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|Azure_Zero 09.10.2018 09:08|
BringsliteEdamWell that's not exactly true. The Commonwealth has already given, freely and without restrictions/requirements, a settlement to a guild from outside this game. We did this because the real goal here is to have the game GROW by making it be less onerous to get started. We will probably do so again for groups that show honest interest in playing the game. Would be nice if more "Groups" with more than one "castle" might follow that example. Another reason, is of course, that The Commonwealth simply doesn't need as much land or control at this really down time in the game situation. We are working on reducing the burden's of support, hoping that the game will get less "chore-full" than it is now, for now.Bringslite
I agree that the game actually needs is someway that unused settlements if they are not maintained turn back into NPC settlements (not just become available for some large group to grab) so that eventually they can be made available for new groups to compete for when the game picks up.
I would like it that IF a settlement has and or is shutdown for over 6 months ALL buildings (sans Keeps) start degrading -1 every month after the 6 months, so +5 becomes +4 etc. When a Building is +0 and time to degrade comes it goes puff and is gone. When all the Builds sans the Keep is gone, the Keep starts degrading every month, when it goes puff and is gone the settlement is Now NPC with all the companies being kick out.
This gives A LOT of time for the group owning the settlement and it's banner companies to get back in gear and keep the settlement though with some losses if they decided NOT to keep an eye on it.
This means a Complete +5 settlement has 17 Months before it becomes NPC, while any +0 settlements will have 8 to 9 months before becoming NPC.
The degrading effect would force the issue of Maintenance even for dead settlements and make the taking of them easier for new groups with No strings attached and never have the appearance (public or hidden) of strings attached when settlements are given away.
Furthermore this approach gives the new groups an idea of WHAT IS REALLY NEEDED in running a settlement, as I think being given a settlement tells the new group it'll be easy running one. But when they get to it, they find out it is harder then they thought and might leave.
|Azure_Zero 09.10.2018 08:49|
I also don't mind the re-use of art assets so new classes come out quicker.
Also don't mind if some class features/feats are missing as well.
|Azure_Zero 09.10.2018 08:47|
Some of those items would work great with the Settlement roles I mentioned in another thread.
|Azure_Zero 09.10.2018 08:46|
Then I think Edam's got the cost Just right.
|Azure_Zero 09.09.2018 19:19|
That sounds Very reasonable. Edam.
|Azure_Zero 09.09.2018 12:43|
Oh a note for increasing WINE compatibility for the Windows version of PFO, should the Linux version be canned/shelved.
Change the Windows version rendering core from DirectX to OpenGL.
It'll remove the problems WINE has with DirectX 10 and up that the latest versions of Unity uses.
|Azure_Zero 09.08.2018 10:57|
1 - Is it really a necessary mechanic when there are so few playing the game at this time?
2 - What does it even accomplish as far as "enjoyment" of time spent in game, at this time?
3 - Is the original intent for a "support mechanic" a valid enough reason for it to be a part of the game, at this time?
4 - Would it really hurt anything to put off the "support mechanic", at this time, until the population is healthy enough to make it more enjoyable and serve it's original purpose?
1) Still is, reason is in answer 4
2) pride that you HAVE that support or thankful for the current support you have.
3) Still does AS IT IS PART OF THE GAME, would you like it if every class was removed from the game because one person wanted the game to be just a crafting sim with No combat, no escalation, nothing but crafting.
4) Best to keep it in, otherwise people WILL B**** REALLY HARD once it comes back. So best to Keep it in and nip potential backlash when the pop gets big enough to put it back in, that the new players leave the game and we get back to square one.
Note on mobilization readiness,
It can happen at Any time, look at the attacks on some the of the Nations and settlements that existed or still exist in PFO.
If you don't want to be prepared, you take the risks.
Talonguard, I know for a fact has 3 different active players, others I've not seen so I can't say if it is more.
|Azure_Zero 09.08.2018 08:48|
BringsliteYou are a TrollSpeaking of that, and not in any way with negatives toward your request, what is/are the costs for feuding (in all forms) at this time? It would be really informative and facilitative having the info in one spot. MUCH more easy to discuss things when we know what we are talking about…. I'm pretty ignorant on the current state of feud costs.
Cost of feuds is about 200->300 Influence.
So a Complete +0 Holding and +0 Outposts controlled hex to the cost of a complete +1 Holding and +1 Outposts controlled hex
|Azure_Zero 09.08.2018 08:45|
there are OTHER answers then asking the Devs to remove support so you don't have bulk movement troubles.
Here are 7 options;
1) Ask your Settlement/Nation mates HELP you with the Bulk chores
(or you can go full Dictator and kinda force them to do it with the threat of being ejected from settlement and or settlement is lowered until they do the work, though not recommended at all).
2) Pay a Player to do the Chores for You, likely someone who already is doing the bulk movement crap.
3) Compromise and lower your Settlement Support to level 16, it is MORE then Good enough for Combat and Crafting and saves a Ton on Bulk resources.
4) ONLY HAVE ONE Company (per settlement if more then one) that has all the holdings.
5) Not Moving Bulk to Company Vaults when feuded, let the raiders take some.
6) If you have multiple settlements, give them away to those that want one and or Abandon them completely.
7) Abandon and or give away every settlement you control completely, and then join another settlement.
I RUN TWO SETTLEMENTS BY MYSELF, so I know where your coming from, But I don't support the removal of the Support system Full or partial.
When the +X building upgrade costs and DI systems information was released, I weighed a number of a number of factors and went for a settlement limit compromise I could handle knowing what a +5 level 20 supported settlement would REALLY entail as a cost, and made plans with My Holdings so that I'd have as Little Work to do with holdings as possible.
You can do the same, and the work gets a lot easier.
Asking the Devs to make it easier with support removal (Full or Partial) is not a even a good answer for the health of the game.
Does War ever start for everyone involved at scheduled time in RL, it does not, that is why "military forces are always at the ready".
The scheduled PVP windows is the only real break we have on the "military forces are always at the ready" part of RL.
|Azure_Zero 09.06.2018 10:32|
I think the Auto-caravan needs to be thought out more, and I agree that has one or two points that I agree with, the rest for me is a different setup.
Auto-Caravans have settings controlled at the company AND settlement level to avoid pulling cheap tricks at a company level.
The Auto-Caravans should be tied a good degree to the PVP settings of the settlement.
In that the Auto-Caravan uses the Start window time to launch the Mules and that the settlement chooses either a Day before PVP, or a Day After PVP for the Mule to run and that it is set for the Week.
Company Level will be whether it is On or Off (Default is on, so even dead companies can start pulling their weight again),
a Encumbrance control for those that want to increase mule Load sacking Mule speed when it hits over 100% encumbrance.(Default and Min is 100%, Max is 150%)
and a Graphical UI for Route Planning and the Plans are always locked in for the start of the Week.
Something I should put out there is that the Hex security setting controls the speed of the Mule, in that Higher Security means a Slower Mule, and Lower Security means a Faster the Mule.
The Mule itself has NO protection except when it is IN town or NEAR the Holding's own Guards, and the Mule CAN BE ATTACKED NO MATTER the Security of the Hex. The Reason for this setup is like that of the PVP windows and watching for Monster Raids on holdings.
Now I think it would be great to for there to be a Route Planner for the Auto-Caravan using a Graphical UI, and that the Number of Mules is equal to the Value of the Keep itself, so +0 Keep = 0 Mule(s), +5 Keep = 5 Mule(s) and or
the Mule's Tier is also tied to the Keep, with +0, +1, +2 Keeps sending T1 Mule(s), +3 and +4 Keeps sending T2 Mule(s) and +5 Keeps sending T3 Mule(s).
Now to make it harder for Raids and decrease the time for all the holdings to be emptied, a Mule(s) can spawn at Any Holding that is +2 or higher, and the number of mules is assigned via graphical UI.
Though for Companies of Less with holdings the planner is auto set to outer first, then inner.