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One of the main controls is to create a deminishing return on territory ownership combined with rapidly escalating costs of feeding each additional territory. Albion is healthy when there are lots of relatively similar sized guilds with similar war chests in terms of materials, money, etc. Anyone who thinks the current situation is healthy or even interesting either doesn't play much or is delusional. Too many advantages can be gained via passive ownership of territories.


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Take t7 and t8 mats OUT of territories. Gathering the most valuable mats in the game should be done at risk in the open world where every player has equal chances of getting the mats. T7 mats would be in those zones as well and also in the zones immediately connected to the raid zone which means the 4 zones that surround the raid zone, but nowhere else. None of these zones would have territories. Energy should never passively go to a guild. Holding territories and castles should determine season points, but separate that from how energy is obtained.

Put the mages out in the open world and let that be how energy is obtained. These two design choices have unfortunately combined to create the Snowball problem.

On Saving the game of Albion Online

Big guilds should mean big fights 1. Anglia gvg should be 5v5, Cumbria 10v10, and Mercia 20v Many big guilds have members, so assembling a 20v20 is asking them to field 15 percent of their force. Some of the most fun I've had playing Albion goes back to when we had city fights for Baile Bray a few times each week. The bigger fights mean higher variance of outcome and a wider number of strategies that are played.

The more valuable territories, in terms of season points, should involve larger fights. There is too much peace, too much safety 1. There should be a mechanic that forces the most powerful guilds into conflict with each other. For example, once a guild obtains a certain level in any past season, say gold, they can no longer hold territory in Anglia. Anglia should be for smaller, upstart guilds. Gold level guilds would have to fight for Cumbria territories or Mercia.

Guilds that have ever reached Crystal level in a season would be limited to season points obtained from Mercia and only able to hold territory in Mercia. If this were the case now, all the big guilds would be fighting over Mercia, medium sized guilds would be fighting for Cumbria, and Anglia would be where new guilds would get a start. There are too many territories Once upon a time in Albion, there were wild lands where no safety or refuge could be found by anyone.

I would suggest that territories would be for the purpose of Season points, they would have maximum of T6 mats at best, and they would ONLY be located in portal zones like Elmwood, as well as adjacent zones to those portal zones. It would no longer be possible for a guild to run from portal to raid zone having the comfort of a territory in every zone on the trip. From Hardcore to Carebear, we need to move back to the middle ground 1.

Make it a gradual progression. In yellow zone, only elite mobs would execute, i.


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  • In red zones veteran mobs would also execute. In black zones, ALL mobs would execute, including animals. NO "A" out of dungeons. I have fond memories of being on both sides of dungeon rescue missions where some group lost their healer getting to a blue portal and now they need help getting out of the dungeon. We got into so many fights getting to and from those blue portals. Often we would have more than one fight just trying to rescue some group or trying to get their gear off their dead bodies when they died to mobs. NO Territories in Dungeon zones.

    How does that create content? It does the opposite. Once upon a time in Albion, you had to go to alters in the open world to craft enchanted items. I have many fond memories of being asked to be on a team of people forming to go help some guy kill the mobs around the altar and to protect him while he crafted. This also gave enchanted items more prestige and value. These altars were ganking hotspots, but often it was the gankers who died.

    Saving The Albion

    Most of the fights were between two groups who just happened to be trying to craft at the same time. Bring back multi-level dungeons like Hollow Soul. I would suggest that the best fame in the game should be at lower levels of these dungeons, which of course you could not just "A" out.

    For example, BB and CV should have non-veterans as their maps are now. In additional new lower levels would be found the Veteran mobs, and on the lowest level are the elites. That lowest level would also be the only place to obtain the most valuable items in the game which then have to be transported up the levels to get them out. Summary These are a few ideas that I feel strongly would help this game.

    I welcome any and all comments as I'm hoping to start an active conversation towards saving the game.

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    I know some of you will deny that the game is in decline, but the fact is still there. What I would ask you to do is list all of the people you know that were ever avid players, then highlight the ones who are still avid players. I realize also, that many of these changes cannot "fix" the snowball effect without a restart. Yes I will say the "W" word. I have grinded to t8 gathering in everything including fishing.

    I have 4 fighter characters that can wear t8, two of which have specs. Eternal If you have time, can you be more specific? What are the points in section 3 that cause you to be lost? The game has snowballed so out of control that currently the only guild that maybe has enough resources to compete with OOPs is SUN just because they have more teams, and have accumulated a decent amount of resources. The problem is that they have absolutely no reason to leave Anglia since they can keep smashing smaller guilds for "content" and get rich and not risk anything, smaller guilds can barley even compete because of the cost of making new teams.

    I have nothing against any of these larger guilds they just took advantage of a system that rewards a structure where most of the resources are passively generated by 5 players but like ODB has has he knows more players that have quit then still play the game a lot of these players where pretty decent GVGers. For the most part these GVG spots have not been replaced by new players but by alts. Since guilds with territories can endlessly generate resources the amount keeps going up for some reason there is no reason to create new teams since the established guilds can already beet their current competition with the teams they have and any new guild that tries to make a move gets smashed by experience plus gear advantage.

    Saving Albion

    The other reason is there is no middle point between yellow royal flat and the tier gear jump that you have to do now to even think of fighting in anglia or even the royal red zones, It is even hard for a new player to participate in yellow gvgs since there is only 3 warcamps and all the large guild are running full artifact teams with the alts of their main gvg teams.

    There is currently no turn over in gvg teams the only team that I can think of that came out of nowhere is the New players team. That is 1 team compared to to all the teams that quit like grey, black mamba, vendetta, chicken kiss for a while countless anglia guild teams and a large part of the exertion teams that smashed MG in the first half of season 1. Money guild did not make any new teams it their main competition that was good quit.

    Or the whole gvg system has to be revamped so that it is more inclusive then 5v5 in a 20v20 or even 10v10 you are going to use whoever is on instead of the same 5 players, because currently it is impossible for a player that has not played in the betas and is just joining the game to reach late game content witch might create long term issues on the games sustainability and I want this game to succeed since it is the only game of its kind.

    You call for more middle ground but the game is entirely based on ganking. Once the territories are won, the game reverts to who and gank who first. How many really good fights do you get into a night? There are tons of people in Blue and Yellow zones for a reason. The Buy Stirling Albion campaign was launched, its organisers asking members of the public to help them to buy the club.

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