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All posts created by Azure_Zero

Bob, If PVP gets a switch it should come with a MAJOR cavat for those that OP out of the PVP like;
NO support for training above level 10 as ALL feats they own capped as if they were level 10 and No higher levels at all, they are Stuck at most with T2 gear, can only craft T1 and T2 gear, all crafting time is 1 and a half times longer, holdings of NON-PVP companies are also capped at +2, Everything is thrice as expensive if one opts out of PVP, etc.

Now with the above drawbacks, you could set PVP-free as ON for default, but once switched OFF, it is stuck at OFF.

If that PVP switch comes in without a real drawback or set of drawbacks you'll lose a chunk of the currently loyal player base.
Talonguard Has 5000 Units of Bulk Up for Sale;

All 1s a piece except for the Bulk put up at 75c a piece.
We wanted a to put in a Pool, but the rivers are dry.
Would be easier if our AH was stocked with raw mats, spells, manuvers, and recipes.
I do still have bulk for sale in Talonguard.
The New +3 Lab is Up and running.
Stilachio Thrax
I hate running long distances in game, so some sort of auto-travel is something I'd like to see. It could simply be an auto-run on roads function, but we are supposed to be in a world full of magical wonders, I don't see why having some sort of teleportation service linking settlements to NPC and Allied settlements is that big a problem, especially if it is a big gold sink and doesn't let you take any non-[INV] in your inventory bags. Current population makes force projection worries moot anyway.

However, I'd rather have horses, and skills/classes to take advantage of them. You could still be attacked by bandits, but cover more ground faster (especially if you sticked to roads). And before that, I still want the rest of the Core Rulebook in game (classes, races, weapon types in particular).

To make Teleporting a Meaningful choice and proper coin sink and not be broken for force projection, it would need to be at least 10 platinium per hex bypassed, per character and with harsh restrictions including, but not limited to;
* That they CAN NOT have anything in their inventory at ALL and CAN NOT have ANY T3 gear currently equipped.
* They can only use it ONCE per month per account.
* Can only teleport to Home Settlement from an NPC settlement.
* Must control a series of hexes connecting to the NPC settlement (similar to the supply line rules in current settlement siege rules but each hex has to be adjacently owned, shield or pass hex)
* The Settlement Must pay a Teleport UpKeep Tax each week to each NPC settlement it connects, with the Tax for each one NPC settlement equal to the Settlement's Upkeep. (So; connected to 1 NPC is 2X Upkeep, Connected to 3 NPC is 4x Upkeep)
Yeah, Cash is Short,

Can't really do another Kickstarter, since we already did two of them…..
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.

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.

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.

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

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.

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.

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.

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%.

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.
Talonguard finished putting up it's +3 AH this past Thurday.

Currently we are finishing up a new +3 Lab.
Talonguard's AH has Bulk resources for sale near a 1 silver a piece.

Edit: the Bulk Ore is All sold out.