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All posts created by Azure_Zero

Azure_Zero
Bob
Azure_Zero
I wonder what'll be happening to the Mac support since Apple is gonna start using ARM CPUs instead of x86_x64 CPUs?
Haven't done a ton of research on this yet, but it looks like the Macs with ARM CPUs will continue to support most apps built for x86_x64 CPUs for a while. Won't run quite as well as they could, I'm sure, but probably better than running on an older Mac.

This kind of thing is also why we need to update to the latest version of Unity, and then stay up-to-date as we go, since we let Unity handle all these build issues for the game client. Definitely not going to get an ARM build out of our current Unity version.

Apps as in iPhone apps or as in Desktop applications,
since from what I'm hearing a lot of desktop software will not be running on it out the door on the new ARM processors.
Azure_Zero
I wonder what'll be happening to the Mac support since Apple is gonna start using ARM CPUs instead of x86_x64 CPUs?
Azure_Zero
Actually Paddy, they sound closer then you think.

They are the same but both go through different methods of how systems interact kinda like connecting to the internet.
As the build points seem to be like influence, which we use for holdings which give bulk+DI which is used to pay upkeep on settlement upgrades.
Azure_Zero
@ Paddy
That does sound, bad, but the question more asked was "how easy is it to run a settlement in GV?"
if the only chore is to defend your settlement that in some ways an easier chore then what is in PFO at the moment.
Azure_Zero
Edam
Bob
BlackMoria
The new players are, in essence, telling us what is wrong with the game with their questions. We need to listen and learn what the real issues are so they feel the game is worth more than a night or two of poking around and finding the experience unrewarding.
The issues raise in this and other posts that new players run into are great points, and are generally things we're aware of and hoping to work on. Still, it's always helpful to hear which issues are being raised at a particular moment in time, because those tend to be the issues we should prioritize in the short-term. Hopefully it also means that some issues that aren't being raised as often have been fixed, or at least made better, by past updates.

We're planning to try to tackle some of these new-player issues in coming months where we can do so with content-only changes, even if sometimes that just means tempering player's expectations through better communication/documentation when they get started, while others will have to wait until we have more coding bandwidth.

One of the more common new player questions is "when do I get my own settlement" .

It is kind of irrational that people would think in an MMO with potentially tens of thousands of players, that all 30,000 of them can get their own settlement, BUT it does seem to be a common new player aspiration.

That expectation probably comes out of playing tabletop and things like kingmaker where you actually are a special snowflake and do get to dominate the known world eventually. or maybe they spend too much time playing Animal Crossing, who knows.

As for renaming - Golarion Online has been suggested in the past and would likely work.

Thing is at the moment, leaders with multiple settlements can't even give away a settlement with a reasonable number (8+) of holdings to a new player, as after about a month the settlement is back to the original leader the as the new leader has left the game, as I said earlier.
And a likely part of the reason we can't keep new settlement owners is the freaking chores we need to do to keep them running.
Even with all my holdings being so close to Talonguard and Corbenik, it still takes me about 3+ hours each weekend to empty and restock my holdings.
If the only chore a settlement owner had was to watch their territory, you can bet being a settlement owner would be way more appealing and settlements would really be something to fight over.
In fact I think Gloria Victis has better player retention because it is simpler and less of a chore to run a settlement.
Azure_Zero
Edam
Paddy Fitzpatrick
Tuoweit
Paddy Fitzpatrick
Tuoweit
Being a level 2 Wizard is also accessible to all players.

At the cost of being a very out of the way investment that will set back becoming T3 for a very long time. Multiclassing is only something worth trying once you get mid to high T3 as I had learned the hard way.

… what? Level 1 Spellbook proficiency, 99xp. Level 1 Spellbook Expendable (Speed), 108xp. Done, 2 hours' worth of xp.

Ah, I misread what you meant.

I thought you meant the level 2 or 3 version of said spell for some reason. Course it don't last nearly as long but still.

It works on the free INV tutorial staff and costs about 10 or so power so who cares if it only lasts half a hex smile

An INV staff and a day and a bit XP invested in 4 levels of travel domain (needs Holy Symbol Implement Proficiency 1, Focus Weapon Proficiency 1, Divine Attack Bonus 1, Power 1) has been the standard way most people get characters around the map quickly for years.

… waits for someone to bounce in and say its overpowered and should be nerfed like energetic field was …

actually Travel Domain was nerfed early on in Early Enrollement.
Azure_Zero
Bob
Rynnik
Is there influence associated with posting and buying from the Auction House? That is a whole category of daily player activity worthy of being registered, imo. The merchant role is real!
There is not. With a new achievement and a bit of code to support it, there could be, though we'd need to make sure that sales too cheap to trigger at least the minimum sales fee don't count. Need to make sure there's some kind of guaranteed cost to prevent self-purchases purely for influence gain.

Could you add influence gainers to the very un-fun Chores that settlement leaders have to spend a lot of time on, like moving bulk around, and watching the PVP window?
Azure_Zero
Bob
Azure_Zero
If you what holdings to go pop and WITH OUT the activity tax, we just make a timer that counts how long it has been since the HOLDING's HOLDING vault was accessed (it'll be checking bulk numbers and looking for a difference in values),
if that hexes holding vault has not been accessed in over say 3 months it sets all holdings and outposts to +0/+0 and degrades them like in a capture in a feud and only tehy have a week to access the vault and crank back up the holding and outposts, if they fail to do so, the next holding that goes in that spot takes ALL the stuff that was in the holding's vaults before it.
It probably wouldn't be very difficult to add a "last time the Holding Secure vault was checked" value to holdings, and then the easiest thing to do would be to shut down the holding any day that value was more than X days in the past. The holding would then follow the standard process of getting destroyed if it was shut down for 7-8 days in a row.

While this would pretty effectively clear out completely unused holdings, I'm not sure it sets a high enough bar per additional holding to make the expansion decision much more interesting. I do like that it's a task that should already be happening for any truly useful holding, so it only "adds" a task for those cases where someone expands beyond what they're putting to use.

Bob, There is a Holding in Rotter's Hole 2 that Shuts down every other day, this means it is NOT being attended to at all, if there was a access timer like proposed the holding would of popped already.
Azure_Zero
I think one of the Things that NEEDS to be done, if the game resets is a name change, no exception.
The name of the game CAN NOT and SHOULD NOT reference the Pathfinder system, it causes an expectation that the game is using the Pathfinder RPG System and it turns folks off after they enter the game and see the Truth/Lie that this is NOT Pathfinder, but fantasy Eve.
Azure_Zero
Tuoweit
If you're considering a wipe, or even just shaking up player homes to concentrate everyone into a couple settlements (we players could do this voluntarily without intervention), I'd just like to point out that the previous approach of recruiting all the "hardcore PvP'ers" into one alliance didn't work out very well for the game's population. smile A lot of players aren't (weren't) into that, they want(ed) to build settlements and interact with the world, not wage constant war.

Well unfortunately this game was based on a PVP design, so PVP was needed to be expected.