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![]() @ Saiph, But that advantage you claim to receive, is not infinite! There will be engineers who can build these items, who will sell these items for in game resources, and these items will be as good if not better than what is being offered. So says GW. The only advantage here, so to speak, is time! For $50 you can save whatever amount of time it would take to create an engineer, and level up the ability to build one. The item purchased has offered to me the convenience of skipping all that time spent and go out into the wilderness to forage for resources. I haven't gained any skills from the item, nor any abilities from the item. Therefore not pay to win... People who play more hours per day than others also gain the advantage that these resources offer... SO if $50 or even $200 is not worth it to you, just simply play more to balance out the "advantage" you claim. ![]()
![]() I truly don't see any issues with the offerings. I would not consider them pay to win, they are conveniences to play the game. If you feel they are pay to win, then opt to not purchase.
This is very similar to Vanilla Minecraft and inventory space while mining versus Modded Minecraft and having "Bags" to increase your inventory space while mining. In Vanilla MC, you could fill your inventory up in 30 minutes then return to base to empty it. In Modded version, you could create different bags to allow additional inventory space allowing you to mine 3 to 4x longer per session before having to return to your base. These items are full of convenience for the time you are spending improving your character. ![]()
![]() EoX Hobs wrote:
We are still recruiting! ![]()
![]() I am Qyck Majere of the Golarion Liberators and Ambassador to Kreuz Bernstein, a PFO alliance of companies through three different timezones for 24 hours of fun filled adventure! If you are European, Kreuz Bernstein's Easter Sun is the largest German speaking guild in PFO and looking for more individuals to fill their ranks. Live in Canada or someplace along the East coast, Kreuz Bernstein's Horns Guard company are an active adventuring group always looking to expand. How about the Central US, Kreuz Bernstein's Golarion Liberators are a growing company of table top gamers looking to make a name for ourselves. Kreuz Bernstein is focused on experiencing the fun and adventure that PFO has to offer in settlement development and warfare. Being the third pillar of the foundation to the Empire of Xeilias, we have a lot of potential and need more individuals or gaming groups to fill those gaps in our ranks and to grow our settlement into Pathfinder Online's first player nation! ![]()
![]() Man, I wish I lived closer to Indianapolis, but it is a 12 hour drive for me. I went back in 2010 for the first time, and I swear I want to go back. Maybe next year. I had a really good time, although it was more family oriented than what I was used to, been going to DragonCon in Atlanta for the past 5 years, and it is much more adult oriented. ![]()
![]() What would the typical mob drop upon being slain? 1 coin, 1 salvage material? Do you get anything additional upon an achievement kill? maybe an extra coin or salvage? is there a range from which a RNG determines what drops, or is this already pre-determined at the spawn time of the mob? This salvage material, does it have a monetary value? 1 piece is 1 coin. How many pieces are required to craft something? (I am looking for a range from what people might know so far, i.e., 1 - dagger, 2 - sword, 3 - 2handed axe, 4 - halberd) I think this would be interesting to know if you want to start creating a market for an item or items. ![]()
![]() Tyveil wrote: Sounds pretty discouraging to those of us who come from small guilds in other games (10-30 people) and were hoping to establish something here. Much along the lines as Gpunk's response, the Golarion Liberators started off as a group of 9, and were facing ejection from the leaderboard until we recruited a 2nd company of 6. But we soon realized that all of our play time in early enrollment was going to be sitting at our towers trying to protect them from capture for the small amount of bonus they will offer to our development index. Once we got our settlement, we then realized that we would be an extremely soft target, especially against the larger oceanic settlements that might come along when we were unable to play due to our work schedule. Lastly we realized, it would soon lose all of its luster to be a "King of Dirt" having to rebuild and rebuild and rebuild, never accumulating enough development points to build bigger, better, and more protected. I have had an extreme amount of dissatisfaction from the multitude of smaller companies who have failed to post any contact information, who have failed to get involved with the Forums, and who have stuck to their desire to "go it alone" for now, after the weekly callings from the developers themselves saying that those settlements will not likely make it to Open Enrollment. But to each their own. Golarion Liberators has now allied with the Horns Guard and Eastern Sun and established a cemented pillar within the Empire of Xeilias at the settlement of Kreuz Bernstein. Look us up and get involved! We all have something to offer those smaller groups, the main thing is FUN and Friendly entertainment for hopefully months to come. ![]()
![]() No offense to TEO Cheatle, But redesigning the whole thing seems a bit past time, which he admits. As far as changing the rules, I don't necessarily see it that way. Perhaps furthering the explanation of how the rules are being interpreted is a better statement. As Lee is simply leaving this interpretation up to the community using it. I don't truly see how this rule remotely effects DownFall and its newest abode to spread its toxicity to. But if a determination is to be made, using an idea like Cheatle's would then offer merit, but simply base it on an accumulated % for each week the settlement was present in the top ten, where a settlement who had been there one week would get a 1% bonus, while others there for 2 weeks would get a 3% bonus, etc. and so on. Then it is transparent enough for an alliance of settlements to calculate and challenge if they so desperately want a spot belonging to one of the top ten settlements. ![]()
![]() Wurner wrote:
Not True! They were given the option, as were the other two, that if they desired to participate in the 2nd landrush, they would put their position up for grabs, and take a new spot. I don't know where the post is, but it is out there... someone like Nihimon or Guurzak might link it. They have superior link skills above my current ability (or desire). ![]()
![]() So at the onset of EE, everyone will begin at Thornkeep, middle right side of the map. As we move through EE, the map will expand southwards and westwards to include Fort Inevitable, then further westwards and northwards to include Riverwatch. Is that what I am envisioning based upon what has been posted by the devs. And by chance, where would I find that information so I can pass it along to my companies. ![]()
![]() I would tend to agree with Wurner on this subject as to a low rep alt being able to go to a starfall hex to mine these nodes. Without the highest possible training, and possibly the best gear in which to mine with, a low rep alt would be unsuccessful in this venture. Not to mention, the mobs in the hex that would probably limit the amount of mining even possible. I would tend to think that most of the nodes will not be so randomly placed in the hex without some kind of spawn by it. Thereby increasing the fact that a group, more than just a single individual, will be required to go into a starfall hex to beat back the mobs or defend a position long enough for an accomplished and well equipped harvester to gather the feat at hand. Therefore, to make the starfall hex, which will already have an abundance of activity, a FFA zone, seems overly exhaustive for what little a group might be even able to achieve. Yes, to the victor goes the spoils, but in a scenario where the harvester gets what was there, and the group has been beaten down by the mobs at the hex just for a company of murderhobos to come up and "finish" them off to take the spoils seems to me a bit over the top! Let the murderhobos take the alignment hit and reputation hit and be done with it. I am sure this is going to happen anyway, therefore it shouldn't be without some consequence. ![]()
![]() Kobold Cleaver wrote: There are only about five Brokenlands hexes in the entire world—if you hate PvP, you'll avoid them and trade with PvPers for the precious resource. ![]()
![]() Duffy wrote:
This was my concern after reading several posts over the weekend, and how quickly a few of these guilds FLEW up in number. But I'm a lawyer, so I'm trained to be a Devil's Advocate. |