Albion Online Player Experience

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Albion Online Player Experience

Today, we will talk about player experience. And more content in UPAlbion.com.

New Player experience
"Soft" PvE Death: We noticed that new players - without a guild to back them up - give up very easily due to losing all of their gear inside of a safe zone. Therefore, we will introduce mobs that if they bring you to 0 HP will not kill you, but just knock you down. After a certain amount of time, you will be able to get up again without your gear dropping to the ground. Your gear will still take a durability hit, but it won't be as hard as if you are killed. Those "softcore" mobs will mostly be inside of safe zones, so we might also have softcore mobs in PvP zones or "hardcore" mobs in PvE zones. We want to keep a flexible mindset here.

Solo Player experience
More Progression: In the last test, solo player experience was capped at tier 4. Tier 4 was quite easy to reach, so it was very easy to cap out in the destiny board and also on gear. We will therefore let the safe zone go up to tier 5 and get more powerful Albion Online Items, as stated above, have significantly more item and progression options available.

Missions: We will also be introducing a mission system that will tie in with the open world but will be designed in such a way that it has diminishing returns when too many players grind missions. (i.e. they are no infinite source of rewards). Missions will also be connected to the factions as mentioned above.

Player Housing: In the last test, the impact of a player house was quite small, as it really was not that useful. We will rework the standard housing buffs (from bed, table, etc) such that they are generally helpful when playing the game, i.e. by giving players a bonus to silver yield or fame while the buff is active. Those buffs will also last for a long time.

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