There is no doubt that albion online has the best skill and gearing system. It has a comprehensive deep system, which allows different combination of builds. Players have tons things to research, which will allow them to play longer.
Skills and gears are relative. There are certain skills that can only be utilized when using a specific weapon. Wherein, wearing a wand makes a character to be a spell caster, while wearing a bow allows a player to use bow skills.
The limit of using a skill only on a specific weapon is nothing new. Changing armors could add or reduce a character’s skill. Different skill could be obtained through wearing different armor and weapon. Each weapon has its own skill.
A bow has its own skill set. A wand has its own skill set. A sword has its own skills set. A character can acquire these skill set through simply wearing a wand, a bow, and a sword.
A character could wear bow, wand, and sword. However, using high level equipment requires advancement of a specific weapon on the destiny board. Example: in order to wear a high level bow, the ranger in destiny board should in par with the equipment tier. In other words, players have to invest so much time in order to become a master of all.
If you hate crafting, humanoid monsters drop equipment. The equipment they drop varies on the monster tier. If you kill a tier 3 monster, you have a chance to obtain tier 3 weapon.
The same goes for crafting. There are a total of 8 tiers in albion online. Higher tier resources can be obtained through killing high tier monster or high level area.
Skill, gear, and crafting, talk whichever interest you with albion online gold hunters in the community of people who buy albion online gold and albion online silver!
It’s painfully obvious that this game tries its hardest to force players to seek one route of expertise in the hopes that players will each have their own craft. There are a couple problems with this:
1.Everyone needs to level up their combat. The game forces a player to grind “combat levels” in order to be a master prospector for example. It’s not the levelling that is bad, its the narrow “You must be a mage/warrior/ranger and kill things” logic in a world that is dead set on trying to push players into different areas. It just doesn’t quite fit in my opinion.
One Idea for this would be to implement a civilian type armour into the game which focuses on gathering certain materials, crafting. and maybe even traverse cliffs. This type of playstyle would have limited combat abilities and rely on bodyguards. The whole point is to not be combat driven. Technically you could just pretend you’re in civilian clothing and not level up. But there should be difference between civilian and paper mache.
2.Another problem is that each player given enough time can master multiple crafts. This only invalidates trading between players and overall turns everyone into eventual clones. This game tries to stop that by making it so grindy that it will take a long time to master everything, but the problem is still there, with enough time you can be a master of all craft.
An idea I saw from another game was quite unique in regard to crafting. The idea was that each player required a random set of ingredients for potions, meaning that all the ingredients were valuable either to trade or to brew (There was no X ingredient that trumped all). Take it a step further and you could have each player randomly (or they can choose) be proficient in a particular craft. So for example someone could have a unique ability to add an extra trait slot (or another ability to choose from) on all swords they craft. Another player could be proficient at stone gathering, allowing them to gather rare stone types which few else can gather. Perhaps certain buildings or other crafted works would require said rare materials (or be improved with them). You could go even further and give players penalties in other professions.
This could make every player a valuable asset to the economy indefinitely.