heretics. While there are various ways to earn Silver, including gathering materials or crafting items for sale on the marketplace.

What’s the best way to get silver?

This is a topic that will differ from person to person. Below is our personal suggestion for the reference.

The biggest difference between how Albion Online and other games differs are that we want to have a real economy, this means we cannot pump the game full with silver or resources and have limited the amount of silver & resources entering the game.

Mobs & Resources works in a way that they will Spawn and their loot will continue to grow the longer they are alive, this means that most mob spawns in highly trafficked areas will be quite bad for maximizing silver income,

This is why we suggest people to spread out and settle either within or close to the PVP enabled area, despite the risk of PVP

The hard facts:

Travel, freshly spawned mobs have the least amount of silver. Often territories that are percieved as too dangerous to go into have the best rewards.

Mobs that have been alive for a long time often carry up to 20 times the amount of silver of freshly spawned mobs.

Only wear what you are afford to lose, you should preferably be coming home with more silver then the value of what you left home with.

Group up! Find a Guild or some other Solo players and group up with them! Even being only 2 players together helps you take on much harder mobs.

Look on the world map! Find the closest treasure territories, they are often a good source of silver.

Equipment tips:

Shields add a lot of armor and allows you to taunt the target enemy.

Leather armor got a great heal which will lower your downtime. (Bringing food is also great)* Using the defensive strike will buff your armor (stacks up to 3 times) will increase your survivability* The Ability “Disabling Strike” will help you a lot against mobs that cast spells, interrupting their spells will ease your PVE experience.

Also, there are other players believes the best way will be running dungeon to farm bosses. Dungeons are present over nearly all the maps of Albion Online, and will prove to be more of a challenge, but also more rewarding, the further you go.

Once you’ve entered a dungeon, you will need to face or avoid different mobs until you reach the boss at the end. They are generally only slightly stronger than normal enemies, being relatively easy compared to facing several normal enemies of the same tier, and can be solo’d assuming that you are properly geared.

Once defeated, they will drop a large amount of silver coins, depending on their tier. A boss from the first tier 2 dungeon will, for example, drop between 2k-6k of coins. A tier 4 dungeon boss will drop as much as 30k of silver coins, making it quite rewarding.

The amount varies this much because, similarly to other resources, the silver on bosses and other humanoid mobs will get depleted over time. Simply put, the longer they remain alive without being defeated, the more silver they will drop.

Which way you would prefer to choose? Wish the Guid is helpful for you to get the Albion Silver and thank you for your reading.