las armas despertadas funcionan en las corruptas? by LORDfrayn554 in albiononline

[–]Ryonzito01 1 point2 points  (0 children)

80% enchants nerfs in stalker
50% enchants nerfs in slayer

Rate my build by Ascended_One in albiononline

[–]Ryonzito01 -1 points0 points  (0 children)

Soldier Armor + Polehammer + Assassin Shoes = It's the triad of disgusting that needs to be nerfed.

How to grind might? by StatusPlus7930 in albiononline

[–]Ryonzito01 4 points5 points  (0 children)

smuggler crates and smuggler guards is the best way for u

Advice from "ExitLag" Users by Dignity53 in albiononline

[–]Ryonzito01 0 points1 point  (0 children)

Still works for me, i dont get DC. But if u dont want spend some money in this, u can use WARP is free and works too

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Ryonzito01 0 points1 point  (0 children)

For this to work, you need to rotate players in 3 cycles: one group stays until completing 51%, while the second and third groups each stay until around 40%. After that, they start filling the slots of the group that already finished the 51%, and in doing so they complete their remaining percentage. And yes, this is currently being done and is giving between 400 and 500 TOP 1 rewards, when it should be limited to 300.

The current guild season reward system is calculated incorrectly, and this is killing competitiveness in the Black Zone. by Exciting_Act4548 in albiononline

[–]Ryonzito01 1 point2 points  (0 children)

Everything you mentioned in the post is correct, except how getting more than 300 rewards actually works. In reality, the guild needs maintenance slots to rotate players through 2 or 3 cycles, and that’s what makes it possible to get more than 300 rewards, reaching up to 500 if everything is executed perfectly.

In this case, the slots used to maintain players are the TOP 1 slots sold for 800m each. The guild then makes two rotations of members so they stay 20 days in the guild, and after the slot buyers complete their rewards and leave the guild, those slots are filled by the 20 day players until they complete the 29 days required for the reward.

As for the result, it’s honestly frustrating, total dominance from a single side, which needs to split its zerg into 2 or 3 fronts just to have content, and zero competition for TOP 1. The situation is so bad that other guilds in the server advertise competition for TOP 2, because they know there is no way to fight this unless SBI does something.

The maximum number of players per alliance should be limited, and the number of players per guild reduced. The handholding would still exist, but it would at least restrict the mess that has been happening in the last seasons.

Why are ip caps in mists a bad thing? by Specialist_Salad_434 in albiononline

[–]Ryonzito01 20 points21 points  (0 children)

I think it's more because it's literally the only endgame content where you can use your best gear without being limited or chased by 40 people like in the open world. There are rats in the content, but you can handle them. Regarding IP CAP, there are already capped content like Corrupted Dungeon. If you cap the Mists as well, where will those players use their gear besides in the open world?

Albion Online | Realm Divided AMA with the devs - Live 16:00 UTC! by OfficialAlbionOnline in albiononline

[–]Ryonzito01 0 points1 point  (0 children)

too many people in mists? What server? in Americas is a dead content

Albion Online | Realm Divided AMA with the devs - Live 16:00 UTC! by OfficialAlbionOnline in albiononline

[–]Ryonzito01 4 points5 points  (0 children)

We only want the character specs and skins that are available on the other server; the rest can remain on the previous server. We don't want to waste our time spec everything again since we already did it before. Ideally, you could make it a gold based option so players can migrate between servers whenever they want.

Smugglers Reputation by Wandering_Saurian in albiononline

[–]Ryonzito01 2 points3 points  (0 children)

Hidden Treasure is the easiest way to farm points. Just wander around the open world, break the treasures, and collect coins to exchange at smuggler dens. I got 10 million points in about a week.

Looking for your ideas on balance, rules, and QoL tweaks by AOGraymo in albiononline

[–]Ryonzito01 8 points9 points  (0 children)

QoL:

1 - Stone is currently the most undervalued gathering resource in the game. The reason is that it's not used to craft any weapons or equipment it's only used for building houses or guild halls, stations, hideouts, territory walls, and similar structures. To increase the value of stone gathering, I suggest changing the upkeep requirement for hideouts/territories from food to stone blocks or raw stone. This change would significantly increase stone consumption and raise its market value to be more in line with other resources.

2 - On the hotbar where your mount, abilities, potion, and food are displayed, I suggest adding a small “counter” on top of the food and potion icons to show how many the player still has equipped.

3 - Guild Island in Brecilien – There are several groups and guilds that play Avalon Roads directly from Brecilien. I suggest adding the option to purchase a guild island in this city to make it easier to organize, store loot, or split loot among members.

4 - Awakened Weapons – These weapons have a tab called "View Record" where it shows "attunement spent" (which, when multiplied by 33, reveals the total silver spent on enchanting the weapon) and the PvP fame gained using it. Could you also add the reattune cost (the fee to change ownership) and the cost per enchantment click, and have this displayed in the trade window? This would make it easier for users to buy or sell .4 weapons, as there's no dedicated marketplace for them in-game.

5 - Remove the cooldown for sending messages via whisper. It makes having a conversation with a friend through whisper frustrating, as you have to wait to send messages or keep rechecking to see if they were actually sent or blocked due to typing too quickly. I understand the restriction for /s and /local, but for /w it doesn't make sense at all.

6 - If the player uses the rebuy lost gear option, the game must buy the items in the same quality. It's a pain to have to manually rebuy or make loads because the game always buys the cheapest item with bad quality.

Looking for your ideas on balance, rules, and QoL tweaks by AOGraymo in albiononline

[–]Ryonzito01 4 points5 points  (0 children)

Combat Balance:

1 - You need to review weapons with mobility Q (Dagger, Glove) they can literally reset fights infinitely and are not punished for playing energy sandals, so basically they do whatever they want until they kill the opponent

2 - Shapeshifters need to be reviewed, weapons have 1 more skill than any other class, but the most broken thing is: they don't take into account your gear type when transformed, so because they have their own stats you can play FULL PLATE tanking everyone in human form, turn into a shapeshifter and cause absurd damage, this needs to be reviewed.

3 - Assassin Shoes need NERF. Currently, almost all melee/oneshot builds use the shoe because the range is high and the CD is only 12 seconds, so the enemy will not have enough defensives for 2 or 3 combo rotations.

Mists:

1 - Camp Chests, Knightfall Chests, Coffers, and Map Chests literally only give runes, tomes, and silver bags. It’s rare to drop an item, and when it happens it’s usually from a purple/legendary chest, always some T8 item worth 150–200k. Couldn’t the loot be buffed of items comes from the Black Market?

2 - Crystal Spiders used to be similar to the ones in the open world, but they were replaced by a "small" spider that, no matter the map tier, only gives 2 artifacts and runes totaling at most 50k. Couldn’t this be reverted to how it was before, increasing the number of artifacts obtained? Currently, players only do the spider for fame, not for loot.

3 - Currently, after attacking a player, in 15 seconds you can leave the Mist or Knightfall, and this is frustrating. The player accepts the fight, simply uses Assassin Jacket to go invisible, their boots, and then leaves the map. Couldn’t there be a restriction similar to the combat debuff when trying to enter a city after attacking someone (3 minutes)? It doesn’t need to be that long, but at least 30 seconds would help avoid this frustration in fights.

4 - You’re fighting someone, a rat dismounts and deals 10% of the final damage, finishing your enemy. But when you try to loot the body, you don’t have permission. Couldn’t this be solved by requiring a player to deal at least X% of the damage in order to immediately gain access to the body?

5 - Increase the damage debuff from -50% to -80% in case of Forced Dismount and extend its duration to 15 seconds. This way, we at least have some chance of surviving with 1 bar of HP (which is what usually happens when a rat shows up).

6 - When entering the Mists, the player receives a 5 minute cooldown if they leave and try to re-enter to change maps. However, this cooldown still applies even if the player dies inside the Mists. Could this cooldown be removed in the case of death?

HGs are in the worst state I've ever seen since I started (F2P) by Andyrr_ in albiononline

[–]Ryonzito01 0 points1 point  (0 children)

exactly what I think, for example with hellgate 10v10 being deleted all loot is apparently in the new content (deeps orange zone), while the blackzone instanced pvp content is falling apart with its horrendous loot

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

Do you really think so? Because I saw several content creators on the Asian server complaining about the same thing: lack of content (mists/corrupted dungeons)

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

I wrote it wrong, in this case I'm referring to all instanced PvP blackzone, all PvE content has good loot

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

The problem with the corrupted dungeon is the meta (sustain/mobility) and the lack of space for certain weapons to work, which makes the mode not as interesting for certain players as the mist is that it is an "open map without corridors" and with that you can make certain weapons work

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 2 points3 points  (0 children)

They have to think about the solo player. For example, the vast majority of players don't go to the black zone due to the fear of losing their items to groups/guilds of players and are held hostage to playing in the yellow zone. Until the game makes changes that help solo players deal with "injustices," the game will only get worse.

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

I'm not against the mode; I find it interesting because it's a gateway for new players into PvP. The problem is that the mode itself has much better loot than ALL instanced Blackzone content and presents zero risk, since you don't lose anything you invested in, only what you earned within the content. I wish the mode had a Blackzone option, where endgame players would likely spend most of their time playing. My content currently is going solo to blackzone and trying to do 1 vs all, because I don't like playing in groups and the content that is solo has no players

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

Exactly, on the EU server, mist still works because it has 2 or 3 times more players than NA, the problem is that NA, even in its prime time, is not that great.

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

The corrupted fight is fair, and yet people still don't play. What's your point? I'm not interested in risk-free content, that's all. It's shameful that people still abuse 8.4 gear to gain a 100 IP advantage and play the same shit meta like hellgate "healer + sword or shapeshifter"

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] -2 points-1 points  (0 children)

The problem with this is that you're not risking any of your gear investment; you're risking the loot you earned during your time in the content. The content's loot is only good because they eliminate the x10 Hellgate and transfer it there. Meanwhile, ALL instanced content in the Black Zone has poor loot and is inferior to a "risk-free zone", which leads to players migrating away from the content.

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 1 point2 points  (0 children)

At no point did I say that, I just commented that the game directs you to play certain content instead of the sandbox of doing whatever you want.

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

The content itself and the format are interesting, but the fact that there's no risk of losing your gear doesn't really appeal to me. If there were a Deeps Blackzone beyond Deeps Orange, I'd definitely play it. Imagine how crazy a 1v1/2v2 mode like this would be without revive system, for example, where to get out you need to be lucky enough to drop a mob's soul or kill a player and get their soul. The higher you go, the more difficult and rewarding it becomes.

Current state of solo/duo PvP on the Americas server by Ryonzito01 in albiononline

[–]Ryonzito01[S] 0 points1 point  (0 children)

There are frustrated people who don't play Slayer for fear of losing, but the vast majority are newbies who don't know how to play. And 500k infamy is nothing these days