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Fun With Content

Demiurge
Flari-Merchant
I have the impression that it is more a matter of new "try it out" players commenting in game that the world seems and feels empty. That being assumed as a "negative" feeling and harming new player retention in many(not all) cases.

A genuine problem, but moving settlements in closer to TK will not help. People are not standing around in town waiting to wave at passing players and chat to them. They are logging in, grabbing power and ammo or gusher kits and then almost immediately heading out to get some work done. Or they have their head stuck in a vault and have no idea who else is around.

If the issue is the towns look empty you need to do something to get players to stand a character around in town. Maybe spawn some of those loot goblins people talked about earlier at random times in settlements near TK and have them run off when spotted.
Flari-Merchant
Demiurge
Flari-Merchant
I have the impression that it is more a matter of new "try it out" players commenting in game that the world seems and feels empty. That being assumed as a "negative" feeling and harming new player retention in many(not all) cases.

A genuine problem, but moving settlements in closer to TK will not help. People are not standing around in town waiting to wave at passing players and chat to them. They are logging in, grabbing power and ammo or gusher kits and then almost immediately heading out to get some work done. Or they have their head stuck in a vault and have no idea who else is around.

If the issue is the towns look empty you need to do something to get players to stand a character around in town. Maybe spawn some of those loot goblins people talked about earlier at random times in settlements near TK and have them run off when spotted.

That may be a better solution and cause less drama. There are lots of other ways to make a game world feel alive as well. More interactive NPCs, quests, and just plain a larger pop. All of these things need some level of coding that Paizo just can't afford right now.

Talk about your "rock and a hard place"
NightmareSr
What about adding something to the Soldier and Officer skills? Maybe a slight party buff based on the Soldier or Officer skill? Or maybe even a buff to soldiers if a character with high enough Officer skill is in the party?
The skill exists and I thought maybe it would be very light on code work.
Any thoughts?
- Wandering gatherer (NightmareSr#2669 on discord)
– Cauchemar is a Greater Nightmare –
Bob
NightmareSr
What about adding something to the Soldier and Officer skills? Maybe a slight party buff based on the Soldier or Officer skill? Or maybe even a buff to soldiers if a character with high enough Officer skill is in the party?
The skill exists and I thought maybe it would be very light on code work.
Any thoughts?
We've had a few discussions about doing something like that with the Soldier and Officer skills. With the skill itself already implemented (just not taught anywhere right now or providing any benefit), it wouldn't be too hard to hook it into other working systems, like providing a bonus to attack/defense rolls. Most of the time, we only check the character in question's skill rating, so it might be a little trickier to also check the ratings of the other party members, but it hopefully wouldn't be too difficult. It's not a code-free task, but it's in the general realm of things we could consider doing next time Cole needs a break from Unity and cloud work. Of course, if we started wanting those skills to do something extra, rather than just hooking them into an existing calculation, that's when implementation gets a lot more time-consuming.
Edam
Bob
NightmareSr
What about adding something to the Soldier and Officer skills? Maybe a slight party buff based on the Soldier or Officer skill? Or maybe even a buff to soldiers if a character with high enough Officer skill is in the party?
The skill exists and I thought maybe it would be very light on code work.
Any thoughts?
We've had a few discussions about doing something like that with the Soldier and Officer skills. With the skill itself already implemented (just not taught anywhere right now or providing any benefit), it wouldn't be too hard to hook it into other working systems, like providing a bonus to attack/defense rolls. Most of the time, we only check the character in question's skill rating, so it might be a little trickier to also check the ratings of the other party members, but it hopefully wouldn't be too difficult. It's not a code-free task, but it's in the general realm of things we could consider doing next time Cole needs a break from Unity and cloud work. Of course, if we started wanting those skills to do something extra, rather than just hooking them into an existing calculation, that's when implementation gets a lot more time-consuming.

The first thing to note is this might be best if it did not provide a benefit outside a party, otherwise it adds yet another "must have" to a solo combat build along with all saves to 10, recovery to 10 etc etc. This would also add more encouragement to players to party up.

Assuming the party buff for training soldier only works at all if the party leader selected in game has the office skill AND it is scaled up depending on the officers skill level, your final buff would be a combination of your soldier level and the leaders officer level (this would also apply to the leader himself).

The buff should obviously only apply if you are on the same mini map as your leader.

It will need to be carefully balanced with PvP in mind. We do not want a situation where a full party of individuals becomes so enhanced they are totally immune to attack from a smaller group or a solo marauder for example.

There is a lot of scope to play with this. You could for example scale up the buff slightly with a larger party size. This might encourage people to invite more "randoms" they bump into in hex to an existing party assuming there was room. Eventually the type of officer could even become more specialised, with a generic combat officer boosting base saves, attacks, speed etc whereas a gathering focused officer might give bumps to gathering skill and encumbrance etc etc
The Eternal Balance
What was the original intention of the Solider and Officer skills? Maybe that intention could/should be realized?
It is no measure of health to be well adjusted to a profoundly sick society.
Edam
The Eternal Balance
What was the original intention of the Solider and Officer skills? Maybe that intention could/should be realized?

It was never made entirely clear. However the game is quite different from back then.

The original game, as presented at kick starter, was going to be a large group territorial PvP game with battles between 100s or even 1000s of players per side. Solo and small gang skirmish "roam and kill" PvP was originally to be discouraged (as it would make you CE and CE settlements were going to be nerfed and non viable) though it could be done by attaching yourself to Rotter's Hole.

That is not the game we now have. Crowdforging revealed a demand for the scrappy small gang style of PvP and banditry and it is now for better or worse a permanent part of the game. This change in direction had already occurred even before Alpha so it is had already happened before the game was actually released. To be honest, there did not seem a lot of interest, at least on the forums, of the original kickstarter vision of PvP in this game.

Nevertheless these skills seem to have been left over from that very early stage of the game when the vision was quite different.

My impression (Bob may correct me) is the ORIGINAL purpose of these skills was related to organising and controlling large groups of players in very large battles. A leader may have had multiple parties of 6 under his control for example. In other games these sort of skills give buffs to subordinates and often allow leaders to do things like focus fire all the ranged weapons of their squad/fleet/party at a single target. I am not sure that sort of thing is overly relevant anymore, as the current style of PFO is basically heading towards a bunch of dedicated PvE players with a separate group of PvP bandit types hunting them down.

TL&DR … I believe the original skills were relevant to a style of large scale PvP that the game moved away from a long time ago and will never go back to
Flari-Merchant
Might be interesting if the Officer skill could enable some bit of control over your Thorn Guards for both PVE and PVP defensive actions.

But I know: Coding, coding, coding…
NightmareSr
Seems like the "Original intent" for this game comes up a lot and we all know how it is currently, but I'm more wondering what the plan is for the game. Is the "Original intent" still the goal, or is it something else?
I was chatting with a new player over the weekend and it brought up a point that PvP is mentioned a lot in the guide and documentation for the game still. Also there are people who refuse this game cause of mandatory PvP. I know of a lot of players who are active and adamantly refuse to PvP at all but also never comment in the forums at all.
Has there ever been surveys or other means of crowdforging, or has it always been done via forum posts? If only by the forum posts, I would recommend finding another method, since these forums won't garner as complete of a response.
- Wandering gatherer (NightmareSr#2669 on discord)
– Cauchemar is a Greater Nightmare –
OrinSonders
It seems the Choose Your Own Escalation! option was popular among the player base. I'd like to see it continue in some limited form. If a Settlement could accomplish a set of reasonable conditions or quests, they could earn the right to call in an escalation to their assigned hex like what was done during the Home Sweet Home Event. To avoid using code, requirements would have to be something Bob could monitor, or items gathered or created that could be turned in, etc.

I would think with limited coding, a charm/totem item could be added to the crafting recipes list for Seneschal that used Bulk Resources, Tokens, Refined Mats, Codex, etc. of an acceptable quantity. A different charm/totem to summon Tier 1,2,3. Maybe even different recipes for each of the different escalations. In effect, create "lures" a Settlement could set out for each of the different types. Molochs like to burn things. Goblins like FOOD!

The above figures on Bob doing the work manually each time. Hopefully with minimal coding, the lure could be made durable to some extent and add a certain percentage increase to the chance a certain type of escalation drops into the hex each time it is cleared.
 
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