In the albion current beta Learning Points was made too strong
The re-roller has actually been fixed in this beta with the adjusted albion silver costs that pretty much stops most of the re-rolling though I also blame it on the fact that anything that is under epic is very underwhelming when it comes to quality. For example capes which add CC resist which increases a tad bit due to quality level. Well if you are in gear already that gives decent CC then due to diminishing returns on the CC resist, most of the times you will not gain any effect from the cape unless it is legendary which means if you spend more money on a cap because it is masterpiece or even epic then you have wasted your money.
As to Learning Points there is a drastic nerf that is going to be comming to it that will hopefully make the economy better. Now while I agree that Learning Points in its current form is highly damaging to the economy its not to say that without Learning Points at all that players can't still break the system. In AO since there are no skill caps or path limits you could potentially unlock a bunch of combat, then unlocking gathering for your gear and also in time unlock the crafts and become completely self sufficent. It will take longer yes but it is possible. Most people do not want to pay the rediculous jacked up prices that crafters and gatherers sometimes charge for their goods which only pushes people to want to be self-substaining.
I do not forsee a way to stop players from going down this path of leveling up multiple trees rather then specializing. Even before there was Learning Points guilds that were more competitive would game the system by having secretly shared alt characters who all the guild members funnedled resources to so they could unlock all the needed crafts and detach themselves from the player market.
I do want to see the Learning Points changes though and added depth to crafting, farming, gathering and refining so they can feel like real paths. As an example and I am sure many people will rage at this thought but imagine if when you crafted an item there was a short mini game you placed that would both use up a bit of your time but also give the experience a minor tedious feel to it. You could think of it like how on farms you have to manually gather each block rather then being able to pick up the whole field. By adding this bit of extra work to the task it gives it more of a serious work to it. People will likely avoid being a crafter because of the chores opposed to right now where you just place the resources in your inventory and push a button and out pops a fully made item within seconds.
Yes we could assume that without Learning Points and just pure grinding that players might choose not to share accounts but this still does not actually stop guilds from wanting to be self substaining.
Guild's go for territories or setup guild islands with buildings so they can cut themselves off from the player economy. From my observations as guilds recruit more members the goal is to have members specialize in needed paths so the guild can rely on its members and function more communistically. Without shared accounts players can still pool resources to individuals to power level their crafting. They will have to adapt some like what I would do is have a crafter make a bunch of sets of the items they make, and drop them in an officer chest so if they are offline at the time someone needs something an officer can just take the resources and pass on the item. Good logistics will win out there so it is a bit unfair to think that the economy can be fixed by just removing the LP.
In the current beta LP was made too strong, this is not hypothetical, it is a fact and Robin, Korn, and I am sure some of the other devs have acknowledged this and are working to fix that issue. The economy though is structured better in my opinion with the reduced repair costs which were strangling players before and easier combat unlocks so players can hit the auction houses's sooner for gear. When LP is properly adjusted then crafters will feel much better. I personally believe that crafting shouldn't be unlockable purely by Learning Points rather it should require a player to grind 50% of the fame first before using Learning Points.
Have you experienced a bug with T6 solo dungeons?
The miniboss will only appear if the portal is up. So be prepared to not encounter a miniboss the majority of the time as portals are very rare to find now.
Albion Online Resource Exchange System
The resource sink occurs at the quantity Max which would be given to each resource. Lets as an example say the Max quantity is 5,000. A player would begin selling resources until the price drops to 1s per resource sold
Albion Online Feedback and Thoughts
I get the feeling Albion Online is not the game I was sold it to be. It may once have been, or at least the idea to be a GvG/PvP game, but along the way two realizations must have hit
Albion Online Destiny Board revamp
If a new player wants to be more useful, why not allow them to compensate for being new by purchasing T8 gear and jumping into the action? They still have to come up with the Albion silver to buy the gear, while being more likely to lose it, so it'll only boost the economy more.
To my understanding albion online pay to win(P2W) works like this
The rest of the market will be completely unaffected. Because the albion gold in itself has absolutely no value ingame.
Fast Travel for the New World opinions
I would like to personally see boats and ships in game, but crafted by players. These should take some time to build and need lots of materials