[G1-Sync] Manual knowledge update

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---
id: P-REINFORCE-750784
category: "[[10_Wiki/💡 Topics/Game Design]]"
confidence_score: 0.95
tags: []
last_reinforced: 2026-04-20
github_commit: "[P-Reinforce] Batch 11 - Wikified Albion Online (Full Loot/Player-Driven Production)"
id: wiki-2026-0508-albion-online-full-loot
title: Albion Online (Full Loot, Player-Driven Production)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Albion, Albion MMO, Full Loot Sandbox]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, mmo, sandbox, full-loot, player-economy, pvp]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: design-doc
framework: mmorpg-sandbox
---
# [[Albion Online (Full Loot/Player-Driven Production)]]
# Albion Online (Full Loot, Player-Driven Production)
## 📌 한 줄 통찰 (The Karpathy Summary)
> 지식 요약 작업 중
## 한 줄
> **"매 player 가 모든 item 를 만들고 모든 item 를 잃을 수 있는 sandbox MMO"**. Sandbox Interactive (2017 launch, 2026 still actively patched) 의 cross-platform MMORPG — 매 closed-loop player economy + 매 territorial guild warfare 의 textbook example. Mobile + PC 의 single-shard 운영 — 매 2026 기준 ~250k DAU.
## 📖 구조화된 지식 (Synthesized Content)
본문 구조화 작업 중
## 매 핵심
## ⚠️ 모순 및 업데이트 (Contradictions & RL Update)
- **과거 데이터와의 충돌:** 신규 지식 카테고리화 및 연결성 강화.
- **정책 변화:** Game Design 분야의 지식 자산 보호 및 네트워크 확장.
### 매 Full Loot PvP
- **매 죽으면 모든 inventory drop**. 매 equipped gear + bag 의 X% (zone tier 의 함수) 가 killer 에게 떨어짐.
- 매 loss aversion → 매 risk/reward 의 강력 lever — 매 black zone 의 high tier resource 채집 의 의 의 의 economic incentive.
- 매 insurance system 없음 — 매 모든 gear 의 player crafted, 매 economy 의 진짜 sink.
## 🔗 지식 연결 (Graph)
### 매 Player-Driven Production
- 매 NPC vendor (basic stuff 만) 의 X. 매 모든 weapon/armor/mount/consumable 의 player crafting.
- 매 6-tier resource hierarchy: T2 (starter) → T8 (endgame). 매 higher tier 의 dangerous black zone 의 only.
- 매 station ownership: 매 city plot 의 player 가 owning, 매 tax 를 setting — 매 real estate market.
- Raw Source: [[00_Raw/2026-04-20/Albion Online (Full Loot_Player-Driven Production).md]]
---
### 매 Destiny Board (No Classes)
- 매 class system 없음. 매 weapon 을 wielding 의 의 ⇒ 매 build (e.g., Greataxe build).
- 매 Destiny Board 의 mastery tree — 매 weapon 의 X 시간 사용 ⇒ 매 stat + ability bonus.
- 매 build switching 의 free — 매 swap weapon ⇒ 매 entire role change.
### 매 Territory & GvG
- 매 black zone 의 guild 가 territory claim. 매 daily attack window — 매 5v5 GvG match.
- 매 ZvZ (50v50+) 의 large-scale battle 의 castle/territory 의 control — 매 prime time event.
- 매 alliance politics — 매 server-wide power bloc 의 forming, splintering.
### 매 응용
1. 매 EVE Online 의 sci-fi 변형 의 의 의 design lineage.
2. 매 Throne and Liberty (2024) 의 partial full-loot 의 referenced.
3. 매 indie sandbox MMO 의 economy template.
## 💻 패턴
### Loot Drop Calculation
```python
def calculate_drop(victim_inventory, zone_tier):
"""Black zone 100% drop, red zone 75%, yellow non-lethal."""
drop_rate = {"black": 1.0, "red": 0.75, "yellow": 0.0, "blue": 0.0}[zone_tier]
drops = []
for item in victim_inventory:
if random() < drop_rate * item.durability_factor():
drops.append(item)
return drops
```
### Crafting Tax (Station Ownership)
```python
class CraftingStation:
def craft(self, recipe, crafter, owner_tax_pct):
materials = recipe.consume(crafter.inventory)
item = recipe.produce()
# Owner gets fame + silver tax
owner_silver = recipe.base_silver * owner_tax_pct
crafter.deduct_silver(owner_silver)
self.owner.add_silver(owner_silver)
return item
```
### Destiny Board Progression
```python
def gain_fame(player, weapon_class, fame_amount):
node = destiny_board.node_for(weapon_class)
node.fame += fame_amount
if node.fame >= node.threshold:
player.unlock(node.next_tier)
```
### Territory Tick (Daily)
```python
def territory_tick(territory):
if territory.under_attack_window():
return # locked during attack
territory.owner_guild.add_silver(territory.daily_silver)
territory.resource_chests.refill(territory.tier)
```
### Market Order Matching
```python
def match_buy_order(market, item, max_price, qty):
sells = market.sell_orders(item).sort_by("price")
bought = []
for order in sells:
if order.price > max_price: break
take = min(qty - len(bought), order.qty)
bought.extend([order] * take)
order.qty -= take
if not bought_remaining(): break
return bought
```
### GvG Matchmaking
```python
def schedule_gvg(attacker_guild, territory):
window = territory.prime_time_window()
match = GvGMatch(attacker_guild, territory.owner, when=window)
match.format = "5v5_best_of_3"
match.map = territory.assigned_map
return match
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Solo casual player | Yellow/blue zone, T4-T5 gear |
| Group dungeon farmer | Red zone, premium gear, bring healer |
| Hardcore guild member | Black zone, GvG roster, Discord active |
| Crafter specialist | City station ownership + market arbitrage |
**기본값**: Group play, T6 gear, red zone — 매 risk/reward sweet spot.
## 🔗 Graph
- 부모: [[Sandbox MMO]] · [[Full Loot PvP]]
- 변형: [[EVE Online]] · [[Mortal Online 2]]
- 응용: [[Player-Driven Economy]] · [[Territory Warfare]]
- Adjacent: [[Throne and Liberty]] · [[Ultima Online]]
## 🤖 LLM 활용
**언제**: 매 sandbox MMO economy design, 매 full-loot risk calculus, 매 player-driven crafting balance 의 reference.
**언제 X**: 매 themepark MMO (WoW, FFXIV) design 의 X — 매 fundamentally different philosophy.
## ❌ 안티패턴
- **NPC vendor crutch**: 매 NPC 가 best gear 를 selling ⇒ 매 player crafter 무용지물 ⇒ 매 economy 사망.
- **Gear-loss insurance**: 매 full loot 의 의 insurance ⇒ 매 risk 무력화 ⇒ 매 PvP tension 사라짐.
- **Pay-to-win premium gear**: 매 cash shop 의 stat gear ⇒ 매 player skill 의미 소실.
- **Unbalanced ZvZ AoE**: 매 single ability 가 50명 wipe 의 의 ⇒ 매 ball-of-death meta.
## 🧪 검증 / 중복
- Verified (Albion Online official wiki, Sandbox Interactive dev blogs 20172026).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full loot + player economy 시스템 정리 |