2016年08月23日

Simply due to itemization and kill worth in Albion

I am glad that even fights are being considered. I do wonder though if the exploitation would work in the way you are suggesting simply due to itemization and kill worth.

For example, if two players are hitting each other every 5 second (with anything worth killing and looting that player for) then they will mass up considerable damage in the time it would take to move anywhere on the map and or collect Albio Online Silver on the map.If the players are naked hitting each other then they are not "risking" anything worth value and therefore are not a kill target anyways.

Even an auto attack every 5 seconds exchanged will leave 2 players dead or near death while crossing half of the map with their current size and also make gathering high tier resources virtually impossible due to interruption of gathering on damage.Or another alternative could be to drop the timer to 3 seconds, slightly longer than a basic skill gcd.So yes they can exploit it and be somewhat safe taking minimal damage in the zone but for what cause?

Also you cannot zone out while in combat so if one player / pker were to follow two player hitting each other all the way to a map exit then he has two easy kills targets to pick from waiting for him/her at the border when one of them drops their "agro" or one will be forced to kill the other to avoid albion online gold shop both being pked.I do not see any benefits from this type of exploiting, nothing to be gained.Also the arena is a good concept, especially with a dedicated balance team in place and an elo ladder system, but again this narrows the possible builds down to a very narrow field and leaves the gatherers to be piled in red/black zones without a hope of escape.

With the constant pvp that would be going on in these areas + the current item trashing system i think these areas would be a HUGE silver sink to add to the game and fun for many players who want to constantly pvp without roaming around for hours in between fights.

Think a player will go out albion online gold market, fight and win or die trashing about 50% of the dead players gear. If they re-gear, buy more consumables (food + potions) and come straight back for a re-match or find another fight straight away thats 2 sets trashed and so on and so forth. Reducing the time between fights, the repair costs, consumables used, ect. this would stimulate the crafting economy by a huge margin.

I hope what i am explaining makes sense and is written clearly.

Thanks.I wanted to make an edit because there is always room for an unknown, if you are all thinking of an exploit with this system that i have not covered here i would love to talk about your ideas and delve into a way to make it work.Help me help you.
posted by uffxiv at 11:09| Comment(0) | 日記 | 更新情報をチェックする
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