Analyze Flaws in Albion Online

There is still a long way for Albion Online, we can ignore some issues, which is the gradation of risk for reward. I think we have three problems here. We are so happy that Albion was released in last month, is this game perfect now? Of course not, Let me elaborate.

Three Main Problems in Red Blue Yellow Black Zones

-Problem A: Yet, one of the latest patches has seen all the node cooldowns halved in blue zones. Blue Zone is supposed to be lowest risk, lowest reward. It’s making blue zones into lowest risk, moderate reward. It shouldn’t be, as it is inundating the market with cheaper goods.

-Problem B: Nowadays, the only flagged people you catch are people with double-bladed staff // claws because it’s the only way they can catch their prey AND have a chance to escape the Blue Vulture Zerg. Red Zone is supposed to be high risk, high albion online silver reward. Yet, several factors (3s dismount rule, skulls on mini-map, extremely punishing reputation system) compound to make it low risk, high reward. It used to be that you’d have roving groups of reds (PvP flagged people) with different types of gear trying to kill people. Spend any amount of time in Creag Morr, for example, and you will see what I mean. Anytime a skull pops on the mini-map, a good dozen blue guys just converge on that position. They’re not trying to PvP. In turn, it has attracted a new breed of player: the blue vulture, who risks nothing. All in all, it’s making red zones a mockery of what they’re supposed to be. They’re just trying to get scraps or jump on one or two “gankers”. See, the issue here is that it has forced the gankers to go into a niche, making it more dangerous for players such as yourself (solo players) who will get jumped and have virtually no chance of escaping, while making it impossible for said gankers (who have to specialize in shitty weapons) to do anything but gank.

-Problem C: It’s squeezed in between moderate reward Blue Zones with no risk and higher reward red zones with little risk. Given that Red Zones are extremely easy to go through and profit from because of Low Risk, High Reward, it has left us with pointless Yellow Zones who serve no purpose.

Ideally, we should have this system:

Blue Zone: Lowest Risk, Lowest Reward.

Yellow Zone: Moderate Risk, Moderate Reward.

Red Zone: High Risk, High Reward

Black Zone: Highest Risk, Highest Reward.

It’d still warn close-by players that something nefarious just happened, but wouldn’t warn entire zergs. I personally think we need to do away with skulls on the mini-map, unless you happen to be close by (say 100m). I think Blue Zones should be back to regular cooldowns on nodes. I think the 3s dismount rule should be reduced to 2s, maybe 2.5s and that the reputation system needs to be reworked entirely. Also, negative reputation shouldn’t prevent one from going to Red Zones or Expeditions. Blue/Yellow? Sure. But Red is supposed to be dangerous. It shouldn’t take 12 hours of dungeon farming to regain the reputation lost by killing a handful of guys.

I would make blue zones less appealing for carebear gatherers and thus bring back a sense of purpose to Yellow Zones. Red Zones is really dangerous place for the single player like me, so I want to join a group to against other guild. Always www.mmocs.com is ready to offer you the Cheapest Albion Online Gold and help you win in the game !