Thursday, 2 June 2016

Albion Online - Overview of Hiring and Employing Labor

There are certain tedious tasks that are just better left up to automation sometimes. Sure, you need a steady flow of incoming wood and metal in Albion Online, but you don’t have the time to constantly harvest it yourself and play the game. That’s what the game’s laborers are for: taking care of menial tasks that keep basic materials or resources flowing while you devote your time to more elaborate goals.

Laborers can be hired for a reasonable initial cost, at which point the player can walk through a set of actions and request the laborer to follow the same basic pattern. The resultant haul will be less than what players could gather in the same amount of time, but it’ll mean that you can focus on more involved tasks than just gathering, crafting, or farming for money. Be aware, however, that laborers will require compensation for their work, adequate facilities, and a certain amount of space to themselves. Check out the video below for an overview of hiring and employing labor.

Do you want to learn more? click UPAlbion.com.


Tuesday, 31 May 2016

Albion Online - Laborer And Housing System Relationship

What do you building your own house? This point is very important experience. Of course, Albion housing system isn’t going to be only about having a house that is decorated, that has no purpose but to be beautiful. Therefore the developer team developed the laborer system which is going to fill your house with life, it fills it with purpose, it gives you something to do with your player house.Of course, cheap albion gold can help you building a better house.

# How Laborers and Journal Work

Laborers can perform a variety of tasks for you, and this is to allow you to suit them to your playstyle. So if you’re a gatherer, you probably want to fill your house with gathering laborers. People who cut wood, or gather stone, or gather iron ore. To give a task to a laborer, you will need to give them a journal. A journal is an item you can acquire in an empty state from the laborer himself. So a woodcutter, for example, will be selling you woodcutting journals. And when you then go out and collect wood yourself, every time you do it a note will be put into the journal.

When you’ve you’ve got a nice full journal full of notes, then you take it back to your laborer and say, “Here’s my notes for the day, go do something useful with this.” And they’ll follow your notes, and go and cut down trees themselves and bring you back some more wood. You probably want to pick a laborer that matches the kinds of things you normally do in the game. If you do a lot of gathering, like you cut a lot of trees down, a wood cutting laborer would be really good for you, a lumberjack. If you mine a lot you want a mining type laborer. If you craft, there are crafting laborers. And if you spend a lot of time hunting the various factions in Albion, you can hire a mercenary laborer who will do that for you as well.

# How to Leveling Laborers

Laborers level up by performing tasks. The more tasks they do, the more experience they will gain, and once they’ve gained enough experience they will be ready to level up. By upgrading your laborers, they will perform better, they will give you more resources for each task you give them, and they will be able to give you better resources. Leveling them up, however, comes at a cost. They will rise in their expectations. They will require better furniture, better decorations to be happy, because they now feel they deserve it.

# Increasing Laborers Happiness

Much like in real life, you need to keep your workers happy in Albion online. If you’ve got some laborers then they’re going to have certain requirements. They’re going to want a decent bed and a decent table.

However, there are a lot of ways to go beyond this. For example, by placing trophies which are specific to the laborers interests, you can increase their happiness. A mercenary, for example, will be very interested in martial trophies. So if you have weapons or armors displayed on the wall, he will become happy. A woodcutter will be more interested in samples of woods or small saplings that you place in the house, and therefore your house will start to reflect the types of laborers that you have in them.

If your laborers are unhappy, then as they lose happiness, which happens over time, they will start to return less from their jobs, they’re not working as hard, they’re not as motivated, they’re not as effective. Below a certain point, they just won’t work for you anymore. They’ll stay in your house, but they won’t go out on jobs because they’re just not getting a good night’s sleep and they don’t feel up to it.

One of the interesting things about the way the laborers are set up is that they can’t just replace you doing work yourself. If you aren’t doing anything, you’re not filling journals, then the laborers can’t work without you, without your notes. Remember that laborers in Albion Online are not just a passive income source; it’s a multiplier on what you’re already getting.

Sunday, 29 May 2016

Albion Online's Summer Goals

Time doesn't wait you in this Era of rapid development. And just a day after launching its massive Darian patch, Albion Online has posted up a Q&A video and roadmap summary for its summer goals. Darian itself will be the last update before the big beta wipe, and then beta 2 will kick off in July for a few months. Launch, presumably, will land in the fall.

On the Q&A video, Game Director Robin Henkys reiterates that Albion is intending to appeal to hardcore PvP sandbox players as well as a wider audience of “players who are not immediately aligned with the idea of risking everything they’ve played for a long time to someone just killing them.” Henkys says that the two groups synergize, create goods for each other, and become targets and allies. He also doesn’t dismiss the idea of future “seasonality,” suggesting that it could be fun to pop an Atlantis-style island out of the sea for a month and let players exploit the heck out of it. Check out the whole video below.

At last, do you want to learn more? Please click UPAlbion.com.


Thursday, 26 May 2016

In Addition to The Dungeon How Earn More Money in Albion Online

In fact, raising and selling mounts is one of the best ways of earning albion silver in Albion Online, second only to running through dungeons and defeating bosses.

The following video will guide you through the different steps you’ll need to go through to raise horses and oxes.


Tuesday, 24 May 2016

Albion Crafting - Gathering / Farms and Refining / Pastures

​Now, we will talking Crafting. Crafting is the final step of a three-part process to create usable items, after Gathering / Farms and Refining / Pastures. The great majority of equipment and consumable items in Albion Online are made via crafting.

​Crafting is developed separately from both Gathering and Refining on the Destiny Board. In addition, Crafting is divided thoroughly into very specific specialties. And then, the other should needs albion gold.

# Crafting Buildings



Like Refining, all crafting is done at a particular Building:

– Toolmaker: Tools, Accessories, and Furniture
– Alchemist’s Lab: Potions
– Cook: Food
– Saddler: Mounts
– Workbench: Basic equipment for new characters
– Warrior’s Forge: Warrior weapons and Plate armor
– Mage’s Tower: Mage weapons and Cloth armor
– Hunter’s Lodge: Hunter weapons and Leather armor
The crafting of Potions, Food, and Mounts are unlocked through Farming, while all other items listed above are unlocked through Trainee Craftsman.

# Spells & Reforging
Equipped items such as weapons and armor provide new abilities and/or perks to wearers, called Spells.

Weapons provide three active Spells (attacks) on Q, W, and E, armors provide three active Spells (defensive) on R, D, and F, and most non-weapon equipment provides a single passive Spell.

Often, several Spells will be available for a particular slot, especially when selecting a passive, but only one Spell can be active in any one slot at a time. This choice is first made when crafting the item, but Reforging allows players to change the Spells of their armor at any Repair Station.

# Hierarchy
Start

* Trainee Craftsman
Journeyman Toolmaker
– Demolition Hammer Crafter
– Sickle Crafter
– Skinning Knife Crafter
– Pickaxe Crafter
– Stone Hammer Crafter
– Axe Crafter
– Cape Tailor
– Bag Tailor

Journeyman Mage’s Tower Crafter
– Fire Staff Crafter
– [etc.]

Journeyman Hunter’s Lodge Crafter
– Bow Crafter
– [etc.]

Journeyman Warrior’s Forge Crafter
– Broadsword Crafter
– [etc.]

* Trainee Farmer

Alchemist

Cook

Harvester
– Mount Trainer


Monday, 23 May 2016

Albion Online | Full Guide on Laborers

Resources: UPAlbion.com.

Nice suggestions! This guide on Laborers that Sunarie put together is so good we had to share it outside the guild. We really hope this helps you make the most out of the game. 
We hope this guide to Laborers helps people who are into crafting, logisitics or simply making the most efficient use of your time in game. Here is the video in a great deal of detail and with a few extra tidbits as well


Sunday, 22 May 2016

Feature Details in Albion Online Darian

Improvements and change in Albion Online Darian. Click UPAlbion.com learn more content.

Features

Study items

* In crafting buildings, you can now “Study” crafted items.
* You can study multiple items, and even multiple types of item, at once, provided other requirements are met.
* Studying an item destroys it.
* Studying an item grants you Fame towards the same Destiny Board unlocks that crafting that item would.
* Studying an item is intended to be equivalent to repeatedly salvaging and recrafting it: you can spend Crafting Focus on it, Premium status improves the Fame gained, and the overall Fame gain should be equivalent.
* The main limitation on what you can study is that you must be able to craft any item you want to study; it does not matter who crafted it, in much the same way that it doesn’t matter who gathers the resources you use to craft.
* It is also necessary that the item is at full durability, and that the building you’re using can craft that item.

LP spending improvements

* You can now use LP to unlock Mastery Levels on the Destiny Board from the beginning, rather than only after 20% of the Mastery Level is completed.
* It costs 8 times more LP per Fame to unlock the first 20%, so it’s still more efficient to unlock that section through normal gameplay.

Player Spell Area Visualization

* To further increase the readability of PvP, we implemented a pre-visualization of player AoE spells. This means on any AoE spells, the area will be highlighted on cast start.
* The area will be filled with a gradient, this fill shows the exact time when the spell will hit the area.
* The color of the area indicates the type of spell: enemy damage, friendly heal, enemy heal or friendly damage.

Improvements

* Names of deleted characters will be freed for use upon deletion. Names are reserved for the deleting account for 72 hours. After that time they can be claimed by anyone. Note: this change only affects characters deleted after this release.
* New riding animations for Direboar and Direbear mounts.
* Improved many animations.
* Animations when crafting have been improved by swapping weapons out for building-appropriate tools.

Changes

*Access rights can now have a maximum of around 50 individual settings per object.
* Threat Generation on player spells has been reworked, to make the tank gameplay more interesting it is now more challenging to keep aggro.

Balance Changes

Arcane Staffs

Arcane Staffs Arcane Protection did not really shine as a slot 1 ability so far. The shield was quite weak and had a long cast. This has now been changed to an instant ability, allowing a more reactive playstyle.
The invulnerability on Enigmatic Staff was changed to a damage shield in the last content update, which fixed the staffs scaling per tier. However the damage absorbed per tick was too low, which hurt the Enigmatic Staff’s core role.

Arcane Protection
* Damage Absorbed increased by 6%
* Cast Time: 1s -> 0s
* Base Energy Cost: 7 -> 6
* Shield Duration: 5s -> 4s

Invulnerability
* Damage Absorbed per tick increased by 60%

Bows

The biggest change is on the Frost Shot. This spell should allow for good mobility, but the distances covered on high tiers was never intended and was actually a bug. Therefore the knockback distance is now always fixed to 11m.
Bows where also a bit too strong in dishing out instant AoE Damage, so Multishot damage was toned down a bit and the Rain of Arrows now have a 1s delay before they hit.
The Poisoned Arrows seemed a bit weak compared to the other slot 1 choices, so the dot has now 6 ticks. Making it easier to stack up the dot, as well as dealing more damage overall.

Poisoned Arrow
* Number of Damage Ticks: 5 -> 6
* Base Energy Cost: 5 -> 4
* The Poison deals now magic damage.

Multi Shot
* Damage Reduced by 8%

Frost Shot
* Knockback distance is now fixed to 11m

Rain of Arrows
* Added a delay of 1s before the first wave of arrows hits the ground

Crossbows

The Caltrops used to be a combination of damage and some cc. With the new spell Sunder Shot on slot 2 being now the best choice for damage, the focus of the Caltrops has been shifted stronger on the cc aspect.

Caltrops
* Area Size: 1m -> 1.5m
* Base Energy Cost: 3 -> 4
* Slow Strength: 22% -> 50%
* Damage Reduced by 44%

Cursed Staffs

Due to the heavy armor reduction the Armor Piercer has been extremely strong in group fights. To make Cursed Staffs a bit less mandatory the AR/MR reduction has been reduced and the damage increased. This way the spell’s damage output stays still high, but the effectivity doesn’t multiply in groups as much anymore.
* Armor Piercer
* AR/MR Reduction decreased by 38%
* Damage increased by 75%

Daggers

Infiltration’s long hit delay made the spell too hard to hit against other players. The hit delay has now been reduced to make the spell viable for pvp.

Infiltration
* Hit Delay: 2.5s -> 1.5s

Holy Staffs

With the changed, faster executions, the 2s cast time was too long to successfully resurrect an ally. So the cast time has been adjusted.
Resurrection
* Cast Time: 2.s -> 1s

Maces

After Cador we saw less Mace line items in the game, because without the help of the old armor spells the Hammer offered the better straight forward cc. With this patch we define the sub roles of the different mace line items stronger. While also offering Maces a strong cc spell on slot 2.

Pull Area
* Hit Delay: 0.2 -> 0.6s
* Area Size: 5m -> 7m

Silencing Strike
* The spell now also purges enemy buffs on hit.
Battle Howl
* Silenced duration increased by 17%
Root Prison
* Enemies hit will now stay rooted for 2s after the channel ends.
* Channel Duration: 4s -> 3s

Nature Staffs

The Well of Life heal was a bit too low, considering how risky it is to stay in place in the circle against another player team. To make up for the risk, the heal strength has been increased.

Well of Life
* Heal increased by 10%

Spears

Increased the Dash Speed of the Reckless Charge to make it easier to hit and be useful for repositioning.

Reckless Charge
* Dash Speed: 0.2 -> 0.6s

Swords

The Heroic Strike charges have been buffed to give the sword line more mobility and stickyness to the target. Also the Cleave ability now also applies the Heroic Strike charges, so it is possible to get the max out of the slot 3 abilities, independent from the Q choice.
To further increase the swords mobility, players can now also freely move during the whole Mighty Swing animation.

Heroic Strike
* Speed Buff per Stack: 6% -> 10%
* Speed Buff Duration: 5s -> 6s

Cleave
* Now also applies Heroic Strike Charges on hit

Mighty Swing
* Standtime: 1s -> 0s

Cloth Armor

Frost Shield was making the squishy armors a bit too tanky, which outshined the other spell choices and also made the Cloth Armor users bypass their weakness a tad too good. Therefore the AR/MR buff strength has been reduced.
The penalty on the Speed Caster was removed, because picking this spell already has the drawback of sacrificing any defensive ability from the chest. Considering how squishy Cloth Armor is, this is already a big commitment.

Frost Shield
* AR/MR Buff decreased by 33%
Speed Caster
* Spellpower Reduction Removed, the cast speed bonus now has a penalty.
Mighty Swing
* Standtime: 1s -> 0s

Cloth Helmet

* The cleanse has been removed from the Ice Block, because the damage immunity alone is already a very strong choice for this slot.
* The Speed Caster has been way too niche so far. With this update it also offers a 20% cast speed to make the spell more useful.

Ice Block
* Removed the Cleanse
* Can’t be used when silenced anymore

Disruption Immunity
* Added an additional 20% Cast Speed buff to the spell

Leather Helmet

To make cleanse more valuable and encourage using cleanses in team composition the spell now also cleanses allies in close proximity.

Cleanse
* Now also cleanses allies in close proximity

Plate Shoes

* The Shield Charge was capable of absorbing too much damage. Especcially in comparison with other shielding abilities like Sprint Shield.
Sprint Shield
* Damage Absorbed increased by three times
Shield Charge
* Damage Absorbed decreased by 15%

Misc

To allow for more possible combinations of damage buffing builds, the max damage buff height has been increased.
* Max Damage Buff: 150% -> 200%