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I originally made this post in a thread on the GW forums but I figured I could make a thread here so you guys can shoot holes in it. It was triggered by the unhappiness that many people have expressed over the past two years about the fact that you can lose access to Skills/feats when you loose the support of your settlement. (Temporarily). People are afraid this will be something that people may quit over. You can also discuss it here on the GW forums in the Crowdforging forums: Can the game do without the training support feature? Here goes: I can see roughly 4 pillars currently on which the value of a Settlement(and thus the value for its members) is resting:
When a Settlement gets razed to the ground(or gets severely crippled by razing its Holdings), members loose all 3 pillars(2nd one after a month); the 4th pillar, the community, is at a serious danger. Very cohesive groups (friends, playstyle)will probably manage to start anew, or be assimilated as a whole somewhere where they feel accepted. I think a large part will scatter though, driven to places where they can get appropriate training support. I am not saying this is a bad thing! I am actually pretty sure that Settlement Communities are expected to be challenged by this sort of thing. They are not meant to stick together forever as a goal per se. However, looking at those 4 pillars, I am wondering if ditching part of the second pillar, the training-support feature, would really lead to stagnation in the Game of Thrones. I am wondering if there would still not be plenty of strife, Wars, unequality, Greed, greener pastures, scarcity and animosity, and most importantly, incentives to put effort in your settlement, if you take away the pillar of Training Support. The big worry would be, that in the end, every member of every Settlement, will have the stuff trained that he wants, and have forever access to those skills(through Alliances, settlement-hopping). This could take away the incentive to upgrade your Settlement, at least for this reason. But there are still a lot of other things that a Settlement could work for, and upgrade. Training itself, Safety, faster Crafting queues, more buildings, better AH features, stronger Walls and so forth. In the same vein, those things set a Settlement apart, like Alignment, which Training, available buildings, quality of those buildings, More or less Safety and such. Big Questions:
Been killing these red Knights, Adepts and Priests for a while now, and they only drop the occasional t1 recipe. These are mobs from a Moloch Cultists escalation near Callambea. Strength is 31497.6 (63%) in this particular hex. There are several hexes infected. How can I recognize if something is a T1 or a T2 escalation? And could these drop T2 expendables, or is that restricted for the escalation-bosses? Thanks for any help. EDIT: about 2 minutes after I posted this, I killed a red High Priest and looted Cotton Twine +1 recipe......question answered and very happy. :)
I have accumulated hundreds of spare T1 recipes, and I know many others have too. I try to trade these but it is often hard to meet up, also because I am on euro times. Once EE 4.0 goes live, with 7-day auctions, I am planning to put all of these up on the Marchmont Market for a fixed price: +1 recipe 49 copper
I may go lower on them. My hope is that others will do the same, and follow the same pricing, or not go crazy on them in any case. I realize that there are recipes that are more in demand and would fetch a greater price. You are off course free to put a mark up on those. I am just hoping we can get something going for fair prices. Problems that I see:
Would this work? Or should we not use the AH and make it a "Meet and Trade" on a certain time? Thought the latter will undoubtedly cause synchronization issues again (and you'd still have to run across the world with recipes on you). I guess there is already bartering going on in Marchmont, but I am trying to make players go out and put those redundant recipes back into circulation. In any case, this is what I will be doing with my T1 recipes, since I can't really barter them away anymore currently. T2 recipes are another story, I guess we will be bartering with those for the foreseeable future.
I am having trouble getting enough Dex on my Archer to let him train the Tier 2 skills. The thing is, I am not interested in many Dex-raising skills and feats, other then Longbow attacks. My two other mains, a Mage and a Fighter, I could pair with a synergistic Refining or Harvesting skill, and the ability-gate is no problem for them. Unfortunately this *is* a problem with my Archer Main who has no refining skills, and will focus on Bows, Cleric (Wis) and the two Wis harvesting skills (Scavenger and Forester). I am currently at 10.74 Dex, and need 11. Spending XP on Bow attacks seems the only way to go since these give tangible increases in Dex: I have Overdraw, Half Draw, Sorrows Release at level 3, Bullseye shot, Followthrough Foresight, IMpact Criticial shot, Parting shot, and Pinpoint targeting at level 2 and Impaling shot at level 1. I am not interested in shortbow attacks since I intend to use a Longbow/Trophy Charm and Focus/Holy Symbol combo. Not interested in Stealth or Perception. These also give minute increases in Dex. Currently I pretty much only use Overdraw, Half Draw, Sorrows release and Longbow Exploit as attacks for PvE: all the rest seems redundant, both because a lot of conditions do not work on NPC's and because I do not PvP (yet). But I might! So my question would be, which of the longbow attacks would be a good choice for the future, to upgrade? Getting them to level 3 is pretty expensive (1800+ xp) so I would like to make the best choice. Are there any other Dex-based skills that may be useful for me (maybe later on)? Must give a tangible increase in Dex though. Thanks for any help. :)
It is on the High Priority list. No more spamming Shadowblast or Energetic Field, or wasting arrows on that already dead corpse because you pushed that hotkey too many times. Luckily, several AE-cantrips are going on a cool-down soon, so we will already learn to pace those attacks more. About the cost of ammo: Mage: The simplest +0 Charge that an Artificer can make (Disciple's Simple Charge) will cost him for a stack of 100:
This cost goes up for the higher level charges (Anarchic Charge, Axiomatic Charge, Holy Charge and Unholy Charge), and goes up considerably more if you decide to make +1 to +3 versions of them. It has been said that the current powerlevel of a cantrip is based on a +0 charge, so you will not be going back in power by using the simplest ones. Archer: 100 simple +0 Steel Bodkin Arrows will cost a Bowyer:
Do you think these costs are balanced? For me personally, the arrow costs are more workable: Ordered Essence and Moonstones are a bit of a hurdle. How are you planning your "Ammo-economy"? Will Expendables become more popular? Anybody ready for this? :) I wonder how many arrows you could put in a Leather Quiver. More ++ is more arrows? I hope so, I made a +3 for my Bowyer Achievement!
Obviously I am not using "Opportunity" for this thread since that state is so common (and possibly long lasting) and so many attacks capitalize on it that it is a no-brainer. I want to discuss a much more elusive(or short-lived) state, namely Dazed. Some numbers: 2 Weapon attacks apply this (or a chance thereto);
5 Cantrips apply this(or a chance thereto);
1 Orison applies this;
6 Trophy Charm Expendables apply this (or a chance thereto);
0 Rogue Kit Expendables apply it;
10 Spellbook Expendables apply this(or a chance thereto), 3 of which need another conditions first (being disrupted);
2 Holy Symbol Expendables apply this, one of them needing Disrupted first;
Rather then argue about it, I would like to pose a serie of questions;
This is just about Dazed but there are more that I am wondering about. I would love to hear about combo's or tactics that you guys use, that go beyond "all DPS on one target" and "use Exploit when Opportunity".
100 dollars. Step 1: redeem the invite that I send you, on a Goblinworks Account(NOT a Paizo account). See below for details. When you redeem such an Adventurer reward your account will have the following perks:
Note: these Adventurer Rewards were bought on an account that has *all* the daily deals so you get these too(cool and limited fluff items). If you want to get into EE now and get the backdated XP go to: Step 2: You then need to upgrade this account to an EE account by buying the Early Enrollment package in the Goblinworks Store, which will be priced at 65 dollars for you when you are logged into the above account (since you already have 35 dollars worth of Adventurer pledge). When you use the generic Discount code that Lisa sent everyone, you can take off another 15 dollars (not 20, since the discount is calculated from the 65 dollar). Please note that you will need a credit card for a purchase on the Goblinworks Store. After you bought the EE package, your account will now have the following perks:
If you do this within the next 3 days (last day 31st of Januari) and log in with a character, your XP will be backdated to the start of EE, and you will own a "XP from day one" account. Not only that, but the gametime-month that you use up by logging in for the first time will actually run till the end of februari, so though the XP is backdated to the first day of EE (31st December '14) the start of the gametime month is not. So for a total of 150 dollars you will have a DT enabled account, with day 1 XP, 4 months of gametime, all the daily deals and several other perks. Do not forget to make your Twin too, since I do not think that they will backdate their XP once this month is over! Please read the instructions on how to safely make your twin here: Setting up your Twin. They are important! I have already gone through the above proces 3 times to create a few accounts for myself, and it is quick and painless. The upgrades are instant, and you can log in within minutes if you follow the above procedure. I do not know how it works if you already have a non-DT EE account! Though I guess it simply adds the DT and the other perks to the account. Will only accept Paypal, I am sorry that I can not use other methods.
I have written this down as if I know what I am talking about: that is not the case! I just needed to get this clear for myself so I hope for corrections. This is NOT a Guide. You can see that by the way I start talking about upgrades and keywords right away. Maybe this could turn into a good 101 though. I find the matter pretty confusing to say the least! I want to thank Dazyk and Nihimon for their sources, they helped me along. :) And if there are glaring mistakes or omissions in this post, then we know who to blame. ;) Disclaimer: this write-up has been written from the perspective of someone who has been around a long time and knows about keywords and how the other systems work. It could very well still be gibberish for anyone who is really new to PFO. Or it could be gibberish to veterans, I dunno. It helped me, at least. Unless I've got it all wrong. :) Which is why I am posting it. Anyway, how I think it works: That simple Hat there will do just fine for now, thank you.
So keywords work differently with Misc. Gear. Do not be confused by the category of the Utility.
So it is important to know that you will be looking for the keywords that are mentioned with the Utility, on *all* of the miscellaneous gear, including Headwear, Neck, Fingers, Waist and Back, if you want to start matching them. Every level that you buy of a Utility adds one more keyword that can be matched, up to a maximum of 6 levels/keywords. Please note that the description of a Utility already describes all 6 keywords, even though it is still level 1. The more keywords of a (leveled up) Utility that you manage to match with keywords on your Misc. Gear, the more powerful your Utility becomes. Foot and Handwear do stand out in this, because these are the only items that provide Advanced Keywords. So matching an advanced keyword from a Boot or Glove gives a more considerable boost. Foot and Headwear can also have 2 keywords: the advanced Masterwork keyword and another. All the other gear has just a single keyword. You will not be boosting the power of your Utilty soon.
You can Mix and Match.
An example setup:
Note that for instance to match that first keyword, Stubborn, you could also equip a Comfortable Glove instead of the ring, a Tier 1 hand item that also has that keyword. Just to show that even though it is a Utility [boot], a piece of handwear can actually improve it. Lastly:
The one thing I have no idea about: what is it that actually improves by matching more keywords: Duration, Chance to hit, Buff strength?
I was wondering if corpse-camping is going to be a problem once husk-looting goes in. Will the person who was killed have some sort of very temporary "Invulnerability buff" directly after looting his corpes maybe? So that he can have a chance to get back some stuff and then run for it? I have always wondered how feasable it is in a PvP game to have to run back to your corpse to see if there is anything left on it. Returning to the scene of the crime never felt more stupid then in this scenario. Now I can see how a group or duo may want to run back and contest their corpse, if the killers/looters are still around: this could even be fun for some. Not so much for the lone guy, unless he is a also a fighter. I think lots of stuff will be left on corpses all the time, because of the hurdle that Encumbrance throws up for looters, so I think that mechanic works fine. But what is to prevent a killer(after he loaded up on the loot himself) from repeatedly killing the guy after he looted his corpse? For instance to bide time untill his buddy shows up who can take the rest? Or kill again after the harvester clicked on his corpse again, so that more gets destroyed? Or just for fun? Let us for a moment not depend on common sense(you got your kill and loot, now walk away), and just focus on the reality of a guy who has his Prey coming back to him, every time, to present himself for another kill. For myself I have already decided that I will never go back to the corpse of any of my harvesters(who will have zero combatskill), I'll just announce that there is a "fat corpse with coal in SW quadrant" in Hex-chat, so at least it can become some sort of prize for whoever wants to fight over it. ;) Which isn't so bad when it comes to player-created content, I guess.
Is it only the Companies that are holding a PoI and that are part of a Settlement (one of the "banners") that earn influence when this is implemented? Or is this more linked to the individual achievements of the members itself in a company? My company is a Banner under Callambea, but I will not be holding a Tower, or PoI once they are implemented(trading company). I know at some point, players can be member of a Settlement without even being in a Company: do these players earn influence through their achievements? Or add anything directly to the Development Index of the Settlement? If its the achievements of the inidvidual members that (also) count towards Influence, will this be backlogged for the achievements they earned prior to the Influence feature going in? I am thinking this is a big fat NO, which is fine, but I thought I'd ask. :)
Time for some positivism! Here are 2 of my favorite features, that put a smile on my face everytime: 1) The extensive Road network. It is obvious that a lot of time has gone into this, and I personally love to map out a journey, using the roads themselves. Even though stuff spawns on them, you have a much better view and will not get surprised by that camp behind that hill when you go cross country. The network is also pretty varied, not too repetitive. When I map a journey and the road has a kink that would be too much of a detour, I use 2): 2) The personal pinpoint on the map! I am sure this was also implemented so that people can quickly find eachother (much needed) but it also helps me during my solo journeys. When the road takes me on a detour, I just pinpoint the spot where I want to pick up the road again, and go cross country from there. Also great for keeping you going in the right direction when you get sidetracked by harvesting those nodes. :)
(this reminds me: we should have a "useful tips" section or thread, like every self-respecting MMO)
Unless GW decides to shuffle around resources on a regular basis, so that databases like this are not useful, I think any mystery about which resources to find where will be lost rather quickly. And it seems unlikely that GW will shuffle them around, since that would just be too much hampering with the political implications of it: also simple geography just makes sense for some resources, such as Wood and Pearls. I have heard players worry about this, since they hope for information about resources in a Hex to be somewhat exclusive to the nearby Settlement owners, and be able to kept a mystery to a point. That is not going to happen. Only the rate of Depletion is something that probably can not be found on such a public Doc, because those states are too temporary. Proposal: So I was wondering, could Gushers maybe be somewhat less consistent in their Hex-location and also appearance, to add a bit more mystery, exclusiveness and intrigue to this aspect of the game? There is a myriad of resources that would lend itself well to suddenly sprout up at an unexpected location. So for instance, at some point there is a chance of finding a Moonstone gusher in a hex, that usually does not have this resource, but this chance only exists for a few days. This information could be tried to be kept secret by the nearby settlement owners. Hell, even a cache of Pearls could be found in the mountains, as a hidden stash from an old retired Pirate that had his belly full of the sea. This could be a one off gusher, though that lessens the political implications. I would also expect the regular gushers to appear, for resources that are native to the area. Rumor and intrigue about unexpected gushers(type for location and having a short appearance)appearing somewhere could add a lot of flavor and gameplay. Think Gold-rushes and Klondike. And lots of battle. I am also a big proponent of "random get lucky" features in a Game, as long as it does not give an unfair advantage somehow, or can be gamed/exploited. Star Wars Galaxies had a similar feature, where extremely high-quality resources could appear and then be exhausted, sometimes to never even occur ever again (which created huge demand for anyone that had some). Though the latter would probably not be feasible, and make it too exclusive. I think especially PFO is fit for such a feature since it will create gameplay (spies, Scouts) and more strife. Nothing is ever *truly* exclusive in PFO, because you can go to War about everything. It also lessens the predictability about where stuff can be found, and though we all want *some* predictability, too much of it is boring. EDIT: There is one caveat: these "surprise" gushers should not be so plentiful, that they endanger the "transport" business and overall Economy. So I am not talking about every single Hex having surprise gushers appearing in a long random chain.
After reading this thread in the alpha forums, and the reply of Ryan, I simply have to ask. Quote:
Here is the thread: Still confused about Crowdforging So when will the crowdforging get a more official form? As in some sort of poll, where directions can be chosen, directed by Ryan or someone else from GW? Or do we need to keep packaging our wishes, ideas and concerns in many a (worried) thread, as we have done till now, where the loudest and most outspoken get the most say, untill you guys apparently pick something, and then after the fact tell us "that this and that has been succesfully crowdforged?" If that is true then crowdforging is nothing more then your usual alpha/beta forums, where people submit bugs and ideas for improvement of anything, from details to general ideas, and hope some of it gets fixed/implemented. There are in fact a couple of very recurring themes with the players, like a better AH UI, and more functional forums on the Goblinworks site. Been going on for *months*. Not asking for the sky here too imo. But somehow that does not seem to be crowdforging stuff. It has been noted, but either explained away (AH issue) or "no ETA" I understand time-constraints and limited development resources: I also understand Dev-priorities overrule player priorities. But at least there could be some sort of official crowdforging white-board, where our ideas/wishes/priorities are acknowledged by the team, and get some sort of priority-ranking by you guys, with information as to where this idea stands in the hierarchy of things. With frequent updates from your side and input from our side. To end in full sceptical mode, I feel that the few times that Ryan cried out "we have crowdforged this!", those were things that were simply in the pipeline already, were pretty much no-brainers to begin with, and just happened to be implemented/finished right in conjunction with our "crowdforging wishes". Is it early in the morning? Could someome check the time for me? The time please! (I am enjoying the game, just so you know, ask Dr. Jekyll later)
I think I know the answers to a few of these but want to check. Also a good reference.
Thanks!
I am getting quit a few of these and had not seen them before, since I have not been playing much at the end of alpha. I love them though, this is the sort of detail that brightens up a MMO-world imo. Reading the little snippets, or the silly chants of Goblins really adds some color. Makes me happy every time I find a new one in my Inventory. Kudos to the devs for this feature. I notice that they are often part of a series. Will there ever be a reward for completing these? Or maybe an achievement? I noticed they are made from wood: are they usable by a Sawyer? :D
This has been on the back of my mind for a while. I always figured that the resources we find in nodes (and soon gushers) were a completely different beast then the Bulk Goods we will be able to acquire through Mining PoI's and such. Resources from nodes and gushers are for Craftables, while Bulk Goods are needed for creating new buildings in the Settlement, and maintaining the settlement (Bulk Food and such). However a remark from Ryan (I think) threw me off, saying that the resources that we find in nodes(including gushers) are only about 30% of the total amount of the resources in the game. Now I was wondering, will a Mining PoI be able to produce regular True Iron resources too, that can be used for weapon making? Or will Bulk Ore(or Bulk Iron as it was once phrased) be able to be used for weapon-making? I ask this also because I noticed that Coal and other ores from nodes weigh a whopping 0.5 a piece. I can see the need for this, since these are the ingredients to make the more persistent items like weapons and armor, which will often be threaded. However, if True Iron ore can be produced in larger quantities in a Mining PoI, then I do not see many gatherers bother with ore and coal from nodes. Mainly because I expect a Mining PoI to have organized handling of the transport of these heavy resources too (caravan). Thanks!
First of all, thank you for implementing this so soon. I am very exited, and having a lot of fun with it already! Have not played so much since the start of alpha. My questions:
(Disclaimer: I have tried searching for more info about the features of the AH but info is currently so spread out that I could not find much(2 forums, Ideascale comments, Wiki and a billion google-docs and pdf's spread across the web).) Feel free to add any questions. :)
Because auctionhouses. :) I now have found an incentive to log in. I browsed the Ossians Crossing Auctionhouse and could find no +0 Wand for sale. Then I browsed the Tornnkeep Auctionhouse with an Alt and found one for sale. I found batches of Copper Ore for sale for 20c, 25c and 1s29c: if I would have had any coin, I would have started to quarter the prices on Copper Ore right there! ;) This reminds me of the early days in EQ where I finally found a player with a Runed Totem Staff for sale, but he was in Freeport and I was in Qeynos. So we decided to meet each other halfway in South Karana. Local markets baby! I love them. For me the game has truly begun now. Now all the rest can just follow. :) Sorry, just enthusiastic about this absolutely core element of the game. Anyone want to comment on the current features of the AH? I think this is a pretty good start!
You can now start spreading the goodness to your buddies. I noticed there is now the option on your GW account to send out invites for the Adventurer Addons that you bought in the Pledge Manager! I still do not see anything else showing up in "My Account", so I am not sure what kind of information invitees will get when you send them an invite. Hopefully, the perks and bonusses are listed in the email. Edit: It does not list the perks yet. Redeeming was painless though, same way as alpha-invites.
First, I love the 2 new premium items. I have been wondering what the Smallhold means for the Inns though, both the backer-Inns as well as the PoI ones.
The thing I am mostly wondering about is how access to the Smallholding is regulated. This quote
Quote: It can serve as a base of operations for an ad hoc party, a company or for an individual who wants to homestead a place in the wilderness. And it is a meeting place and a communication system for you and your friends. seems to imply the Smallhold does not necessarily restrict access to a certain Company only. Can anybody access a Smallhold that he finds in the Wild? Or does someone have to be added to an access-list by the owner? If the latter is true, and adding players is simple to do, would so many Smallholds not become a competitor to Inns? Some comparing and musings:
Cons: There will be a lot of Smallholds in the world, and when access can be set to unrestricted (or the access list can be expanded indefinately) I feel they are going to take away from the "social gathering" aspect of Inns. I guess this comes down to my fear that Inns and Taverns in a MMO pretty much *always* fail to live up to their true potential, and become ghost-buildings. Convenience, availability of specific perks and accessability is usually where people gather, and the Smallholds seem to be a pretty cheap contender for this. If they are Company-only, then some of my fears would subside, though they would still be big contenders.
Get your behind asap to Freevale, we accidentally rejected your application, because the buttons were too close together for our thick, gnarled, Barbarian fingers! You are already becoming a Myth in Freevale, people whisper about a mystery guest, there are rumors in the Tavern, Bards are writing Sonnets! OOC:
Freedom, a touch of the insane and off course a Tavern to hone your skills and get that much needed praise for your awesome Arts: the ideal mix for a Bard! And Freevale has it. Chaotic Neutral, Free Agents welcome and a Kickstarter Tavern ready to go once they are implemented in EE. We all know Bards are Chaotic, but are you Good, Neutral or a little bit evil? All are welcome! Wouldn't it be great to form a Company of Bards and go on the road to perform in all those Taverns along the Roads and in the Wild? Call your troupe, "The Merry Mandolins" and go wreak havoc on the ears of the gentle folk of the River Kingdoms! Earn coin(or the pitchfork...). Freevale will have a Kickstarter Tavern so the moment they are implemented in EE, you can immediately(*) start training and performing there. Or build one with your Troupe near Freevale! Check out Freevale and taste the atmosphere: that could be your Tavern on the right in our GuildHeader! Some relevant developer quotes concerning taverns(* TBD, disclaimer, PFO is a work in progress, do not hold us on these quotes!): Ryan, describing the function of a few PoI's: Quote: Inn: A welcoming tavern that provides lodgings, player power regeneration, limited trade goods, some training for social classes, and a space for social interaction Stephen, clarifying the above quote; Quote:
Ryan, on Taverns during EE: Quote: The taverns have interiors now. Other buildings will have interiors but not for a long while. And on May 7th 2014: Quote: I think we'll get the Taverns in very quickly. Certainly in Early Enrollment. Stephen on Cha concerning Wizards, Sorcerors and Bards: Quote:
It could be a long time before Inns will have pure Bard-specific training, but I could see them implement more general Skills and Feats that require Cha earlier on, as a start. That could mean you can start getting that Cha up already! Hopefully implementing PoI-specific training, will be an early crowdforging goal. Mind you, this is *assuming* on my part. Here is an awesome picture of the interior of a PFO tavern: Interior of a Tavern Come join and play for us!
As some understand it, reputation only affects the player and his access to utilities, however it does not directly affect the Settlement he belongs to. Not sure if this is true though. What I think I know: An Individual with a low Reputation will have access to *less* utilities(training, skill support, Marketplace etc), because Utilities/Buildings can be *set* to a certain Reputation treshold(need XXXX rep or higher to use)? An Individual with a low reputation may be barred(or killed by the NPC guards) by his (or any) Settlement because the Settlement has set laws that are tied to certain Reputation tresholds? Will a player with low reputation gain less influence for his settlement, and thus be detrimental to its D.I. (and thus for the Settlement)? Would that be how low reputation players can actually ruin their own *Settlements* rather then just their own access to their Utilities?
Serious exploit in Darkfall, 4-day rollback I hope the devs are ready for this sort of tenacity. :(
Will they have a bit more functionality then the Paizo-forums? :) Like not having to add our own tags, choice of a lot more tags(like bulletlists), signatures and the possibility of images in our posts and off course, animated smilies like :beer:? I can understand why Paizo chooses for such barebone functionality, and I also understand that allowing images in posts is opening up the floodgates for funny, intended to be funny, not so funny, rude and downright nasty images, so I am guessing I will get a resounding "No" from Ryan/GW for that. But what about those automated tags, bulletlists, signatures and (animated)smilies? Do not forget the power of animated smilies, like :beer: and :angel: and :rude:(oh wait, not that one) in order to create a jovial atmosphere!
I live in the Netherlands and I got this message when trying to pay for my upgrade to EE with my credit card: "transaction has been declined due to an AVS mismatch". It seems that this is common with people who live outside the US; the 'Adress verification Service" is described as being unreliable for credit card holders outside the US. My card works fine on Paizo.com, by the way, no problems there. I am posting this here rather then contact customerservice, since this may become a general issue for people outside the US, rather then a single personal one. I hope this can be resolved. Sorry GW, another issue on your overloaded plate! :(
So I was playing with the idea of putting up a network of couriers across the River Kingdoms that would make use of single characters, built for carrying and travel, using fast travel. We do not really know how Fast travel will look like, but I think there was talk about a scripted horse-ride following main roads, which would suit this idea fine. I would just have to set the courier off and only check on him when he arrives at a "hop"(if at all, off course). The idea is to haul crafing ingredients and items where speed and number of rides should bring the profit: the hope is that most of these couriers will manage to avoid Bluddwolf and his cronies, working with the motto: "you lose some, you win a lot". I assume bulk goods will rather need the caravan system, or dedicated, slow packmules so this will be more about smaller hauls that a single, dedicated character can carry. These couriers would off course be respected citizens of the Settlement that they are part off. I would need a load of Alts (and/or accounts) to make this worthwhile, but I am hoping that these courier characters may already become viable transporters with 3-6 months of game time. They will need dedicated skills. This will also depend on if GW will allow us to log in characters that are not currently on the XP-faucet. If not then this may become too expensive quickly. The idea is to be able to field several Couriers at the same time, and from locations that I can control. I can adjust my runs if there is a lot of hostile activity, or I can for instance send 3 couriers down the same route with short intervals to throw off bandits (one courier may even be empty) in order to expend their Binds, that sort of thing. The coordination needs to be perfect, therefore a single player controlling these courier-alts will work well. And this is how the monitor on my left should look like when I am ready to slap my ponies into motion: metagaming is fun
Or should I be able to see them already? I am talking about Playerpacks, Destinies Twin, that sort of thing. The linking worked fine, but it currently only sais You are signed up for Open Enrollment: this is for another KS account that I have, that finalized everything in the Paizo Pledgetool. I did not finalize my EE account yet. At some point, when Adventurer Reward addons are ready to be gifted to people who only have a Goblinworks account, those people will want to see what perks came with the addon. I know there is no real hurry for this since those addons do not come into play any time soon but still. Also, will there be a deadline where we have to have finalized everything in the Paizo Pledge-tool? Thanks, and very exited about the landrush!
I am talking Purple Elvish Forests like in World of Warcraft, or swamps with really freaky flora. I am not familiar with Golarion at all other then that the landmasses are *huge*, and that the River Kingdoms is only a small part of it. I know there is something like the World Wound (demons) but that is too far away to ever be part of PFO I think. Not sure how the landscape would look there though. Could there be places in The River Kingdoms that really deviate from the more earthly (though beautiful) landscapes? Maybe the Meteor hexes(odd radiation influence on Flora, that sort of stuff)? I think we are ok when it comes to monsters, just wondering about the environments.
TL;DR: corpse-retrievals in a PvP game are unfun and unproductive, especially to retrieve an (almost) empty corpse. In my proposal, Pharasma will come to your aid. I have been wondering for a long time if the concept of a corpse retrieval is viable in PFO. I think it is not with the current looting rules (which I will NOT contest). Looting stays the same!! I give a list of cons and pros, a possible solution and another list of cons and pros. Think yourself a lone harvester, or part of a group that got killed in its entirety. Also keep in mind the current idea of 25% of your non-threaded stuff being destroyed, with the remaining 75% of non-threaded stuff being up for grabs. Quote:
With the above cons, I would probably never go back to my corpse, and just take the loss. Corpse recoveries were unfun in Everquest (pure PvE), I can not imagine seeing myself do one ever in PFO. Possible solution(times mentioned to be tweaked), called PHARASMA’s MERCY: After you get killed, the corpse opens up for your killer(s) for 3 minutes. After that it it opens up for anyone else (your groupmates, strangers) for another 3 minutes. When those 6 minutes have passed, your corpse poofs, and any item that was left on the corpse gets sent automagically to PHARASMA’s BOX, which is an odd-shaped chest present at all respawn points. If you did not get resurected to your corpse within those 6 minutes by someone, you can check Pharasma’s box at the location you respawned to see if anything was left on the corpse. You can collect any items only at the Box at the location where you respawned, to prevent using this system to get items across distances. Quote:
Please shoot holes in this as much as possible. I can see one possibility myself that may make this solution not necessary/unwanted: if GW plans to have at least one respawn point per Hex, which automatically becomes the re-spawnpoint for anyone killed in that hex. That way you are always so close to your corpse that running back/retaliation/re-joining the group-fight is not only possible, but possibly intended. Even then, most of the cons still apply, imo. Having said this, I do not think each hex will have a respawn-point, these would be horribly camped imo.
It seems the factional dichotomy of Bandits/Merchants creates a lot of discussion, mostly about the "unfairness" of the mechanism. I think this has partly to do with the fact that the motives of the two factions seem so unreconcilable. Now this seems par for the course for a dichotomous faction like Bandits and Merchants but in this case we are talking two entirely different groups of players, I think. I think most would agree that trading goods must have a risk in PFO. I was thinking a rival (evil?)merchant faction would create a more even playing-field, where both could dole out the hurt. This means those that want to Stand and Deliver to earn easy money will need to be part of one of the Merchant factions themselves. This means that players who want to be a "dedicated" bandit, would likely still train up mostly combatskills, and probably never transport a single item, but at least the opposing merchant-faction will have as much right and reason to SAD these merchant-bandits themselves, with their own merchant-thugs. I expect both Factions to have a mix of both(true merchants and their thug buddies that skill up mostly combat) and hopefully they will manage to work together. Faction-perks could be an incentive for cooperation: i.e. every succesfull haul earns perks for the entire faction(thugs and merchants), so does any succesfull SAD-ing of the rival merchant faction. I realize that this still locks the SAD mechanic into a faction-feature and I am not sure if GW wants to keep it that way, or still wants there to be bandits who can also SAD lone harvesters, that do not belong to any merchant faction. It would also do away with Bandits as a possible Role, which will not be popular with some. Basically a bandit becomes a merchant-thug. Not sure how hide-outs and such can still come into play here. Personally I think most of the fear from other players will (and should) come from the political threat of the region someone plays in (Wars and Feuds). So I could do without separate Banditry to add to it. But that is personal.
Looking at the map, I noticed that any Settlement Hex is no further away from another Settlement then 2-4 hexes (not counting the Settlement hex itself). We also know the size of a single hex in meters. I also recall there was a post about how many meters a player would cover by simply running (not sure of this was on roads or not). I am trying to figure out how long it would take to run between two settlements, not using roads. This in relation to this post I made about transport times. Quote:
There are a few unknowns here: I take it that caravans (once implemented) will only be allowed to take roads, so traveltimes for them will be longer. Also Fast-travel will use roads (4x speed as I recall), so the 2-4 hex rule does not apply there. So I am mostly interested what time a player running overland would take to reach a settlement 2-4 hexes away.
Did not see this posted yet, date of the interview is April 1st 2014. Ryan talks Pathfinder, RPG's and PFO(from 39 minute mark). Interview of more then an hour. Have not listened to all of it yet, probably not much new for long-time lurkers but still interesting.
As per this new Store-page on the GW website, it sais so on the Alpha listing and mentions the 2nd month of EE on the Pioneer listing as July 2014. It also sais May 2014 for start of Alpha which is not really unexpected. But it does make for a rather short Alpha. Is this a mistake, or does GW feel that this baby is ready for a larger crowd already? I did think myself that the alpha crowd looked to be a bit small to do serious testing, so they would have to start looking for more people sooner rather then later. Maybe this is why?
Not expecting this for at least a few years since they would require a lot of devwork when it comes to armor and clothing, but it would be so nice to have this. Merchants, Inn-keepers, anyone agree? I am not asking for extreme customization where you have sliders for everything (as per SWG) but maybe just these two options: 1) Pear-shape
For the record: I suspect my avatar on this forum sports a potbelly, he has that potbelly laugh. Me, not so much, 6-pack all the way.... Anyone has special bodyshape requests? I could see some people wanting a very tall, thin, leptosome build fitting for a troubled scholar, Brother Zael perhaps? ;)
When I look at the core list of features that is supposed to be in the game in let's say a year after Open Enrollment (so something like Q1 2017) I get bewildered sometimes, and filled with doubt that some of these systems are simply too hard to implement. That the game has too many features that are each in itself very innovative. But at the same time, it is these systems that make PFO so incredably intriguing for me. So, mostly for my own sake, I made a list of these core features and gave them a score that indicates how important I feel the feature is, and a personal assessment of how hard it seems to implement. This is not a doom and gloom post, but one born out of enthusiasm and some hesitation about the hugeness of this project. Importance goes from 1-10(most important) and off course that score is personal. 1)Player created Settlements; 10, tough balancing act concerning things like DI, Corruption, access-flags, membership, banks and so forth; a major challenge; 2)Settlement Wars; 9, entails so many smaller features that I do not even want to go there; 3)Alignment; 8, pretty hard to create some fun gameplay out of this; potential for grinding and metagaming; 4)Reputation-system; 9, this is imo the hardest thing to get right; metagaming will reach new heights with this feature; 5)Resource-economy/Gathering/Harvesting; 10, awesome feature but dependent on 6; 6)Locality of resources/regionalization of markets; 10, awesome feature, which again seems to be dependent on 7; 7)Transportation-system with sufficient delay/hazards; 11!; this seems to me very hard to balance and make fun; but if they manage it, it will be one of the pillars of the game imo; 8)Feuds; 8, dependent on 9; 9)PoI's;9 these seem to be the biggest incentive for PvP outside of a direct Siege situation; very important to give PvP a purpose and give substance to the political landscape and "spread" PvP across the lands, next to their importance for Settlements (and the Sieges of these); Important system that will need a lot of work. 10)SAD/banditry; 7, tough balancing act, depends on 7 and 5, i.e. enough players that are not holed up in their settlement; 11) Escalation cycles; 8, seems tough to make it into something more interesting then just an accelerating spawn cycle; if sufficient boons then it will add to PvP, crafting and banditry; 12) Personal Travel; 8, this ties into pretty much all other features, from Wars to Harvesting; balance between too slow (unfun) and too fast(will mess up other features) will be tough to keep. 13)Crafting; 10, awesome feature, could be extremely deep when it ties enough into 1,2,5,6,7 and 11 14)Formations; 7, sounds very tough to implement, but if this would cause large PvP battles to be less hectic then I am all for it. :) 15)Corpse looting; 6, balancing act, ties into several other features for balancing, mostly 4,5,7,10 and 12; I can see corpse-looting
16)Last but not least: One single world, that expands over time.......; 12! I can not even begin to think about the hardware implications of this, the network-engineering, the melt-downs.... let alone the creation of more "land to play with" when the players are pushing against the boundaries of the game. it is one of *the* biggest draws of the game though, it would in fact put the word EPIC in PFO. I so hope they can stay true to this. So, my simple take on PFO spiced with my worries! :)
Would this help against the problems of settlements placing scout-alts all across the map and placing low-rep "monster"-alts (or gimp-squads as I call them)all over their controlled hexes for quick dispatch of unwanted elements? Since this is a game where distance matters, this could make it much harder to call upon your Monsters in the Basement in order to put down trespassers or a gathering party. Before the Monsters would arrive, the gathering party could make a run for it: it would be up to the "offensive" party then to decide whether to chase them (take a hit to rep) or let them go. It could also prevent the tactic of "camping" a player who quickly logged out when he saw an enemy party approaching, waiting for him to log back in. Off course a log-out timer would still apply (the usual 30 seconds or so). Also /quit will keep you vulnerable in the gameworld at least 30 seconds or more, you know, the usual stuff. Some notes:
When you log out during a caravan voyage, you abandon your carts and lose them: I expect the voyages of caravans to be done in a single gamesession, or at least to go from friendly city to friendly city (or Inn). I expect the same for gathering parties. When you log out there is a 30 minute timer before you get defaulted to the nearest friendly log-in location: this for those unfortunate LD's especially when you are in a caravan or was harvesting something good.
There's one tactic that I have not considered yet: that players will have "Monster" alts trailing their mains wherever they go, as boxes. I hope one of the Hawks will fill me in on this. :) I also want to say beforehand that I am very sorry to propose another mechanic that may ruin the sandbox. ;) Also, I remember a game that defaulted your log in to a safe location, I think it was a MMO, anyone knwo if this mechanic has been used before? This is the sort of plan that usually has some huge oversights: please let me hear them. Personally I am not a fan of not logging in where you logged out, just wondering how big of a problem all these alts scattered across the world are going to be.
Here is my simple take on the monetary value of an average MMO account: a formula that uses the variables of: - Playtime-investment(X); - Powercurve(how easy or hard is it to make a high level powerful character, Y); - Popularity of the game(Z); Let us call it the Rule of the 3 P's. Example: a MMO with lots of experienced players (x goes down due to veterans knowing what they are doing) and an easy powercurve(y goes down since char is easily maxed) which is sortoff impopular (z goes down) equals a not so valuable account. However, PFO accounts add another variable(let us call it A): spent XP(that has been paid for over time). So my hypothesis would be:
I realize that the variable of A is strongly dependent on variable X (playertime investment) since a character with just accumulated xp (up to a certain maximum allowed by GW)has less value then one where the xp has been applied already. And variable Y (powercurve) would play less of a role since the curve in the PFO system would be spread out over years of characterbuilding. Whereas variable Z would be as important as ever. :) A few notes: personally I love the idea of paying for xp of which a max amount per month can be used to skill up a single character: the xp is already in your pocket, now hopefully the goals and achievements in-game for your character will be so much fun that you have no problem applying all that xp. I also understand that the Skill system allows for a newbie to quickly master a few skills so that they can be viable in the Game of Settlements, but there is no way around the fact that years-old characters that have been maxed monthly have a certain inherited monetary value to them. If PFO becomes successful, will subbed accounts simply add up their value over time?
Could they be? I have been wondering about Inns a lot and what they will become in the game. A place for travelers(buffs?),caravans(buffs?), the wounded(healing), refugees (the temporary homeless) or the Hunted(running from Bluddwolf)? The KS said that as long as the owner pays upkeep it is immune for warfare and can not be taken away from him. This implies that Inns could develop a slightly different role in the game then your average settlement building/Poi. The fact that Inns (some or all?)will be placed out in the wild along travelroutes makes them hugely intriguing assets in PFO imo. Making Inns a wanted destination for players has always been a difficult problem in MMO's imo. SWG managed to do it at least for a while since players were required to enter one so they could get rid of their wounds through player-entertainers, since there was no other way to do that. Afk player-entertainers quickly made their way into the game but at least Inns were social hubs for a time. We know PFO will have wounds from crits that need a safe place (or certain specific spells) to heal so will an Inn be such a safe place? It would certainly make sense, but how safe should an Inn be?
Will they play a role for trade-caravans? An Inn could be a place where a specific defensive "caravan" buff could be acquired; off course this very fact would also draw bandits to the Inn because they know caravans will want to visit the Inn for that reason. I am usually not good in predicting the ramifications of implementing certain mechanics, like the Inn being a PvP safe haven: I know others are much better in that (and off course Ryan). If they made Inns safe Havens(which would be a HUGE beneficial effect of the Inn) which (exploitable) scenarios could develop? If they do NOT make Inns safe havens, then what should they do to make Inns a wanted destination, and what sort of scenarios would develop from that? TLDR: paint me a picture of what could happen around Inns in the wild if GW manages to make them usefull in some way.
:) You know they are out there! Ryan seems to fully expect that some (many?)people will run multiple accounts and I think he is very realistic in thinking that. Lots will probably have a dedicated Crafter/Trader account but I am sure multi-boxing(simultaneous playing your accounts) will happen too. Anyway, the number 36 is a bit out there, but since commands as /follow are so important for PvE-boxers, I am wondering what Formations could actually mean for those people that like to multibox in PvP games. Disclaimer: *box*, not *bot*!
AKA: where is everyone?! Imo there are 2 large reasons for the emptying out of the game-environment that you see in so many MMO's:
The first point will hopefully be adressed becuase PFO is a skill-based sandbox with no specific endgame that is tied to levels. The second point: I know instancing can be a wonderful tool to deliver high quality content for specific purposes/players, but in certain implementations it carries a great risk of emptying out the gameworld.
I have not heard much yet about how GW will go about housing for Chartered Companies but I hope these will be open structures, so that anyone can actually witness the gathering, as long as they are welcome in that settlement in the first place off course. If not then I fear that settlements will soon be nothing more then empty scenery where groups of players will be hiding in their instanced Guildhouses or Crafthouses or Tradehouses. Instanced content can be a killer too, especially if it is easily repeatable and very beneficial to the player. Now the dungeon-spawning(and discovering) system that GW has talked about looks interesting, but if the spawnrate is frequent, if they are easily found and if they give a nice reward, then I can already see where half of the players will be...in some instanced dungeon. I see people(and devs!) talking in posts about towns and townlife and bar-brawls and players travelling on roads, and it makes me giddy like everyone else: but very doubtfull too wether GW can make their world so that there are in fact "well traveled roads", like Lee Hammock mentioned in the thread about fast travel...... In fact the only game where I would still encounter players travelling the roads a year after release was Everquest, since it did not have instanced content or instant travel(exept for ports from Druids and Wizards) at that time yet. I would LOVE to see that return.
I really dislike teamspeak, it takes me completely out of my immersion which is still the number 1 reason I play these games. :) I see several interesting companies publicized here, and I understand why teamspeak for some of them is more or less a requirement, but even with silent rooms, or just listening in it is just not for me. I also understand that it is hard for a company to allow both, since you get a split in your communications. Some companies do not mention teamspeak at all, and I was wondering about those. Any companies out there that specifically plan on not using it? |