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Albion Online [Official Site], the MMO that supports Linux has a final beta release ahead of the main release next month. There's lots of goodies in this one. Reminder: There will be one final player wipe before the big release next month.

First up, check out the new trailer:

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Note: The Launcher seems to be having issues right now. The game will only launch for me if I run the game directly, without the launcher. To even get that far I had to edit the preferences file to have my correct resolution which can be found here:
.config/unity3d/Sandbox Interactive GmbH/Albion Online Client/prefs
Seems like the launcher needs wider testing on Linux, if they want a smooth release next month. I've had it confirmed from others in our IRC and my emails that their launcher is having major issues. Some can't even update their game. I imagine this might be related to the Unity engine bug other developers had recently, which has been fixed in the latest version of Unity.

For a quick overview, you can find the Hector update page here.

Most importantly, they've done another pass on the initial tutorial, which is going to be essential to actually getting players invested in the game. It's come a long way from having nothing to having a reasonably competent introduction now, so that's great to see.

It adds in the interesting new Black Market, where players sell equipment that end up in mobs inventory to drop when defeated. It will be fun to see what happens with this feature, as it certainly will make loot more interesting.

The new Hellgates are live, giving a mix of PvE and PvP gameplay all in one. There's various tiers for different team sizes and strengths. These sound really quite fun, so I'm looking forward to getting the GOL Guild together to try some out at release.

The Destiny Board was a complete mess before, but now it's far more usable. It's another of my major gripes with the game that has now been wiped away. It has a cleaner interface and it's more useful, since you can choose what you want to track. The actual in-game tracker that sits at the top of the screen for your progress also has more customizations available for what it shows you. That part of the game now feels pretty good overall, so kudos on that one devs.

As always, I still think they need a ton more PvE content to keep people interested. There's just not enough of it and I do fear people who aren't hard-core PvP players will end up leaving after a few months due to the lack of it. I'm sure they have that in mind though and the big release isn't the end of development. Like most MMO games they will continue content updates over the life of the game.

We will hopefully have a release-day livestream next month! We have a top-tier key provided by the developers for our livestreamer, while mine was personally purchased at a lower level but I should be getting upgrade from a PR team to allow me access on day 1 of the full release too.

Article taken from GamingOnLinux.com.
Tags: Indie Game, MMO, Unity | Apps: Albion Online
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wintermute Jun 8, 2017
Quoting: michaUnfortunately, a Unity bug is causing these issues

Shroud of the Avatar is suffering from the same issue. Works fine if you happen to be using Ubuntu+Unity DE, but not for anyone else.

Quoting: michaDelete /home/liam/.config/unity3d/Sandbox Interactive GmbH/Albion Online Client/prefs before every start (but you'll loose all setting change you made in game)

If you're happy to delete the prefs file then using a command line argument -screen-fullscreen 0 will probably work too (at least it does on Shroud).
razing32 Jun 8, 2017
Quoting: Kels
Quoting: razing32
Quoting: KelsBut what do we have for MMOs with PvE content on Linux? All I can think of off the top of my head are Runequest, Ryzom, and I guess Wakfu, all of which have their problems.

Runequest ?
Isn't that a board game.
I thought you mean Runescape , no ?

I don't play either one, so close enough. :P

But really, is Runescape worth the trouble? It seems hard to find an accurate answer to that given how committed the die-hard fans seem to be.

Not sure really....
I played a little bit , and it seemed fine in the beginning , tutorial and a few quests.
Your corpse has a cool down so passers by cannot loot it immediately after a mob kills you.
I think the a**hole concentration is on the old Runescape game version , at least as far as I heard.
niarbeht Jun 8, 2017
Quoting: scaineThe full loot on PvP is devastating. I lost everything in the game when I was trying to race through a red zone to get to another yellow/blue zone when I was ambushed during some gathering en route. You live and learn, I suppose, but losing all my loot set me back, literally, days, in terms of how much it cost me to make.

That's a game decision, and good on them for sticking to it, but I'm there for the gathering and PvE, so I'll play this right up to the point I lose everything again, then I'll be out of the game forever, I suspect.

It wouldn't be a problem if you had some routes that simply kept you out of red/black zones, but the way they've mapped the world out, some zones are simply inaccessible unless you risk the sprint across a hostile zone.

Ah, this brings back memories of Ultima Online.

Put everything in the bank, run to the next town, take everything out of the bank.

Good times.
scaine Jun 8, 2017
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Quoting: niarbeht
Quoting: scaineThe full loot on PvP is devastating. I lost everything in the game when I was trying to race through a red zone to get to another yellow/blue zone when I was ambushed during some gathering en route. You live and learn, I suppose, but losing all my loot set me back, literally, days, in terms of how much it cost me to make.

That's a game decision, and good on them for sticking to it, but I'm there for the gathering and PvE, so I'll play this right up to the point I lose everything again, then I'll be out of the game forever, I suspect.

It wouldn't be a problem if you had some routes that simply kept you out of red/black zones, but the way they've mapped the world out, some zones are simply inaccessible unless you risk the sprint across a hostile zone.

Ah, this brings back memories of Ultima Online.

Put everything in the bank, run to the next town, take everything out of the bank.

Good times.

Except that in Albion, all the banks are local to the zone in which they are located... so not really a "bank" as such. Just a chest in which you can put stuff.

Of course, that gets incredibly messy, with bits of wood in one chest, old armour in another, etc, etc. Even worse, if you want to fast-travel via the ships then you're in for a shock - it's insanely expensive AND you have to travel, effectively, naked. Can't carry anything on a ship but yourself.

They're trying to protect the local markets from abuse, but it's frustrating nonetheless.
Kimyrielle Jun 8, 2017
I dunno. What's the point of getting nice stuff if you can't dare to take it out of town? That...doesn't make any sense. I realize that this game deliberately wanted to be "old school", but sometimes old school things have died for a reason. *shrug*
14 Jun 9, 2017
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Quoting: scaineThe full loot on PvP is devastating...
It wouldn't be a problem if you had some routes that simply kept you out of red/black zones, but the way they've mapped the world out, some zones are simply inaccessible unless you risk the sprint across a hostile zone.
EVE online is similar in the loot drop aspect but different in the zones. There are outer zones that are more deadly yet more lucrative, while the safer zones can still be fun enough... until you feel ready for the wild. :)
Beamboom Jun 9, 2017
I think it's fair enough that they focus on PVP with this title - it just unfortunately renders me uninterested.

But too many MMORPGs over the history has flopped and gotten broken cause the devs tried too hard to cater to BOTH crowds. It is very, very VERY complicated cause the requirements are often fundamentally different and even work against each other.

Like, balancing. In a PVE game you want to become one powerful mother of a beast with area effects and shitloads of damage and madness. Unfair fights against a mob is just never an issue.
In PVP however, these things have to be meticulously balanced down to the single damage VS cost point. And that - often - leaves PVE gamers feel "gimped".

It really is a tricky balance because it's a balance between to quite different things.

So if they want to focus on PVP, then good for them - let's hope they make a great pvp experience out of it.
As for me, my wait for my kind of MMORPG on Linux continues...
Liam Dawe Jun 9, 2017
Quoting: scaineThe full loot on PvP is devastating. I lost everything in the game when I was trying to race through a red zone to get to another yellow/blue zone when I was ambushed during some gathering en route. You live and learn, I suppose, but losing all my loot set me back, literally, days, in terms of how much it cost me to make.

That's a game decision, and good on them for sticking to it, but I'm there for the gathering and PvE, so I'll play this right up to the point I lose everything again, then I'll be out of the game forever, I suspect.

It wouldn't be a problem if you had some routes that simply kept you out of red/black zones, but the way they've mapped the world out, some zones are simply inaccessible unless you risk the sprint across a hostile zone.
That might not be an issue with the world re-design now though. I think the layout is almost entirely different.
Nezchan Jun 9, 2017
Thing is, I wouldn't mind playing this as a more "support" type character, where I'm going off into the non-PvP wilds, exploring and gathering materials while fending off mostly hostile wildlife/monsters, while still playing a role in the larger player base. That kind of thing appeals to me more than going head-to-head in hostile zones.But there'd need to be stuff to do, interesting things to find when exploring, world lore to provide immersion, etc.
razing32 Jun 9, 2017
Quoting: KelsThing is, I wouldn't mind playing this as a more "support" type character, where I'm going off into the non-PvP wilds, exploring and gathering materials while fending off mostly hostile wildlife/monsters, while still playing a role in the larger player base. That kind of thing appeals to me more than going head-to-head in hostile zones.But there'd need to be stuff to do, interesting things to find when exploring, world lore to provide immersion, etc.

Sounds like you're describing an Elder Scrolls game :D
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