
![]() |
1 person marked this as a favorite. |

Taverns. Can we transfer ownership and where there be any penalty for doing so. TEO has raised our needed 5000$ for a tavern but only if we can upgrade one of our members existing alpha pledges.
If we do this, will our member be able to transfer ownership of the tavern over to us?
Also while I'm at it I have two more questions. Will you lose daily deal items for upgrading to a higher pledge level?
Also do names of items, ales, spells etc. have to be based off ancestors? Could we base them off our group in stead? For example:
The Empyrean Ale
Light of The Empyrean(Spell)
Empyrean Officer's Helm

![]() |

No, you have to name those things after me, Andius. Although you could name the Ale after my Dad, Gangzaleer. That way while drinking it you could sing"
ALE!
ALE!
The Gangzaleer!
What the hay do we care
What the hay do we care
Sorry not paying for your Gangzaleer, but if you pay for it we'll be serving it at our tavern. ;)

![]() |

I think the tavern is such a cool reward. I only hope that this MMO will actually succeed in making the Inn's a social gathering placeç and not just for the first few months.
This seems to be one of the biggest challenges for MMO's, imo.
My experience with Inn's in past MMO's, from most succesfull to least succesfull:
SWG(original, pre-cu): the "Wound" mechanic, needing Dancers(also players) in Taverns to cure made SWG taverns actual gathering places. The only place where I have seen lots of players in an Inn, more then 6 months after release.
EQ2: Because of the fact that a lot of the instanced player-appartments were behind a door in a tavern, you actually had a chance to see a player in an Inn for about 1 second before he vanished into his instance.
All the rest(LOTRO, EQ, GW2, WOW etcetera): apart from maybe a player picking up a quest there, the taverns had zero incentive to gather.
Even though several MMO's implemented mechanics that should have been an incentive to populate Inns, they did not work:
1)rest-xp in Wow---> players gathered and logged off in cities (auctionhouse most likely) and got rest-xp just fine.
2)extensive music-system in LOTRO: not limited to Inns and simply not enough incentive to use much.
3)Mini-games in GW2 in Inns never got off the ground (they promised like 30 minigames, lots of them in Inns, I think only 2 or 3 were implemented, some of which outdoors).
4) Pick up rumors? I think several MMO's promised something like that (EQ2) but it never came off the ground.
When I hear Ryan talk about Food being a risky feature (it scares him because it sounds fun for the first months and then a burden for the rest) I am wondering what they will be doing to make it actually worthwhile to gather at an Inn. :)
I still think the "pick up rumors" thing could be implemented in PFO, when you think about their dynamic dungeon and monster mechanics. Stay at an Inn, and be the first to pick up a rumor about a new dungeon some where East of the Crusader road and then take off to find it. Regular Themepark customers probably would find such a system both boring and hugely unfair, but I am hoping PFO will be that niche game that actually rewards a different playstyle( like hanging out in an Inn for 2 hours and be rewarded with some fresh rumor). Some minigames in that Inn would help off course! :)

![]() |
I think the inns in PFO will be a gathering place because there's no need for everyone to go grind out 80 levels of exp so they can "start playing the game". With skill training happening all the time it opens up time in game to do things like sit around and BS in inns and other areas that are safe.