
![]() |

To be honest, I love from what I see of the crafting side of PFO and plan to play a character who focuses completely on it.
I had seen this in the blog:
Once the necessary materials are assembled, you'll engage the services of a workshop to complete the job. These workshops are buildings found in settlements, and they are staffed by common folk.
With how PFO is also focusing on the ability to build settlements, I wonder if you are actually able to build your own workshop, or will you be forced to use existing workshops established through the 'theme park' portion of the game.
I am guessing that if you are part of a guild/charter company, they may have their own workshops.

blope |

in reference to EVE, I like all aspects of the game. How possible will it be here to be able to do multiple aspects of the game reasonably well?
Also, the reference to 'defending' your camps- if a player devotes most of their training into crafting and gathering skills, how will they be able to drive off monsters and/or players?

![]() |

in reference to EVE, I like all aspects of the game. How possible will it be here to be able to do multiple aspects of the game reasonably well?
Also, the reference to 'defending' your camps- if a player devotes most of their training into crafting and gathering skills, how will they be able to drive off monsters and/or players?
1) As it's skill-training it just a question of training the relevant skills. It's been said, to level the early levels to "competence" is a bit faster or the later levels take a big longer: So players will likely broaden what they train fairly early I think?
2) Hire PC's to act as guards or chartered company/alliance members who are skilled to fight off mobs and players.
So just curious, say I am playing a wizard, I go out and harvest materials. Assuming I am high enough level to cast the spell will it be possible to just teleport back to town and avoid "bandits"?
High level skills will take a good while to get. No idea how teleport will work, but don't expect it to be as potent as in the PnP game; or otherwise by-pass effect of distance on local economies/risk v reward of resource capture... something along those line from what's been said.

![]() |

I'm curious about one thing:
Will craft require recipes/blueprints/schematics to be done? I particularly like the idea of the crafter need to "study" some recipe or similar in order to be able to craft, at least the more complex stuff. So to just repair a blade no recipe is recquired but to build a two-handed sword that will be necessary.

![]() |

Necro
Before I perform the special ^c ^v process by which the description of the PFO economy is adapted from the original blog post, it would be helpful if others could help point out information which is no longer correct.
EDIT: And in addition, I'll be adapting information from Money Changes Everyting, Iron and Coke, Chromium Steel, and [url]If I Had a Hammer[/url], those being the blog posts that came up in a search for 'economy'.

![]() |

.... it would be helpful if others could help point out information which is no longer correct.
Tall order...
First, I notice that this blog describes the "Harvesting Camp" as the only way of gathering resources.
It occurs to me that it might be more useful to start from scratch and describe the processes as they actually work in the Alpha, rather than attempting to scrub old blog posts.

![]() |

DeciusBrutus wrote:.... it would be helpful if others could help point out information which is no longer correct.Tall order...
First, I notice that this blog describes the "Harvesting Camp" as the only way of gathering resources.
It occurs to me that it might be more useful to start from scratch and describe the processes as they actually work in the Alpha, rather than attempting to scrub old blog posts.
Agree with that. I think starting from scratch and adding as we see it is a better base then taking old content and picking it apart.