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Settlement Speculation


Pathfinder Online


I thought it would be fun to speculate what a typical settlement will look like in PFO. What buildings will be available? Will Chartered Company Halls be available and what functions will they have? Are personal homes something people would be interested in? Will we be able to pick cobbleb, brick, or dirt roads?

I'm extremely curious about settlements and members of this forum seem to have a strong grasp of the game design philosophy. Can't wait to hear what you guys think.

Shadow Lodge Goblin Squad Member

I think a settlement will be able to do everything you expect a town in an RPG to be able to do. Trainers, places to craft, vendors (though PC run).

Guild hall, no idea what we will see there.

Housing is said to be in the game.

Goblin Squad Member

Probably some NPC vendors, too. I certainly hope that there's random merchants wandering around, buying and selling gear.

That and places to heal are important.

Shadow Lodge Goblin Squad Member

The-Mage-King wrote:

Probably some NPC vendors, too. I certainly hope that there's random merchants wandering around, buying and selling gear.

That and places to heal are important.

I don't really want to see NPC's doing these things. These are important in most MMO's but in one where the players are vendors, or run vendors and you want players to interact, those are bad ideas. In PFO, no man is an island.

Andoran Goblin Squad Member

Tetrix wrote:
The-Mage-King wrote:

Probably some NPC vendors, too. I certainly hope that there's random merchants wandering around, buying and selling gear.

That and places to heal are important.

I don't really want to see NPC's doing these things. These are important in most MMO's but in one where the players are vendors, or run vendors and you want players to interact, those are bad ideas. In PFO, no man is an island.

Actually, I could have sworn I saw something in the blogs about there being NPC vendors. After all, the first starting group of players will need to buy their first things from someone. They wouldn't have extensive inventories, but they'd have the basics. If you can't get a harvesting kit, how can you get materials to make more? If nothing else they'd be in the starter cities.

Goblin Squad Member

Well, yeah. But some merchants with basic gear is a good idea.

Thing about player run economies is that they can get... Well, fairly silly, quickly. A few things to prevent that from getting to be too much of an issue won't really hurt, and will give noobs some way to get acceptable gear without running afoul of the economy.

Goblin Squad Member

I presume NPC vendors with the basic goods will appear in the major NPC settlements. Not many reasons to see them in player towns, though.

Building roads has been mentioned in the blog before. I do hope there's several nice levels, maybe later even styles, of roads to build, to speed up travel and just make the towns look nicer. Not to mention kingdoms that invest in them can brag how nice their roads are.

Goblin Squad Member

I hope there are no NPC vendors in the game, even the most basic gear should be player created. Players can get some basic gear from doing tutorial missions or something, but other than that there should be not be any NPC vendors that are not owned by a player(if the game doesn't have a huge open market that everyone uses). Crafters need a place to start.

Goblin Squad Member

I kind of hope players will be able to set up shops with npc merchants to sell their goods for them when the player isn't there.

Goblin Squad Member

Valkenr wrote:
I hope there are no NPC vendors in the game, even the most basic gear should be player created. Players can get some basic gear from doing tutorial missions or something, but other than that there should be not be any NPC vendors that are not owned by a player(if the game doesn't have a huge open market that everyone uses). Crafters need a place to start.

You can always just do it Darkfall style. They just charged 2-10 times what things were worth.

I'm really hoping this game captures some of what I call the "Oregon Trial" feel of D&D and PF. I don't expect that players will always have my lantern, lantern oil, 50 feet of rope, climbing axe, pitons, alchemists fire, parchment, ink, charcoal, chalk, signal whistle, trial rations, alchemists fire, fishing hook, string, alchemists kit, bear trap... I think you get the picture.

So long as the cost for players to craft these things are drastically lower than their vendor price then it isn't like NPC vendors will hurt business for a rope manufacturer.

Goblin Squad Member

I am hoping there are NPC vendors, but their (inventory) supply and demand comes directly from the players.

Osirion Goblinworks Executive Founder

They have hinted at basic NPC vendors.

Quote:

We'll have a lot to say about markets in future blog posts. One thing I'll say now in advance is that we need to make it possible for new characters to buy the stuff they need to get started in a life in the River Kingdoms. What may not be as obvious is that there also needs to be a market for new crafters to sell the stuff they make so they can earn an income and progress towards making more and more valuable stuff.

The solution I think (and don't hold me to this) that we'll use is that there will be NPC buyers and sellers for the entry-level stuff in the markets in the 3 NPC settlements. They will likely buy at a price that is fixed, setting a floor on entry level sales to ensure some moderate profit on those items. And they'll likely sell at a price that is low enough to be reasonable for new characters, but not lower than the buy price (so you can't just resell the items to the NPCs at a profit).

A player crafter who works on building up skills and abilities may be able to undercut the NPC sellers and still make a profit, and that's fine; it just makes buying entry level stuff even cheaper for everyone. If that happens, the NPCs should withdraw their offers to sell entry level stuff until there are no sellers willing to undercut them. Ideally the cost of the materials required, plus some value for the time required should produce a selling price that is higher than the NPC buying price, and we can adjust various elements in the economic model to try and produce that outcome.

If people try to keep the market for selling entry level goods closed (by consistently dumping inventory at a price so low that a new crafter can't make and sell things at a profit), we'd intervene to make that stop.

An organic model would have the NPC vendors put out "buy" orders when they run low on inventory, giving incentives to crafters to fill those orders, thus making all the stuff in the economy player-created. That will only work if there are enough crafters willing and able to fill all the NPC orders. If we find that there aren't, then the NPCs will have to create entry level goods from the digital ether. The sooner that ends, the happier I'll be, but we won't sacrifice the player's experience in pursuit of a theoretical perfect economic model.

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