Korn schrieb: As we roughly know how many gear sets get destroyed via PvP each day, we have set up the game world in such a way that it could sustain all daily PvP deaths if people play in the T5-T6 range.



Korn schrieb: This, by design, means that higher end gear is so rare that it can never become the "default" gear to use.



Korn schrieb:

High end resources are very rare and have long respawn times



Gathering is the only way to get them



Gathering very rare resources with long respawn times does not make for great gameplay. In fact, it's often extremely tedious, and due to how spread out resources are, it does not even lead to good PvP fights



However, there is a problem that we did not anticipate when implementing this new economy model for the start of final beta:

Korn schrieb: We will bundle most high end resources (some T6, most T7 and all T8) into dedicated hot spots. Imagine, for example, that in a mountain sub-region consisting of, say, 6 clusters, there is one place called the "ancient mines" where a lot of T6, but also T7 and T8 can be found. This place will be shown on the world map, so gatherers will know where to look. Now, if you go there as a gatherer, you will no longer face the issue of slow respawn times. As we can concentrate the worldwide spawns into these hotspots, we can drastically increase spawn rates locally. This means that the time that you have to walk and search to find a minable node will be drastically reduced. However, due to this, we expect these hotspots to be a magnet for PvP and competition, making them extra exciting. And for those of you who still want to gather high end resources in peace, we will leave some of them spread out across the world, too.



Korn schrieb: As a general point, as the above two changes would lead to more meaningful open world PvP and thus more item destruction, there is a very good chance that this would allow us to increase global spawn rates of resources without making the economy imbalanced.



Korn schrieb: In the future, we are also looking to add "extractor buildings" (such as an ore mine, a wood camp, etc), which are buildings in the open world that can be conquered by guilds. They will produce a certain amount of resources over time. And they will provide an excellent target for open world guild warfare, finally allowing those guild players who are not a part of their 5v5 teams to contribute to the war.



Korn schrieb: In conjunction with the travel changes, we believe that the above adjustments will make the gameplay far better than it currently is, as it really focuses players on those activities in the game that are the most fun. There will be more cool PvP opportunities, chests and hell gates will be worthwhile and gathering will be far less tedious and more rewarding than it currently is.



We are looking forward to your input and feedback.



If you ask me, too many gear sets get destroyed.. A rare set should be a coveted win for the victor and mainly trashed. A proper adjustment to set pieces here could offset the gathering shortcomings WHILE encouraging more PvP. If anything a tweak here with a combination of other steps would be a better approach, no ONE thing is the answer to the problem here IMO.This couldn't be more untrue.. I'm sorry Korn but the bleeding edge will always be the default when each tier is X% better the the one before it. People will always strive for the higher tier, the higher item power, or the better spells. Gear should be flattened out and players should be rewarded for their ability or complimentary group compostition.How? I'm sorry and I mean no disrespect but the only explanation here is that you simply did not play the game for yourselves..This is a poor idea and it's yet another move to empower the zerg and push the smaller groups and solo players out. These mats are required to progress, limiting most of them to a set, known location is the worst idea I've heard.. Just how you require us to treck back to the royal islands, you will force us to farm the same spots around the clock. This is not even close to my idea of fun.. Finding a random node is rewarding, if it isn't your resource then you shout out to guildies. This is the type of play people enjoy.. Not standing around the same marked location waiting for either respawns or the zerg.I know it's hard to change direction once you guys go forward, so if you must implement this.. At least introduce balance with small group friendly terrains and choke points. Please think about the big picture and the type of gameplay you want for the user. Something engaging, something dynamic, something that can provide balance.This is the wrong approach.. As I mentioned before, stop trashing the gear I killed someone for that took him hours to gather, refine, and craft. The player wants to be rewarded, 2/6 items NOT trashing is not the way.This is excitingly new to the world of Albion, please push this concept up the list.Unfortunately fun is at an all time low in the world of Albion, lots of tedious grinding topped off with inconvenient traveling.We look forward to your efforts, please keep up the good work.