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Albion Online Dev Talk - Merlyn Economy Changes

In our latest Dev Talk, Game Director Robin Henkys discusses the changes coming to refining, crafting, and gathering with the Merlyn update.

July 19, 2018 at 1:14 PM by PrintsKaspian

One of the key goals of the Merlyn update is to increase the relevance of the five Royal cities: Martlock, Thetford, Fort Sterling, Lymhurst and Bridgewatch. In this new Dev Talk, Robin Henkys, Game Director of Albion Online, discusses how these cities will not only gain significance as the headquarters of their factions, but will also be increasingly attractive for crafters and traders as well.

No time to watch the video? Read on for a written summary of his talk.

Economic Changes for the Royal Cities

In order to make the five Royal cities more attractive to crafters and traders, we are introducing three types of changes with the Merlyn update:

  • Introduction of refining bonuses in the Royal cities
  • Introduction of crafting bonuses in the Royal cities
  • Redistribution of resources

Refining Bonuses

  • In Merlyn, each of the Royal cities will receive an additional resource return bonus for one particular resource type. 
  • To check a city's refining bonuses, you can check the new display on the region map.
  • This refining bonus will increase the existing resource return rate when refining in cities from 15% to 30%.
  • Territories maintain their current 20% return rate for all resource types, meaning there’s an incentive to transport high end resources harvested in the Outlands as well.
  • As we’ve said in previous communications, refining bonuses will not correspond with the biome of the city - instead, they’re distributed in a way which encourages transportation of raw materials all across the royal continent, opening new opportunities for trade and banditry.

Crafting Bonuses

  • Crafting bonuses work similarly to refining bonuses, but they increase the resource return on crafting items of a particular item line instead of raw materials.
  • The different item lines are evenly distributed across the Royal cities, and they will increase resource return rate by 10% (bringing it from 15% to 25%).
  • Territories also receive a slight boost to their crafting resource return, from 20% to 25%, so crafting in a territory remains the best option for all items.
  • Just like refining bonuses, crafting bonuses open up macro opportunities for trading, and offer crafters an interesting challenge about where to best craft their items.

Redistribution of Resources

The final, and possibly most important, change we’re making to increase the relevance of the Royal cities is their resource redistribution. We’ve made several significant changes in this area - first, let's talk about the Outlands.

  • In the Outlands, the amount of high-tier, mid-tier and low-tier resources are no longer equally distributed in a zone. Instead, there will be more high-tier resources and fewer low-tier resources.
  • We’ve also upgraded all home territory clusters in the Outlands from a Tier 5 resource distribution to Tier 6.
  • These changes together mean that the amount of Tier 6 resources in the Outlands will increase, while the amount of Tier 4 and Tier 5 resources decrease.
  • In addition, we’ve capped the enchantment rate for T4 and T5 resources to 5% all across the Outlands.
  • Finally, we’ve adjusted the rate of resource enchantment for resources Tier 6 and higher in the Outlands. Mercia will retain its roughly 20% rate, but Cumbria and Anglia will be boosted to 8% and 12% respectively.
  • These changes should lead to a situation where the Outlands produce significantly less enchanted T4 and T5 than they’ve done in the past, while making them a much more attractive place to gather higher-tier resources.

On the Royal continent, we’ve also made some changes:

  • We’ve significantly increased the rate of enchanted resources near the Royal cities, ensuring these are the best places to gather T4 and T5 resources in the game.
  • To ensure gathering in these boosted locations is in the spirit of Albion, we’ve converted two yellow zone regions near each city into red zones, opening them up for higher rewards, but also for open-world PvP.
  • This should also enable the occasional bandit to live out of the Royal cities, if they manage their reputation wisely.

All in all, we believe these changes will bring exciting new opportunities for trade and profit to Albion - and where there’s profit, there’s always conflict.

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