Goblinworks Blog: More Information About Premium Items


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Goblin Squad Member

Guurzak wrote:
Stephen Cheney wrote:
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.
In order to fully duplicate the features of a smallhold, though, we'd also need a deployable bind point item.

Siege Camps were suggested to have this function.

Goblin Squad Member

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As was the twice marked of Pharasma, which many of us bought and we still have no idea what it does.

Goblin Squad Member

I would also encourage everyone that is concerned about any possible advantage/disadvantage from the P2W perspective, the designers have a lot of mechanics and features on paper that have not been fully implemented. I am confident Ryan, Lee, Stephen, Tork and Company (sorry to all not on the list) the game will be well balanced and fun to play, while allowing Goblinworks the chance to make some money and pay the bills, and hopefully hire some more talented help. It is in Goblinworks best interest to keep things as balanced as possible in order to create a positive game play experience so more players come to PFO. That is a big win for us all!

Goblin Squad Member

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<GLiberators> Qyck Majere wrote:

@ Saiph,

But that advantage you claim to receive, is not infinite! There will be engineers who can build these items, who will sell these items for in game resources, and these items will be as good if not better than what is being offered. So says GW.

The only advantage here, so to speak, is time! For $50 you can save whatever amount of time it would take to create an engineer, and level up the ability to build one. The item purchased has offered to me the convenience of skipping all that time spent and go out into the wilderness to forage for resources.

I haven't gained any skills from the item, nor any abilities from the item. Therefore not pay to win...

People who play more hours per day than others also gain the advantage that these resources offer... SO if $50 or even $200 is not worth it to you, just simply play more to balance out the "advantage" you claim.

I agree it is not pay to win, we also need to consider that some people have less time to play the game. They can purchase what they could have gained if they had more time in-game to construct it, so there is the huge advantage of having lots of game time to get ahead that people don't seem to see. To be fair we need to look beyond just the game mechanics and consider how the players live their lives too.

Goblin Squad Member

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Doggan wrote:
In an ironic twist, if these were available through in game currency only, I wouldn't mind one bit.

So, if the only way to get it is by grinding in-game for hour upon hour (or buying enough Goblin Balls and hoping you can sell them in-game), that's fair, but if there's an option for folks who have more spare cash than spare time, that's not fair?

Reading some of these posts, I'm somewhat sympathetic to the argument that they shouldn't be made available until similar items can be crafted. I remember making that argument some time ago. But when I go and actually look at the shop, lo and behold:

Quote:

Smallholding

$200.00
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Can be used as a soulbinding point
* Private chat channel for characters accessing the Smallholding
* Access storage of Settlements in same hex as Smallholding
* Limited space available for Smallholding deployment (first come, first deployed)

Quote:

Base Camp

$50.00 Remove
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Max of 2 deployable per eligible Hex (first come, first deployed)

So, Crafters will have an entire month to work their skill up to be able to produce the other items that serve similar functions before the Smallholds or Base Camps can be used.

I get that there are some people who really don't want anything in the Cash Shop, and who will use every new offering as another opportunity to cry foul, but I hope it's clear that this is exactly in line with what Ryan's been telling us they'll do for a very long time.

Goblin Squad Member

Nihimon wrote:
Doggan wrote:
In an ironic twist, if these were available through in game currency only, I wouldn't mind one bit.

So, if the only way to get it is by grinding in-game for hour upon hour (or buying enough Goblin Balls and hoping you can sell them in-game), that's fair, but if there's an option for folks who have more spare cash than spare time, that's not fair?

Reading some of these posts, I'm somewhat sympathetic to the argument that they shouldn't be made available until similar items can be crafted. I remember making that argument some time ago. But when I go and actually look at the shop, lo and behold:

Quote:

Smallholding

$200.00
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Can be used as a soulbinding point
* Private chat channel for characters accessing the Smallholding
* Access storage of Settlements in same hex as Smallholding
* Limited space available for Smallholding deployment (first come, first deployed)

Quote:

Base Camp

$50.00 Remove
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Max of 2 deployable per eligible Hex (first come, first deployed)

So, Crafters will have an entire month to work their skill up to be able to produce the other items that serve similar functions before the Smallholds or Base Camps can be used.

I get that there are some people who really don't want anything in the Cash Shop, and who will use every new offering as another opportunity to cry foul, but I hope it's clear that this is exactly in line with what Ryan's been telling us they'll do for a very long time.

To be fair Nihimon, I have never read (before today) that actual structures would be available.

Goblin Squad Member

Fruben wrote:
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.

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.

Please reread the quote from Ryan that you bolded, especially the part about "not otherwise available via in-game mechanics".

Goblin Squad Member

Nice job Nihimon,

Once again, I believe you have cleared the air of the muck causing confusion to so many.

@notmyrealname

I agree with you whole-heartedly, as a player who works a full-time job, is a father of two young children, and a husband to a Full-time employed wife, we struggle to find the time to play the games we subscribe to consistently. Time is money, and spending a little money to save valuable time to keep me on par with those people who play for longer periods of time than I, is a CONVENIENCE to me!

Goblin Squad Member

Kobold Cleaver wrote:
Blog wrote:
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.

Not really pissed off, just a bit disappointed and worried. I liked the idea of starting small. I didn't like when 2000 accounts were added to month 1. Now there are even more accounts added. I was looking forward to not having to deal with a huge wave of new accounts. Now the starting population has at least doubled.

Well... I am a bit pissed off. I purchased extra accounts(invites) as an investment, to sell near the release. Hopefully Destiny's Twin doesn't get shafted too hard, or re-released, Because everything else that gives these accounts value has been taken away.

Goblin Squad Member

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If I run back to my smallholding in the wilderness to offload encumbrance into storage, then run out to harvest more, then will there be a way to transport in bulk what I have stored back to the settlement? Otherwise I will have to make as many trips to the settlement as I ventured out to harvest.

Goblin Squad Member

At the individual level, you can equip encumbrance-increasing items like backpacks and belt pouches which replace combat bonus items like cloaks and belts, when you want to switch from fight mode to mule mode.

In the future there will be wagons etc which will make bulk transport much more viable.

Goblin Squad Member

Valkenr wrote:
...everything else that gives these accounts value has been taken away.

Value is a personal thing. Different people value differently.

Yes, we lose some advantage by the opening of the game to the many and will not gain significant power merely due to our seniority, but for that advantage to be real there must be a game to find advantage within.

In the development of the game it has been found that careful metering was unnecessary. If other players are our content, then adding players sooner is adding content sooner.

Goblin Squad Member

<GLiberators> Qyck Majere wrote:

Nice job Nihimon,

Once again, I believe you have cleared the air of the muck causing confusion to so many.

@notmyrealname

I agree with you whole-heartedly, as a player who works a full-time job, is a father of two young children, and a husband to a Full-time employed wife, we struggle to find the time to play the games we subscribe to consistently. Time is money, and spending a little money to save valuable time to keep me on par with those people who play for longer periods of time than I, is a CONVENIENCE to me!

This is very true and a good point.

Goblin Squad Member

Valkenr wrote:
Kobold Cleaver wrote:
Blog wrote:
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.

Not really pissed off, just a bit disappointed and worried. I liked the idea of starting small. I didn't like when 2000 accounts were added to month 1. Now there are even more accounts added. I was looking forward to not having to deal with a huge wave of new accounts. Now the starting population has at least doubled.

Well... I am a bit pissed off. I purchased extra accounts(invites) as an investment, to sell near the release. Hopefully Destiny's Twin doesn't get shafted too hard, or re-released, Because everything else that gives these accounts value has been taken away.

I think this is the result of the low turn out and the probability that many of the accounts were bought solely for the purpose of getting the PDFs and with little or no intention of actually playing the game.

I put this on the UNC boards and I was reluctant to put it here, I know it will raise the fire storm, but I was correct about the $50 price package and the Alpha Access being open to all in the last few weeks:

I think the lower entry point into the game ($50) package, the moving everyone into Month 1 from the previous Kick Starters, the Alpha Access being expanded to include everyone in e last weeks before EE, and the rush to attract 20,000 players into the game (a lot earlier then they previously said they wanted to) all equals..... Trouble in their business / marketing model.

Bottom line, "Pay to Play Beta" is a non starter for the majority of the MMO community.

$1000 Alpha was laughable to the majority of the MMO community.

MVP is not a selling point, it is viewed as a scapegoat by many.

Over $300 worth of PF TT PDFs for a $100 pledge was a good deal for PF TT even if they don't play the game.

PFO was marketed from the beginning towards the wrong demographic of game players. It should have been marketed, without apology as EvE with Swords, set in the Pathfinder setting of the River Kingdoms.

Because of this "Pay to Play Beta" model, GW actually faces two dramatic drop offs in subscriptions. Free months and 1 day after EE, and Free months and 1 day after OE. If the server population is dead in between the EE drop off and the start of OE, what is the state of the game environment (settlement structures, population, etc) when OE begins?

Goblin Squad Member

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Mr Voice of Doom sounds his Gong of Destruction

Goblin Squad Member

Bluddwolf wrote:
Because of this "Pay to Play Beta" model, GW actually faces two dramatic drop offs in subscriptions. Free months and 1 day after EE, and Free months and 1 day after OE. If the server population is dead in between the EE drop off and the start of OE, what is the state of the game environment (settlement structures, population, etc) when OE begins?

You can bet your last pair of socks GW has those dates circled for major content release. If the focus is to get 20K, mid to high "quality accounts" (hardcore crowd who play sub+ for beta), that is achievable. 10-15K certainly is.

My worry for the model is if they want to find more than 20K of those. Doesn't seem to be the case.

Goblin Squad Member

@Bluddwolf, yeah, I figured that GW is having financial issues. Didn't really want to start that discussion though. This market has been way over-saturated, and pretty much right after PFO was announced, everyone started doing paid-betas, and they aren't MVP's. And it's kinda hard to sell people on a game, that requires reading a short novel's worth of blog posts to understand.

Goblin Squad Member

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Notmyrealname wrote:

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?

Right of the top of my head one benefit of the storage aspect of base camps is the ability to choose when you make the run from your base camp to your settlement.

I'm sure other uses besides regenerating power and storage will come up for smart people and strategic people.

Goblin Squad Member

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Notmyrealname wrote:

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?

I would say one benefit is using it as a drop off point. You put the material there. Someone from the settlement goes and gets it to bring it back to the settlement while you go out and get more stuff.

Goblin Squad Member

Valkenr wrote:

@Bluddwolf, yeah, I figured that GW is having financial issues. Didn't really want to start that discussion though. This market has been way over-saturated, and pretty much right after PFO was announced, everyone started doing paid-betas, and they aren't MVP's. And it's kinda hard to sell people on a game, that requires reading a short novel's worth of blog posts to understand.

Actually its probable they needed the extra numbers and the cash flow to attract the next round of investment or perhaps keep the current investors onside.

Goblin Squad Member

Nihimon wrote:
Doggan wrote:
In an ironic twist, if these were available through in game currency only, I wouldn't mind one bit.

So, if the only way to get it is by grinding in-game for hour upon hour (or buying enough Goblin Balls and hoping you can sell them in-game), that's fair, but if there's an option for folks who have more spare cash than spare time, that's not fair?

Reading some of these posts, I'm somewhat sympathetic to the argument that they shouldn't be made available until similar items can be crafted. I remember making that argument some time ago. But when I go and actually look at the shop, lo and behold:

Quote:

Smallholding

$200.00
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Can be used as a soulbinding point
* Private chat channel for characters accessing the Smallholding
* Access storage of Settlements in same hex as Smallholding
* Limited space available for Smallholding deployment (first come, first deployed)

Quote:

Base Camp

$50.00 Remove
* Digital premium item
* First availability scheduled for October 15th (subject to change)
* Enables characters to regain Power
* Provides local storage
* Max of 2 deployable per eligible Hex (first come, first deployed)

So, Crafters will have an entire month to work their skill up to be able to produce the other items that serve similar functions before the Smallholds or Base Camps can be used.

I get that there are some people who really don't want anything in the Cash Shop, and who will use every new offering as another opportunity to cry foul, but I hope it's clear that this is exactly in line with what Ryan's been telling us they'll do for a very long time.

Kindly don't partially quote just to attempt to make a point. What you quoted was a direct reply to an assumption Decius made regarding me. Stop that.

My major issue with this is the price tag attached to the personal structure. Sure, given a choice I wouldn't want any to be available in casg shop form, because its more than a cosmetic feature. But if they have to be buyable, I'd rather not see them grossly overpriced.

Goblin Squad Member

FMS Quietus wrote:
Notmyrealname wrote:

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?

I would say one benefit is using it as a drop off point. You put the material there. Someone from the settlement goes and gets it to bring it back to the settlement while you go out and get more stuff.

This would make sense. gathering trained people with gathering slotted gear can put stuff in the hidey hole. A separate group of hauling/fighty trained people with hauling/fighty stuff slotted can then collect it and transfer home.

Goblin Squad Member

KoTC Edam Neadenil wrote:
FMS Quietus wrote:
Notmyrealname wrote:

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?

I would say one benefit is using it as a drop off point. You put the material there. Someone from the settlement goes and gets it to bring it back to the settlement while you go out and get more stuff.
This would make sense. gathering trained people with gathering slotted gear can put stuff in the hidey hole. A separate group of hauling/fighty trained people with hauling/fighty stuff slotted can then collect it and transfer home.

If you find a 'dungeon' to explore, the base camp would be good to put close by to the 'dungeon' for easy access to drop off loot and recharge power before going back into the 'dungeon' for more fun.

Goblin Squad Member

Doggan wrote:


But if they have to be buyable, I'd rather not see them grossly overpriced.

The pricing seems targeted at groups like chartered companies and settlements rather than at individuals.

Goblin Squad Member

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I honestly don't have any problem with these cash shop items per se (they always said player housing was going to be cash shop), but before you sell me more stuff, I'd like to know what and when is the stuff I already bought. Does the twice marked make unthreaded binding points as suggested? That would affect me decision. When and how is the Destiny twin implemented? That would affect how much I'm spending on character training and also affect my cash shop purchasing decisions. When do I get the daily deal items? That also affects any gear packs I might buy.

I'm probably in on the base camp anyways. I could see myself getting the smallhold when they polish it more. But I'd like to know what I already bought before I buy some more.

Goblin Squad Member

Yeah, we of The Veiled are discussing about purchasing a smallhold as a Company tool. Of course, we still plan on having a Tavern.

Goblin Squad Member

Doggan wrote:
Kindly don't partially quote just to attempt to make a point. What you quoted was a direct reply to an assumption Decius made regarding me. Stop that.

If you feel I quoted you in such a way that the lack of context changed the meaning of what you wrote, I'll gladly hear you out. If you just want to try to tell me to shut up, well... Stop that.

Goblin Squad Member

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Ryan, what's the target date for implementing the first iteration of taverns and other backer-reward structures (can't remember if there are any others, now that I think about it...)? Will they go in at the same time as, before, or after the premium items?

Goblin Squad Member

@ Edam.

Actually I feel these items are still very much on the cheap side. At first I thought the basecamps were consumables. When I read they are actually re-usable (if on a long cooldown), they became a must buy.

Goblin Squad Member

Honestly As long as a Player can craft the same type of item, and make it better than what is sold in the cash shop I am ok "not overjoyed" with goblinworks evolving cash shop idea's.
However I have two issues so far, one this game is has you shelling out 15 a month and has a cash shop offering important "in game structures and possible dungeon content" this to me is simple greed, if it were as stated early on as superficial bling and emotes ect, that only interacted in the game on a graphical and not mechanical level "barring one use items" that would be understandable, if the game were free to play then what they are doing would be understandable, as it is, it is pushing what I am willing to accept from an mmo.

Issue number two is anytime someone disagrees with goblinworks, using stated old posts and common usage, Goblin works redefines what that word/concept means to them, I understand these concepts mean different things to different people, however goblinwork through Ryan redefines their meaning after the fact,and in general does not clarify their statement when asked pointedly about meanings untill after the fact. So I would ask that goblin works try to better define there statements succinctly, because we are quickly approaching beta and the statement that things are not solid enough to give out specifics is getting worn thin.

Also I ask in specific will players be able to craft the same type of structures as what is being offered in the cash shop and if so will those crafted structures be better than what is offered in the cash shop.

Goblin Squad Member

I also think that these Basecamps, and also Smallholds in the Wilds, will add a lot to the Social and PvP game.

Since only 2 basecamps are deployable at the same time in an eligible Hex (first come, first serve) this could both lead to fraternizing(can we sit at your camp?) as well as hostile feelings(we want our own camp, lets get rid of theirs).

I have another question: I take it that the more temporary, playermade campfires do not count towards the "2 per hex" limit of basecamps?

Because I can see every eligible hex fill up with these basecamps pretty quickly.

CEO, Goblinworks

I think the current plan is that Taverns will be in the game on the first day of Early Enrollment. I just did a quick confirm on that with Lee. About half the owners have chosen their spots and about half have not. I think one of the people has asked for a spot on the map that isn't planned for Early Enrollment (not sure - that's just something I remember hearing in a briefing meeting).

Not all the Tavern functionality will be in at the start like the NPC but the power recovery will be working!

Goblin Squad Member

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Calis wrote:
Issue number two is anytime someone disagrees with goblinworks, using stated old posts and common usage, Goblin works redefines what that word/concept means to them...

The issue I have is folks accusing Ryan of lying or changing what he said.

From the blog where Microtransactions were first announced:

You'll use Skymetal Bits to purchase four kinds of things:

1. Enhancements to your account: Things like having multiple characters, paying for skill training, and other premium services
2. Convenience consumables: Things that your characters might want to use in–game in lieu of relying on always having specialist characters with you while you adventure, or as a way to recover from an encounter that goes horribly awry
3. Bling: Visual displays that have no in–game mechanical effect, such as specialized clothing, decorations for buildings, and interesting–looking mounts.
4. Theme park adventure content: In–game modules that you can unlock for yourself and your friends

From time to time we may offer a variety of other things that are linked to Skymetal Bits—things like access to Pathfinder Online conventions, real–world apparel, or other such merchandise.

The Skymetal Bits store will not sell much in the way of items with in–game mechanical benefits. You won't be able to use Skymetal Bits to purchase awesome arms and armor, or magic items, or the ability to summon powerful entities to slay your foes. In other words, you won't be able to bypass the need to play the game in order for your characters to become more skilled and powerful over time.

Here's Ryan talking about MTX all the way back in 2011.

And here he is being very clear almost two years ago:

@Gambit - our MTX store will have items with in-game mechanical effects.

Our commitment to the player community is that none of those things will be the best in the game - a player crafted item will always be at least as good, if not better, than anything you can buy in the store. And we do not intend to put items into the store that are more than "convenience" items; things that are primarily consumables and that simply help reduce some of the minor irritations of playing.

There will be lots of bling, lots of mounts, lots of flashy sparkly bits.

The place where we draw the line between "pay-to-win" and "convenience" will almost certainly change over time as the game and the market develops. But I cannot imagine a time when the people who play the game would feel compelled to make MTX purchases for gear.

RyanD

If you're going to accuse Ryan of "going back on his word", perhaps we should try to be clear about what he actually told us.

____________________________________________________________________

Calis wrote:
Also I ask in specific will players be able to craft the same type of structures as what is being offered in the cash shop and if so will those crafted structures be better than what is offered in the cash shop.

This was actually answered, very directly, in the blog.

We have said from the outset that we will never sell items in the store that are mechanically superior to things the players can craft using the in-game systems.

Goblin Squad Member

FMS Quietus wrote:
Notmyrealname wrote:

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?

I would say one benefit is using it as a drop off point. You put the material there. Someone from the settlement goes and gets it to bring it back to the settlement while you go out and get more stuff.

When I first read about this that was my first thought on how to use it.

Scarab Sages Goblin Squad Member

Right now we know a little bit about campfires. We know that they'll provide power regeneration, they'll be consumable items, and there will be multiple tiers of campfires. I assume that higher tiers will regenerate power faster than lower tiers. It's possible that higher tiers might also serve more characters simultaneously and/or last longer, but I don't think we can make those assumptions yet. Knowing this much about campfires, we can make a few useful comparisons to base camps.

Right now we know very little about Taverns (Kickstarter-purchased and Company-built), and other POIs. Without information about these structures, it's very hard to compare them to smallholdings.

I predict that base camps will outsell smallholdings by a wider margin than the price difference between them would suggest. After the initial wave of enthusiasm about a new store item, I predict that thoughtful consumers will move smallholdings from the "must buy" category to the "researched purchase" category. I think that the lack of ability to research the relative merits of store-purchased vs. in-game purchased structures will cause many potential buyers to postpone their purchase of a smallholding.

Goblin Squad Member

Having thought about it more, I'm not sure I'm entirely comfortable with the idea that Tavern POIs make a smallholding "not pay to win". It looks like smallholdings enable strategic play which cannot be had without them, such as for example having both a power regen structure and some other sort of POI which does not offer power regen in the same hex.

PFO is a game of PVP conflict at numerous levels. One of those levels is the logistical war of resource accumulation. If settlement A gains wealth 10% faster than settlement B because members of settlement A purchased smallholdings and base camps and settlement B is burning time and resources for consumable campfires, then the cash shop is indeed pay to win.

I'm very much looking forward to hearing what options will exist for deploying player-made structures in the 3 player building slots per hex which fill the same logistical role as these cash shop items.

Goblin Squad Member

Doggan wrote:
Sure, given a choice I wouldn't want any to be available in casg shop form, because its more than a cosmetic feature. But if they have to be buyable, I'd rather not see them grossly overpriced.

Where I feel the reverse. If they are going to sell something that I hope to craft, I'd rather it be horrendously expensive to discourage people from buying it.

Goblin Squad Member

Quote:
We have lots of ideas of how to expand this basic system over time. We can offer several varieties of Smallhold structures. We can offer various decorations. It may be possible that player-character crafted objects can interact with a purchased building (like buying a paint kit from another character, for example).

I would have preferred it the other way around where players build the structures only in-game and then offer paint kits and such in the Shop.

Goblin Squad Member

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Bluddwolf wrote:
Bottom line, "Pay to Play Beta" is a non starter for the majority of the MMO community.

Seems to me I was interested in helping develop a multiplayer RPG 'done right'. I wasn't interested in paying money for beta. Access to Alpha and heavier impact for my impressions and preferences was a factor. But 'Pay to Play Beta' is your conjuration.

Bluddwolf wrote:
$1000 Alpha was laughable to the majority of the MMO community.

That majority overvalue their few wrinkly dollars and undervalue the quality development of an interactive international social environment.

So far I have been pleased with the systems GW is creating. I don't yet regret my contributions.

CEO, Goblinworks

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Actually, we sold waaaaaaay more Alpha accounts than I expected. The interest in that level of participation has been so great that Mark, Lisa and I are brainstorming ways to keep adding value to the Alpha accounts even after the Alpha test ends. We will probably be selling them forever.

Goblinworks Executive Founder

Ryan Dancey wrote:
Actually, we sold waaaaaaay more Alpha accounts than I expected. The interest in that level of participation has been so great that Mark, Lisa and I are brainstorming ways to keep adding value to the Alpha accounts even after the Alpha test ends. We will probably be selling them forever.

Thanks.


.@Ryan Dancey

It appears to me the huge benefit to the smallholdings and the hefty price tag for it is the extra bind point. Since there is no fast travel in the game this becomes a huge advantage to an aggressive guild. Go to a neighboring hex beside a settlement destroy the current smallholdings that are in the neighboring hex. Plop down the aggressive small holdings and now you have a bind point to lay siege on with.

So I guess my question is. Will there be a craftable item that can cause this same effect or is the Smallholding the only way to do this?

Goblin Squad Member

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My only concern is when game design's primary goal is to get people to spend money. Players identify with brands and want to believe in them. They want to feel that the company that they're spending money on can be trusted. They don't want to feel like they are being taken advantaged of.

I have seen this from other companies and it gives everyone involved a bad name and risks damaging said IP. I would hope and think that GW is aware of this and so I remain cautiously optimistic.

Goblin Squad Member

<Kabal> Pexx wrote:

.@Ryan Dancey

It appears to me the huge benefit to the smallholdings and the hefty price tag for it is the extra bind point. Since there is no fast travel in the game this becomes a huge advantage to an aggressive guild. Go to a neighboring hex beside a settlement destroy the current smallholdings that are in the neighboring hex. Plop down the aggressive small holdings and now you have a bind point to lay siege on with.

So I guess my question is. Will there be a craftable item that can cause this same effect or is the Smallholding the only way to do this?

It won't work like this.

First, you can not take down a small holding without siege engines.

Second, the small holding has a PVP window, but that does not mean that anyone and everyone can attack during that window. You would still have to have some "hostile status" with them (Feud, Faction, War).

Dev Blog wrote:
Fourth, we need to consider how conflicts over Base Camps and Smallholds should interact with the alignment and reputation system. Attacking someone's property without other considerations (like feuds) should have pretty significant consequences. Likewise, defending your property should not incur substantial penalties. We'll be working with the community to set the degree of consequence from PvP involving these structures and fine tuning the variables over time.


.@Bluddwolf

Ok so enemy guild, pvp window is valid, and bring siege engines so anybody can still do what I am talking about so long as they meet the criteria.

That isn't my main point though. My main point is the bind point access can it be player made or not?

Goblin Squad Member

Yes, the bind will not be free though.

Goblin Squad Member

<Kabal> Pexx wrote:

.@Bluddwolf

Ok so enemy guild, pvp window is valid, and bring siege engines so anybody can still do what I am talking about so long as they meet the criteria.

That isn't my main point though. My main point is the bind point access can it be player made or not?

They should extend the limit placed on them to all sponsored hexes that a Settlement owns. Meaning that if the settlement is against you placing a smallhold, then you won't be able to directly in their territory.

Furthermore, if you claim a hex that has smallholdings in it, then you should have the option to despawn those houses. So, if someone sets up shop near you, you can just claim the hex and push them out.

Lastly, there should be a limit on how many people can bind at one of these smallholdings. A city obviously can handle hundreds/thousands, a small house like this, maybe 6-10? With a few bind points the houses could only be used for long range harassment rather than full on Sieges.


.@Cheatle

Right, but a hex that hasn't been claimed by territory you could place it there so long as the above criteria discussed was met. I agree with your point if I am understanding you correctly. The immediate hexes around the settlement Hex shouldn't be able to place it their without the settlements permission. If I misinterpreted your point my apologies.

I think your second point and third point are a brilliant idea. There absolutely should be a limit to how many people can bind themselves to it.

Scarab Sages Goblin Squad Member

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Nihimon, could you provide a pointer to any information we have about the other types of POI beyond taverns?

It could be that one of the other POI types is a better point of comparison to a smallholding than a tavern is. It could also be the case that smallholdings will justify their price tags by duplicating two types of player-made POIs in the footprint of one.

Edit: Some amateur sleuthing uncovered this partial list:

The Window's a Wound, the Road is a Knife wrote:

The total list of available PoIs is not complete, but a few of them include:

Inn: A welcoming tavern that provides lodgings, player power regeneration, limited trade goods, some training for social classes, and a space for social interaction
Manor: A sturdy country house with a surrounding estate that provides some skill training, some resource gathering potential, and some trade and aristocrat skill related functions
Watchtower: A secure hold that provides perception bonuses and some martial training
Shrine: A place of worship that provides some healing, some curse and affliction removal, and some religious training.

Goblin Squad Member

Once the extra settlement hexes are settleable, the current map has 8 claimable hexes per settlement. I don't think "unclaimed hexes" are going to be a long-term phenomenon.

I agree that whichever settlement has sovereignty in a hex should be able to control what building is allowed and to forcibly despawn unwanted buildings, with the exception of explicitly hostile construction like siege camps and hideouts.

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