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The new Albion Online Learning Points system feels utterly pay-to-win to me

The New LP system is unfortunately turning me off from Albion - potentially for good. I’ve been on a sojourn from Albion for a while as I deal with a recent issue, and I’ve been thinking about the new LP system. For the first time since I started playing I see a change that will probably push me away from the game for good (I’ve been fairly active until now – for context I’m currently in 7.6 gear and am 6.6 in multiple weapons pre new LP system) and have multiple legendary founders accounts (I really want AO to succeed).

 

The new LP system feels utterly pay-to-win to me, and it completely takes away the “ooo” factor I currently get when I find someone in 6.6 or higher gear/weapons (I know, to each their own – but I’ve always enjoyed that in games – i.e. seeing people in cool high-level gear). The current players in 6.6/7.6/higher (pre new system) have had to navigate the world and level up, dealing with the risk of losing gear, ganks, etc. Now, imho, all that is trivialized with the new system.

One of the core parts of games that I love is the sense of accomplishment of getting stronger (whether that is via better gear or levels or whatever) based on your efforts. Something that is handed to you for doing nothing is detrimental to that sense of achieving something after you put effort into it… and thus turns me off. I like the idea of making it harder/more exciting to level rather than easier. If I didn't want any levelling I'd play something else.

 

While I recognize that it will still be faster to grind (and use the LP system) than just AFK the higher tiers of weapons/armor, the fact that you can AFK it puts a verysour taste in my mouth. I have an alt with months of AFK’d LP points, and while it has been fun taking up new weapons and armor from scratch up to ridiculous levels, it completely cheapens the game in my opinion. Zero effort (other than $ and being AFK) that can yield incredibly powerful characters overnight with the new system, in a hardcore pvp game where gear tiers are huge… Well, this new system seems to break what I assumed was a foundational design principle of the game.

 

That being said, it makes financial sense for AO to find a mechanism to keep people paying premium (even if they aren’t playing the game), and the new LP system accomplishes that. It actually goes further than that and it incentivizes people to have multiple characters with premium so you can have crafting alts, healer alts, tank alts, whatever.

 

I don’t see the new system being removed unless an alternative approach can be found which can make AO more $ while at the same time not giving away unfair advantages (many f2p games go with cosmetics/vanity items to make $ and I’m surprised AO hasn’t tried that).

 

So, does anyone have any ideas of how AO can encourage people to keep premium (even if they aren’t actively playing still), while at the same time not making it pay-to-win (without any effort)?

 

I personally still like the idea of implementing a cap on how high you can use this new instant LP – i.e. if you put a cap in place to 6.3 gear (or less), then that would still give people the chance to dump lp into many varying abilities, without letting them go into the ridiculous (8.3+) levels. Not a solution to the question I posed, but at least something which I would prefer more.

 

I belived that the previous lp system worked fine, it obligated you to keep buying premium to avoid unnecesary grinding. But I bet that the best thing to do its to eliminate the lp system, and make premium just to get more exp, albion online silver, or be able to buy cosmetic things with albion gold only avaible for premium users.

 

I agree that it is essentially 'pay 2 win' but anyone that is out grinding right now already has premium or should have enough ao silver if they're farming intelligently to pay for premium. The only thing this really changes it that it allows people who can't play as often to stay pvp-viable against people who are able to invest more time. I don't think that's an issue because the more people that can participate in pvp, the healthier the population of the game is going to be.

 

What I think they should change is just not allow the LP to be spent on Gear/Weapons, but rather secondary skills such as crafting/refining/harvesting. It would be healthy for the economy to have more people able to make things, and honestly crafting/harvesting/refining is one of the most tedious things to do in the game.

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