Albion Online: Guild Alliances

Alliances will serve to strengthen the bonds of trust and loyalty between guilds. Be they firm friends or just on the cusp of a truce following a fierce rivalry, all guilds entering into an alliance can rest assured they will be in peace.

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How do I create an alliance?
Creating an alliance is similar in many ways to creating an individual guild. The leader of an alliance is the leader of the alliance’s founding guild, and they have the power to invite guilds, cancel invitations and dismiss guilds from their alliance. They can also choose to completely disband the alliance.

Alliances will be managed, by guild members who have the necessary rights, via a new tab under the Guild menu. Choosing to create an alliance will bring up a menu asking for the name of the alliance. Alliance founders can also choose a tag, which can be up to five letters, to set their members apart from the rest and reinforce the sense of unity across the alliance.

For each alliance, there will be an alliance founding fee. The founder chooses how to pay this fee, and then the alliance is official! Now the founder can begin inviting guilds to their alliance…

Inviting guilds to an alliance
Inviting a guild to an alliance works through Albion Online’s ingame messaging service. Alliance leaders (or other alliance members with sufficient rights) can send an alliance invitation to any guild simply by entering their name into the correct field, after which their guild leader, and his or her right hand, will receive the invitation in their guild inbox.

What does an alliance mean for me?
Members of allied guilds cannot attack each other, and all scheduled territory or player city battles will be cancelled as soon as the guilds enter the alliance. This means that an alliance can be used as a treaty or truce of sorts between two guilds on the verge of war.

Players in allied guilds will be immediately noticeable, with their nameplates and health bars coloured differently so that you can tell players apart within the alliance. This means you’ll know from afar who’s in your alliance but not in your guild.

Alliance members will get their own special alliance chat channel, so that they can chat amongst themselves if they want to get a message out to even the furthest reaches of the alliance’s empire.

We want guild alliances to pull guilds together and give a feeling of strength and unity, but we also want guilds to still keep their bonds special. Distinguishing alliance members from guild members allows this.

Alliances will be subject to an alliance tax – this is paid in a similar way to territory or player plot upkeep, and is taken from the guild leader’s guild account. The members of the alliance can agree amongst themselves how much of this tax is paid by each guild, so smaller guilds won’t have to generate as much money as larger guilds to remain in the alliance.

Alliances will be indicated in a player’s profile in-game, with the alliance tag also appearing before their guild name.

So there’s a short introduction to alliances! What do you think of our plans so far?

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).

Albion Online: Destiny Tree Work Details

If you still a bit unsure how albion destiny tree works, and haven’t found a comprehensive guide to it, and also maybe a resource to find certain things. If you want to specialize farming but can’t find the items to harvest, follow this:

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For farming; buy yourself a personal island in a city. Head over to a dirt/soil-plot. Click on Saw/Hammer icon on your top right screen and find the farm-construction, in farming tab. You can place these at soil/dirt-plots. Now, there should be a vendor somewhere north on your island. He will sell you carrots, beans etc. Once you buy these, go on top of your farming soil, open your inventory and click on the carrot/seed.

It should now give you an option to place it. Growing is a part of farming, and can take a long time. When they are fully grown, you can pick them up / harvest, and you’ll get fame, in order to rank up in tiers for farming as well. So sooner or later you can do higher tiers of farming, which will help you to get better food for yourself, others or animals.

Any other gathering is rather simple. T1 wood and stone doesn’t require tools. T1 rabbit hide requires a T1 skinning knife. T1 ore doesn’t exist. T1 flower requires a sickle. Once you get enough fame in each branch, you can craft a higher tier tool, and start gathering the next tier resource. So for a T3 gather, you’ll need a T2 tool. T4 gathering requires T3 tool, etc.

How ever, at higher tiers, there will be some extra-ordinary quality on resources, T4+. These requires the same tier of tool as the node, unlike the normal ones. So for a T4 node with blue sparkling effects, you’ll need a T4 tool, but for a normal T4 node, you’ll need a T3 tool.

Later on, at T3+ you’ll have different masteries before you can rank up to the next tier. For gathering, you’ll need to gather 38K worth of fame, in T3 and T4 resources, in order to finish your first mastery level. After first mastery level is unlocked, which is free (I believe), you’ll get a slight extra yielding percentage on your Journeyman+ (T3+) tools. I believe that’s 1% pr mastery. The next mastery you’ll need, before you can start getting T4, requires even more fame. This time 78K fame, with an addition of “Learning points”. If you don’t want to spend your learning points, it requires an extreme amount of fame, compared to with the combination of fame and learning points. How ever, at T5+, you’ll quickly run out of learning points.

If there’s more you’re wondering about, don’t worry about asking. I don’t have time to play at this very moment, so I’ll sit on the reddit for a while.

Albion Online Silver: You Need to Know

The issue I’ve seen so far is because silver values get so low for freshly spawned mobs and so high if they haven’t been killed in a while there is a big disadvantage for anyone who mostly plays during prime times. Playing extremely late night/early morning I can earn in 30 minutes what would take me many hours to make in the evening. One of the nice things about the last alpha was that there were a lot of dungeons that weren’t marked on the map so if you explored a zone well and learned where the hidden dungeons were you had a much better chance of finding mobs that hadn’t been killed recently. I haven’t found any dungeons like that in this alpha yet and the ones I knew about from the last alpha don’t exist in this one.

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That’s alright though, I mean I can always trade or work the market to make albion online silver right? Maybe, but most of the markets are dead and even the most active aren’t active enough to make as much silver as you would running even a T3 dungeon in the early morning. The major issue limiting people’s use of the market is, as far as I can tell, that there is no real reason to trade on a large scale. Resources are pretty much available everywhere. A zone with T3 trees will have T3 of everything else. Even a zone with T7 trees will probably have up to T6 of everything else. There is no region in the game that is missing stone or metal almost entirely, forcing people to trade from the cities with an abundance to those with a lack. Combine that with the fact that you can’t really specialize in the gathering or refining of a specific resource to the point where you can bring your costs down and give yourself a market advantage and it takes away the need to trade completely. The crafting grind would drive trade in equipment but most guilds I’ve seen level up their craftsmen internally and have a non-market system for farming and producing gear for guild members.

I don’t think there’s any way you can fix things in this alpha since it’s all pretty core to the game right now but for the next one you should really look at changing resource distribution to drive trade between cities. Additionally there need to be jobs/services that can be done during peak hours unless you’re planning to have a map big enough to where each player or two online essentially has their own zone. I have no idea what this job could be other than farming and it’s looking like personal and guild islands dedicated to farming are sufficient for all but the smallest guilds to handle their food needs internally.

Another Albion Online Localising Resources

After read albion online continent map with region specific resources I was literally gonna make a similar suggestion when i saw this haha been meaning to do a post about localising resources away from each other awhile now.

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I was gonna split it in 4 resources (Wood, fabric, Metal, Leather) and have rocks a general resource myself that can be found everywhere.

They other option is to add 2 more continents and have 1 continent favor 1 type of resource, seeing people are complaining about lack of landmass currently. (Or keep the current land mass as is and split the resources so west side has wood, right side has cotton on the east cont, and west cont is same with leather and ore. Only travel past between these continents would be the ports in the red zones to get to the other continents.

There a couple options of doing this imo:

1. Remove 80% of the resource spawns from each zone except 1 type in the area being changed to say wood area;s and like double the amount of trees in that zone aswell and do this for all the zones.

2. Greatly reduce the respawn rate of nodes in the area there not meant to be in and boost the respawn rate of the abundant resources. For example wood area’s would have a 400% respawn increase on wood but reduce the respawn of metal/cloth/leather by 300% or what not. This will greatly vary the resource markets between town and town.

I like the localizing resources to area’s like this because it will greatly alter the market value so the common material will be Inexpensive while the now rarer ones would go up in price. this allows people to buy the inexpensive resource in one town take it to the town where it is rarer vie OX trade run and sell it for a profit, so it creates a brand new play style for people to play merchants. With merchants come the need for Bodyguards aswell so then it also allows for mercenarys to take hold of the world of albion.

u should also leave some hot spots where one type of the rare resources may spawn in some zones like there is now with ore fields and all that so it creates a pvp hot spot since the ore there is now more desirable/rarers in zones that dont have ore in.

About Albion Crafting Quests You Need to Know

When i got a quest item, fox pelt’s/cloth armor then hand in the quest to get the reward i notice the items still in the bag i’m ok with fox pelts cotton etc, but having armors fill slots as if the quest was not asking they need it only if u can waste your resources to make the items u don’t need, as by then u had a set u liked. I’m unsure if this is a bug or meant to be.

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Yes that is how the quests are supposed to work. A lot of people like to do them as an easy way to trade the sigils for equipment or for fast gold if they already have the materials in their bag or chest. If you don’t want the armor, then you can salvage it and save the returned materials in case you want to do the quest again.

The good thing is, if you are crafting armour or weapons, this offers you a dual way of improving your skill, improving your gathering ability and you are improving your reputation with a particular factor. Plus the salvage option means you can recycle some material as selling so many items is not really viable if everyone else is doing.

As Albion Online Premium: Which is the Best Way to Grind

Albion being closed beta, have you experienced it? I just picked the game up yesterday and I am loving it so far!

I understand there will be a lot of grinding to level up skills and I’m okay with that. Just had a couple of questions to grind fame and equipment for getting ready for pvp. I’m looking to transition into a tanky peeler in pvp player, however I like leveling up in dungeons. What would be the best way to grind fame and obtain tier appropriate gear at the same time? Can this be accomplished strictly via dungeon grinding before I transition to pvp with a guild?

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You can pretty much easily get to T4 gear with the mobs found in safe (green) zones and dungeons.
Remember that dungeons in Albion online are Open World and not instances.
Usually you farm mobs of 1-2 tiers higher than your current gear with the help of a DPS if you are tank like me. You will get more fame than same Tier mobs.

For tank, I advise full plate because they have really awesome bonus armor/magic resistance and in PvP it’s like a real tank.
For the weapon depend on your preferences because they have différents skills linked to them.
So up to your playstyle 🙂

Here the link for the weapons abilities list: Basic Weapons Guide v1.0

Enjoy your stay :3

PS: Please remember that is a CBT and it will receive HUGE update that may change the game a lot while in CBT. So, just test the things you want, learn to play and how to start the game.
Don’t farm like there is no tomorrow (unless you really like it^^).

There will be a full wipe just before the OBT. Keep that in mind^^

Albion Online Closed Beta Overview

Albion Online is something I have kept on eye on for sometime now, and since I’ve been playing it during the closed beta period here are my initial thoughts on it. This is not a full review, as I will do that once it’s completely out.

We have a real empty spot when it comes to MMORPG games on Linux, and I used to love chilling out in WoW when I was a Windows minion, so finally having one comparable on Linux is great, but is it any good?

Initial thoughts
I have to say, that so far I am reasonably impressed with it. There seems to be no issues with performance, and the game actually looks reasonably nice. I do hope they beef up the graphics a little bit for PC players like us in future, but I understand why it’s missing a lot of options right now being cross-platform with mobile gamers too.

The game is more than a little daunting at the start, I found my head spinning a bit with no real welcome, and nothing really telling me what to do or where to go. It really is a sandbox style MMORPG, as you are free to do whatever you want. I really do suggest reading the beginner’s guide if you plan to pick it up and play it during the closed beta. Although even after reading that, I still wasn’t prepared.

The game is a grind, and certain things will take quite a bit of time. That’s true for most MMORPG games, but Albion even more so. The good thing about Albion Online is you can switch up what you’re focusing on whenever the hell you feel like it. This is thanks to the Fame system that allows you to earn Fame doing tons of different things like farming, crafting, getting resources, fighting etc. The grind is mainly annoying due to so much manual clicking needed. If, for example, a tree you’re cutting happens to have a ton of wood on it, you may end up clicking on it 6-7-8 times, and each time you click and wait. They need to tweak this behaviour if it is to keep PC players interest I think.

The fighting is a simple mechanic of click the enemy, and fight. You do have manual interaction with skills (so combat is a little MOBA like). The Player vs AI combat is perfectly fine, and seems to work okay. I’ve died from a skeleton once, as I didn’t really realise it was that much more powerful than my tier-2 gear.

It does bug me that there’s really no information on hovering your mouse over things, that’s something I would very much like to see expanded, as it reeks of mobile gaming having to click everything.

The chat box is also annoying me right now, luckily you can very easily disable the global chat tab, so you don’t have to put up with all the idiotic spam that goes on in it. I would really like to see some more anti-spam tools on it to prevent the same people spamming “JOIN MY GUILD” sort of stuff. Another annoying thing about the chat box, is that it’s covered up too often. Every time you go to craft something, you have to wait, and the UI covers up the chat box.

I’ve spent at least five hours in the game, so I’m still very early on and there’s a lot left for me to do and explore.

Just be warned, if you do plan to pick it up, all progress is reset when the closed beta finishes.

Final thoughts

It’s a big time sink, a fair amount of it is a grind, but it’s interesting to play. I’ve already made a few new buddies playing it after joining a guild named “Legends”, and I will probably continue playing it. I also purchased my very own island with in-game money, so that’s pretty cool.

It’s good to have a proper MMO like this on Linux. If you don’t hear from me for days, it’s probably because I’m hooked. Is it a game I can see myself still playing in a few months? I’m not entirely sure, it depends how good the later game content is like the proper PvE and guild territory wars are, but they sound fun.

Overall, I think it’s a pretty great start for an indie MMO.

Check out Albion Online here. You can still buy into it right now if you so wish.