Albion Online crowns season 12 PvP winner, runs Crystal League Championship this weekend

“The wait is almost over: the Season 12 Crystal League Championship is this weekend! Starting Saturday at 17:00 UTC, tune in to AlbionTV to watch all the action live. Winners will receive huge Gold rewards and rare mounts, with the first-place team walking away with the ultra-rare Saber Tiger Rex Swiftclaw Skin.”

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Crowfall lowers its buy-to-play price and details its optional VIP sub

“Feature options for the Crowfall VIP membership range from one month to 12-month plans. The 12-month membership plan includes a grant of 18,000 Crowns, offering the highest value, at a 22% discount off the standard monthly rate. All plans include monthly grants of bonus in-game currency (Crowns) as well as an exclusive monthly item reward. The service officially launches July 6, 2021 with the official launch of the game. Players who activate the VIP membership program in July (by July 31, 2021 at 11:59 CDT), or Backers who have already purchased the VIP service, will receive the exclusive Gryphon Mount – the July VIP membership reward! Additionally, in appreciation of our community of Backers, starting today, all Crowfall game access (bundle) packs now include one free month of the VIP membership. Best of all, Backers who have already purchased a pack (as of June 8, 2021) will all be receiving one additional month of *VIP membership added to their service at launch (including Kickstarter Packs).”

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Atlas: On the Horizon – Dev Blog


By ATLAS • Thursday at 12:23 AM

On the Horizon – Dev Blog

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Ahoy Pathfinders!

We hope you’ve been enjoying your sails on the Tradewinds and the other new changes we’ve brought into the game. In this post, we were able to take some time with the Dev team and have a few questions answered regarding the future plans of Atlas and what the rest of the year may hold. Again, we are in Early Access and the changes mentioned in the responses are subject to change. Although this may all just be speculation, we wanted to provide some transparency into the upcoming aspirations of the team. Once again, we’d like to thank you for your support and patience.

On the Horizon: Dev Insights

Regarding the Tradewinds patch, what were your goals and expectations for the strategic impact of the Tradewinds and new map layout?

The Tradewinds in the latest update to go hand in hand with the recent map changes to help create more interesting strategic choices for players and companies.  The new map layout is intended to provide spaces that are desirable to all different player types.  New players are given better opportunities outside of the Freeport areas which allows for a more even spread of action.  Islands with valuable resources are spread across the map to make sure no one area is perfectly suited to all needs.  Islands with more valuable resources are in the North of the map, driving higher level players to that general area.

The Tradewinds provide for faster sailing times across large areas of the map.   Players interested in exploration, trade, or raiding will be able to find ways to use the Tradewinds to their advantage.  This will also push player conflict towards these shipping lanes and the islands near them, adding more opportunities for pitched battles over valuable resources.

What is the plan for PvP combat and balancing? Is there a philosophy that dictates what gets buffed, nerfed or removed?

We feel that PVP conflict should consist of interesting challenges and opportunities for both sea and land combat.  We want to drive the focus first towards fleet battles and provide ways to effectively defend your holdings with the ships you customize and build.  The ships you build will be able to blockade your island, with your opponents first having to deal with those defenses before they can safely make landfall.  Your fleet will also be your main weapon of attack – both to defeat your enemies blockade and to soften their land defenses.

In general our PVP philosophy focus is on counterplay – to provide options that are deadly and effective but can be countered with the proper tactic.  We want to see powerful options that players can use to attack their enemies, and equally powerful options the defender can access to counter them and fight back.  Ideally this allows for and encourages players to have different tactics available to them instead of always relying on one mainstay ability that works best in every situation.

What more are we going to see in the upcoming patches? Are we done with map/macro enhancements in favor of micro adjustments and additions? Is there new content that we can look forward to? 

Updates are on the horizon for the game map, such as separating the map into regions with different geographical theming.  Piracy happens all over the world in Atlas, and players will be able to experience this more when they travel from an area of arid desert isles to a region of the world with tropical islands and crystal blue waters.  There is a system in design to allow for the capture and control of strategic resource points placed in the world.  These will unlock many capabilities for the companies who control them, such as structures which provide server-wide buffs you can share with all of your allies.  Some of these structures will require monumental levels of materials and time.  This all leads towards a long term goal of having large projects with huge collaborative efforts that companies compete over.

In the upcoming patches there will also be many new ship options.  Players will be able to customize more of their ship, starting with the midship portion of their modular ships – adding options such as gun ports, rowing banks, armor and more to the broadside sections of your vessel.  In future updates there will be more options for other components of the ship, such as new sail types and front and rear castle varieties.  There will be additional pre-built ships coming to the game, as well as a larger modular hull class that players can build. Players will have the ability to craft fleets that consist of vessels with different roles in combat and utility.  When two enemy fleets clash there should be a variety of ships and tactics at play, each one effective unless properly countered.

In the next major update we will see two new ship types – the Mortar Ship and the Turtle Ship.  The Mortar Ship will add a long range artillery option to ship combat, while the Turtle Ship is armored up to break through blockades.  You will be able to construct and customize these new classes of modular ships as well as the existing types in the shipyard. New BPs will drop in the world to allow the crafting of the railings, midship tiles, and ship types being added.  We want Atlas to become known for large, collaborative fleet battles that require the coordination of multiple players and companies.



Happy Sailing,

– ATLAS Crew

:skull: For the latest dispatch on #playATLAS keep yer one good eye trained on this here information :skull:

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Edited Thursday at 12:50 AM by ATLAS

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Mortal Online 2 introduces mounted combat, adds anti-cheat software, and lets players flip each other off

Rude gestures aren’t the only thing in this patch, mercifully. The game now has mounted combat, has introduced Easy AntiCheat software (and stops the game from running without it), has added more points of interest to the game map along with an update to Kranesh and a new Cave Camp cave, and has put in the first draft of archer sway that’s currently affected by movement but not skills. There are also a number of fixes and adjustments such as reduced stamina costs for one-handed weapons, server optimizations for mounted players, and AI attacks granting buffs or debuffs among other things.

source: official site

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Gloria Victis: Resource gathering and game economy – redefined!

Weekly Update 273 – Resource gathering and game economy – redefined!
Greetings, warriors, gatherers, and crafters!

As we announced a few weeks ago, our designers were working on the rework of an important part of the Gloria Victis MMO economy – resource availability and gathering systems. Looking at the data from the last months, it became clear that there are too few good gathering spots on the map and it limited the possibilities for gatherers and crafters to collect the resources.

That is why, after talking with the Community about the ideas to improve those aspects of the game and receiving your approval and feedback, we are happy to introduce a lot of changes that will make the resources system more interesting, rewarding, and conjugated with territory control.

We made the open world and nation castles resource spots more important and useful by introducing location specializations and made the gathering more clear and less random by exchanging random resource spawners to bigger and more efficient nodes and a new type of resource deposits – veins.

The user interface, the balance of the gathering tools, and the gathering system itself have changed greatly, and we are hoping that those improvements will be warmly welcomed.

As always, we are also delivering some Quality of Life improvements and fixes, so check the details below and see you in the game!

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Sandbox MMO News


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