Two open-world Albion Online zones

I’ll agree on this. But with the LP being able to take away 60%+ of that requirement for when used, it’s still ridicilously better from a game theory perspective to multiaccount.

So by trying to stop one kind of behavior, you not only inadvertently encourage other behavior the devs have stated they want to avoid and to resolve something that more players still have a clear advantage at.

In the end this is about a certain list of behaviours which will cause damage to the game as it was intended to be. Each of those behaviours should be individually evaluated and fixes should consider the damage they are capable of doing, the damage they are likely to do in F2P, the damage they are currently doing in beta and weigh this agaisnt the cost of any proposed implementation.

I’ve given my best shot at it with the boredom suggestion. It wasn’t welcome by the community because the community is so hardcore it can’t accept taking the time to once or twice a day travel between two open-world zones, attack any mob and gather any resource (silver drop from mobs, or player loot included). Frankly, they’re SO HARDCORE they don’t have time to play the game like any normal person would for 30s per login, every 4 hour or day or whatever length of time makes it Albion Online Power Leveling discouraged to do the things that most of us doesn’t want them to do.

Why? Most likely because adding those 30s of work each and every time they want to login MrOreSmelter77 or HeavyPlateMailCrafter to do their thing would severely cripple their playstyle and make it further efficient to employ the market. The other reason against seems to be that people would buy premium for their subaccounts and that would be good for the economy.

Increase The Fame Of Albion Online

Ok I like the new stuff alright, but I really don’t get why they didn’t do this full out. Instead of increasing the fame pr unit killed (elite mobs) they should just divide the fame better. Right now they just made one of the better and balanced staff really Imbalanced as you can level up 5x faster then anyone else.

If they didn’t increase the fame pr unit but instead divided the fame so when you were in a group of 5 – all got maximum fame pr unit (same fame you would get by soloing) If you now are 6 or more people instead of 5 it should be divided as it does today.

If this change would happen you would see a lot more roaming around between 2-5 people and PvP would balancing it self a lot more ( I think ) and if you choose to zerg you won’t get the benefit of greater fame gain. And I know people won’t use their time not optimised…

When you get spotted by enemy players (and it will happen eventually). Using the evade tactics I mentioned earlier you should be able to create a good amount of distance between you and your pursuers. But they have horses and your Dash ability has a long cooldown timer. This is where things get interesting.

Hats off to Albion Online .

and to all those who fought for a rehaul of Albion Online. Albion deserves the development time it needs in order to create the MMO experience all of us have lacked for over a decade now.

Today we celebrate the best MMO news in years.

I’ve been on the forums since the Alpha tests, and the interaction the developers have had with the forum community has been outstanding.

I’ll be checking in every so often and offer any feedback I can. In the mean time I’ll be playing Vanilla World of Warcraft.

Give it time. Albion Online will prove that MMO’s aren’t dead.

World of Warcraft is Buy to play, subscription, buy to max level, buy to mount, buy to get gold. And still has more players than any other MMO to date.

The DEVs haven’t even released their full plan on this, yet you are angry at them? Sad.

Honestly, even with all the chaos and changes as of late, one of the best ideas for a MMO that I have had the pleasure to experience, and it’s not even released yet.
Don’t let a Beta view of things make you sour about the release. Of course things are on a larger scale with popular titles like WoW, but the concepts behind them can still work for smaller releases just as well, especially one that has such great charm like Albion.

You have already unlocked founder I assume, no since in not waiting until release to make your final opinions. I hope you do play, as I still think the game will eventually be where it wants to be, and I am sure they are striving hard to find a good balance with their payment methods and such.

Rome wasn’t built in a day, and I’m sure something like Albion is no small feat either.

Albion Lore: Disciples of Morgana

Long ago, empowered by their leader, the mighty witch Morgana, the Disciples were able to channel demonic power in a number of ways. They wore special armor and weapons in battle. They controlled demons to sow chaos and destruction throughout the lands of Albion. However, after a great and devastating war, most Disciples laid dead on the battlefield, slain by magical energies.

Only a handful of knights and cultists survived, and they were the weakest of the group, saved by their own inexperience. For years, they hid in Albion’s darkest corners, scrabbling in the ruins of their castles for scraps of old knowledge. Very slowly, they began to piece together something of what was lost.

Albion Lore: Disciples of Morgana

The Disciples that remained were an impoverished shadow of what had come before, but they persevered, practicing the arts they knew and experimenting in the areas they did not. Their efforts were not in vain, and eventually the Disciples‘ rituals became powerful again.

Finally, they dared to venture back into Albion, sending out spies. They found much to their liking. And new people had come from across the sea. A strange and desperate bunch, greedy, ripe for manipulation. In closed councils the Disciples smiled to themselves and began to plan… they are keen to conquer Albion and, ultimately, the rest of the Old World. They are divided into three groups:

  • Disciples
  • Cultists
  • Champions

A broad group that encompasses all members of the faction that are not empowered by demonic energy. This includes knights, soldiers, crossbowmen, servants, crafters, all the people required to meet the basic needs of the faction.

They are united by a belief in the Disciples‘ path and, in most cases, a desire to ascend into the ranks of the Cultists or Champions. Even the greatest of the knights of Morgana pales in comparison to an empowered Champion. Unfortunately, very few are chosen, leading to a very competitive attitude among the regular Disciples and a tendency for Cultists and Champions to demand outrageous favours in return for their patronage.

Albion Lore: Disciples of Morgana

Only women are allowed to become cultists. The rule is adhered to without exception. The Cultists are the magical leaders of the Disciples. It is their power that allows contact with the demons, their skills that enchant the armour and weapons of the Champions and their rituals that imbue a select few with pure demonic power.

The Cultists enjoy many benefits from their association with demons. They are beautiful without exception, though this beauty borders on terrifying in the wrong light, and they would tell you that the years touch them but lightly. Certainly, there are no old looking cultists but whether this is due to immortality or the dangers of the profession is a matter for debate.

While the Cultists share similar goals there is lots of rivalry and competition among them. Such infighting is managed through a series of complicated laws. This means that conflicts can take years to resolve, stopping civil war within the faction but prolonging disputes. This is an important point if one is to understand the Disciples as it reflects their attitude to all things, namely that everything can be managed with the right discipline.

At their lowest level, the Champions are just that: the greatest of the Disciples’ warriors. The Champions wear armour enchanted with demonic magic and wield weapons with similar power behind them. What effect this has on their minds over the long term is unknown but is almost certainly detrimental.

Get far enough up the chain of command and something changes. Literally. At the highest levels, the Champions are living conduits for demonic power. This means they are bigger, stronger, harder to kill. They begin to take on the fiery aspects of a demon in addition to its features. In some cases, hands become claws or eyes start to flame or wings sprout from backs. But what happens is more than just a change in size or shape. The Champions that come out of the ritual are never quite the same people as the ones that go in. They become more arrogant, more violent, less human.

The Champions believe that just as they lead in battle, one of them should be named overall leader of the Disciples. The Cultists may work the rituals but they are the ones who walk the path. Who can understand the demons better than one who feels the fire in his blood?

The most powerful of the Champions form a union – they have become Demon Princes of Morgana. More demon than human, but this is a story for another day.