GW: Settlement not awol, but settlement owner is: recourse?


Pathfinder Online


I know that some settlements are flat out empty, and such I know GW has a plan for monitoring those and maybe deactivating them and/or do a second landrush.

What is the plan for settlements that aren't inactive, people are there capping towers for it, but the settlement owner, the one person who can accept invites for companies into the settlement, is seemingly unreachable?

We have people playing here, it's not abandoned.

Is there going to be some kind of process for reassigning leadership if the one person who can accept company join petitions just falls off the face of the earth for one reason or another?

Goblin Squad Member

talk with customer support. The leadership has changed in one settlement already due to not being able to contact its leader - due to health issues on his part. You might be able to do something similar.

Goblin Squad Member

GW (Ryan) in particular had insinuated that unlike other MMOs the reigns of power would not be held by one person. I certainly expected that it would be the same as all others, and now we will have to wait and see if GW can come up with a solution.

If they did really intend to have it different, they should have designed it that way from the get go.

Goblin Squad Member

There was some talk that they'd (when they can get around to it) require a charter signed by ten players as to how the settlement would be managed.

Goblin Squad Member

Sunholm has managed to successfully transfer leadership in a similar situation. Open a dialogue with support, and I'm sure that if they can't reach the leader themselves they will be willing to pass the reigns over - but it might take a bit of time.


1 person marked this as a favorite.
Bluddwolf wrote:

GW (Ryan) in particular had insinuated that unlike other MMOs the reigns of power would not be held by one person. I certainly expected that it would be the same as all others, and now we will have to wait and see if GW can come up with a solution.

If they did really intend to have it different, they should have designed it that way from the get go.

I agree. I am a little surprised they did not build the system to allow multiple people to manage a settlement from the start. One person having to do all the work is just plain annoying and also ripe for the sort of issues Doc is complaining about.

Goblin Squad Member

1 person marked this as a favorite.
sspitfire1 wrote:
I am a little surprised they did not build the system to allow multiple people to manage a settlement from the start.

Really? It seems completely in line with the "minimum viable, then iterate" process he's been describing all along.

Goblin Squad Member

1 person marked this as a favorite.
Nihimon wrote:
sspitfire1 wrote:
I am a little surprised they did not build the system to allow multiple people to manage a settlement from the start.
Really? It seems completely in line with the "minimum viable, then iterate" process he's been describing all along.

I think people's opinion on what is or isn't a minimum viable product will vary greatly based on whom you ask.

Goblin Squad Member

It's the fanboi in me; I tend to accept what we're given without hassling Goblinworks for not delivering a more full-featured product when they've been telling us all along this is how it would be.

I mean, it would be nice if the systems were already built, and there are some missing features that are really causing pain, but I find it difficult to understand how someone who is as reasonable as Sspitfire usually is would be "surprised" by a bare-bones implementation in the beginning.


2 people marked this as a favorite.

"bare-bones", and "minimum viable" are not equivalent in my opinion.

Goblin Squad Member

1 person marked this as a favorite.
Doc || Allegiant Gemstone Co. wrote:
"bare-bones", and "minimum viable" are not equivalent in my opinion.

Which is why I'm less concerned with my opinion of "minimum viable" and more willing to accept that Goblinworks' definition is the one that counts. Given that we weren't really supposed to have any control over our proto-Settlements at the beginning, I think they've done a pretty good job of underpromising and overdelivering.


Quote:
Given that we weren't really supposed to have any control over our proto-Settlements at the beginning, I think they've done a pretty good job of underpromising and overdelivering.

But did concept that include not being able to join your settlement?

Because I can't, and that kinda sucks.

Goblin Squad Member

It's not the system's fault that your leader is MIA, I think.


Quote:
It's not the system's fault that your leader is MIA, I think.

I certainly can't refute that.

Goblin Squad Member

FF XIV apparently has an interesting system where if guild/clan leaders are AWOL for too long it kicks them and it defaults to the player with the most game time in the past month as the new leader.

The obvious flaw in this is the player with most game time is often some random 12 year old girl who is new to the game and grinding XP to get her character up to scratch :D

Scarab Sages Goblin Squad Member

Neadenil Edam wrote:

The awesome bonus in this is the player with most game time is often some random 12 year old girl who is new to the game and grinding XP to get her character up to scratch :D

I took the liberty of fixing that for you. I'm certain it must have been an auto correct error or something.

Leader stops logging in.
Pre-teen noob has a guild dropped in her lap.
Hilarity ensues.

Edit: That's gotta rank right up there with an EVE Online CEO forgetting to pay the sovereignty bill, in terms of cheap laughs for spectators.

Tons of bonus points if the noob ends up running the guild better than the previous leader.

Goblin Squad Member

Neadenil Edam wrote:
FF XIV apparently has an interesting system where if guild/clan leaders are AWOL for too long it kicks them and it defaults to the player with the most game time in the past month as the new leader...

WoW has something similar now too. To the tears of some (former) guild leaders... :P

CEO, Goblinworks

3 people marked this as a favorite.

We have no desire to see people unable to participate in their Settlement and if there people having that problem the best recourse is to email customer.support@goblinworks.com.

Goblin Squad Member

1 person marked this as a favorite.

What Ryan said. I know at least four successful settlement control transfers have taken place. Two without any input from the original leader.

Goblin Squad Member

5 people marked this as a favorite.

I find it very annoying that some people keep responding to every critique with "why are you surprised? It's a MVP, what they've been saying all along."

These are game breaking, immersion killing flaws that need to be fixed MVP (eh, I mean ASAP, all the MVP spouting has warped my logic). So, if you really love this game and want it to succeed I urge you to forfeit those shiny rose-colored glasses and face the music. The developers need to know what sucks, not constant praise. And this particular issue is terribad.

Goblin Squad Member

Saiph wrote:
I find it very annoying that some people keep responding to every critique with "why are you surprised? It's a MVP, what they've been saying all along."

Is it okay with you if some people respond - not to "critiques", but to someone else's "surprise" that the system is not more full-featured - with that observation?


Nihimon wrote:

It's the fanboi in me; I tend to accept what we're given without hassling Goblinworks for not delivering a more full-featured product when they've been telling us all along this is how it would be.

I mean, it would be nice if the systems were already built, and there are some missing features that are really causing pain, but I find it difficult to understand how someone who is as reasonable as Sspitfire usually is would be "surprised" by a bare-bones implementation in the beginning.

I am one rung below you on the Fanboi ladder, then, Nihimon :) Seriously, though, I interpreted the original blog post about settlement management to mean they would be able to assign more than one characters control from the start. So I was surprised when it turned out to actually only be one.

Goblin Squad Member

sspitfire1 wrote:
I interpreted the original blog post about settlement management to mean they would be able to assign more than one characters control from the start.

I won't say I anticipated how incomplete everything would be, but I will say I quickly learned how incomplete everything would be. I think it was my second day of Alpha that really opened my eyes to what "minimum viable product" was all about.

It just really grates on me that some folks - by and large the same folks who've been condescending and demeaning to the other players for years are now being condescending and demeaning to Goblinworks for not doing it the way they'd have done it themselves.

I didn't mean to pick on you, though. It was actually the post you quoted that got my dander up - the use of the word "insinuated" was particularly irritating.


2 people marked this as a favorite.

I just think it is sometimes the case that the "viable" part of Minimum Viable Product is not being considered to enough of a degree, and what we may have is "Minimum Product". There is a distinction, and I think it matters.

Goblin Squad Member

1 person marked this as a favorite.

I personally have to refrain from sayin "RTFM" all the time. It's like many people refuse to read the information available on the KS , Goblinworks and gaming sites as to what the game is about and where it is headed. No, why do that when you can compare it to theme park games and how "others" are doing things? What part of "we are in Earl Access currently 2/5 years into our development plan" is so hard to grasp?

And of course, self proclaimed trolls making everyone's life miserable because they have nothing better to do and nothing constructive to add...

Goblin Squad Member

1 person marked this as a favorite.
Giorgo wrote:

I personally have to refrain from sayin "RTFM" all the time. It's like many people refuse to read the information available on the KS , Goblinworks and gaming sites as to what the game is about and where it is headed. No, why do that when you can compare it to theme park games and how "others" are doing things? What part of "we are in Earl Access currently 2/5 years into our development plan" is so hard to grasp?

And of course, self proclaimed trolls making everyone's life miserable because they have nothing better to do and nothing constructive to add...

I think many of you are too sensitive. Yes, there are trolls among us, though there are certainly few if any in this particular thread. The posts I am reading are just speaking the truth and the truth absolutely needs to be heard. You can see by my previous posts that I am nothing but friendly to the members of this community; Though I have little (actually zero) patience for nonsense.

Community / Forums / Paizo / Licensed Products / Digital Games / Pathfinder Online / GW: Settlement not awol, but settlement owner is: recourse? All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Online