The Empyrean Order's Journey from Brighthaven to Ozem's Vigil


Pathfinder Online

Goblin Squad Member

Ladies and Gentlemen,

The Empyrean Order decided to make the journey from Brighthaven to Ozem's Vigil to claim the coveted prize of first organization to attain a tier two item, made from at least 3 tier two refiners. After some initial set backs and technical difficulties we were underway.

It took us about an hour and a half to make the trip, but it was well worth it! Fighting through hordes of undead, goblins, and cultist, we finally made our way to Ozem's Vigil, and claimed Caldeathe's Prize. After months of hard work, and a long journey, we were able to claim victory, and it was sweet.

Here are some pictures from the journey, as well as some more pictures of some armor The Empyrean Order crafted.

Journey

More pictures of our squad and armors

These are all low resolution, sorry guys.

Goblin Squad Member

Congradulations, nice work!

Goblin Squad Member

Congrats on making the T2 gear.

I have some Rich Lodestone and Solid Gold, That I can't refine yet in TalonGuard.


The T2 Armor was absolutely lovely to see in person. The Warden's Bow Cheatle gifted me with was even nicer :) Tomorrow, I will train up some attacks and take it for a spin!

Goblin Squad Member

Thank you, thank you. I warmly embrace my new life as a major celebrity.

Keeping in the spirit of things, when the time comes I will be crowdforging my inevitable downward spiral. There will be polls for drug of choice, misdemeanor crime, questionable lifestyle decision, and which of several options of mugshot to use in press.

In the photos from left to r- forget that from Proxima Sin to everyone else you're looking at Dwarven Steel Banded (Heavy - Dragoon fighter armor feat), Captain's Chainmail (Medium - Archer fighter), and Quiet Iron Shirt +4 (Light - with the hood).

Goblin Squad Member

Epic!

Goblin Squad Member

Schedim wrote:
Epic!

A well advertised event, made by the supposedly largest company in the game, traversing a huge percentage of the map.

* Less than 10 people are pictured (and some could be multiboxed alts).

* Not a mention of encountering any other players, along the way.

* No PVP opposition, unexpected or planned

* I'm willing to bet, every escalation was at 100%

* No mention of being greeted by anyone in Ozem's Vigil (probably a ghost town like the other 25+ land rush settlements).

Sounds more like an "Epic Fail", not of the people who participated in this event nor the event itself. It is an "epic fail' on the part of Ryan (He's the supposed marketing guy) to attract and retain the player base.

What PFO needs is an open beta phase, one that lasts about 3 - 5 months. They need to have several builds in the bank, ready to release, before that beta begins. This way as new players (real new players, not those buying second accounts) come into the game they will get a fairly steady influx of new and improved content.

Then, about 6 months from now, maybe the game will be ready for Early Enrollment.

Until that happens, all funneling efforts should be put on hold (Settlements can train everything, No 1-step alignment system). How the heck are you funneling less than 200 individual players (if it is that high) into 33 settlements?

Goblin Squad Member

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Ok NewAndius keep your doom and gloom thread hijacking out of my spotlight.

You've stated your opinion and why you think that way. Then you did again, and again, and again, and again, and again... Some people did some good things on this day, there were screenshots and t-shirts and much rejoicing. That's what this thread is about.

You know the number one reason people give for not playing so much these days? They want persistence. They want MORE of the game not less, and they want to start having lasting affects on the metaphorical and literal landscape. Once the caching issue is resolved that snowball starts rolling down the mountain. And I butt heads, disagree, and point out flaws probably more often than I say nice things about the game so you can't dismiss me with a fanboy label.

Just because you occasionally say something smart don't fool yourself into thinking your voice matters any more than the rest of ours. You don't get to hijack threads with your same old recorded message. You add value to the community as the good Bad Guy, that's your role. Next time you want to unravel someone else's thread to inform us how quickly the sky is falling, I suggest you check yourself before you start getting your own nicknames like Rantius and Tedius and your goodbye message is the most +1'd post you ever made. Now shut up and rob somebody.

Goblin Squad Member

Proxima Sin of Brighthaven wrote:
You know the number one reason people give for not playing so much these days? They want persistence. They want MORE of the game not less, and they want to start having lasting affects on the metaphorical and literal landscape.

Preach it, sister.

As soon as the game goes to EE, there will be more people playing. Persistance means every thing I harvest or loot is material for my company, if I can get it home.

People may say this or that needs to be in before EE. The stark reality is that when EE comes, anyone who insists on waiting instead of running is going to get lapped.

Goblin Squad Member

Thanks for sharing Cheatle! I notice your lack of dwarven representation... :)

Goblin Squad Member

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Proxima Sin of Brighthaven wrote:
Ok NewAndius keep your doom and gloom thread hijacking out of my spotlight."

Perfect :)

Goblin Squad Member

As I stated, but will reiterate... I applaud you for your efforts, and I did not disparage that effort.

You bring up for the very first time, to my knowledge, that the lack of persistence is the "number one reason" for the low population. Maybe you're correct, or more possibly will be proven to be correct (I hope so). We will find out when the KS free time wears off between 1 - 4 months after EE begins.

@ Urman,

"Anyone who insists on waiting instead of running is going to get lapped."

Ryan has been insistent that this will not be the case. That "non steep" power curve point that he makes to try to still the nerves of potential new players, that they won;t in fact be left far behind those that start Day One.

So we do as you seemingly suggest and start Day One, and bank our XP and await the other features of the game. To this, Ryan has said several times, that those characters will be left behind regardless of banked XP..... Contradiction Alert!!

Unlike Andius, and many others, I and several others of the UNC are in this game for the long haul. A few of us have up to 2 years of pre purchased time. I just don't see any effort to address the population issue on the part of Ryan.

Your event, as commendable as it was, only spotlighted what I have been saying. Instead of trying to explain away or cover up the issue, add your voices to it. You can't possibly believe the server population is sustainable, or that it can sustain any of the systems that GW is counting on large populations to make them work as intended.

Goblin Squad Member

Bluddwolf, why do you think the current population in Alpha has any reflection on the future of PFO?

Goblin Squad Member

If GoblinWorks started giving out more Alpha invites it could help increase the player base.

Goblin Squad Member

Saiph wrote:
Bluddwolf, why do you think the current population in Alpha has any reflection on the future of PFO?

Because when you step into an empty world, that is supposed to have 8,000 backers and 2500 (Ryan's number) of individual clients, it concerns me.

When virtually every escalation is 100%, that highlights the problem.

When you travel into a great majority of the land rush settlements, and you are the only person there, that is a concern.

I'm quite honestly baffled that few seem to be concerned about low population in an MMO. Low population becomes as detractor in attempts to gain new customers.

Goblin Squad Member

RHMG Animator wrote:
If GoblinWorks started giving out more Alpha invites it could help increase the player base.

WE had plenty of alpha invites, we could not give them away. What I think they need is an open beta just to get several thousand in, just before the EE, and then hopefully they will get a few hundred or even more than a thousand to resub once EE begins.

Goblin Squad Member

Bluddwolf wrote:
RHMG Animator wrote:
If GoblinWorks started giving out more Alpha invites it could help increase the player base.
WE had plenty of alpha invites, we could not give them away. What I think they need is an open beta just to get several thousand in, just before the EE, and then hopefully they will get a few hundred or even more than a thousand to resub once EE begins.

You're surprised that you can't give away invites in Alpha, which lacks persistence and is has the very minimum of minimum features?

Goblin Squad Member

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I don't get why it's hard to understand that most people don't like playing alphas anymore than most people don't watch preseason games. This alpha has gone on pretty long and most characters have hit the wall where skills take days to purchase.

I'm not expecting a big population the first 6 months or so but that has nothing to do with the population in alpha.

Goblin Squad Member

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Bluddwolf wrote:

Unlike Andius, and many others, I and several others of the UNC are in this game for the long haul. A few of us have up to 2 years of pre purchased time. I just don't see any effort to address the population issue on the part of Ryan.

Your event, as commendable as it was, only spotlighted what I have been saying. Instead of trying to explain away or cover up the issue, add your voices to it. You can't possibly believe the server population is sustainable, or that it can sustain any of the systems that GW is counting on large populations to make them work as intended.

Bludd, you're not making any sense. What part of this are you not getting? Ryan has explained in great detail that this is a different process than what you are used to: instead of seeing a game at 4.5 years AND LOOKING A CERTAIN WAY, you're seeing it at 2 years AND IT LOOKS A DIFFERENT WAY. That's pretty simple. I know it's new, but once you realize, "Oh, I'm used to sitting down and eating a slice of apple pie, but now I'm looking at flour, sugar, apples, etc. and it looks really differemt, because I'm at the beginning of the process, not the end," its not hard.

You're evaluating an event that happened in year 2 Alpha, using criteria that would only make sense if you were looking at an event in year 4.

Think of it this way: if server populations are this low in 2 years, then yes, major problem that Ryan would have some 'splaining to do. But during the super-boring, no-permanency part of Alpha testing, of course populations are low. It's expected. The moment we go to EE and we move from testing to playing/testing, you'll see a jump in population. And as over time it's more playing/more ways of playing/better play, other people will enter at their "fun tipping point," and so on.

Goblin Squad Member

Bluddwolf wrote:
What I think they need is an open beta just to get several thousand in, just before the EE, and then hopefully they will get a few hundred or even more than a thousand to resub once EE begins.

I don't want to derail this thread any further but I have a few comments in response to Bluddwolf.

I do not want thousands of players right now. I am having desynch issues with the players we already have.

Why should I go to my player settlement at this point? I wish I could level to role 9, but do I really need to? This thread illustrates that we are just now, with the most dedicated players in the game, at the point in xp where even the easiest Tier 2 items can be made.

Would having thousands or millions of players have made that accomplishment go any faster? No it wouldn't have. You can clear a million escalations, farm every recipe in the game, clear out every Tier 2 and 3 resource you want and yet this thread would have had the same result only with more players achieving it at once.

What is the advantage to so many more players at this stage Bluddwolf? How does that help me enjoy the current options available in the game? All I need are a handful of dedicated crafters and gathers to make any Tier 1 item I want. Escalations can be avoided, and all of the Tier 1 recipes can be solo dropped without grouping.

I hate comparing a game like this to Life is Feudal but that game only has a cap of 64 players per server. The fundamentals of crafting and combat still need work there and you don't need thousands of players to test that. The versatile nature of Tier 1 training and gear allows one player to test the basics of hundreds of options and each of those options will still need to be retooled for the next year at least.

This game is not on store shelves and won't be for a good long while. Six months from now when many of us will be waiting months to boost ranks from 13 to 14 to craft Tier 3 the basics will be polished enough to add tens of thousands of players. Until then relax and stop treating Early Enrollment like a retail launch.

It is year 2 of 5. Show some patience.

Goblin Squad Member

2 people marked this as a favorite.
Bluddwolf wrote:
You bring up for the very first time, to my knowledge, that the lack of persistence is the "number one reason" for the low population. Maybe you're correct, or more possibly will be proven to be correct (I hope so). We will find out when the KS free time wears off between 1 - 4 months after EE begins.

It's possible you weren't sensitive to it. It's been the most common reason I've heard for people not participating. They're tired of testing, and regardless of existing and future flaws, not interested in investing energy in something that will go away soon.

Goblin Squad Member

IMHO, actual trouble for PFO in EE is going to be very easy to identify. If at any point GW is mulling closing half of the map until OE, then we are in trouble.

Goblin Squad Member

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Bluddwolf wrote:
WE had plenty of alpha invites, we could not give them away.

I've said it before: I can't imagine a universe in which someone with your opinion of this game could convince someone to take a free invitation to it.

Congratulations to TEO, and many thanks to Caldeathe for putting up the Prize!

Goblin Squad Member

Bluddwolf wrote:
You bring up for the very first time, to my knowledge, that the lack of persistence is the "number one reason" for the low population. Maybe you're correct, or more possibly will be proven to be correct (I hope so). We will find out when the KS free time wears off between 1 - 4 months after EE begins.

You can add my name to the list of people who are holding off on playing very much until EE begins. Persistence is a huge factor in the motivation to play, especially this close to a wipe and the start of EE.

Goblin Squad Member

Saiph wrote:
Thanks for sharing Cheatle! I notice your lack of dwarven representation... :)

Alas, I was there at the gathering of the company for this journey, but other concerns kept me in Brighthaven.

Terram

Goblin Squad Member

Mbando wrote:

Bludd, you're not making any sense. What part of this are you not getting? Ryan has explained in great detail that this is a different process than what you are used to: instead of seeing a game at 4.5 years AND LOOKING A CERTAIN WAY, you're seeing it at 2 years AND IT LOOKS A DIFFERENT WAY. That's pretty simple. I know it's new, but once you realize, "Oh, I'm used to sitting down and eating a slice of apple pie, but now I'm looking at flour, sugar, apples, etc. and it looks really differemt, because I'm at the beginning of the process, not the end," its not hard.

You're evaluating an event that happened in year 2 Alpha, using criteria that would only make sense if you were looking at an event in year 4.

Think of it this way: if server populations are this low in 2 years, then yes, major problem that Ryan would have some 'splaining to do. But during the super-boring, no-permanency part of Alpha testing, of course populations are low. It's expected. The moment we go to EE and we move from testing to playing/testing, you'll see a jump in population. And as over time it's more playing/more ways of playing/better play, other people will enter at their "fun tipping point," and so on.

First, I've been in aplhas before, the longest was Pirates of the Burning Sea (week one Alpha and there for 2.5 years + 3 months of beta, followed by 2 years of post launch). I'm familiar with the early stages of an MMO.

I expect that the population will increase at the start of EE. This is when many players will actually begin to use their time from the KS.

It is EE+ 5 where it may become evident that there is a really big problem.

Goblin Squad Member

Very cool! Thank you for sharing. I applaud this commemorating in-game events. Creating a living history, and archiving it will add quick a bit to the overall environment in-game.

Goblin Squad Member

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Saiph wrote:
Thanks for sharing Cheatle! I notice your lack of dwarven representation... :)

It's my fault. I see a a dwarf's round little dome so close to the ground, I look at my +2 fence post, and I get these irresistible urges to practice driving golf balls off the top of my mountain. Dwarves ARE Scottish after all.

Alternate post: We left Brighthaven with 3 dwarfies, but their little go-sticks had only gotten them to Phoenix Pass by the time of the photo op.

Alternate alternate post: We left Brighthaven with 3 dwarfies. Wyverns were circling in the sky outside Kreuz Bernstein feeling a bit peckish, thought they were dour and taciturn rabbits. It's really quite tragic.

Old-timey slapstick alternate post: Cheatle is actually two dwarves that stand on each other's shoulders in human size armor.

90s horror alternate post: We brought 3 dwarves with us but you don't see them in the screenshots because they're right behind you!

Sci-fi alternate post: Whose chest-image-capture device do you think we used to create such realistic paintings of the event we can send through the internet tubes? That's why all the photos are angled upwards at us.

Goblin Squad Member

@Bludd,

This wasn't a well established Event, I forgot about the prize, we have had the ability to make bows a few days now, and Bringslite reminded me of the Challenge.

So, I thought wow this is a perfect opportunity to show case some of the stuff we made, do a proper training mission, and go get our prize (if someone else didn't claim it in time). So, about 24 hours before I told Cal we would be there, I posted in TEO forums about it, I have been asked to usually give everyone a week, because of everyone lurking instead of playing (everyone is waiting on EE at the moment), but I had already told Cal when we would be there.

So, the time comes around and we ended up having 10 people altogether, which I felt was solid, since I gave a 1 day notice, on a weekend, when most people are waiting for EE and lurking. Every single one of those people were PvP interested, and on our voice comms, because we actually set it up like a training mission.

Our goal was to have forward and rear scouts, and act as sort of a guard caravan, with the persons in T2 armor our packages (Aristocrats if you will), and we purposely skirted major Settlements, except for Freevale (which we thought we might find some PvP), we did not.

You are right, the escalations were at 100%, but together we were able to kill what we needed to make it through, and couple that with some of the technical difficulties (a lot of desynching) we finally made it to Ozem's Vigil. Where we were greeted by Cal, Sspitfire, and I think someone named Hammer.

We lost 2 people to technical issues, before making it to OV, but everyone there were individual people, no multibox. Some of your other points were spot on, but we did try and avoid settlements (other than Berstein, Feevale, and Phoenix Pass), and we did plan for PvP, although we got none.

I would say that the biggest issues here are 1)No reward for PvP, 2)People waiting for EE to begin, and 3)Technical issues with the server. Those were the three hills we have to go over, but in the end we felt it was worth the trouble, because we had a good time, we worked together to accomplish our goals, and that we had out lasted all the technical issues. I was very proud of my people.

Edit: We actually started with Dwarves, but issues with the server led to them not being able to make it, and one had to leave in the middle.

Goblin Squad Member

Well I will add my name to the waiting for EE and persistence, I got in as soon as they started the stress test and did some escalation group testing and ran around the map for a couple weeks. Other than if I see an announcement for people to gather en masse I expect my involvement in the remainder of alpha to be logging on every weekend to spend xp and try a few new abilities. Also if GW gave us a list of things they wanted us to try and break I would get involved until then I will remain on the sidelines.

Goblin Squad Member

TEO Malvius012 wrote:
Also if GW gave us a list of things they wanted us to try and break I would get involved until then I will remain on the sidelines.

Lee posted such a list in alpha forums around alpha 8, I'll check if there are any updates to it.

But he or Stephen also pointed out that devs never think of everything, so they love it when players run around doing our thing and find stuff they never would have thought of, too.

Dark Archive Goblin Squad Member

Bluddwolf wrote:

First, I've been in aplhas before, the longest was Pirates of the Burning Sea (week one Alpha and there for 2.5 years + 3 months of beta, followed by 2 years of post launch). I'm familiar with the early stages of an MMO.

I expect that the population will increase at the start of EE. This is when many players will actually begin to use their time from the KS.

It is EE+ 5 where it may become evident that there is a really big problem.

I was in PoTBS too and I played for over 2 years on Tiggy and roberts and I watched the game die because of the problems there and the fact that so much went wrong in the first 6 months.

This game has a 5 year development plan and AFAIK it is funded for those five years.

I would much prefer the Alpha to go on and for GW to get things right for EE than to release it early and watch players leave.

Swiss Aka Averell Dalton, Spanish PB Commander on Tiggy and Roberts.

OOPS, sorry about the hijack TEO, gratz on the T2 items.

Goblin Squad Member

Swiss Mercenary wrote:
Swiss Aka Averell Dalton, Spanish PB Commander on Tiggy and Roberts.

I was Captain Bluddworth of the Fraternity of Independent Sea Tyrants and later the Caribbean Wolfpack. We also played on Antigua and Roberts servers.

Scarab Sages Goblin Squad Member

Lately, I'm becoming another "waiting for EE" person. I feel like I've tried what I wanted to try in Alpha. I'm ready for persistence, ready for an economy where coin is actually valued, and more than ready to stop logging in on the opposite side of the map from where I logged out. I'm still enthusiastic about PFO, but I'm much more enthusiastic about starting EE than continuing Alpha.

Congrats again to TEO, and thanks for sponsoring the contest, Caldeathe.

CEO, Goblinworks

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I am absolutely not surprised that server population is low. I think we have been in Alpha a month too long. The initial rush of "how does this work" is over. Now most people are just waiting for the "real game" to begin. The stuff that is hard to do will be wasted when we start Early Enrollment. And the benefits of having a lot of people logged in and playing won't materialize until the results of all that work is persistent.


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May the next patch be the final Alpha patch! Hail Zog!

Goblin Squad Member

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I'm coming back for each new build. I want to help Alpha test, but not enough to slog away at a build after we've had a sense of where it is at.

Goblin Squad Member

KarlBob wrote:
... I'm... ready to stop logging in on the opposite side of the map from where I logged out.

Use "Log Out" instead of "Quit" (thanks for mentioning this, Esiyr!)

Since doing that, I have not had a single occurrence of logging in somewhere other than where I logged out.

Goblin Squad Member

Nihimon wrote:
KarlBob wrote:
... I'm... ready to stop logging in on the opposite side of the map from where I logged out.

Use "Log Out" instead of "Quit" (thanks for mentioning this, Esiyr!)

Since doing that, I have not had a single occurrence of logging in somewhere other than where I logged out.

I've been doing this too, and while I don't know if it is truly making a difference, I haven't had a desync or unexpected login location in almost 2 1/2 weeks.

Goblin Squad Member

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I am in the same boat as Mbando is at. I log in to see what going on but not to test when it already been figure out where the build at.

Goblin Squad Member

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Ryan Dancey wrote:
I am absolutely not surprised that server population is low. I think we have been in Alpha a month too long. The initial rush of "how does this work" is over. Now most people are just waiting for the "real game" to begin. The stuff that is hard to do will be wasted when we start Early Enrollment. And the benefits of having a lot of people logged in and playing won't materialize until the results of all that work is persistent.

I'm holding off playing and waiting for 2 announcements:

1. "Towers are working!" or "We've increased crafting trainers level for T2 training!"
2. The character TP/desync/db corruption issues are resolved.

If you want to do a high traffic test, you should give everyone 2.5 million experience, turn all the crafting facilities up to 11*, add a factor of 10 to the drop rates, and let us go crazy.

I'm probably not alone in getting burned out, because I wasn't progressing. It was getting boring slowly fighting through goblin ghouls, when I knew my character was ready for T2 gear that would make a good impact on the difficulty.

*not 11 quality, Spinal Tap reference, turn them beyond what we will ever see in the game.

Scarab Sages Goblin Squad Member

Nihimon wrote:
KarlBob wrote:
... I'm... ready to stop logging in on the opposite side of the map from where I logged out.

Use "Log Out" instead of "Quit" (thanks for mentioning this, Esiyr!)

Since doing that, I have not had a single occurrence of logging in somewhere other than where I logged out.

Great tip. Thanks.

Goblin Squad Member

Proxima Sin of Brighthaven wrote:
TEO Malvius012 wrote:
Also if GW gave us a list of things they wanted us to try and break I would get involved until then I will remain on the sidelines.

Lee posted such a list in alpha forums around alpha 8, I'll check if there are any updates to it.

But he or Stephen also pointed out that devs never think of everything, so they love it when players run around doing our thing and find stuff they never would have thought of, too.

The best that testers can do is what the devs did not think of. THe design team hold have a collection of test, scripts, challenges to ascertain whether the known problems have been fixed. As always the greatest challenge in the unknown unknowns. That is what testers really bring.

At this point, there are no good "tests"/"scripts" that can do all of the different things users do at the same time. The test should be recording what we do and simulate that data set around failures.

--- new subject

Is there a Movember plan for this year?

Goblin Squad Member

Ryan Dancey wrote:
I am absolutely not surprised that server population is low. I think we have been in Alpha a month too long. The initial rush of "how does this work" is over. Now most people are just waiting for the "real game" to begin. The stuff that is hard to do will be wasted when we start Early Enrollment. And the benefits of having a lot of people logged in and playing won't materialize until the results of all that work is persistent.

I hear your worry and it is valid.

I play late. THere are not many on week nights when I get home. My settlement is small. Playing with groups has been fantastic. 2 such were lost in teleport and all I didi was erased. It is a but to be fixed before EE. In a small community, my harvester has trouble finding recipes, and level 6 is remote. The a sales are over so fast, I can not buy what I need (even if no one else bought any thing). on the other side the substantial good I have to sell, I can not because no one buy and I am out of coin.

The real truth is that EE is about setting up the economy that OE will need. BOOTSTRAPping

There needs to be option for long term posting of the cheapest offer. Things that are just not selling, but 2 months from now someone could buy. If it sells, there may be producers coming back to market. If things cost to list and do not sell, and disappear in 2 day; they will not be offered at market, they will not but made, and customers will assume they are not available even is there are 6000 available at 1 Cp each.

Goblin Squad Member

Lam wrote:
Ryan Dancey wrote:
....

I hear your worry and it is valid.

I play late. THere are not many on week nights when I get home. My settlement is small. Playing with groups has been fantastic. 2 such were lost in teleport and all I didi was erased. It is a but to be fixed before EE. In a small community, my harvester has trouble finding recipes, and level 6 is remote. The a sales are over so fast, I can not buy what I need (even if no one else bought any thing). on the other side the substantial good I have to sell, I can not because no one buy and I am out of coin.

The real truth is that EE is about setting up the economy that OE will need. BOOTSTRAPping

There needs to be option for long term posting of the cheapest offer. Things that are just not selling, but 2 months from now someone could buy. If it sells, there may be producers coming back to market. If things cost to list and do not sell, and disappear in 2 day; they will not be offered at market, they will not but made, and customers will assume they are not available even is there are 6000 available at 1 Cp each.

I agree the time something is in the AH is to short for Alpha as there are too few players.

And A bug does need to be fixed, as you CAN NOT sell X>1 Items for 1 Copper.
Either add this code in the sell menu:
if(Quant <= Price(in Copper and in both min and initial price) {Allow}
else {Deny}

or

Allow items to be sold cheaper than a Copper.

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