Original Post — Direct link
about 3 years ago - /u/HellementsAO - Direct link

Originally posted by Gamers2OcelotLUL

I think one of Albion's biggest problems, is the amount of obscure mechanics, and lack of tutorials/guides. Wiki is completely outdated, guilds hoard their knowledge, and even among the top end players, a lot of them still don't know how some basic mechanics work. I recently made a test and asked some veteran ZvZ players, do they know what resilience penetration stat means, and majority had 0 f**king idea, they thought it's about penetrating armor, because it's not explained anywhere in the game.

Majority of people in alliances like ARCH, probably don't even know that something like AoE Escalation or Focus Fire Protection exist. They don't know how debuff works. They join some big alliance, go to zvz, get oneshotted, and have 0 idea why enemy 100-0 them in 2 hits, while their E's hit for 100 dmg, and they feel overwhelmed. For many players, even if dying isn't a problem, lack of ability to understand WHY they died and learn from their mistakes, certainly might be.

I recently got asked by a player in my guild, how much siphoned energy is generated by our terries, and I realized that I have 0 f**king idea if it even still generates energy at all. Out of curiosity, I went to wiki/forum to look for answer, and I couldn't find any. You can't learn how launches on terries or hideouts work, from inside the game. I've met GMs of mid-low level ZvZ guilds who had serious misconceptions about some of the launch mechanics, after years of playing. You don't know why you get a random debuff to fame when you're in a big alliance with a lot of terries. You don't know why your guild gets a seemingly random number of season points stolen by the alliance, and what categories can it steal those points from, unless you read through 50 patches to piece together that info.

Over the years of playing the game, I met shitloads of players, who simply felt like they couldn't really progress and catch up, unless they were willing to slave for a top-end guild for months, to be able to learn how the game actually works. Barrier of entry is incredibly high, and that's just for understanding basic end-game mechanics. Learning how to actually play zvz well, is entirely another thing. In some zvz content like castles, even majority of older "zvz guilds" act like headless chickens and have absolutely no idea how to properly play them. And don't even get me started on crystal league, where there is like 100 guys in the entire game who are good at it, and season winners are in 90% decided by this most obscure content in the game.

I think right now, if we had some guild migrate to Albion from some other game, bring in 200 fresh players and try to build their own thing here, no matter how much they try, they'll probably never catch up enough to be remotely competitive with even the low-end existing blackzone guilds, unless they're willing to slave for someone first. Knowledge simply isn't available, no matter how much they want to learn.

Albion could really use far better tooltips, and some in-game codex that would explain all the obscure mechanics in-depth. Even more, it could use more content creators willing to share their knowledge, and help new players and fresh guilds progress and catch up.

It's not a problem that's easy to solve, because obviously guilds have good reasons to guard their knowledge, it's one of their biggest assets and by giving it up freely, they would shoot themselves in the knee. But at the same time, lack of learning resources does discourage many people from playing, even ones coming from "hardcore" games, which isn't good for anybody. Maybe SBI actually hiring some veterans to act as content creators and prepare tutorials, would be a way to go here?

Hey, I really value your opinion on this and I can only agree to what you are saying. This is one of the biggest issues that I personally see as well, together with new players being lost after the tutorial and not knowing what kind of activities they can do in Albion.

I made it my personal task to improve the information available ingame and hope I can report about it in the near future. We might get back to you and other reddit users to collect additional feedback.

-Hellements

about 3 years ago - /u/HellementsAO - Direct link

Originally posted by XayahTheVastaya

Could you explain resilience penetration, AoE escalation, focus fire protection, and why my Es do 100 damage or guide me to a source that explains them?

I'll try to explain each of them in short detail.

Focus fire protection: The more players attack you, the higher will be your focus fire protection. The first player will deal 100% damage, when the 2nd player starts attacking he will lower everyones damage on that target by 10%, this keeps scaling with every additional player dealing damage all the way down to 80% damage reduction as far as I know. This should also explain why your E only does 100 dmg after many others already attacked the same target, if it's at the 80% cap it would've normally done 500 dmg.

Resilience penetration: Directly related to focus fire. All melee weapons have a certain modifier for this, basically they pierce through a percentage of the focus fire. If a target is down to 80% reduction and you have 50% resilience penetration you will only deal 40% reduced damage with that weapon.

AoE escalation: The more players your spells hit the more bonus damage will it do. Example: 500 dmg on 1 target but 8% more with every additional target that the spell hits at the same time. It was buffed on Patch 4 and now scales up to 9 players hit which then take 56% additional damage.

Hope this is a little help, the current values for each of the mechanics should be up to date in the forum and in the wiki.

-Hellements