Game Director Robin Henkys introduces a raft of new features and improvements coming with Albion Online's next update: Paths to Glory Play Free Now: albiononline.com/home
@@Sai-wu5ps I think the contrary was said, or maybe I misunderstood: the respawn rate will increase if there are many players, yes. But it will decrease if there is almost none, and it will decrease below the current standard respawn rate. At least this is what I got when he said it’ll affect players that gather in odd hours to avoid competition or being murdered and mugged.
@@lhama404 Exactly. More people = faster respawns / less people = slower respawns. If they keep the current respawn rate as a base and only make it higher for high activity times, it should be fine, but I can see why they wouldn't do that because of inflation.
DUDE, this is actually HUGE!! Thanks! 1. Journal: Complete tasks to win rewards. (00:20) 2. Guild: Ability to create an Island Guild in each town. (01:00) 3. OC: You can double OC (1-hour duration but higher chance to break it). (01:18) 4. Skills: You can use all skills even at T4. (01:35) 5. Party Check: The leader can send a notification to see if everyone is ready. (01:49) 6. Destiny Board: You can zoom out massively. (02:13) 7. Road of Avalon: Improved loot but reduced fame gain. (02:24) 8. Activity Profile: More people on the server = Higher resource spawn rate (like gathering spots). (04:22) 9. New Crystal Weapons (06:16)
Could you guys add: - Mute Sound: Hotkey to mute or unmute the game. - Weekly Ranking Reward: Rewards the Top 03 Weekly players in each category with Gold or an exclusive coin to get skins, promoting more competitiveness. - Artifacts: Increase the speed or the amount you can forge artifacts. - Loot Sale: Set a "Cheapest Offer" option instead of only Sell or Buy order. - Crafting: You can check the amount of focus that will be used (even without the item in your bag). - Awakening Stats: Show how much it will cost to reawaken the weapon in the stats description. - Lock Inventory: You can lock an item spot in your inventory to prevent it from being sorted out (useful if you have swaps, potions, or loot).
Fair, but he did directly address making roads loot better. If anything, they need to tune the black market loot buffer and reduce chest variance on the low end. Solo dungeons have the same problem, which also points more to the black market/loot distribution problem rather than specifically being a roads specific concern.
The premium prices rose a good bit around the time the Europe server launched. There was a lot of talk of players dumping silver into gold (inflation protection in case they come back) so I'm thinking the prices may naturally drop over time + when the novelty of fresh start wears off players will return and liquidate their stockpiled gold. I'd wait a month or two for the West/Euro balance to pan out before directly intervening.
@@lhama404 This is a fact. But I still think that the value of the premium in dollars should be reduced to make it more accessible for players from South America. Which is a large majority on the west server
@@dinfass.marques7962 While I get what you're saying since I'm also a LATAM player, localizing prices would be a huge risk for them. Gotta remember you can buy not only premium but also in-game money and they already have tons of issues with fake/stolen ccs.
You won me over with the new Guild Islands skins. After that news you lost me immediately. Then you restored my hope with the Daggers, Thanks for giving us some good news, Albion Online. Robin Henkis
Good work !!! Sounds like the most exciting update in years! Awakening 4.4 and 5.4 Spears is back on the menu. And the secret completionist in me can't wait to learn more about the Journal!
@@Peasant001 Always risky to mess with a functioning system but I think if the activity-based-spawnrates were a thing from the start, it would seem like a very natural part of the risk-reward balance in Albion. If it does slightly reallocate profits in favour of those who risk more, it sounds good to me.
Sounds good! Though I'm not a fan of the roads of avalon gathering nodes change. Even if it's the same overall amount of resources it will make it even easier for gank groups to surround gathering areas. Also, if the new content pulls more players into the roads it will make it worse for gathering in general.
Most people would assume this, however, all t8 zones having raid portals is huge. If this means what I think it would, my assumption is there are going to be an increase in the AMOUNT of raid instances and this will do 2 things. 1. Offer a large influx of high level gathering resources of t8 type mats 2. Separate players by tiers in a better way, as t4 and t5 areas will be separate from t8 and t6/t7. This overall should mean an overall positive change.
This ^ Sometimes it's good to not rush a game. I get the mentality of wanting to progress, but remember that it will also mean less of a feeling of accomplishment and lack of content.
That dagger is going to be a really good pve weapon which daggers were severely lacking. The best pve dagger we have right now is bloodletter and 1h dagger which has no aoe. This will be a great addition to my fav weapon line.
thank you so much, I have been waiting for this update for a long time , really good work I would like to propose features I would love to have in albion roads: -going into the roads trying to find greenchest or resource nodes and going all around to find that they all are taken , it is annoying if there was a way to know beforehand or know the respawn time maybe ? I am not sure Qol: -sell order all items option( I read that this was in development) -drop all in the storage option and repair from the bank too would be nice qol -plant all and water all option in islands not sure about this one but it might be worth the consideration mists(camps rework): - camps are bigger and you get dismounted when you enter them , they look like tier 3 static group dungeons, fame requirement is a lot higher , mobs give better fame and the chest are 100% loot guaranteed, I think this will increase the risk and reward to going into them and give them more life and activity
I am shocked at all the amazing things you devs are working on! It’s amazing! ❤ My take on the roads of Ava, You mentioned tracking in the roads, great Idea! But make it so there is only 2-3 specific mobs you can track with drops specific Ava drops to the roads. This will make the roads more dangerous because everyone will be looking for the drops. Another idea to add to the roads is a camp that can only be started by a group of 3 players in a party up to 7 players. Depending on the roads depends on the tier mobs and loot. My final suggestion is to add an outpost of sorts to the roads hideout, this outpost would be able to claim 1 time per day and give loot to the guild that occupies it. If the outpost in not claimed the rewards chest and guards will vanish. This bring daily consist fights to guilds in the roads! Also I have a suggestion, please rework the travel planner to were when I open the window and I don’t have to search for which personal island I want to go to them. Let us click on “personal islands” and a new window pops up the the right shows us our person islands with a small icon on which city it is in to make it easy for travel to our islands. I hope you read this ❤ I’m giving real feed back
It's a sandbox MMO, if you're excited for quests, why are you playing this game??? That's like praising call of duty for adding a cabbage farming skill to the game. If you want to farm cabbages, there are much better options out there.
2 things I REALLY REALLY WANT to see in the game are: pinginf on N Map, and instead of the current mail system, a table that collects the same info about items I sold and other marketinfo, like buyorders etc. Possible features to the table could be filters for cities / ho markets, value of sold items, time and date of the sale. It seems soo simple to introduce those two things and I believe it will make for a great quality of life improvement for everyone.
I am so excited to see what the mace and healing staff can be used for in zvz, while the daggers will be fun for PvP in smallscale brawl and possibly for solo PvP
hey i saw about the new Corrupted dungeon maps and i must say. why not and hear me out plz why not add a big corrupted dungeon portal in carleon where the black zone portal used to be and make it where people who enter get put in a 1v1 queue so when u get match u spawn in both of opposite side of the map filled with mobs this makes it where people can also sit outside the portal and have a lovely and peaceful community they can talk to
Suggestion: Lost torn pages Collection books to fill with the lost torn pages found on the various activities and open world. Explorer NPC found in each Royal city for the daily tasks and trade rewards. After a book is complete, you could trade for rewards like book's content theme wardrobe, mount skins or sell it on the market, or keep it for yourself to complete the lore collection system for unlockable animated shorts about the lore. (like WoW's The burdens of Shaohao and Warbringers series) Pages value would vary depending on the rarity and difficulty of the content. I think this feature would boost economy bit further and would appeal to a more extended audience in my opinion.
Unlocking T4 spells on all weapons is huge, it will be easier for everyone to go for awakened weapons, for example currently on curse you need at least t5-56 awaken to have good pve. Also the double OC will help a lot the solo players as well because for example if I'm running a few legendary/epic mists in a row and the oc finishes I have to go back and lose the potential for more loot, now witth the oc extension to 1h hour the risk is worth it.
AVA ROAD GOLD CHESTS MUST BE HAVE GATES LIKE A AVA DUNGEONS 1: For big gold chest add 4 gates for outside doors , and 4 for boss room 2: 2 for small ones 3: İf gates destroyed , respawning in 3 minutes. 4: Dont need notification like a ava dungeon if gates destroyed. 5: İf boss killed and there is a no mob left ; gates must be destroyed by game automatically Im doing ava road content about 2+ years. Everytime ı get dived %100 the idea for gold chest . it will be good for pve + pvp both. Because when u doing pve if invaders catch u in mobs u dont have much chance for surviving (if they good)
I wish there would be a way that we can secure the items on us and just lose the loot in the inventory on death. Like a way to permanently add the non-tradable tag to items on us.
I advise you to reconsider giving all spells to t4 items (in my personal opinion), giving all spells on t4 will cause players to only use t4 items so you Please try to think about it grankers use t6 items because it has a lot of useful spells but now they only use t4 items to granker other players and t5 t6 t7 t8 items are just to add more power and are also difficult for new players too