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All posts created by Azure_Zero

Hear, hear! Time to put some teeth into the world. Escalation harvesting is fun and so, but feels very static and, frankly, inane after a while.

Agreed and these ideas would shake things up a bit.

I do plan on adding a rough draft of the mechanics so that the power of the event is scaled to the settlement and or players…pending on which one is happening…
As I want these events to be fair and open to as many players as possible and not serve just the few PVE elites.
Go with the Muffled shirt, it's the easier one to break the gate with…
Fresh stock of Bulk is now on the Auction house

First Come, First Served
I Really think we should start steering away from making more standard monster escalations that only the few PVE elite want and start looking at making New Types of Escalations, and I mean ones that DO NOT stay constrained in a monster or home hex and can affect hexes in a wide area.

The New Types I'm talking about at ones that can be predictable and unpredictable and happen outside the monster/home hexes.
One new type of escalation event could be town sieges (or even applied to non-monster/home hex adjacent holdings)
Like an attack of Undead against your home settlement, event happens at start of PVP window to be fair when it happens.

Another new type could be a Wandering escalation, and it uses the infection mechanics simulate the wandering.
I'll post more thoughts/ideas on this one when I have the time.
Bob Can you knock Highroad off the List as it is a Dead Settlement, Along with a few the other dead settlements, just take a snapshot of the current state of settlements, and any shutdown are dead and don't go on the list.
As it'll make it more manageable then what we are still clearing out.
The cleared, Unassigned ones could be fought over.

Also High Road 4-4-5-5-5, Better known as TalonGuard 1-6 is THE TalonGuard Hex, it has been since the Days of the HRC.
So I ask when launching the new Event, that TalonGuard is assigned it's correct hex.
Two years ago the *Holiday Escalation Event* was cooperative, whereas last year it was competitive. I think the former is much healthier for the current PFO community given the limited number of players.

I disagree, I think a competitive event is healthier then the cooperative at this point;
One, a competitive event will incentivize players into playing and to win.
Two, a purely cooperative event means no incentive for some players, thus killing the game a bit more then it is.
Three, competitive can also be cooperative, but not the other way around, recall last year, who the North teamed up with another to beat Aragon to First place…..
Four, Even other games like PFO, i.e. Gloria Victis are making sure things don't get stagnant with the game by opening the PVP and competive window some more.
Hey, here is an idea! Have the Alchemist use Tokens in some capacity, distilling them or transforming them or something, making Tokens a part of the economy instead of an annoying loot padding.

A freaking "YES" to this.
Please carefully consider how you are going to roll out this years Holiday Event. As I said in another thread, and especially since both the developers of the game and most of the current player base are so PvP adverse, a cooperative type event will be much healthier and strengthening for the community than a competitive event. Just my 2cp.

I agree that it should be carefully considered in how this years Holiday Event will roll out,
But I disagree with it needing to be co-operative, and all this PvP adverse play is what is also killing this game with stagnation.
Heck even Gloria Victis did something to stop the game's stagnation of settlements, what they effectively did was free feuds every now and then but requiring a quest trigger to activate.
Also a competitive event is healthier for this game in that if you want to win you need to round as many players onto your side to beat the others to the punch, heck the North worked/cooperated with another group to win.
So you can't say competitive can't have any co-operative elements to it.
TBH with one or two notable exceptions (Tevis' and Greater Holy Light come to mind) the game is flooded with expendables of all tiers and types. Having people handed back copies of every expendable they ever learnt will only exasperate the problem.


And think of losing them as part of the cost, no recouping coin to offset the coin lost in respecting.
That and it makes the potential loss of hard to get expendables also a cost and something to make one re-consider respecting their character.
There is lots of good stuff here and as great a plan as any. I do not see anything about an upgrading of the engine (unless I missed it).

So I am curious if some of these things will create problems, later, that cause much back recoding for the newer engine version's requirements?

I think the upgrade to Unity 5/2019/whatever could be a real horror, I did one in a small hobby project and that was … problematic. Hopefully there has been other large that have done it now and there are some experience to draw on that.

And of Deities I vote for Hanspur of course, he is from the Riverland so he should actually be the only God introduced!

Yeah I can imagine the tip of the iceberg of the work needed for the unity upgrade; materials and shaders I know have been overhauled, and number of features and functions deprecated and replaced, add in that PFO is running a custom version of Unity 4.
You can tell it'll be a hell of a time upgrading things, I figure it would take them a fully-focused year to get the upgrade done.