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I agree with Cougar.
The top three most asked for features at the moment are:
Chat options (world, comp, settlement, recruit....etc)
Banks (shared between chars, between comp, between settlement)
UI Improvements (sleeker, sliders, scroll bar use, active tool tips, key mappings/bindings, etc)
Those are all good things, but I'm not sure you're right about top three. There are a lot of people with Auction House issues.

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What they need to put in ASAP is the world chat feature back in, and a recruitment channel, as well as a company and settlement channel. With these options, I do believe we will see a large spike in population increases within the settlements.
I second this! I haven't played much - still finding the wealth of skill options confusing, and I spend a LOT of time going back and forth trying to figure out what "makes sense" for Deianira to have (OK, I'm a thematic player and not a min/maxer, so sue me), but hex chat has been eerily silent whenever I've been on. I've been shouting into the void... much like most of the non-cap zones in WoW, come to think of it.
Yes, I know, voice chat and all that. But looking ahead to brand new players joining, we really need to have the ability to welcome them, answer questions, etc. without having to sit in starter hexes.

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However I'll reassert my point PFO's ridiculously long training time to optomize a single build will be an issue to new players, and if growth is poor that issue will be compounded because vet players that have been playing religiously since launch will make up a significantly larger portion of the population. I could see that turning slow growth, or just treading water, into negative growth and an eventual shutdown.
EVE Online uses an almost identical training system, with the same "impossible to catch up" issue. That doesn't stop new people from joining the game, thriving, and killing veterans with twice (or twenty times) their skill point total.
Also, much like EVE, the difference between a level 20 fighter and a level 16 fighter won't be huge. Let's say I have 4s in every EVE skill related to battleship piloting, and you have 5s. If I manage my weapons, defenses, speed and positioning better than you do, I can kill you.
PFO is more like EVE than WOW. It's not about rushing to maximum level. The "real game" doesn't start at the level cap. The argument that "I can never catch up to the first day players, therefore I'll always be a second class citizen" is bull. People need to leave those attitudes behind in WOW.
Note: In point of fact, starting later can be better in a game like this. If the founders all max out, say, Overdraw, and then it gets nerfed into oblivion, then the founders spent points on something less than optimal, and the latecomers can avoid that "mistake".

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I think the one area where you really have an advantage starting early is as a dedicated crafter. This is an area where a new player can't easily catch up.
The handful of tier 3 crafters will predominately come from the early starters now as it seems such a steep hill to climb.
But tier 2 and fighting up to tier 2 is quickly achieved.

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Crafters first to T2 and T3 will have some minor economic edge, but since coin is still highly in flux right now, It won't make a big difference later.
Looking at the charts a new player only needs a month to partake in the T2 Market (either as a producer or consumer) And even with T1 gear you can still make good money just harvesting.
It is much the same way in EVE right now. You can get in to some T2 gear with only about a month of planning. Though for most content you can do well enough with some thinking and T1 gear.

Chris Lambertz Paizo Glitterati Robot |
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Removed some posts/replies to them. Even though the threads in this particular forum pertain to Pathfinder Online, posts in them need to adhere to our Community Guidelines. This includes not baiting other posters and throwing around personal insults.

Midnight of Golgotha |

@Tyncale
That's going to be further amplified by the fact that the most powerful groups are often going to have doctrines that constantly change based on the current FOTM builds they expect you to be able to fit your character into.
In Eve I had an account with a character that did whatever my Corporation/Alliance/Coalition demanded of me.
I had a second account where I trained what *I* wanted.
When the first account applies to a corporation, inevitably they ask for view access of all your accounts. Knowing I'm no good at being sneaky, I grant it and inevitably I hear something like: "Wow, your alt account's training is *really* well focused."
You think?

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@KarlBob
EVE is a well designed game with consistent growth and a constant influx of new players. From the very beginning there will be hundreds or thousands of players at or near your skill level. And of course you can carebear it up in high sec or join faction warfare if you don't feel ready to compete in 0.0. Also unless you're talking Titans the training time to max a single build is far, far shorter.
EVE also makes ship variety into a HUGE deal. For instance a ship designed to be optimal at taking down enemy battleships may not be just poor at taking down frigates. Due to turret tracking speeds it may find itself entirely incapable of even scratching them. This is a fact that helps a lot of newb's out by both assisting them in avoiding many of the super powerful players and creating highly useful roles for weaker players in fleets.
The issue with PFO is at this point I see chances more likely than not PFO will never see the kind of growth EVE does, and even quite likely that fairly soon in the population growth will grow stagnant and cease to happen. That's based on my original projections that no less than 2000 accounts would see semi-active use for a standard gaming week during the first month.
If that happens you have a higher vet to newb ratio resulting in less competitors on your level. That makes things far worse than EVE. Also a wizard may not be ideal against a rogue or whatever rock paper scissor dynamics this game has but you will hit them, so twinked vets can kill any form of newb. And of course the game isn't really friendly to those who want to stay inside the safe areas for any prolonged period of time while they wait to get competive.
If newb's find themselves consistent prey for vets they will not stick around to get on a competitive level and the longer to reach that level the truer that statement is.
It's just an issue you are going to run into the way this game is designed. And one I can see by the attitude of this community will result in a "good riddance" to anyone it causes to leave, and never be solved via crowdforging.

Doc || Allegiant Gemstone Co. |
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However I'll reassert my point PFO's ridiculously long training time to optomize a single build will be an issue to new players, and if growth is poor that issue will be compounded because vet players that have been playing religiously since launch will make up a significantly larger portion of the population. I could see that turning slow growth, or just treading water, into negative growth and an eventual shutdown.
It won't take a ridiculously long time to optimize a build. Whatever that means anyway. Optimization in group based pvp is about being able to fulfill your role in the fight effectively. if you mean optimized to mean reach cap, then you're really all over the place since in your comparisons to EVE you don't need to be high experience to be useful. It's the same with PFO.
You can reach Fighter 8 in less than 2 weeks. Based on the exp usage and power/dmg increase curves, you'll be perfectly viable in a group situation at that point. In 1v1 you will get murdered, but then this isn't planned to be an gladiatorial game last I checked, but based on group combat.
You get more versatility with longer experience gain, not omnipotent power. The mechanics of the combat system make it so older players aren't invulnerable a few higher levels on, but rather they have more options for how they play and/or respond in various tactical situations.
I assumed you would know all of this already, but since you don't actually play the game (but still show up here for some bizarre reason) I suppose not.

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@KarlBob
EVE is a well designed game with consistent growth and a constant influx of new players. From the very beginning there will be hundreds or thousands of players at or near your skill level. And of course you can carebear it up in high sec or join faction warfare if you don't feel ready to compete in 0.0. Also unless you're talking Titans the training time to max a single build is far, far shorter.
EVE also makes ship variety into a HUGE deal. For instance a ship designed to be optimal at taking down enemy battleships may not be just poor at taking down frigates. Due to turret tracking speeds it may find itself entirely incapable of even scratching them. This is a fact that helps a lot of newb's out by both assisting them in avoiding many of the super powerful players and creating highly useful roles for weaker players in fleets.
The issue with PFO is at this point I see chances more likely than not PFO will never see the kind of growth EVE does, and even quite likely that fairly soon in the population growth will grow stagnant and cease to happen. That's based on my original projections that no less than 2000 accounts would see semi-active use for a standard gaming week during the first month.
If that happens you have a higher vet to newb ratio resulting in less competitors on your level. That makes things far worse than EVE. Also a wizard may not be ideal against a rogue or whatever rock paper scissor dynamics this game has but you will hit them, so twinked vets can kill any form of newb. And of course the game isn't really friendly to those who want to stay inside the safe areas for any prolonged period of time while they wait to get competive.
If newb's find themselves consistent prey for vets they will not stick around to get on a competitive level and the longer to reach that level the truer that statement is.
It's just an issue you are going to run into the way this game is designed. And one I can see by the attitude of this community will result in a "good riddance" to...
I agree that emulating EVE, and having a large "centralish" area that is safe from PvP will likely be needed in the long run.
Inside that area, a simmering dispute between the rulers of TK and the other large city over a couple of hexes in the middle of the two; with new players able to pledge allegiance to either faction for one month blocks, and thus only be vulnerable to PvP while in those contested hexes is likely a good idea for a year or 2 down the road. Once a character has above X skillpoints, then the rulers refuse further allegiance oaths, and tell those characters to go make their own way in the world.
Would give newbies a safe area and a place to learn PvP against opponents that are not in T2+

Doc || Allegiant Gemstone Co. |
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And one I can see by the attitude of this community will result in a "good riddance" to anyone it causes to leave
Nah, there have been some folks like Pexx that have left, and people were genuinely sad to see him go.
I think a lot of folks just don't like you in particular, mainly because you're pedantic, uselessly repetitive, and basically a troll.

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I agree that emulating EVE, and having a large "centralish" area that is safe from PvP will likely be needed in the long run.
Inside that area, a simmering dispute between the rulers of TK and the other large city over a couple of hexes in the middle of the two; with new players able to pledge allegiance to either faction for one month blocks, and thus only be vulnerable to PvP while in those contested hexes is likely a good idea for a year or 2 down the road. Once a character has above X skillpoints, then the rulers refuse further allegiance oaths, and tell those characters to go make their own way in the world.
Would give newbies a safe area and a place to learn PvP against opponents that are not in T2+
The Pathfinder Tales book they gave out as part of the kickstarter reward had one plotline with conflict between Thornkeep and a new settlement starting out in the nearby area...

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Level cap in a no-XP-cap game only exists at all if the character is an alt that you decide to stop training once it is maximized for a certain role or function.
With a main character that trains indefinitely there is no level cap and therefore min/max thinking is a detrimental hangover from old style MMOs.
In particular, players that want to spreadsheet a min/max character, grind the absolute minimal amount possible to get the gear/skills they need then log in once a week to show off their "leet skillz" (PvP or PvE) are probably in the wrong game.
What WILL come into this game from EVE eventually is Doctrines.

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@KarlBob
EVE is a well designed game with consistent growth and a constant influx of new players. From the very beginning there will be hundreds or thousands of players at or near your skill level. And of course you can carebear it up in high sec or join faction warfare if you don't feel ready to compete in 0.0. Also unless you're talking Titans the training time to max a single build is far, far shorter.
EVE also makes ship variety into a HUGE deal. For instance a ship designed to be optimal at taking down enemy battleships may not be just poor at taking down frigates. Due to turret tracking speeds it may find itself entirely incapable of even scratching them. This is a fact that helps a lot of newb's out by both assisting them in avoiding many of the super powerful players and creating highly useful roles for weaker players in fleets.
The issue with PFO is at this point I see chances more likely than not PFO will never see the kind of growth EVE does, and even quite likely that fairly soon in the population growth will grow stagnant and cease to happen. That's based on my original projections that no less than 2000 accounts would see semi-active use for a standard gaming week during the first month.
If that happens you have a higher vet to newb ratio resulting in less competitors on your level. That makes things far worse than EVE. Also a wizard may not be ideal against a rogue or whatever rock paper scissor dynamics this game has but you will hit them, so twinked vets can kill any form of newb. And of course the game isn't really friendly to those who want to stay inside the safe areas for any prolonged period of time while they wait to get competive.
If newb's find themselves consistent prey for vets they will not stick around to get on a competitive level and the longer to reach that level the truer that statement is.
It's just an issue you are going to run into the way this game is designed. And one I can see by the attitude of this community will result in a "good riddance" to...
You have some good points there regarding EVE. It remains to be seen, though, how accurate your predictions are for PFO. I'm sure there were tons of people disappointed with EVE's player numbers in its Week 2. At the very beginning, EVE probably didn't seem well designed, either. We'll see how it goes.

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You have some good points there regarding EVE. It remains to be seen, though, how accurate your predictions are for PFO. I'm sure there were tons of people disappointed with EVE's player numbers in its Week 2. At the very beginning, EVE probably didn't seem well designed, either. We'll see how it goes.
Most newbs hate EVE and quit early or never get past the free trial. EVE requires a different type of thinking to the games the average player is used to.
EVEs reputation as being "hardcore" and the stories of "big space battles" means it churns through a lot of players trying it out but only retains a few.
For some reason though EVE has the online game media onside which helps heaps.

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Time to play "Back in my day," with Grandpa Lemkii.
I was there when it all started. All of us running around mining with our little probes and going back and forth to deposit ore. I was a big day when I got my first Indy and was able to AFK mine for almost an hour at at time! Legends told of the first Battleship, but no one saw it for along time lest MOO got their hands on it. 0.0 Space was just empty. No Corps, no bases, no outposts. Just you, the roids and the scary pirates.
PFO is a lot like the first days of EVE. A tiny fraction of what will be a very detailed and fascinating game.
Right now it seems like time in game will play a big portion of power, but that is because there is very little available. But the plans are there for much much more. So I will stay and slowly build up my little empire at my own pace.

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What WILL come into this game from EVE eventually is Doctrines.
Boo, hiss!
I agree with Midnight of Golgotha regarding characters trained toward ever-shifting Flavor of the Month doctrines, versus characters trained toward a personal goal/interest.
"All our fighters must train these six Greatsword feats to Level 5. All our clerics must buy copies of this Level 3 spell. All our wizards must be equipped with identical staffs and wands, and load them with these cantrips at these levels."
"I'm still training toward all those long bow levels you wanted last month!"
"That was last month. Long bows are out of the doctrine this month. Get crackin' on those greatsword feats, or we might kick you out of the settlement."
Blech. No, thank you.

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For some reason though EVE has the online game media onside which helps heaps.
This wasn't the case for quite a long time, though. When I started playing, you basically never got EVE stories getting reported outside of EVE specific sites. This started to change big time after the Battle of Asakai (or maybe O2O, not sure), which was widely reported and well received, which in turn led to wider reporting of more EVE battles. But all of this is only within the last 4 or 5 years, really.
There is an awful lot of EVE history where it didn't get any particular attention from the gaming press.

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Doctrines won't come until the scale of battles is such that the commanders need to start reducing the amount of complexity they have to deal with (by standardizing their forces). That is a long, long way away yet.
But even in EVE, there is always a sizeable group who refuse to train for the FOTM. They just end up consistently flying support ships - ain't nothing wrong with that. Despite the scaremongering, I have never heard of an instance in any alliance I've been in where someone has been kicked for not training as directed.

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Neadenil Edam wrote:For some reason though EVE has the online game media onside which helps heaps.This wasn't the case for quite a long time, though. When I started playing, you basically never got EVE stories getting reported outside of EVE specific sites. This started to change big time after the Battle of Asakai (or maybe O2O, not sure), which was widely reported and well received, which in turn led to wider reporting of more EVE battles. But all of this is only within the last 4 or 5 years, really.
There is an awful lot of EVE history where it didn't get any particular attention from the gaming press.
The first EVE coverage I saw wasn't about battles. It was all about long-term infiltrations, spy networks, crooked banks and trading scams. The fact that they can convert ISK (EVE's in-game currency) into dollar figures through the PLEX (30-day game time packs) exchange rate helps reporters grab the reader's attention.
In fact, I think this was the first EVE-related article I ever read.

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Most newbs hate EVE and quit early or never get past the free trial. EVE requires a different type of thinking to the games the average player is used to.
EVEs reputation as being "hardcore" and the stories of "big space battles" means it churns through a lot of players trying it out but only retains a few.
For some reason though EVE has the online game media onside which helps heaps.
1. Most newbs that hate EvE are usually coming from games like WoW or one if its clones, or with no other MMO experience at all. So when they enter it, yes they hit that learning curve and are faced with real loss in PvP, and a pretty hefty loss even in PVE. EvE is not for the emotionally weak, care bear types.
1b. CCP has extended that free trial period to 21 days, and that is sufficient time to grasp the basics of the gane mechanics and the game's culture.
2. That "some reason" your grasping for is 500,000 subscriptions, and 300,000+ subs for almost it's entire 10 year run.
It is the most successful open world, sandbox MMO without a close challenger.
For GW to believe that PFO could somehow match that success, with their current vision is not likely. PFO is far too generic to be considered a trend setting or ground breaking product.

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For GW to believe that PFO could somehow match that success, with their current vision is not likely. PFO is far too generic to be considered a trend setting or ground breaking product.
Three more years of the five to complete initial development, then another ten years of iterations to correlate with current EVE before a comparison can be made. I don't know, seems a bit early for any predictions to have good validity. Personally, I think all that can be said is "time will tell".

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See the beta tests for any other game out there. A million invited, 2000 online at BEST. Populations plummet, world feels empty despite being a single server. Developers begging people to log into the test server because only 500 people are still playing.
Fast forward to launch day... hundreds of thousands of people break the servers day one.
Let is rest, drama queens. It isn't the apocalypse yet. People simply don't want to play a game that's half-developed and featureless.

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To be honest I think the biggest difference between EVE and PFO is the ability in EVE to cherry pick specialist skills and literally have a 2 to 3 month player very close to a 10 year player in specific narrow areas.
I do not see this happening the same way in the current incarnation of PFO for two reasons:
1) EVE has 5 levels per skill whereas pathfinder has 2 or 3 times that.
2) In EVE you can choose to ignore certain weapons or systems. There is no need to train every attack or defense related to a particular ship or role.
In PFO the attribute gateway forces you to learn every attack or every spell related to a role in order to increase your STR/DEX etc enough to gain the next tier. For example there is no scope for a new player to specialize in say "Tier 2 longsword Lunge and Whirlwind only whilst leaving all the other longsword attacks for later".
I am not saying this actually a problem in PFO, just that it is a significant difference from EVE.

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Quote:And one I can see by the attitude of this community will result in a "good riddance" to anyone it causes to leaveNah, there have been some folks like Pexx that have left, and people were genuinely sad to see him go.
I think a lot of folks just don't like you in particular, mainly because you're pedantic, uselessly repetitive, and basically a troll.
I'm not referring to me in particular but the general trend.
Case and point:
Holding onto anger is like drinking poison and expecting the other person to die. Uthgar, I wish you great fortune in finding your happiness somewhere else.
This is a diplomatically worded, "We don't care why you left so go the f$~$ away." These people who were missed when they left are people who shut up walked away, and did not take the time to elaborate their problems with the game.
The PFO community is extremely adverse to negative feedback. The only voices given credit are those that agree with them. Improvement is largely derived from the ability to learn from your mistakes and adapt. With Ryan rather ignorant of many of the successes and failures of other similar titles as is evident in areas such as the reputation system and the community quickly shouting down any voices that point out his mistakes the rapid rate at which this game is plunging toward failure is starting to take even me aback a bit.
I may take great pleasure in watching my predictions come true but at least I also offer the reasons I hold the opinions I do instead of "This game sucks and will fail. Lolz"
Also as to all the "troll" comments. Yes, I strongly dislike this community and derive a lot of pleasure from how poorly things are going. The fact people are getting more and more worked up over it is telling me their is growing anxiety and frustration which also pleases me when coming from those who are feeding the problem. I suppose that does make me a troll but I once poured immense passion into seeing this project and your community succeed. To date I've put far more effort into building it up than tearing it down.
So I mean, whatever. It's not like I'm a generally mean or negative person. I'm actually very well loved in most of the social circles I belong to. I just really dislike you guys because I feel on a whole this is an ignorant, overly sensitive, politically correct to the point of reverse bigotry (for many of you), and just flat out of touch with reality community. I never realized just how stifling this community was until I left. I just wish my ArcheAge group spent more time on the forums so I could continue to hang out with them while all I'm somewhere I can't access my computer.

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Agree with that. But I'm having fun playing it the way it is now. I expect my fun to increase as the game gets better.
I think the best way to describe it is those who currently enjoy PFO have an unrefined palatte in terms of sandbox MMOs. If you've dined on nothing but plants your whole life, or been hooked up to an IV a poor cut of meat may taste pretty good.
Just like if you're new to MMOs or haven't played many sandbox titles there may seem to be a lot to like about PFO.
The issue is will the greater market consume your cut of meat when put up against the other cuts in the butcher shop? Especially when yours is one of the most costly cuts of meat.
Being somewhat a sandbox enthusiast, I can't see how anyone well informed on the alternatives could say this game is even among the top 5 sandboxes or has much hope of reaching that status.

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I think the best way to describe it is those who currently enjoy PFO have an unrefined palatte in terms of sandbox MMOs.
I know you think you understand why people dislike the way you are communicating, but if that is true, why do you keep insulting everyone who doesn't think the same way you do?
Most of us find ways to disagree with other people's opinions without constantly insulting them. You might want to try it.
You have an opinion. A strong one. That doesn't make it right. It also doesn't make it okay to tell everyone that disagrees that they have an unrefined palate. Especially when many of us were gaming before you were born.

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Because I truly do not care that I'm disliked by those whom I dislike as well.
I don't care what year you got your first pong machine, I care that this community does not seem at all knowledable of the other sandbox MMOs being developed and currently on the market. You can't provide useful feedback on a game when you describe features it shares with many other titles as being unique to it and have no knowledge of how it's strengths and weaknesses measure up against it's competitors.
To describe people who do such things as having an unrefined pallete in terms of sandbox gaming is accurate no matter when you played for first game, how much time you've spent gaming. Or how much time you've invested into one or two similar competitors.

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Guurzak wrote:Holding onto anger is like drinking poison and expecting the other person to die. Uthgar, I wish you great fortune in finding your happiness somewhere else.This is a diplomatically worded, "We don't care why you left so go the f$+! away."
No. It wasn't and it's not. Guurzak may be an Evil skull-bashing orc, but he's also one of the best posters on this forum.

Kobold Catgirl |
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Holding onto anger is like drinking poison and expecting the other person to die.
Wh—
*Spit-take*But you're the one who told me this would work!
Anyways, I pretty much had the same fears as Andius. I've seen a lot of projects flop, and it seemed like PFO was marketing to two completely opposite crowds the entire time. Trying to focus on a non-PvP market for a PvP-based game is kinda a weird move, as is releasing a "minimum viable product" that barely has PvP enabled at all. You guys all heard me crankying it up way back when—well, this is what I was being cranky about.
I've watched Rust playthroughs. This ain't no Rust. But it does have a lot of cool stuff Rust lacks, so...I'm still plenty hopeful. Goblinworks can still turn this around if they get the important mechanics put up.

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I am not worried about numbers for now, for me the significant thing is there is actually a community in a lot of the settlements now instead of everyone congregating around NPC towns.
Basing characters at Keepers is viable now and it is rare to go past the bank and not see several people standing around. It was not that way in Alpha.

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Because I truly do not care that I'm disliked by those whom I dislike as well.
You might not have noticed, but I didn't say "dislike you," I said "dislike the way you communicate." That's one of the things that experience brings, the ability to separate a person from their opinions. I don't, and probably never will, know you well enough to have any opinion on you as a person. The way you say what you want to say is grating and doesn't predispose me to place value on your opinions. That isn't hurting me, it's hurting you, because with a carefully considered, and well expressed, opinion, you might find more allies than you are at the moment. As it stands, people are predisposed to presume you're not worth listening to, because your communications reflect poorly on you.
I never played pong. I never played video games before PFO. Ever. Many people here did. Many of them not only played, but were involved in some of the programming in the 70s and 80s that formed the bootstraps for the MMO world.

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Trying to focus on a non-PvP market for a PvP-based game is kinda a weird move...
PFO is not, and never has been EVE with Swords.
From January of 2012, basically right after the initial announcement that PFO was being made:
Our Philosophy of Fun
You can see that we're trying to avoid some of the problems that afflict other sandbox MMOs while still retaining open-world PvP, providing the risks that make your fellow players meaningfully dangerous, and thus a great source of stories! Pathfinder Online is going to be a place where law-abiding characters who just want to focus on PvE and chaotic berzerkers and highwaymen can all follow their destinies.
I can also show you the posts where Ryan talks about the way the general gaming market divided when MMOs showed up, when Killers and Power-Gamers left the tabletop.
I've always understood that PFO was an attempt to bridge the gap and bring the entire gaming community back together. It's an audacious attempt to bring the positive aspects of PvP into a game that also attracts character-focused players.
It may be a weird move, but there's a lot of sound reasoning behind it. If it's successful... well, we'll see :)

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@Caldeathe
I have no accounts left for this game and no need or desire to make allies of most of the people here. I honestly do hope to see this game fail because I feel it has no capacity to become a really great title and I will derive enjoyment out of seeing so many people I dislike so much proven wrong.
However I'm still offering my (mostly) unfiltered insight on what changes could be made to make it succeed because:
1. You won't listen anyway.
2. It gives me "I told you so" rights.
3. I'm bored and I have this idle idea I'll probably never carry through on but still enjoy thinking about of making my own MMO someday. And discussing the ideas allows me to analyze them. Honestly keeping most of the people I hate ignoring me yields more fruitful discussion in that direction. I never felt Nihimon, Being, Valkner and a few others has particularly great ideas for this game even when we were allies while there are a few people put there like Blaeringr who's ideas and feedback are really worth consideration.
So really if you don't listen then your loss.