
![]() |

Buried treasure chest? It's time for someone to form a river pirate company!
Edit: $50 and $200. Are we getting a representative look at the price range of cash store items, or will there be items way outside the range of these initial offerings? (And if there will be items outside this range, will they be closer to $5 or $1,000?)

![]() |

Could I get some clarification on what kind of items will be in the cash shop? I know there were answers on this already:
Yes. Several types of premium content can be purchased using microtransactions. This content includes "bling"—visual enhancements to the character or the character's property that have no mechanical effect; a wide variety of mounts that let you customize your ride and show your personal sense of style; and low level consumables that will give minor benefits.
Wraithkin wrote:So, if I have a subscription, what can I expect to be "up sold" on?PLEX.
Hats.
Minor portions of healing.
Dance moves.
Maybe, long down the road, if The Stars Are Right, dungeon modules.
But the current items for sale don't fall under these categories.
Our commitment to the players is that there will never be an item in the cash shop that is mechanically better than the best craftable item that can be made by characters in-game.
But will there be items in the shop on a par with the best craftable items? With the second-best ones?
What is the criteria on what is considered "pay-to-win" and what is not?

Taylor Hainlen Goblinworks Programmer |

@Devs
Are the ppl who bought higher teirs in the kickstarter available to get the discounts on the premium items with out upgrading.
Those who purchased tiers of early enrollment or above should see the items at the $50 & $200 mentioned in the blog. If you are seeing them for more than that it is a bug in the system and I'd be quite happy if you'd contact customer support with your account name so I may see what is the cause.

![]() |
5 people marked this as a favorite. |

We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.
We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.

![]() |

We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.
We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.
Thanks for making things clear.

![]() |

EE starts six days after I leave for Chile. Eh, figures.
My understanding is that so long as you can login just the once on day one and create the characters they will them accumulate SP for you until you get a chance to log back in and start playing.
I would assume if you are lucky enough to already be in alpha you may not even need to do that.

Kobold Catgirl |

Anyone who purchases the $100 Early Enrollment package from the Goblinworks Shop at any time before we begin Month 2 will also automatically be given the option to begin play in Month 1.
Hope that doesn't piss off people who paid for Month 1. Also, looks like Hobs needs to modify the guide list a bit. ;P
Starting today you can purchase Early Enrollment access in Month 2 and one month of game time for just $50!
Oh, neat, ain't that what the bloody wolf suggested?
I should go to sleep. Quiz tomorrow.
The Base Camp allows you and your friends to sustain yourselves as you adventure far from your home Settlement. Base Camps have a limited amount of local storage so you can use them to store the materials you are harvesting and the gear you're acquiring by defeating monsters and NPCs.
Ooh! Man, I really wish I was in Month One for real now. Camps sound pretty badass.
Once deployed, the Base Camp will remain active for 5 days, then automatically despawns. Any items in the Base Camp storage when it is destroyed or despawns are destroyed. Once removed from play (by destruction or despawning) the Base Camp will have a 15 day cooldown before it can be used again.
It just dawned on me: I played in the demo, man. That map is huge. This...dis gon be big.
Base Camps will be an inventory item. They do not need to be Threaded and are not destroyed when the character carrying them dies. They can be traded. They can be bought and sold at markets.
So the first major irl cash for ingame items currency.
I'll go over the other blog tomorr—erm, later today.

Kobold Catgirl |

Kobold Cleaver wrote:EE starts six days after I leave for Chile. Eh, figures.My understanding is that so long as you can login just the once on day one and create the characters they will them accumulate SP for you until you get a chance to log back in and start playing.
I would assume if you are lucky enough to already be in alpha you may not even need to do that.
Goblinworks still hasn't worked out if it'll let me play when I'm not subscribed. I ain't wasting my four months just to get XP. :P

![]() |

I like these new items a lot, thanks!
One big question: Is the cooldown of the Camps on an account timer, or can I buy 4 basecamps and so have at least one Camp up at all times?
Can I have more then 1 camp up at the same time?
Also wondering about players being removed from the gameworld when they interact with a Smallhold (not with the basecamp).
Can you interact with a Smallhold when you are being attacked, and thus dispappear?
This give players a way to idle in the wilds(if the smallhold is in the wilds) without fear of being attacked.
It could also be used as a trap: you find a Smallhold in the wilds with no-one around....oops, all of a sudden a Company of 20 appears. :)
Not saying any of the above is inherently bad. The long cooldown, the fact that they can sustain damage (upkeep) and the limited locations will help balance it.
I think these premium features will go a long way in making the game more attractive to a larger crowd.

![]() |

However, the impact of a monster escalation entering the hex where smallholdings or base camps are built has not been addressed. Will these premium items be subject to monster attack? Will ogres be able to demolish a smallholding better and faster than characters?
I think the short answer to that is "No", unless the Ogres are bringing siege engines to the party. All "small arms" attacks do to a Small Holding is raise the maintenance cost, not completely demolish it.
Base Camps do not require siege engines to destroy.
This is very similar to how Outposts and POIs were described.

![]() |

@ Ryan
I would be interested in buying Base Camps in bulk, similar to the Guild Pack in the kick starter. Are there any plans or possibilities for:
5 x Base Camps for $200?
Also, the blog mentions that these items can be sold in-game. Is there any idea what the exchange rate of $ to gold will be?
$200 is a bit over 13 months of game time. I could see the in game pricing of a small holding going into the millions of gold.

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

We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.
We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.
So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.

![]() |

Ryan Dancey wrote:We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.I'm sorry but these items are pay to win.
Using Ryan's definition, they're not.

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

Ryan Dancey wrote:So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.
We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.
ALLLLLLL Buildings that have interactive screens will make you disappear from the world, they have PLAYER crafted camp sites, as well as adding player crafted portable storage. These items give you almost nothing that you can't craft in the game. What they do is allow you to have them a bit earlier and they respawn after 2-4 weeks if destroyed.
Coming from half a dozen Pay to Win games, this doesn't even approach the power creep, these items do nothing that I can't spend a little/moderate time in game and get myself. I think the way they have balanced these items everyone will realize this eventually.
Pay to Win, to me is the only way to get ahead, stay ahead, or be relevant is to purchase Premium items. These Premium items are nothing of the sort, and on top of it, there is limited space in the world for these types of things.

![]() |
In my opinion only pay-to-win aspect here is ability to use options that will be absent in the game at the day 1. Smallholds actually allow you to have forward respawn points and ability to hide your 40-man unit. Both of these abilities will be implemented before OE starts but for now they are somewhat overpowered.
Edit: spelling and grammar

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

Dear lord, that money grab. Way to stick it to your already paying players. Bravo.
No need for false and baseless accusations. This is well in line what what they have been saying from the very beginning. Either your not paying attention or you you don't care on being a constructive part of the conversation.

![]() |

Yebng wrote:Using Ryan's definition, they're not.Ryan Dancey wrote:We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.I'm sorry but these items are pay to win.
By Ryan definition, GW can sell Perfect Undropable Armors and Swords+5 for dolars at day one, because one day (in years maybe) a crafter could maybe craft those.
While I don't see problem with the premium itens right now, they are a tool "pay to win": offer something ingame by Real Money that affect playing mechanicaly that is not avaliable YET. Even letting this aside, the premium itens are infinity use while crafted ones are consumables, s there is a mechanical advantage on them to their craftable conterparts.
Before the pointing fingers starts, my main question is: While premium itens will be sold, will still subscription model be followed?

![]() |

myeah..
The items have to be good to fetch that kind of money. As Edam implied, there will be enough crafters rushing to craft equivalent items (either to make money or to close the percieved power gap)
But the description of smallhold makes me wonder how Taverns will work in order to be worth that much more.

![]() |

Doggan wrote:Dear lord, that money grab. Way to stick it to your already paying players. Bravo.No need for false and baseless accusations. This is well in line what what they have been saying from the very beginning. Either your not paying attention or you you don't care on being a constructive part of the conversation.
Alternatively, I believe 200 is an absurd amount of money for a cash shop item, making it a money grab. And the only people able to buy it for some time will be people who have already put a large chunk of money into this game. Thus the sticking too.
Cash shop is fine. Cash shop offering structures in game? That's some crap. Even then I'd be not too bothered by it if not for the absurd price tag.

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

Giorgo wrote:Doggan wrote:Dear lord, that money grab. Way to stick it to your already paying players. Bravo.No need for false and baseless accusations. This is well in line what what they have been saying from the very beginning. Either your not paying attention or you you don't care on being a constructive part of the conversation.Alternatively, I believe 200 is an absurd amount of money for a cash shop item, making it a money grab. And the only people able to buy it for some time will be people who have already put a large chunk of money into this game. Thus the sticking too.
Cash shop is fine. Cash shop offering structures in game? That's some crap. Even then I'd be not too bothered by it if not for the absurd price tag.
You are free to not pay $200 for a smallholding. I'm certain that within a fairly short period of time there will be one available on the in-game market, but you will probably complain about the price in coin being too high when you see it; I expect the coin cost to be on the order of magnitude of 500 hours worth of focused coin gathering, more than most characters have seen at the time. And there will probably be a Company that pools their resources and buys it at that price- it might even be your Company.

![]() |

I must admit, I'm not too excited about these cash shop items; It just ruins immersion for me. Why craft something if one can just buy it? Anything that needs to be crafted by a merchant shouldn't be available on the cash shop man, we are already paying a subscription...
I'm just not looking forward to working towards crafting an item or saving money to get an item whilst seeing someone easily purchase it. I'm a fan of Goblinworks - I still am. But this announcement doesn't ring well for me.
I will continue to stay optimistic and hope to be proven wrong.
(These are my own opinions and do not reflect the ideals of my company or settlement)

![]() |

OK, so here I go looking at wilderness building density.
In the Early Enrollment map there will be approximately 500 Hexes where a Base Camp can be erected. Players can erect up to 3 structures per wilderness Hex, a maximum of two of which can be Base Camps.
500 hexes sounds about* like the count of claimable hexes- in other words, everything but settlements, NPC safe zones, monster hexes and monster homes, badlands, and brokenlands.
There are approximately 50 spaces for Smallholdings in each Settlement. Including Settlement locations and wilderness locations there will be approximately 3,150 spaces for Smallholdings on the Early Enrollment map.
33*50=1650. 3150-1650=1500. That's 3 times the 500 wilderness hexes. So what it looks like to me is that every single claimable hex can have up to 3 smallholdings, or fewer or no smallholdings and up to 2 base camps.
On top of that, each hex can have 2 Outposts and a Holding/PoI. This "wilderness" is starting to look not very "wilder"...
* There are 268 hexes which fall into the known unclaimable categories, leaving 544 apparently-wilderness hexes. If we assume building is banned in swamps, that accounts for 3 more. The only other obvious target for a building restriction would be elevation transition hexes, which would lock down 19 more hexes; this would leave only 22 random wilderness hexes unaccountably unbuildable.

![]() |

You are free to not pay $200 for a smallholding. I'm certain that within a fairly short period of time there will be one available on the in-game market, but you will probably complain about the price in coin being too high when you see it; I expect the coin cost to be on the order of magnitude of 500 hours worth of focused coin gathering, more than most characters have seen at the time. And there will probably be a Company that pools their resources and buys it at that price- it might even be your Company.
And that creates an interesting aspect of financial warfare. $200 may not be a good investment for the utility of the smallholding. However, if your opposition disagrees with you on that subject, $200 may be a great investment in draining thousands of coin out of an enemy economy.

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

Cash shop is fine. Cash shop offering structures in game? That's some crap. Even then I'd be not too bothered by it if not for the absurd price tag.
The solution to your disgruntlement is simple. Don't buy it. There will be other things in the cash shop you can buy, or become an engineer and craft on! Sell base camps and get rich! Problem solved, and you spend no RL money!!
Summersnow decided long ago to find the negatives. I encourage Summersnow to play the game, see if it is fun, and if so, keep playing. If not, to not. I think it will be a lot of fun. I am counting on it, and am looking for the positives.

![]() |

Doggan wrote:Giorgo wrote:Doggan wrote:Dear lord, that money grab. Way to stick it to your already paying players. Bravo.No need for false and baseless accusations. This is well in line what what they have been saying from the very beginning. Either your not paying attention or you you don't care on being a constructive part of the conversation.Alternatively, I believe 200 is an absurd amount of money for a cash shop item, making it a money grab. And the only people able to buy it for some time will be people who have already put a large chunk of money into this game. Thus the sticking too.
Cash shop is fine. Cash shop offering structures in game? That's some crap. Even then I'd be not too bothered by it if not for the absurd price tag.
You are free to not pay $200 for a smallholding. I'm certain that within a fairly short period of time there will be one available on the in-game market, but you will probably complain about the price in coin being too high when you see it; I expect the coin cost to be on the order of magnitude of 500 hours worth of focused coin gathering, more than most characters have seen at the time. And there will probably be a Company that pools their resources and buys it at that price- it might even be your Company.
I will ask you this one time to please not comment on what I will or will not say in the future. Do not guess to what I think or will do when you know nothing about me. In an ironic twist, if these were available through in game currency only, I wouldn't mind one bit. Even if they were hugely expensive. I came from a game where you couldn't buy in game structures with anything but in game currency. And some of them were incredibly expensive.

![]() |

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.
Neither of the items offered provide bonuses to one's armorclass, to one's weapons abilities, increases HPs, or damage for that matter. What they will do is offer you the convenience of foraging out into the wilderness for longer periods of time without the necessity to travel back and forth from your "mine" to your settlement, while being encumbered and traveling slow.
You as the player have to determine whether this convenience, that can be replicated in the game, is worth the real cash it costs, or the time to you must dedicate to learn to craft. I don't see how that is "pay to win."
If I buy a Smallhold, I am not given the expertise to craft the item, it just simply appears in my inventory. It does nothing to my abilities as a player, just adds a convenience to the game for my character to do more with my time.
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.

![]() |

Doggan wrote:Cash shop is fine. Cash shop offering structures in game? That's some crap. Even then I'd be not too bothered by it if not for the absurd price tag.The solution to your disgruntlement is simple. Don't buy it. There will be other things in the cash shop you can buy, or become an engineer and craft on! Sell base camps and get rich! Problem solved, and you spend no RL money!!
Summersnow decided long ago to find the negatives. I encourage Summersnow to play the game, see if it is fun, and if so, keep playing. If not, to not. I think it will be a lot of fun. I am counting on it, and am looking for the positives.
I'm not familiar with summersnow. But despite what you're getting at, I don't see all negatives in this game. I just see this instance as being a negative.

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

They'll never be able to sell anything without upsetting someone.
If the price is too high, it's a cash grab. If the price is too low, it cheapens the value of what crafters will build (antithetical to their plans for the world)
This is beta. They don't have construction down. This offers an early path to something for which they haven't worked out crafting.
Perhaps we could discuss the pros and cons without histrionics.

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

Anyone interested in "Next Generation Monetization" should read Ramin Shokrizade's gamasutra article on Supremacy Goods.
He conveniently lists features to abide by. Eg can equally be created and earnt in game. If you read the article you'll see monetization is evolving just as it did with paid subs for eg UO back in the day. Sportsmanship & Fairness are good by-words alongside MTX as per the comparison between East and West imo.
My own response, if the structures signify the utility to game play of power and encumbrance systems then I am really excited by the potential gameplay of these systems to players' choices while adventuring, resource-capturing and transportation and travel as parts of the economy.
My guess to differentiate these from taverns would be taverns have interiors ie inside instance spaces for patrons to socialise within simultaneously in 3d?
These structures along with settlements and building progression definitely differentiate PFO from most other mmorpgs so I'm pleased to see these smaller scale additions become a part of the game. The Campfire is very D&D to me too, wonder if others see it that way?

![]() |

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.
Neither of the items offered provide bonuses to one's armorclass, to one's weapons abilities, increases HPs, or damage for that matter. What they will do is offer you the convenience of foraging out into the wilderness for longer periods of time without the necessity to travel back and forth from your "mine" to your settlement, while being encumbered and traveling slow.
You as the player have to determine whether this convenience, that can be replicated in the game, is worth the real cash it costs, or the time to you must dedicate to learn to craft. I don't see how that is "pay to win."
If I buy a Smallhold, I am not given the expertise to craft the item, it just simply appears in my inventory. It does nothing to my abilities as a player, just adds a convenience to the game for my character to do more with my time.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.
Yes, we can choose not to buy the items BUT others will and thus have an advantage over those of us that do not. Anyhow, this will be my last statement on the topic as I don't want to get into slamming Pathfinder as I'm obviously a fan. I will say no more on the subject.

![]() |

Must say the high dollar tag will make the first in game crafters of equivalent items very very gold-rich :D
This is not pay to win. It's premium convemience items that will likely be purchased by chartered companied more so than individual players. None of these items are essential to success.
This really depends on what you're doing in game. If you are running a bandit troupe, far from your home settlement, a Base Camp is essential.
Now if there is a way to purchase them or craft them in game and with in game currency, than that solves the issue. It has already been said that both of those possibilities will be available.

![]() |

These items are not pay-to-win; however, they are a little bit of pay-to-solo. There is nothing you can do with a smallholding that you couldn't do with a tavern POI, but setting up a tavern requires you to have a company working towards a shared goal.
For those of you who are thinking "this is expensive but maybe my company/settlement can pool some cash and buy a shared structure", I thought the same thing for a few seconds, until it occurred to me that if we were going to do that we may as well just set up a POI for free.

![]() |

I do think these items are a bit overpowered and almost needed to be successful relative to others groups, at least in the beginning and that does carry a bit of pay to win smell to it. They also sound as if they are going to be money sinks that become underpowered once we have more systems in game.
meh. I guess we did get proto settlements for free, so all in all this is a fair milking.

![]() |

Smallholdings erected outside the perimeter of a player controlled Settlement (but inside the ring road) will require the permission of the Settlement's management prior to deployment.
When you're close to a Settlement - when you are in a Hex controlled by a Settlement - your structures will share that Settlement's PvP window so you can expect to have to deal with threats at the same time as the rest of the area.
These 2 quotes in conjunction seem to imply that I can build a smallholding in an enemy's sovereignty but not in its actual settlement hex, without their permission, and be invulnerable except during their vulnerability window.
If it's not already the case, please consider making all (overt) building construction in controlled hexes require settlement approval.

![]() |

@ 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.

![]() |

...
500 hexes sounds about* like the count of claimable hexes- in other words, everything but settlements, NPC safe zones, monster hexes and monster homes, badlands, and brokenlands.
Quote:There are approximately 50 spaces for Smallholdings in each Settlement. Including Settlement locations and wilderness locations there will be approximately 3,150 spaces for Smallholdings on the Early Enrollment map.33*50=1650. 3150-1650=1500. That's 3 times the 500 wilderness hexes. So what it looks like to me is that every single claimable hex can have up to 3 smallholdings, or fewer or no smallholdings and up to 2 base camps.
On top of that, each hex can have 2 Outposts and a Holding/PoI. This "wilderness" is starting to look not very "wilder"...
I think your hex count is right with the base camps being placeable in claimable hexes.
When you say that the wilderness is not looking wilder, though, won't all of the claimable hexes start out as wilderness? Unclaimed and undeveloped hexes may have the potential for some number of structures (1 POI, 2 Outposts, 3 other structures?). The hexes start out as wilderness. Over time, as hexes are claimed and structures are built, the wilderness is pushed back by player action.

![]() |

The crafted campsites currently on the engineering recipes list are not persistent. They're essentially a group Power-restoration consumable glossed as camping out for the night (in the same way that you'd make camp to sleep and recover your dailies and spells in tabletop). They'll last for a short period (long enough for several people to use them) and then despawn. Higher level ones may have more amenities TBD, in addition to the Power regen, but their main use is that they give you more Power back.
Base camps will be significantly more persistent, which allows them to also serve as a storage location in a way that doesn't make sense for the engineering camps. It's TBD which crafted items will give you field storage, but a buried chest type of item is certainly not out of the realm of possibility.
We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
For me personally the "pay to win" discussion has been a dead horse since Goblin Balls were revealed for all to see. It would however be difficult for me to see how "in the wilds" storage would not be a "meaningful mechanical advantage" in an open world PvP game with significant item loss upon death.
I hope that Ryan stays true to his word and that there will not be advantageous game mechanics only available from the cash store.

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

People who buy a base camp can store items in it ,and at some point we will be able to craft the same instead of buying it, but what is the big advantage in storing items. You stash your loot at the base camp but it still needs to be taken to a settlement so why not run to the settlement instead of a base camp? It will take the same number of trips to haul it all from a base camp or straight to a settlement.
How are people planning on using base camps, you still will spend the same amount of time running loot to a settlement with or without one, won't you?