Some suggestions about Albion Online
I've only been playing for a few days but this is a good game so far but I'd like to put forward some ideas and suggestions.This is going to be a bit long and I expect a bit of TL.
First off, I have some ideas...
I love the use of minimal fast travel. It forces exploration and allows us to truly enjoy the world as we travel on foot and it reminds me of EVE Online in that regard but I'd like to suggest maybe adding a speed boost when travelling directly on a road. Red Zone PvP would be much easier to avoid if you're just trying to get from A to B and would even encourage craftier PvP on those people who are trying to avoid it. Even in Yellow or Green zones it would be a nice boon to just be a little faster on your way back to the city or camp to craft.
In a game where armour breaks so easily from K.O or Death, Repair Kits should have been a must. Not only would people need them but those who can make different tiers of kits can stand to make a little money. Each kit is usuable only once but, for instance say, an Armour Tool Kit repairs every item of clithing you're currently wearing on your character with a Weapon Repair Kit doing the same except on your weapons and a Tool Repair Kit to fix tools in your inventory. Each one is used up after one use but it would be so handy and too stop players overstocking themselves on the Kits, they would weight a good deal only allowing you to carry one or two of each type. They would act almost like lives in a Dungeon where you needn't give up after a few deaths and that whole 'it pays to be prepared' speech would be very prudent.
Emergency Teleport Items
Now before people go at it about my 'love the no fast travel idea' I'll quickly say that this idea is more about PvE dungeons. When you cant continue any longer you're forced to either die or naked run the whole way back to the closest city. This is annoying, frustrating and downright broken and it makes dungeon delving seem so tedious and not worth the risk of it being a huge waste of time. When you finish a dungeon you get a teleport out which is all well and good but I'd love some non-breakable and non-deductable upon K.O teleport items that do the same as the teleport pillar at the end of the dungeon. The whole naked run is still an issue but it beats legging it out of the huge dungeon you died in. If you have an island then they could teleport you there, just a thought.
These teleport items would have to be expensive or limited to just one at a time (I prefer the limited carry number). They could just be usable in Dungeons too to stop people from just porting back home and can only be used outside combat.
Now onto some suggestions for fixes...
Early on crafting is understandibly easy but then it gets a little wierd. Having to use Birch Planks for the production of Chestnut Planks strikes me something similar to watering down beer as in a real world situation you would have more beer but less quality but this time it's a few Birch Planks snuck into the Chestnut pile to make it look bulkier. I don't undestand why going back a tier is a good idea for forward progression on any of the recipies so far. I can understand adding in a second ingrediant to the final product but the raw materials don't need 2 ingrediants of the same type (wood needed to make more wood). I can understand that it makes crafting more complicated and may encourage buying lower tier raws from the Auction House but it doesn't make it very fun to craft...
The Destiny Board
The Destiny Board is huge and it was very daunting at first but when I got round to having a look at it I saw some things that made no sense and I'm sure this has come up before. The successors to some armour types simply dont make sense. I don't understand how Leather suddenly becomes light plate where heavy leather is after the cloth armour and the 2nd type of cloth is after the 1st branch of heavy armour. It forces you into a playstyle that you'd rather avoid and is very badly put together in my opinion. It could save us some time if it was more orginized and steamlined better.
So far that's all I have. Let me know what you think
Another idea I had but it's probably the most niche and stupid one...
The food in this game is useful without a doubt but it could some more hardcore elements with the need to simply eat regularly. The game runs on its own day and night cycle and eating twice a day could add in an interesting mehcanic. The food buff you get could simply give you better autohealing and be on all the time and be called Nourishment but the longer you go without eating, the weaker said buff becomes and it could weaken in four stages.
Full - 100% effectiveness
Satisfied - 75% effectiveness
Peckish - 50% effectiveness
Hungry - 25% Effectiveness
Starving - Buff is disabled until you next eat
Meals could come in different stages based on needs and preference
Small Meals - Easy to make by farmers/cooks but only restores one level of Nourishment
Medium Meals - Requires more ingrediants but restores two levels of Nourishment
Large Meals - Needs even more ingrediants to make but fully restores Nourishment
Being knocked out could also knock off one tier of hunger automatically
Drinks could also be implemented. Potions exist which provide immediate benefits but you could also introduce a Quenched passive that is similar to Nourishment but is more for energy regen than health regen.
Quenched - 100%
Not Thirsty - 75%
Slightly Thirsry - 50%
Dry Throat - 25%
Thirsty - Buff disabled
Carrying a water flask could be the easiest way to combat this issue. It can be refilled at wells, rivers and ponds but not in ocean water.
Alchohol could be a fun addition that gives a damage reduction buff on a character but lowers their energy depending on how much you drink (a stacking buff of up to 5). It could be handy for any class that needs to take less damage but doesn't need to worry about energy usage which, in Albion, can be a variety of playstyles and could even open up a drunken fist style of fighter.
Guild Spotlight: Mostly Harmless
When we first approached Rook, the guild leader of Mostly Harmless, to discuss the origins of his organization and their goals in Albion, little did we know that Mostly Harmless enveloped such rich history – dating back to the creation of the guild in September, 2013.
Albion online Invite Friends Faq
The referral system was put in place to attract new players to Albion Online; MMO fans who've not heard of the game before.
Suggested improvements from a new albion online player
In general, farming activities progress more slowly than other skills. You can't repetitively farm crops like you can kill mobs, needs to go faster to keep in balance with other progressions.
AlbionMall's Suggestions to Improve Albion Online
These could be weapons that have unique skins as well and are actually used by bosses you encounter.
The Destiny Board seems to be the key I'm lacking knowledge of though, and was wondering if anyone knew some answers to these questions:
when will Albion online start the open beta?
We are happy and proud to announce that Albion Online will officially launch this summer, on July 17, 2017