This time around, Game Director Robin Henkys tells you all about the upcoming world changes!

Albion Development Recap (December 16)

This news article was automatically parsed from the official Albion Online website.

Posted by Enya (Source)

In our third Development Recap, we have another look at what the future holds for Albion as Robin Henkys delves deeper into future world changes and design goals.

Make sure you do not miss out, watch the video here:

Cannot watch the video right now? Here is a brief rundown by going over our three main goals:

  • a believable world
  • a meaningful world
  • a strategically designed world

A Believable World

First of all, it is important to make the world of Albion an immersive and believable world, one you can get lost in. Right now, this is not the case, as our world is very much like a grid or chessboard. We did not intend the world to be like this, but due to time constraints, it had to be created this way.

As we are getting ready to implement the new world, we are first of all de-gridding the world, making it more natural. This includes several unique regions with defining landmarks such as lakes or mountain ranges. We will also introduce biome-based cities, each city having a unique layout and being different from the other.

Aside from those changes, the world map is also being revamped. For example, we will add a better zoom option, allowing you to zoom out further and have better access to relevant information.

A Meaningful World

Of course, the world of Albion should be more than just eye-candy, which is where our second goal comes into play: creating a diverse and meaningful world.

Compared to the first Beta phase, we already improved on this goal by adding five different biomes, each with their own set of resources. There are still more special features to come, such as:

  • Rare mob camps with their own loot chests.
  • Resource hotspots with Guardians to protect them.
  • Altars, which are the place to be for essence farming:
  • Dedicated faction raid zones in the form of home bases.
  • Passages between regions, providing a faster but also more dangerous route.

On top of working on this new content, it is important to note that we are continuously improving our level design tools, which allows us to make sure individual zones continue to become more unique and of better quality.

A Strategically Designed World

Gathering everything we have learned from the current and previous tests, we are redesigning both the Royal Continent and the Outlands.

The Royal Continent

The Royal Continent is not only the entry point for new players to the world of Albion, but also the economic backbone of the world. It is the home to the more peacefully-minded players, who enjoy the economic side of the game, and the place for small-scale PvP.

Keeping all this in mind, we have scrapped the current two Royal Isles and created a new continent with a circular design, where zones get more dangerous the closer to the center you get. There will be one central city, right in the middle of the continent, with five cities in the outlying zones (one city per biome). Trading between cities is encouraged, and it is up to you to pick the route of your choice: do you take the long way round and stay in the safe zones, or do you take the fast but dangerous route through the center of the land?

Additionally, we will make yellow and red zones more concentrated in the Royal Continent, ensuring there will be constant opportunities for small-scale PvP.

The Outlands

In contrast to the Royal Continent, the Outlands are the natural habitat of competitive and well-organized guilds. To ensure they remain attractive for guilds, we will make sure the black zone continent of Albion has the following features:

  • Plenty of PvP hotspots, making sure there are always valuable PvP objectives to fight over.
  • Adjusted time zones, ensuring players of the same region fight over the same objectives.
  • Sub-regions (low, mid and high-end) to encourage guilds of the same skill to fight each other and settle close to each other.
  • Center regions with valuable loot that cannot be controlled by guilds (no territory or watch towers).

For more information on the new Outlands, click here.

We are very excited about these upcoming world changes and cannot wait to introduce the new world to you in the Galahad update, coming in the first quarter of 2017! Make sure to let us know your feedback and general thoughts in the comments below.


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