This is one of those games that I knew existed, but wasn’t intending to pay for so never tried it. This is partially due to the fact that I could never quite get an idea of what it was and some of the marketing focused on the PvP aspect. Remember that reddit post I was talking about the other day? Pretty sure Albion online is what that guy was talking about and looking for.
That said, the number one thing that gets my attention is when there’s a 100% player economy in place. It’s a feature of many games I loved, and I’m always curious to see other implementations of it, rare as they are.
The graphics are pretty simply and basic. Character creation was almost off-puttingly so. I made something tolerable and got through it though. I actually had to do the tutorial twice because I stopped mid-tutorial and couldn’t figure out how to get back to the island to finish it.
The inventory is pretty straightforward. Items do have a discrete weight, but you generally see and use a percentage, visible just below the donkey. Mounts and bags increase your carry weight. Once you go above 100% you incur increasingly potent slows. They’re broken into tiers that I can’t name specifically. Above 175% or so you move so slow that it’s absurd. The highest I’ve gone was 240% while mining. It wasn’t worth it.
The abilities available to you on the hotbar are mostly dependent upon the gear you have equipped. Pretty much each piece of gear gives you at least one button to press, at least in my experience so far. In some cases it gives you multiple different options and you must choose one. This is theoretically designed to allow for flexible builds, I guess?
The processing and crafting are pretty straightforward gather & click style. Things can get a little more complicated with rarities, but other than a few lucky results, this hasn’t been anything relevant to me so far. The icons for the components are small and hard to distinguish from each other, especially wood and ore, so generally you have to mouse over it to see what it is.
All the materials and equipment are broken up into tiers, visible in the difference between that Journeyman’s Sickle and Novice’s Demo Hammer by the background color and the numeral in the top left corner. The different rarities have different borders, but I didn’t have an example of those.
The skill tree is a thing to behold, as it’s quite large. Basically doing anything gives you xp, which is called “fame” for some reason. Once you’ve gained a certain threshold you can either spend “learning points” to acquire it or continue doing the activity to finish off the xp bar. The learning point is right around the 25% mark, give or take. The lower tier skills can be acquired quickly and are relatively inexpensive, but once you get up to around the adept/expert level things start taking a lot more effort and cost a lot more points.
There are also a lot of subskills, with some of them having their own internal level as well. This image shows the Miner Crafter which has multiple levels as well as a specialized subskill for the armor pieces. I’m not familiar with the combat trees, but each type of armor and weapon pretty much has its own skill/set of skills.
Here’s the first few tiers of trees, which are pretty visually distinct compared to a lot of other materials. That pine tree doesn’t exactly look piney though.
Overall it’s not bad. Certainly better than I expected it to be, but I had pretty low expectations. We’ll see how things go once the massive influx of free to play players goes. Right now the server often has a queue during the popular hours and trying to get resources when everyone else is running around gathering it is it’s own form of PvP, even if nobody is getting killed.
Y’all take care, I got about 4,000 pieces of tin ore to go get.