Robin Henkys is back at it again with a new Development Recap!

Albion Development Recap (December 2)

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

Posted by Enya (Source)

This time around in the Development Recap, our Game Director Robin Henkys takes a look back at the Faye update and addresses some concerns of the community.

Why don’t you have a listen at what he has to say?

No time to watch the video? Here is a brief summary of what Robin discussed:

Guards and Guard Towers

The new Guard Towers are one of the more heavily discussed features of Faye. Some of you asked: why would you add more restrictions to a full-loot sandbox PvP game?

Before we added Guard Towers, city camping was a far too safe and passive PvP activity. There would be little to no risk involved, as it simply involved waiting for victims and running to safety when outplayed. The addition of Guard Towers will make these so-called city gate campers think twice about their activities, as there is now a considerable risk in play.

Persistent Mounts and Mount Balancing

The Persistent Mount system has been added to support gatherers, and was generally well-received. However, we also changed the way mounts’ health works by completely separating it from the rider’s health pool. This was a very important change to us, as it now allows people who get caught on a mount to fight back at full strength and makes the risk of going into the open world more reasonable.

This change obviously has a huge impact on the fight or flight balancing in Albion, which is exactly what we wanted to achieve. It is important to note that this will not be the last change made to the fight or flight balancing, as we will continue to keep an eye on it and assure it works for both the ganking as non-PvP community.

Essences

Similar to the Guard Towers, the addition of Essences also caused for some raised eyebrows amongst the community.

Essences were added as a part of an ongoing effort to improve PvE, as mentioned in our previous Development Recap. They are not the most exciting content, but perfectly serve their job of tying PvE to the game’s economy. We have balanced the drop rate in such a way that they will not be too expensive or taxing on the crafting community, however we are monitoring the markets at all time and will make improvements if necessary.

Runes, Souls and Relics

Changing the three Artifact fragments to Runes, Souls and Relics might seem like an insignificant change, but it is actually a preparation for the next major content update. We are planning to allow enchanting with Runes, Souls and Relics, giving them a secondary purpose and making them viable even to players who are not interested in artifact equipment.

Royal Guild vs. Guild

The comeback of Guild vs. Guild to yellow and red zones had been requested since the start of Final Beta, and now it is finally here! We opted to only include Watch Tower territories in these zones, and leave Home Territories as an Outlands-exclusive. The reasoning behind this decision is that Home Territories would contradict the reputation system on the Royal Continent by creating a safe space for criminals and thus remove any consequences of their criminal behavior.

As yellow and red zones only have Watch Towers, we had to make them worth the effort! This is why we introduced the resource and gathering benefits. In the end, how much you can get out of your Watch Tower depends on your own activity! We do keep track of all your feedback and will continue to balance out the effort and reward balance.

We are also looking into making cityfights the center point of royal GvG. This is not an easy task and will be very time-consuming, but you can look forward to changes to cities in future updates!

What is your opinion on Faye? What would you like Robin to address in the next Development Recap? Let us know in the comments below or on our forums!

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