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2026-05-20 23:52:15 +09:00

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Albion
Albion MMO
Full Loot Sandbox
none A 0.9 applied
game-design
mmo
sandbox
full-loot
player-economy
pvp
2026-05-10 pending
language framework
design-doc mmorpg-sandbox

Albion Online (Full Loot, Player-Driven Production)

매 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.

매 핵심

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.

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.

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

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)

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

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)

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

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

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

🤖 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