Albion Online’s Percival update drops July 10 with new solo random dungeons

    
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With last week’s update in the rear-view mirror, Albion Online is pushing onward to its next big thing, Percival. Sandbox Interactive announced today that the patch will officially launch on July 10th. As we’ve previously noted, the update will offer new customization options to players both for their characters and for their mounts, as the game effectively gets a barber shop tool, mount skinning, and of course, new cash-shop buyables to enhance the base options.

However, there’s more to the patch, including new critters, new spells, expandable personal banks, practice city PvP options, permanent Crystal Realm accessibility, and solo random dungeons.

“Solo players can now dive into Randomized Dungeons of their very own! Entrances will spawn at random throughout the open world and in all zones, offering a randomly generated PvE experience that’s different every time. Take on a wide range of classic and new enemies, unlock chests for valuable loot, and descend as far as you dare to increase your rewards. And for a true challenge, you can use dungeon maps to locate high-tier solo dungeons, which allow you to take on deadly foes for a chance at extremely rare and valuable loot.”

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Mallus

So you can go out solo and find a dungeon to explore but what’s stopping a gank group from entering the same dungeon and slaughtering you? This is the inherent problem with the game, there’s no real penalty for killing another player and taking all their stuff.

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Anton Mochalin

It’s not the problem, it’s one of the fundamental gameplay mechanics. The real penalty for (or one could say thrill of) killing another player is the risk of not killing but being killed either by that player or his friends/clan/just random passers-by.

But I doubt this applies to those dungeons which are most likely to be instanced.

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Mallus

Risk does not equal penalty, everyone who plays the game is at risk and the random dungeons themselves are not instanced. Let me put it in simple terms so maybe you can understand what I mean. In real life we all share the same risk of being murdered, but if someone carries out the murder they’re locked up for life (penalty), see how that works?

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Blake

I was excited until I saw the part where they entrances will spawn randomly in the world. So as a solo player that means you have to run around to find it, and thus still potentially fall pray to the pack of wolf riding gankers. Sigh, oh well guess I won’t give it a shot after all.

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Meanie

Run them in the blue and yellow zones then

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Blake

I was hoping for something like Expeditions where you could just run them when you want to.

I saw the ‘baby’ by the way but I’ll ignore that poke. Sometimes it’s fun to just do some non-group activities and not have to deal with the gankers (not even group fighters, but the ones that run unless they can overwhelm a crafter/gatherer or solo person).

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Meanie

I mean, don’t expeditions still exist for that same reason? Also, the random dungeons are really really easy to find last I played. We never had a downtime between dungeon runs just bouncing between them on the map, even if there was another group doing them. Plus, dungeons have them spawn inside too. I don’t know if solo dungeons will spawn inside dungeons the same way, but the finding them is def not that bad.

I removed it since I didn’t think it merited being mean, lol. I mean i’m against expeditions even existing in the game and I don’t understand why there was so much room given to people who just farm it and sit in town and never venture out. At the same time, I understand wanting to play solo or whatever even though I personally don’t play MMOs for that reason.

Anyway, I get not wanting to deal with those things, though. They seem to be making lots of improvements for the entire playerbase so I’m sure something appealing will come your way, or maybe you’ll grow to enjoy the system they’re setting up.

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Blake

For me solo Expeditions were basically something to do when I wasn’t running with my guild (be it gathering runs, defending Mages/territories etc.) and was hoping that there was some fresh content of that ilk with the Solo Dungeons. I spent lots of time farming mobs solo out in the black, so it’s not a fear of PKs all the time but more a I want to take a breather and not have to worry about that pack of wolf riders that charge up on you after you’re engaged with a few mobs/or inside a dungeon that they can enter (we’ll see if it’s instanced or not).

I guess it’s a wait and see exactly what they put out and make my decision whether to come back again based on that.

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Rialto

This is the update I’ve been waiting for to come back and try it again. I loved the direction they took with adding open-world random dungeons, but a core issue the game’s had for a long long time is lack of meaningful reasons for solo players to venture into the open world with all the huge risks the open world inherently possesses, so adding Solo dungeons like this are a VERY good thing in my book.

I think it’ll be a great way for solo players to continue playing their way after draining all usefulness from solo Expeditions, and give them a good cushion of power before forcing them out into the open, but still without forcing them to immediately join a guild or quite either.

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Solaris

Same.