The fast travel problem and solution
Keeping in mind this game NEEDS to cater to both hardcore AND casual players alike we as players of either side of the debate need to understand that the game needs both in order to grow and survive and so far, I believe, does a good job at keeping the balance but there are a few things I believe need/should be added to cater a bit more to the hardcore crowd as I feel like they are being left out a bit when changes are being decided on.
I'm not going to make a list of all the things I believe would ABSOLUTELY help the game like criminal system, no flagging in redzones and real player economy by reducing the utility of cities which would encourage players to open up their guild territories and become bustling markets of their own.. .Oops, I guess I did list some of them.
So in the mean time before any of that stuff, the fast travel. I love it and hate it. It helps the game and hurts it. Here's why and how to fix it in a BALANCED fashion:
City to city fast travel:
The main pro:
- Allows players to quickly port to a city near their friends/guild/party/desired location and get to the action sooner, no need to travel 10 zones just to arrive to late of a huge pvp fight. This helps the casual player who has less time to allocate towards the game and maximize the fun aspect. This also helps the hardcore crowd because .. well, same reason.
The main con:
- It kills the local economy of less "inhabited" cities like PillagePort (pvp town).
The prices of items in PillagePort are often double the regular asking price of bigger markets, likely due to misinformed supply and demand expectations by sellers. how do I know this?
because I look 3 steps to the right and ported to a "bigger" city and bought the same item for half the price, in fact, I picked up a few extras incase I need to re-gear again and ported right back to pillage port where my main city bank is, dropped them off and good to go.
- It's too safe to transport goods and therefore encourages the "pointless pvp" issue that has been surfacing lately on the forums and I agree with.
For context the "pointless pvp" issue is a point of view, shared by many, that the pvp in this game has no purpose other than "because I can". Implementing a criminal system seems to be the most popular option to add some depth to PvP but I'll stick to the fast travel issue.
If players are able to take an ox full of valuable and/or important cargo like materials and/or GvG gear.
It means that when a guild calls a for a protection detail to convoy the ox/oxes from the city to their territory or war chest they have a maximum of 2 red zones to travel leaving very little room for guerrilla tactics, sabotage, spies or unlucky circumstances that can turn the tide of a GvG or help chink away at the big guild's massive armor in order to truely create a strategic and in depth meta game.
^ thats my main issue as the meta game is what I am most interested in.
Where many would say abolish fast travel I say it's a healthy and important feature to help maintain positive player growth and retention.
I have a possible and balanced solution that I feel would absolutely fix this issue.
- Add a weight limit restriction on fast travel. Make it so players cannot fast travel once they hit a certain weight of kg's. This would be something that allows for a fully geared player to still fast travel around the world with a REASONABLY limited amount of items in their inventory but once that weight limit is reached due to the items in their inventory they become barred from using fast travel and will have to manually travel to their desired location to drop off the goods they are carrying.
This forces the player with a high weight count of valuable items to decide between the risk of transporting their goods through 2 potentially dangerous zones or sell them at the market they are currently at, increasing a "real" local economy.
This also allows for PvP focused players to set up camps at popular trade route locations and add, at least, some purpose to open world PvP.
This would then, most likely result in ganked ox drivers to have to sell at the less desired marked (as mentioned above) or coordinate with their guild/friends protection details for their convoys. It would also result in guilds of the ganked ox's showing up to avenge their member and establish dominance in that zone which would, again, create more MEANINGFUL PvP.
Note: the weight could ignore equiped items to avoid players in Heavy plate being able to transport less than a player in light cloth, assuming their weight is different, I've never really looked at that.
Make it so you can fast travel as long as you aren't carrying too much stuff to add to local city economy and/or meaningful pvp and more open world traffic.
I also used my EPIC MSPaint skills to illustrate the route that the majority of traveling traders and merchants traverse for the majority of the day.
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Regarding the concentration of territories in alliances and the overall GvG unbalances
The guild or alliance chooses which of its territories will have positive defender bonus, and how many. The guild/alliance distributes the bonus freely