2014年12月18日星期四

Albion Online Gold And Silver Exchange

Q:should be possible exchange gold in silver (and silver in gold) from some npc or only from players ??? And from players in which ways?
Albion Online Gold can be traded between players or put on the Marketplace for sale for silver, in-game currency. There will also be premium account status, which can be bought in-game with gold. This gives slight boosts to silver gain and the destiny board, but won't give combat bonuses
but I couldn't find it right away. About what you can spend gold/Albion Online silver on:

Economic SinkCurrencies
Guild Territory costs (Purchase, Rent, Attacks)Silver, Gold
Personal Plot costs (Purchase, Rent)Silver, Gold
Refining ResourcesSilver, Gold
Crafting Items / Repairing ItemsSilver, Gold
Constructing Buildings / Repairing BuildingsSilver, Gold
Vanity ItemsGold
Premium AccountGold
Marketplace FeesSilver
- See more at: http://www.mmomiss.com/albion-online/news/Albion-Online-Gold-And-Silver-Exchange-96

2014年12月15日星期一

Class Of Albion Online

KEEPERS OF ALBION
Deep in the forests dwell Albion's oldest denizens, its Keepers. The native inhabitants of Albion channel its dangerous magical power from the nature around them, and are remnants of a forgotten era of peace. They will fight fiercely for their home!

Class Of Albion Online

THE UNDEAD
The fallen of Albion rarely stay dead for long… Skeletal forms of restless spirits roam in the dark, cavernous recesses of the crypts and dungeons under the earth, preying on unwitting adventurers. These husks know no mercy, and should be shown none!


DISCIPLES OF MORGANA
Once an immensely powerful sorcerer, Morgana diminished after a cataclysmic battle with Merlin at the end of the Great War. However, her devoted Disciples walk the earth still, bearing her standard in the name of evil, devastation... and revenge.


THE HERETICS
The Heretics were corrupted heavily by the magical fallout from the Great War, and are now barely recognizable as their former selves. Crazed, they roam the world of Albion with no purpose but indiscriminate murder. Show them no mercy!
- See more at: http://www.mmomiss.com/albion-online/news/Class-Of-Albion-Online-88

2014年12月10日星期三

New 6 Months Roadmap For Albion Online

first of all, we would like to thank you for making the last test a success and for sharing your input and feedback on the Albion Online

After the test, we have spent countless hours to go through and discuss the data we collected during the test and especially all the input and feedback provided by you, the testers. Based on this, we have created a prioritized list of more than 170 features to be added and changes to be made to the game. Many of those are small details, other are entirely new game mechanics. And as always, we will implement one thing after the other and make changes to our backlog if deemed necessary. 

Instead of just blindly sharing a item by item feature backlog with you, we want to give you our overall perspective on the key topics that we identified during the last test:
Mobs and Items

Factions: We expand on our mob factions by having special faction items and also introduce concepts such as faction based rewards. 
More Items / Rare Items: In general, we will significantly increase and improve the number of type of items available. Different item types will be associated with different combat roles as before. In particular, there will be far more different items on the same tier, and we will also have item progression inside of one tier (such as (T4 short sword -> T4 long sword -> T4 claymore etc). A lot of these items will require special resources or special mob drops to make. "Rare" weapons on lower tiers can also be more powerful than "common" weapons on higher tiers.
More Specialisation: Based on the above, there will be far more options to specialise your character both in item choice but also in destiny board progression.
More Mobs: We will increase the number of mobs available in the game and also make them more challenging and interesting.
Better Dungeons & Bosses: We will significantly improve our dungeon design, and particular by adding more bosses and mini-bosses (which again ties in nicely with more items, as many of those will require special boss drops to make).
Mob Scaling: We will make far more use of our current "mob scaling" feature, where mobs become stronger if they are being attacked by too many players at once. This will make zerging dungeons more challenging.


New Player experience 

"Soft" PvE Death: We noticed that new players - without a guild to back them up - give up very easily due to losing all of their gear inside of a safe zone. Therefore, we will introduce mobs that if they bring you to 0 HP will not kill you, but just knock you down. After a certain amount of time, you will be able to get up again without your gear dropping to the ground. Your gear will still take a durability hit, but it won't be as hard as if you are killed. Those "softcore" mobs will mostly be inside of safe zones, so we might also have softcore mobs in PvP zones or "hardcore" mobs in PvE zones. We want to keep a flexible mindset here.


Solo Player experience

More Progression: In the last test, solo player experience was capped at tier 4. Tier 4 was quite easy to reach, so it was very easy to cap out in the destiny board and also on gear. We will therefore let the safe zone go up to tier 5 and also, as stated above, have significantly more item and progression options available.
Missions: We will also be introducing a mission system that will tie in with the open world but will be designed in such a way that it has diminishing returns when too many players grind missions. (i.e. they are no infinite source of rewards). Missions will also be connected to the factions as mentioned above.
Player Housing: In the last test, the impact of a player house was quite small, as it really was not that useful. We will rework the standard housing buffs (from bed, table, etc) such that they are generally helpful when playing the game, i.e. by giving players a bonus to silver yield or fame while the buff is active. Those buffs will also last for a long time.


Group Play

Grouping Feature: Players will be able to create groups in order to play together.
Fame and Loot Sharing: Within groups, there will be a system for fame and loot sharing.


World Map

Wilderness: There will be a lot of wilderness regions that will not contain any claimable territories.
Landmarks: We want to make specific regions more interesting by adding more unique and special landmarks, dungeons, faction fortresses, etc.
Tile sets/Biomes: We will add different graphic styles and tilesets (such as "Snow" or "Swamp").
Bigger world: The world will become significantly bigger than during the last test.


Farming & Alchemy

Farming: We will add farming to the game, which includes planting and harvesting plots and raising animals (including mounts). Seeds for farming will be obtained from the open world.
Food: Farming will be used to produce food. Food can be consumed to buff a character for a certain period of time but will also be used as a source of supply for buildings and territories (which will, largely, replace the current silver upkeep). Special foods require special ingredients obtained from the open world that might be very rare.
Lower Durability Loss: As buildings now run on food, they will lose no (or far less) durability from being used than currently, so they do not need to repair any more or at least not as often.
Alchemy: Alongside farming, we will add alchemy which will enable you to brew potions.

PvP and GvG Experience

Overall, we were quite satisfied with the GvG and PvP during the last test.
Abilities: We believe that the current weapon and armor abilities are largely placeholders and can be made much more exciting. We want to add things such as channeled spells, interruptible spells, shape-based AoE spells that you can avoid through movement, spells of which the strength depends on how many opponents are nearby or being hit, spells that charge up based on how much damage you take, shields that trigger a special effect when they break, etc.
Zerging: We believe that zerging is an issue, and will make multiple small adjustments to address this, in particular introducing more AoE spells and AoE spells that deal the more damage the more people they hit. This will be combined with more aggressive caps on AoE heals and a nerf to focus fire / focus healing in order to encourage zergs to break up into multiple smaller groups.
Territory Types: We believe that we should have different types of territories in GvG, with the current "build you base here" territory just being one of those types. In particular, we want to have conquerable territories with no / almost no building space that provide the owner with another advantage such as exclusive access to a dungeon or to certain special resources or special farmland (see "Farming" below). Those territories will be much easier to conquer and re-conquer which is fine as losing them is not such a big deal either as you won't lose your entire base.
Neutral Siege Camp: We believe that the castle current does not work as an "entry point" to GvG for a guild that does not own any territories yet. Instead, we will have neutral Siege camps in PvP zones, where any guild can declare attacks to adjacent territories from. We will set the cost of attacks etc in such a way that the exploit of "attacking yourself with a fake guild so nobody else can attack you" will not be worth it. The territories that are attached to the neutral siege camp will be of the "easy to conquer" type as mentioned above. 
Neutral Siege Camp 2: While we are at it, we might make the neutral siege camp a bit more meaningful by placing a bank and a neutral repair shop next to it, and add some NPC guards, so it acts like a neutral outpost (where PvP however is possible!) that can also be used by solo players who want to stay in PvP zones without having to settle for a player city.
Crime Flagging: We believe that the current "crime flagging" system does not work well. We will replace it with a system where players can self-flag as "friendly" or "hostile". People can still attack each other freely in PvP zones with the exception that friendly players cannot attack other friendly players. Instead of having the crime debuff in yellow zones, we will instead give friendly players a PvP buff in yellow zones. Of course, changing your flagging is subject to certain timers and restrictions.
Storage: We believe that storage did not really work well in the last test, which was shown by the fact that most of the guild halls that were constructed just contained chests. Considering that in the final game, people could just have an alt and abuse him as a chest, we decided that we would rather make storage far more readily available. This means that when claiming a territory, it will already contain a small bank chest that every guild member can use and that will also contain a shared guild folder. The chest can also be used as a battle vault. 
Battle Vaults / Force projection: We believe that the current battle vault concept gives rise to the problem of force projection, which means that a guild that has 5 well-equipped fighters can defend an almost infinite amount of territories - no matter how far away they are. Our goal is that if a guild holds a lot of space, they will have to work hard to defend it all. Therefore, we will make the following changes: i) at the start of a GvG fight, you have to be in the region where the fight takes place ii) battle vaults will be unique to the respective region (and, as stated above, each region will automatically come with battle vaults!) A nice side effects of this is that maintaining and interrupting supply chains becomes very relevant in larger wars between guilds.
Territory Upkeep: Territory upkeep will be changed from silver to food (see "Farming" below), which means that in order to supply a territory, you actually need to be or go there regularly. Again, this is to prevent guilds from holding territories that they do not really use. (Plot upkeep will likely stay as is for now, i.e. currency only).


Repair and Salvage

Repair: Reparing items will no longer cost resources, but just silver(gold). We will introduce alternative resource sinks to keep the balance in check.
Salvage: Salvaging an item will no longer cost silver, but actually return a small amount of silver to you. This makes looting unneeded items more useful, acts as an additional resource sink and also allows people to do something more meaningful with surplus items if the demand in the market place is not high enough.

Building Space

Islands: We identified a fundamental problem with building space, namely there is either not enough of it or that if there is, it is often too expensive for most players. In the case of guilds, there is also the issue that all space might be taken or that the guild is simply not strong enough to conquer a space from somebody else. As a solution to this, players and guild will be able to buy an island, which will contain a lot of building space and will be safe from GvG. Islands can be reached via a harbour and can of course also be visited by other players.
Islands Balancing: Once you have bought the island, there will be no regular upkeep, however, there will be higher taxes on anything that is being produced there (to make sure that usually, you would still rather have a space in the open world). On the island, you will not have any real resource or mob spawns, which means that you will still have to get your resources from the main world. (maybe with the exception of tier 1 and some tier 2).
Farming on islands: These islands will play a key role in farming, as this will take up a lot of space that is simply not available in the current game world.

Gathering

Auto-Tool Use: For gathering, it will be enough if the right tool is in your inventory. You will no longer have to equip it. This also means that you weapon will not go on cooldown when you gather something. You can still equip a tool, but you will only really need to if you want to fight with it.
Rare Resources: There will be rarer versions of existing ressources that will spawn randomly (i.e. an existing resource node has a certain change to transform into a rare node for a certain amount of time). Those rare resources are used to craft rare items.
New 6 Months Roadmap For Albion Online

Other Notable Features

Mounts: We will add abilities to certain mounts, and possibly also auto-attacks to certain mounts. However, while doing this, we will be extra careful as we do not want mounts to be too powerful in chasing down fleeing players to keep open world PvP balance in check.
Arena/Solo PvP Options: This is still at concept stage, but definitely on our to do list.
A lot of additional small changes and improvements, that are too minor to list seperately.

Looking at the above feature list, we will not be able to have everything ready for the next Alpha test. However, if you have followed us before, you know that we are quite good at getting a lot of things done in a short amount of time. 

Still, if we already launched the Winter Alpha in December, we believe that we would present you with a version of the game that would be far below its potential and still too similar to the current version for the test to be meaningful. 

As we really want to present you with significantly improved game, we have decided to start the Winter Alpha in mid/late January. By then, our goal is to achieve at least 50% of the points mentioned on the list above. A specific start date for the Winter Alpha will be published in December.

We will of course continue to provide you with regular updates and sneak-peaks to make the wait as short as possible. :) 
- See more at: http://www.mmomiss.com/albion-online/news/New-6-Months-Roadmap-For-Albion-Online-80#sthash.CMIqT4kB.dpuf

2014年12月7日星期日

Albion Online PVP,GVG And PVE Fight

PVE BATTLES
Monster hunting isn’t just a pastime in Albion Online. The creatures you fight provide you with the resources you’ll need to create weapons and items. Arm yourself wisely: Powerful beasts lurk in the world below, and only true heroes can best them!
Albion Online PVP,GVG And PVE Fight
PVP ACTION
Challenge yourself with intense, exhilarating PvP fighting with the greatest warriors in the open world of Albion. Gear up and use teamwork to send the enemy fleeing from the battlefield! Only the most skilful fighters will leave the field victorious!
GVG WARFARE
You can conquer the vast world of Albion for yourself! Territories mean shelter from the dangers of the wilderness, and room to build villages and gather precious resources. Claim yours, then expand your empire and protect it from invaders!
- See more at: http://www.mmomiss.com

2014年12月5日星期五

Albion Online Play Features

1)TRADE YOUR GOODS And Albion Online Gold AT LOCAL MARKETPLACES
Have more resources and items than you know what to do with? Or are you looking for a particular kind of blade? Take yourself to the nearest marketplace – plenty of traders await you there, and you’re sure to find what you’re looking for!
Albion Online Play Features
2)THE ULTIMATE IN CRAFTING
To erect the greatest cities and smith the most deadly weapons requires resources, and plenty of them. Search far and wide to find the very rarest, most prized materials. But be on your guard - you won’t be the only one looking for them!
3)CRAFT YOUR OWN ARMOR AND WEAPONS
A player forges their own destiny! Be it a mighty set of armor, a magic staff or a set of sturdy tools - all items are crafted by you in our player-driven economy, so take up position at the anvil and get smithing!
4)HAUL YOUR GOODS AROUND THE WORLD
There are many ways to transport goods across the vast world of Albion. So load up your trusty pack mule and set off on your way! Be warned, though, a full carriage is slow, and an easy target for thieves - be prepared to protect your cargo!
- See more at: http://www.mmomiss.com/albion-online/news/Albion-Online-Play-Features-68#sthash.8xwKfbJx.dpuf

2014年12月3日星期三

Albion online explain and help you determine

The MMO market has changed to reflect their aging demographic while trying to pull in a younger crowd. Now any of us who have started long ago feel like the magic is gone, because the need to socialize has decreased significantly in our MMORPGs.
For the crowd who likes things quick and easy, who likes to treat their MMORPGs like single player games with the ability to socialize with their friends and meet others. Themeparks are perfect for you.

Albion online explain and help you determine

Albion Online is not a themepark, similar to Eve. The way you socialize and who you socialize with is more important than what you actually do in the game.
Now if you don't have experience with that type of play I know it can seem like a very awkward idea. What is the point of playing a game, if WHO you are is more important very fulfilling.
I bought Albion Online, because its gameplay while not overlly complex yet looks promising to me. As a working adult I can play at home, or I can play around on my tablet during lunch/work and socialize with the people I care about, and the actual issues that need to be addressed in our virtual fantasy.
The Short Version:
In sandboxes WHO you are is more important than WHAT you do. This is reflected in the PEOPLE you CHOOSE to TALK to. Albion Online is a very approachable medium to socialize and play with, while offering fantasy issues you are VESTED in.
This is the reason behind why I founded Albion Online, and reading this article may help you decide for yourself.
I have played MMOs for a long time, since EQ UO you name i've played it. This includes Darkfall and Eve, hell even Tibia for a few years.
than WHAT you do?
Learning something about yourself, or growing as a person, learning new things. These are very fulfilling traits, and these are the traits that open ended games like this really aim for. You could say that playing a game itself can teach you things, but you are more likely to retain/learn by socializing with others. You will also feel much more included and accomplished.
Think really hard about the last 5 MMOs you have likely played in the last two years. Didn't stay around long did you? Got bored of the end game content? Kind of hard to establish MEANINGFUL relationships with people, when there is a direct objective in a game. For example, killing the most bad ass raid boss, you can consider that the last boss for that patch.
Sandboxes are different, your enemy is whoever you make it. Your objective is for you to decide. While it is harder for some to make their own path, those who can break the current mold and realize the freedom they have will find this type of game 
As I matured from a young teen with all the time in the world on my hands to an adult with ambition and a family to support, I've noticed my ability to really delve deep into a game has vanished.
- See more at: http://www.mmomiss.com/albion-online/news/Albion-online-explain-and-help-you-determine-64

2014年12月1日星期一

Albion Online Error downloading update solutions

Android
Rotation problem: Some people have reported that their clients turn upside down, disable screen rotation as a temporary fix.

Version miss match: When trying to log in the game says that you got the wrong client please try deleting your client (& all downloaded files) and then redownload the latest client android client at testing.albiononline.com/clients/Albion-Online.apk
Albion Online Error downloading update solutions
Windows
Error downloading update!:
Make sure you got the latest client installed, if you did not download it today then you probably got an old one. testing.albiononline.com/clients/albion-online-setup.exe
And then start the game directly from the "game" folder inside of the Albion Online folder. This way you skip the launcher (Which is not recommended, but if the launcher is not working this is a workaround)
- See more at: http://www.mmomiss.com/albion-online/news/Albion-Online-Error-downloading-update-solutions-58