Albion Online Stretches Out for More Test and Will Not Be F2P

A game with a test lasting over 8 month? It is Albion Online who tells us that the test will be extended and not be over before August 1st, 2016.

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Sure Albion Online is a huge sandbox game full of creativity and creates a enormous world to explore, the long test is reasonable and we are expecting more new stunning features from the developer team. While the team posted clearly in the “Road to Release” stating that Albion Online is too much to be free. More updates are released within, click here to check details. Anyway Albion Online is a great success so far and really amazing, we would like it to become better during this long test.

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ALBION ONLINE’S NEWEST DEV ANSWERS COMMUNITY QUERIES: SNAPS AT EVE TROLLS

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Albion Online is surely milking its acquisition of Game Designer Matt Woodward for all its worth. After Albion heralded his arrival with a level of pomp normally reserved for royalty, Woodward took to the wilds of Reddit for a round of questions and answers with the community.

When asked what he is working on right now, Woodward replied, “First thing I’m working on is a mission/quest-style system, just to get my feet wet. From what I understand we’re going to have another internal planning session once the summer alpha is over, and hopefully I’ll be able to contribute some ideas there.”

He also had a snarky rejoinder to the EVE Online fans who showed up to troll him in the thread: “Hey guys, you know I stopped working on EVE, right? How about you make your obligatory witty, biting comebacks, and then we all just move on with our lives?”

ALBION’S SEPTEMBER STATE-OF-THE-GAME COVERS GAMEPLAY AND ART

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Sandbox Interactive posted an Albion state-of-the-game update on its website this week. The info is broken down into art department and gameplay sections, with art director Marcus Koch and game director Robin Henkys chatting about their respective domains.

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On the art side of things, Albion devs have been perfecting the world map, tweaking spell effects, implementing emotes, and overhauling the armor system. On the gameplay side of things, SBI has been working on Albion’s combat including various rebalances and an expansion of the skillshot system.

 

What to Look Forward To in Albion – 6 Month Timeline

Albion Online is a MMORPG that is still growing. As the developers work hard to expand on the game and bring it to fruition, they are doing a great job at documenting what is going on and what we can look forward to as players. Their winter roadmap – which details a bit of what’s to expect over the next 6 months or so of development – is definitely a great thing. So let’s take a look at some of the upcoming changes coming to the game!

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PvP and Guild vs Guild

Abilities are being worked on to expand on them and alter them. The system as it is has shown to be pretty good, but more work is being done to work on refining everything further. AoE spells are being enhanced as part of this, in an effort to help combat zerging (where a skill will actually do additional damage when hitting more targets).

Flagging is going to change from being crime-based (where a player flags when they try to hit someone that may not even want to PvP) to one where players choose on their own to flag. This helps cut down griefing a bit and allows players more control over what they want to do. PvP zones will remain unchanged, other than not allowing friendly players to attack one another.

Mobs

Mobs are being boosted in numbers and difficulty, in an effort to make the game a bit more challenging in this respect. As part of this, drops are also increasing, to reward players more for their kills. New mob factions are being introduced, as well as new concepts like faction-based rewards. As part of the mob population increase, dungeons will come equipped with more bosses and mini-bosses.

Zerging mobs is going to be hindered by a system of mob scaling. This will increase their power when attacked by too many players at once. This will affect mobs in dungeons as well, making it much more challenging to zerg the PvE content.

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“Soft” PvE Death

A big problem that Albion players have in the beginning is that if you die, everything you have drops to the ground. They are working on resolving this by bringing a new death concept to the game, called “soft” deaths. What this means is that some mobs – mostly in PvE areas that are non-hostile – will not actually kill players. Instead, they will take a player down to 0 health, then knock them down. Since the player hasn’t technically died, no gear will be dropped. Durability, however, will be affected as normal. This is a system that is still being evaluated and tested, so it’s hard to tell exactly where these special mobs will be located.

Farming

Farming is a new system that will include planting and harvesting plants and raising animals. These animals will also include mounts that players can utilize. Seeds for the farming can be obtained from the open world. The goal of the farming system is to tie it into the game in other ways. For example, food can be produced that will buff characters, as well as things like brewing potions. On top of this, buildings will utilize the food system, and will ultimately replace the silver upkeep costs.

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Repairing and Salvaging

Repairing items will no longer require resources. Instead, it will just take silver. This makes it much easier to travel without having to worry about what materials you are carrying in your bag, and decreases the weight of having to keep carrying materials that you otherwise wouldn’t need. And instead of salvaging items costing silver, it will simply return silver to you. So now looting items that aren’t needed is no longer a hassle – it pays off!

Automatic Tool Use in Gathering

A much-needed addition to the game, players will no longer need to equip gathering tools in order to obtain materials. Previously, a gathering tool of some type had to be equipped in order to harvest anything (in which the tool would automatically switch over to the proper one, so long as there was one in your inventory). This is no longer the case, and it will switch to the tools even when a normal weapon is equipped. The only time equipping a tool will be necessary is if you chose to attack enemies with it (which there’s no reason to).

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Repairing and Salvaging

Mounts

There are plans to add abilities to some mounts, and possibly even a method of attacking automatically. This system is still in the works, and the goal is to not make mounts too powerful in chasing down fleeing players, in an effort to help keep open-world PvP balance in check.

Conclusion

Albion Online has a lot of things going for it in the next few months. The game is making some huge strides forward, and there is a lot to look forward to. Watching the game keep growing and expanding has been a wonderful thing, and the team behind the game has done a great job at listening to player feedback and working on implementing things that the players want.

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ALBION ONLINE WALKS THROUGH THE MECHANICS OF THE REPUTATION SYSTEM

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The developers of Albion Online want you to murder the heck out of your fellow players, but they also want to make sure that you’re not exactly rewarded for your decision to murder people for no reason. The game’s reputation system is a compromise between the two extremes. If you gather resources, live as a lawful citizen, and defend others, you can look forward to being well-liked by the Royal Expeditionary Forces. If you stab everyone you can see in town, on the other hand… well, for starters, you’re soon not going to be allowed in town.

Nine reputation ranks are available for players, with the more disreputable criminal ranks eventually barring you from access to all but the least-policed areas. You can, however, steal items from other players. That’s not counting the lawless areas of the game, where even upstanding citizens can wander around executing whomever they want. Check out the full rundown of the system, or check out the video explaining the system just below.

Albion Online Explains the Zone and Flagging System

With the Closed Beta of cross-platform sandbox MMORPG Albion Online now underway, developer Sandbox Interactive takes some time to explain their Zone and Flagging systems – two core structures in Albion Online that are aimed at keeping PvP fun and challenging for everyone.

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Like most MMOs, Albion Online provides specific zones for both PvE and PvP activities – a Green Zone and a Red Zone respectively. The Green Zone effectively protects beginners and gives non PvP players the freedom to move about without being killed by other players. This system works in tandem with the Flagging system, which has replaced their initial penalty system for attacking other players. In Albion Online, before being able to attack others in PvP, players have to “flag” themselves as hostile, during which time they are immobile for a minute. This discourages ganking, and it becomes easier for players to decide where to go and what to do based on the number of hostile players in an area.
Even with both systems in place, there is still a big difference between an area with no PvP and an area with full-loot PvP, which has led them to include another zone: the Yellow Zone. Here, instead of potentially losing all your hard-won gear, you lose a significant amount of durability instead. This should help those who are not familiar with PvP to get a taste before wandering into the Red Zones, or worse, the Death Zones – where the full-loot system and absence of the flagging system means certain death for all but the most hardened players.

For more information on the ins and outs of the Zone and Flagging systems, read the developer post by Sandbox Interactive Founder and CEO Stefan Wiezorek here.