I am wondering about something: I think the plan is to let players be able to browse the AH's across the world from one spot (since else someone else would offer such functionality out of game anyway)....
I believe the plan is every AH is local only.
The One in Talonguard does not have access to the one in ThornKeep as an example.
I believe the eventual plan is that we can see what is in other auction houses but not buy it, or perhaps that buying from the auction house deposits the purchase in the bank where the auction was posted from. I think (hope?) there are similar plans for the banks.
You can undo the trash option if you don't close your inventory or move between trashing and recovery (you recover trash by clicking on the trash can). I'm pretty sure the close/open inventory thing is a bug, though.
EDIT: Yeah, definitely a bug. Closing and reopening the inventory with a full trashcan causes the can to become unclickable, even if you drop another item.
Anything with an asterisk is something Danielle uses but cannot make, so if she's down to just one recipe I might reserve it for a crafter who is active/nearby.
I must say that I really really don't understand the logic behind put in the AH without a filter to get rid of the non present stuff (and letting it stay that way week after week). It isn't like we testing the system very much....
Even better than filtering out what's not there, I think, would be if the AH displayed the postings for all the item types returned by your search parameters (rather than requiring you to select a single item type before showing you the actual open auctions for it).
e.g. if you searched for recipes, the AH would display all active recipe postings in the Market window (rather than only displaying sales for a single precise item at a time).
There is no good way to split a large stack of items. If you have a couple thousand silver ore and want to trade two hundred to a friendly neighborhood smelter, you click on your stack of silver ore two. hundred. times. And likely as not you click just a bit too fast and wind up dumping your whole supply into the trade window, and have to start all over again.
(For some reason, clicking quickly on a stack never seems to move the whole thing when you want it to, as when dumping inventory to the bank. But that's another matter.)
As it turns out, the technology for splitting stacks is already in game! With a little slider bar and a number and everything. Perfect!
The problem is that this tech only applies to trashing items from your inventory.
Thus cometh the terrible, bad way to split stacks! Simply toss some amount on the ground (with the ease and convenience of a slidey stack-splitting bar), trade or deposit the remainder, then pick the trash back up.
...it is probably obvious why I call this way terrible.
So, a request to GW: can we just get that slider bar for every stack click-and-drag? It would be wonderful to split large stacks quickly, easily and without significant risk of accidentally deleting our stuff.
Andius, are you positing that the PFO team could have produced a product you'd have liked better by making different decisions with the same resources? It is unclear to me precisely where you think they went wrong.
I think answering your precise question would require me to conduct a complete survey of every MMO or near-MMO on the market, which I am not prepared to do.
I play this game (well, this alpha) because I enjoy it.
Are there games out there I would enjoy as much, or more? Possibly. Probably, even. But I know the crowd playing PFO, and like the community, and that's enough reason for me to stick with it even if you don't want to credit that to Goblinworks.
Chain shirt (as distinct from chainmail), though I see you already have it in the gallery
Peasant's clothes
I've got a Loose Warrior's Shirt +3 on an alt in Rathglen if you want it. I can also lend you my Banded +3 for screenshots, but unless I can get some Hide Sheets +3 to make more I'll want it back :X
If you find a counter has gotten "stuck" one below the target number, scroll back through the chat window (try party or local tab, less traffic) and see if it was reported successfully completed. I've found that the achievement tracking window does not always show the final "tick", and eventually resets to zero if there are more instances of that quest. Known bug Alpha 9, though i haven't tested it since 10.0 dropped
In case it matters, the counter is getting stuck at whatever number it was at before the completion, which is only *usually* minus-one. One time I completed a quest by killing the last three mobs at the same time with Cleave, and the counter stuck at 17/20.
This actually does sound like a good solution under the assumptions that...
1) This is only relevant to PKs of players that do not have bounties on them, do not have a criminal flag, do not have an attacker flag.
2) Maybe instead of limiting how much a *good* player can loot, make it so that looting causes significant alignment loss?
One other thing, where do neutral characters live in this? Is it as simple as they get the average number of threads or do they get a boost to make them less of a target as well?
1: Bounties/criminals/attackers might be treated differently, with the 'thread-weakening' mechanic mentioned. I'm not sure if players should be able to loot more from bounty targets, though; the bounty already provides incentive to kill them (and similarly there should be more important reasons you'd want to kill attackers/criminals).
2: Maybe both? Loot limiting and alignment hits? I want to avoid a system where the Evil tag is purely punitive, as that incentivizes players with an Evil banditry playstyle to game the system and come up with ways to maintain a deceptive Good alignment.
Neutral characters: I picture both the threadcount and looting skill as being a sliding scale thing. A Neutral character would be able to protect more items with threading than an evil character, and would gain more from killing and looting in self-defense. But they wouldn't have any special boost other than that; moral/ethcal neutrality isn't the same thing as political neutrality, and highwaymen are unlikely to respect either.
PFO wants to have a meaningful alignment system, and to discourage nonconsentual PvP without forbidding it. How can we make that happen?
My idea: Tie alignment to the item-threading/corpse-looting system.
The Good: A non-aggressive player isn't going to like the thought of losing their hard-earned gear to a random PvP gank. To help these players out, I propose Good characters gain more Threads of Fate. Conversely, evil characters would gain fewer Threads of Fate. Live by the sword, die by the sword; those who like a game where death can mean losing all your stuff can play that game, and those who don't like that game don't have to play that way.
The Bad: If all we do is reduce the risk for Good players without throwing Evil a bone, we'll invariably end up with highwaymen and petty criminals gaming the system to think they're Good. We need some incentive for Evil murdering bastards to stick with an Evil alignment tag! I propose that Evil characters loot a greater portion of unbound items from player corpses. Conversely, Good characters would be unable to loot much from slain players. Those who make their Evil living preying off other players have a strong incentive to be Evil mechanically, while Good players, who don't PK much (at least not for loot), don't lose anything they wanted.
This system:
1) Reduces the risk PKs pose to Good players, by allowing them to keep more of their stuff after death;
2) Encourages players to match their in-game alignment to their playstyle, by giving Evil characters benefits player-killers want (and 'carebears' don't) and withholding those benefits from Good characters;
3) Encourages player-killers to hunt each other, rather than preying on the Good, as Evil characters get fewer threads and thus might drop more valuable items upon death.
This system comes with some built-in balance knobs, if it seems the benefits for one alignment are too attractive to players of the opposing playstyle. Threads of Fate could range anywhere from none (lose everything upon death) to all (lose nothing on death), with Good and Evil maxing out wherever on the spectrum makes the best balance point; similarly corpse-looting could range from all unbound items to nothing, even locking good players from looting husks at the extreme end. Beta can provide an extended test period to work out how best to tune these knobs.