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Albion Online Resources Introduction

Le 26 avril 2016, 10:30 dans Humeurs 0

Economy in Albion Online is purely player-driven. All resources are found by players and nearly everything is crafted by players as well. It means every piece of lumber that you use to build a building or every bow that you craft out of a piece of wood is going to come from an actual player. And this can happen because of its great resource gathering system.

Resource Quality and Zone Control

Resource scarcity is a big deal in Albion. It's the driving force behind the in-game economy, the idea that rarer resources are rare and difficult to get and that control of land is important. The further you process your journey through the maps, the more quality resource will be found.

First, you start the game off with safe zones, a PvE only zone but providing low-tier resources. When you move up into partial PvP zones and full PvP zones with control held by guilds, you get rarer and more valuable resources. And on top of that idea of resource scarcity and controlling zones is that resources replenish and regenerate slowly.

You will get different types of resource based on its tier as well. For example, you will get coarse wood from a tier 3 tree. And each tree as well as other source has limited resource which is going to replenish very slowly.

In addition, if someone gathered that tree before you recently, you are going to be able to get a lot less. Sometimes you'll come across a patch of trees that only have one total logs in them or ore veins that only have like one chunk of steel ore in them.

This is the main cause of the fight to take control over high tier resources in PvP zones. It's an important part of the game to drive its economy from the idea of scarcity.

Resource Tier

Albion Online resource gathering system is quite similar to Minecraft. You start out punching basic trees. For example, you can harvest rough wood from a tier 1 tree without needing an axe. This tier 1 wood is a main material to craft your tier 1 novice gathering tools. Once you have tier 1 tools, you can start to gather tier 2 resources.

Resource gathering in Albion Online is like a stepping stone progression system where you need to work your way up. You need to have a tier 2 axe in order to harvest wood from tier 3 trees. In same way, a tier 3 axe is necessary to harvest tier 4 trees.

There's also a way to skip a tier which can be done by buying resources and tools from other players though the market known as the Auction House. Each town has its own trading markets allowing you to gather your raw resources back there to sell to other people. They might only want to focus on refining and crafting without having to go out and gather resources themselves.

In the same way, you can also buy all resources from the market and focus only crafting and refining without having to harvest them yourself. This is the choice of what do you want to progress through the Destiny Board, which is the Albion Online's character progression system.

Albion Online: Vezin's Assassin Weapons

Le 26 avril 2016, 10:21 dans Humeurs 0

One-handed Dagger and Torch

It is a rather uncommon weapon pairing to come across in the world of Albion, however it is relatively easy to unlock and then taken out onto the battle front. Fortunately, both the one-handed Dagger and Torch are both located under the archery branch of the Destiny Board. After mastering any Journeyman Hunter's weapon, you'll be able to learn the ability to use both your Adept's Dagger and Adept's Torch. Unlocking the Torch will require you to first use the Journeyman's Torch, however.

Both the one-handed Dagger and the Torch synergize surprisingly well together and can dish out high amounts of damage when utilized efficiently. With a primary focal point of the build revolving around Poison damage, the Torch provides some additional support when using the Quick Thinker passive – reducing all cooldowns by roughly 5%. This also inherently increases your potential mobility as well.

Let's briefly cover the one-handed Dagger skills that are used in Vezin's build.

Sunder Armor: This is a skill that is always a great boon to have in your group, in terms of both, PvP and PvE. Not only does it provide some sustained damage, but it also reduces the target's armor and magical resists by a hefty portion for 8 seconds. What makes this even more valuable is the fact that it stacks, three times, with the potential of negating your enemy's armor and magic resists entirely!

Dash: This is one of the most vital skills in this build, as it provides you with both, a gap-closer and a method of escape that makes up for the inherent squishiness of this build.

According to Vezin, having such a short cooldown dash really helps me get getting you in and out of the fray when you need to. If you get crowd controlled, all you have to do is dash out, wait a few seconds for your cooldowns, and you are right back in the fight shredding your enemies.

Poison Coating: This is the bread and butter skill for your burst damage in this build. Similar to Poison, this skill coats your weapon to do additional poison damage. The difference here is that, instead of functioning as a damage-over-time ability, the damage is instantaneously dealt per hit. In other words, Poison Coating amplifies the damage of your next 5 attacks quite significantly. When you consider the potential synergy with Haste's auto attack speed increase, it is easy to understand the burst damage that this build can dish out.

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Albion Online Dev Team Delves in Upcoming Future Plans

Le 26 avril 2016, 10:19 dans Humeurs 0

After several months of closed beta, the Albion Online development team released a post on the state of the game, and their vision of what is expected for the launch of their title.

.The team in charge of the universe will be expanded, offering a rich and varied world that possesses more depth.

 .The beta has shown that there were some adjustments to made in regards to attendance and distribution of loot in dungeons and Hellgates.

 .Character progression will also require some adjustments, including a potential alternative approach to the progression itself.

.An overhaul of the craft will also be provided, giving more choices and opportunities to artisans and other players. Rare items will also be integrated as craftable by the players, but requiring materials obtained on bosses or rare chests.

.Black Zones and Red Zones:

Black zones are the zones where guilds and alliances fight over control. All regions that contain claimable territories will be assigned the black zone status. As a result of that, a much much larger part of the game world will be black zones and the highest end resources are only found there. Black zones will also contain open world buildings that provide certain benefits and influence to the owning guild and can be constructed, claimed and destroyed relatively freely.

Red zones will be full loot PvP zones that do not contain any claimable territories. Red zones will be subject to a crime and reputation system that makes sure that killing peaceful players - in particular, if they are zerged down - has more consequences for the attackers. Our goal for the red zones is for them to be zones more aimed solo and small group players, and not be as dominated by the larger territory-holding guilds as they currently are. This should make them attractive zones for higher end gathering and PvE (with a somewhat better chance to get away with it!) and small scale PvP fights.

Combat and propression balancing, graphics and feature polishing, bug fixing as well UI improvements are also planned in future updates.        

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