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There needs to be better, and more, ways to travel through Albion Online Red and Black. The underground cave systems that have been introduced with blue dungeons and Gateways, need to be expanded into a full blown system of their own.
The Cave system needs to expand to cover almost all of Albion Online, and allow alternative travel means but with a twist. Minimaps need to be disabled here, people need to either map and learn these tunnels themselves, or rely on others whom have. The information of tunnels and their fastest routes to and from, can be a great boon for Guilds, attacking and defending alike.
These areas can offer not only more opportunities for guilds to outplay their opponents through tactical movement of troops and outflanking, but will also allow those more inclined to explore bigger and better riches than those already marked out upon the map of the world above.
This will not only open up a new system of exploration for Albion, it will also offer the ability for smaller groups to evade and travel, along with making overworld Territory control choices even more crucial. Who knows what lurks below your zone in terms of caves and what possible riches they might hold? Could be sat on a nice mine, or maybe a great fame farming spot. Unless you explore it to find it, you’ll never know.
This not only will
Increase the importance of owning specific land, making it more valuable.
Coupled with the above spell and counter play of scouting make scouts even more important
Offer Guilds and groups various modes of transportation and routes, and information on tunnel systems even potentially becoming guild guarded secrets on best routes to and from areas.
Allows people to outflank their enemies when, not only defending territory, but also attacking territory, offering another dimension to large scale PvP tactics. In terms of troop movement.
Bbreak up a few zergs, without the minimap and with various routes, more people will need to cover different exits and locations. Meaning sure you can run around with a single zerg slaughtering all you find, but it’s going to be much easier for small groups to slip through the cracks. Or you can split up into smaller groups and cover those cracks, offering smaller scale engagements, with the ability to call backup across the zone.
But, far more importantly, this will benefit those who know an area. This will give groups local knowledge and be a boon when it comes to getting the most out of a region, making invaders really have to scout out ahead of time to know what is potentially there to invade and take, but also giving defenders advantage on their own lands. Bringing Skill and knowledge to the forefront of guild conflicts and territory control.
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