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What is below the horizon now?

Gross
Multi function role houses would also be worth paying for… Gross has a cleric house but he is theoretically T3 in fighter and wizard as well and has skills that benefit from those houses buffs when escalating close to home (eg his primary weapon is buffed by the +5 divine attack bonus of the cleric house but his 35m secondary weapon is not) but there is no point in buying them as he can only have the cleric one open and it would fill up a goodly chunk of the remaining spots in NE Carpe if he could have more than one up at a time.
Mercenary monster hunter from Forgeholm
War priest of Angradd… patiently waiting on Goblinworks to deliver him (and greataxes, Dwarves need 2 handed axes).
Flari-Merchant
As I have tried to communicate in all my previous posts here, the real base problem that the game has with exploding is a lack of a larger stable base of players. This would (hopefully) supply the funding to springboard development with a steady income of funds. It would also show how all of the base components, working together, are supposed function as a whole. Yes, there are plenty of areas for improvement in all aspects of these "components" but many great things are here now.

Something that I failed to bring up that is also VITAL: Where is THE STORY? People, when they play MMORPGs, want and expect to log in and live within and participate in some kind of moving story. I am probably jaded as can be. To me ATM and for a long time now, the game and the play feels VERY much like a collection of very difficult to source charts-spreadsheets-task functions(leveling, grinding materials/gear). I am unsure as to WHY? I am doing it.

Consider working on some tools that widen and ease your ability to create STORIES, both epic and single session, so that you can bring game play more to life. Ideally you want us to create the story but you need players first fo that to work well.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
RichClark
On number of Crafting Studios, I would say 4 was optimal. I don't think any of my characters can really be good at more than 4 crafts.

And I probably wouldn't buy any more - I'd just switch the ownership. Though if 2 or more people could share a house, I'm sure I'd do that too. I don't feel the need to have junior crafters have their own Craft Studios (nor spend the out of game cash to have them). Of course, if multiple people could use them, you could set up a little town anywhere.

Thanks for noticing.

Rich
You are a Troll
Flari-Merchant
As I have tried to communicate in all my previous posts here, the real base problem that the game has with exploding is a lack of a larger stable base of players. This would (hopefully) supply the funding to springboard development with a steady income of funds. It would also show how all of the base components, working together, are supposed function as a whole. Yes, there are plenty of areas for improvement in all aspects of these "components" but many great things are here now.

Something that I failed to bring up that is also VITAL: Where is THE STORY? People, when they play MMORPGs, want and expect to log in and live within and participate in some kind of moving story. I am probably jaded as can be. To me ATM and for a long time now, the game and the play feels VERY much like a collection of very difficult to source charts-spreadsheets-task functions(leveling, grinding materials/gear). I am unsure as to WHY? I am doing it.

Consider working on some tools that widen and ease your ability to create STORIES, both epic and single session, so that you can bring game play more to life. Ideally you want us to create the story but you need players first fo that to work well.

+1
Flari-Merchant
There are probably many considerations but if you were to design some task/quest building tools, you might also consider designing them in a fashion that you could eventually allow some players to be able to access them and create some simple type things for groups to do.

The game is already set up so that low Tier items/rewards are not at all game-breaking. If there were tools to allow placing mobs (for instance) in hexes, placing drops with unigue names on those mobs, then you have a simple seek mob-retrieve item-return item quests.

That could work for all kinds of stuff and not just insular groups.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Hell, if we could just see another character's Achievement Counters (with their permission) we could create quests for new players.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Azure_Zero
Flari-Merchant
On specific opinions about future major direction/projects:

My feeling is that you already have a really great base game. You Just need to polish it up a bit. You have substantial Pillars for interest and thus success. You just need to infuse more variety and exciting play possibility into each.

ECONOMY-
Gathering, crafting, selling, buying. The elements are there already. The system/play for crafting and acquiring skills/materials is here. As a gatherer I can't keep items on the AH. I am just one guy. The economy works. Hard-work/careful-pricing pays off with profit.

EXPLORATION-
This is a hard one because a map can only be so large before it gets ridiculous. Exploration is well served by searching for Gushers, location of Enchant or other raw materials, "other" player holdings/defenses, escalations.

PVE-
Escalations, how they are supposed to work, are almost unique in MMORPG's currently out. You have a base system for creating quests.

PVP/TERRITORY CONTROL-
All of the motivations and ability to engage in both random and reasoned PVP are in the game already. All the tools for alliances/enmity relationships are EXISTING NOW.

META-
The POLITICAL META was there already before the game even started serious coding. It was very vibrant and exiting. Azoth and the limited (still just a baby so far) cash shop has great potential. Excellent community and customer service (best I've seen) are here.

I'm only listing the positives of the above because they are more to my point that there IS A GAME HERE and the point isn't about how much work needs be done on any one of them.
What is Holding You Back Now?

Only cash. Priority ONE. What I mean is that you need to figure out how to generate some serious cash in-flow. You need to focus on reasons for more players to try the game and ways to "hook"/motivate them to stay. What could you do with one more person that could illustrate/animate creatures and outfits, fix bugs or code features from scratch?

Things like:
lower premium or more character "bang for the buck"
player incentives through play rewards or actual cash rewards of some type
alternate ways to earn more xp faster

In this I mean low work(for you)/increased player motivations. I also mean that those "Pillars" need work but that isn't timewise-realistic without funding. Don't lose out on your many unique takes on things already implemented because you can't show them to the world in time to beat the rest of your competitors.

While I agree that most of the items are IN game, I can tell that a NUMBER of them are not currently setup in a meaningful way.

ECONOMY
The AH needs a tweak, and should instead of defaulting to 1s 20c for everything, it should instead put in a suggested price for each individual item. As we have items in the TK AH that are WAY over priced for new players.
(40s for T1 +0 armour, that is T2 pricing, T1 armour should be under 10s or under 20s for the higher T1 armours)
With the suggested pricing it will help new merchants know about what they can charge and be reasonable.
The auction house should also list the Suggested price with the bids.

PVE
Nice that they weaken to give a break for raids and real works, but folks will ignore the weaker escalations and let them sit there and maybe farm them for influence.
Maybe we should have the T1 and maybe the Lower T2 escalations working as they were in the low single digit Early Enrollment Days, where they gain power and infect hexes and maybe even shutting down a holding or the ability to do gushers in the hex if they are not dealt with if the infection in hex is over 75%.

PVP
This One need a MAJOR re-adjustment as it IS NOT PROFITABLE for Attackers and Defenders can easily think of not doing a thing to defend the holdings.
This needs a few things to make it really work;

ONE; (this one NEEDS to be done) Pending and Active Feuds LOCK UP the Holding Vault so nothing can be withdrawn until the feud is gone or cancelled. This is to prevent the Swapping of Bulk to Company or Personal Vaults during the feud and or while it is Pending.
This could be as simple as the fued event sending a TCP/IP message to the master server, which sends a TCP/IP message to every map server that the fueded company controls to Lock the holding vaults. The same system for locking can be used for unlocking.

TWO; The Percentage of Holding vault items from a Raid should be Increased from 5% to 30% and the day's production, this is so that a raid is profitable and that 3 straight days of raiding one holding would be 90% of what was in it,
With Point ONE it gives REAL incentive to defend against the raid, instead of ignoring the raid.

THREE; Capture of a holding does not give what was in the Holding, and instead puts it in another dimension.
If we change it so that ALL items are transferred, it'll make defenders what to protect the holding as the ones capturing it would not only get the hex but also get everything in it.
Now there is another reason for this and it is Database clean up, as we have a number of dead companies, dead holdings, and items in the other dimension.
We have items sitting in a database where no one can access it, with this it means we can clean up a hex's database making it run faster as groups fight for territory.
Flari-Merchant
@ Azure_Zero
Yeah I also agree that the entire game needs work. Including those things that I labeled as "Pillars". I mentioned that at least twice. I was mainly trying to give my thoughts on some things that logically have to come first so that these things can all be improved before we all live in good virtual reality MMORPGs.

Right now (as far as we know) there are only two people to work on all of those things which need doing. While I have faith that they are working hard and I admire what just two of them have shown they can do, to get things happening, they really need some help.

Even 1 or 2 more coders (Devs) could make a serious impact. For that PfO needs money. They can build on/expand the cash shop options, but they need to let loose on some of the old taboos about cash shops. They can look realistically at their pricing model. Risky because lowering price is easy while raising it is probably pretty hard to do after that.

They can go the slow but (assumed) safe route that they are going now but they are not really growing. I'd bet that (besides bumps from Humble Bundles) they are slowly shrinking. Though, I have no evidence of that. In fact, I have started to wonder if they are right where they can keep things going and want players to just wait as they try and do all that needs doing without more coders. It would explain their priorities about not doing some of the things that you have pointed out about PVP, among other things… Edit: though honestly it could be that what I have suggested are just not possible workarounds to increase income.

So long story short, if they are going to improve play for this game while we still careabout games, PfO is going to need some funding. What I feel like they should be looking at for the next big project is increasing the player base (without too much Dev work) and therefore the bottom line in finance territory. All the stuff that needs improving just can't be done in a favorable timeline without money.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Azure_Zero
Yeah, Cash is Short,

Can't really do another Kickstarter, since we already did two of them…..
Flari-Merchant
I wonder if they could get away with a kickstarter for a major upgrade like a new engine. Or a crowd funding. Prizes like small holdings or player Housing, etc… With a real respectable pop of a few 1000 players, our regular cash shop purchases would look pitifully small in comparison. Not like they would lose much on such an arrangement

Edit: Meaning, if an engine upgrade could really make a big difference and doing it quick by being able to hire a contractor to do it fast… Might pay off well…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
 
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