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All posts created by Azure_Zero

Azure_Zero
Bringslite
Azure_Zero
The PVP system, needs more thought, especially for those that CHOOSE to opt out of PVP.

For OPTING out of PVP also optional at the company level, where the Company gives it's players PVP immunity (sans low sec hexes), BUT they in-turn CAN NOT control any Holdings as those are Part of the PVP system. The Company can still be feuded, but now there is less reason to do so.

This is a bit of a twist on High Sec hexes and not true. Actually those hexes are vulnerable to feuding just like any other holding hexes in the game. Nothing has been said about "Opting Out" of PVP protecting holdings from being vulnerable. Non flaggers will just not be able to defend their holdings.

Feuding is not a solution as there are a NUMBER of problems with the system and too much delay, and since Holdings are part of the PVP system any company that Opts out of PVP should never hold a holding so as they are not a feud target in any settlement or group conflicts unless they do something to a group that turns them into a feud target.

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Bringslite
Azure_Zero
OPTING out of PVP should also have the following restrictions; NO T3 crafting, refining, gathering, gear, and equipment.

As BlackMoria points out and I tried to, above and further back in this thread, doing that will defeat the entire reason for adding the Flag system at all. How would offering a game with dated graphics, incomplete systems-limited features, limited PVE(not even any dungeons), still many combat bugs, limited weapons, races, class types, a $15.00 sub cost and "Oh, you can only enjoy the first 2/3 the content, not the good stuff", be attractive?
This is being done to attract more players that will stay and play, not to find players that like to be punished and limited.

This is to make Opting into risky play a reward, and stop any funny business that could be done with PVP immunity.

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Bringslite
Azure_Zero
They are still vunerable to PVP in LOW security Zones so they can not gather without risk in any good monster hexes.

I would like to see something to off-set this. I think Bob first brought this up but has not mentioned again… Some kind of way to officially "claim" T3 hexes and set rules for either "owner permission to hunt/gather there or pay a "tithe" on the rewards for such. Suggestion: setting like Tithe = "0" or "every other" or "every 3rd" or "blah-blah"

To save; development time, development resources, money, and various other resources and do a simple answer, this is the best answer with the least chance or way of doing any gaming of the system.

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Bringslite
Azure_Zero
They Never generate influence,

Never? I think they should when they play flagged for PVP. No single choice should cause a permanent penalty.
That is fair, but if the Company has opted out of PVP they still generate 0, since the company has No need for any influence since they don't want to PVP at all.

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Bringslite
Azure_Zero
You as a Individual can ONLY change your PVP Flag once a Week toggled on Monday server UP, this is to STOP ANY gaming of the system and force a choice for the week.

I'm fine with this. Flagging should not be used like a light switch
Glad you agree it should not be like a light switch.
Azure_Zero
@Bringslite
I think we have TOO many carrots and not enough sticks in this game, and that is what is making the game very boring.
Azure_Zero
I do recall when EE 10.0 or EE 11.0 hit that a number of players were telling Ryan that it was too soon for the settlement system upgrade and that he should of focused on fixes for other systems like; the vault system which when Lisa took control ordered it to be fixed.

I also recall that a number of folks at various points in time did tell Ryan that settlements were put in way too soon, and that the Land rush was a failure because it was put out before the game was even in Alpha.
Azure_Zero
Sorry, but since PC settlements are supposed to be targeted in Fueds and sieged, they are Part of the PVP system, no Buts.
If players and companies want out of PVP, they settle in NPC towns and take any other restrictions that come with NOT Opting into PVP.
In fact it pretty almost fits what you said

BlackMoria
So what is the difference between Carebear Land and the rest of the map. In Carebear Land, the cost are increased in everything. Crafting queue times are significantly longer. T3 crafting is out of the question and T2 may be capped at a certain level, for example. Gathering is also limited in yield and T3 resources cannot ever be found in nodes and monster hexes… perhaps certain valuable T2 resources also cannot be gathered. No enchantment resources are found anywhere in Carebear Land. Structures and holdings can be built but costs are much higher for resources and influence. Training cost are higher and also limited. For T3 training, they have to leave the kids sandbox and maybe T2 is capped somewhere. Escalations in monster hexes in Carebear Land are limited to middle T2 or lower. High T2 and T3 is only possible outside Carebear Land.

Oh We already have a Carebear land in game it's called; ThornKeep.

And increasing the Map size will only make the game feel more empty then it already is killing it faster.
Azure_Zero
I do agree that funding is a big issue, along with needing to get to Full Release.
But we have a problem, right now the only ones funding the game are us old players, and new players are not retained.
So the best thing to do is keep the old players playing and get things to the point new player(s) would want to join.

Now Shrinking the map would cut server costs though, and with the extra money they could funnel it into development.
The shrunken size would lead to more interaction among players and make the game feel more alive then a empty void where you are the only one.
Azure_Zero
I do think I know the best answer for those that want to OPT out of PVP.

Since Holdings, Outposts and Settlements are part of the PVP system, it makes it simple.
Players and any Company not wanting any PVP CAN NOT be attached to any PC settlement as a player and or as a company since Settlements were designed to be sieged and fought over in PVP.

It makes it simple, in a PC settlement, your a PVP target.
Azure_Zero
Maxen
While I don’t disagree that the game has stagnated, let’s not forget that it is still Early Enrollment. The biggest failing right now, and IMO the reason no one new is subbing, is because no one wants to pay $15 for a game that is not in Open Enrollment. Yes, the major systems are in place, but it is not ready for Prime Time. Too much for polish still needs to occur (most notably having RIVERS in the River Kingdoms, lol.)

I agree with you Azure that something needs to be done to shake things up a little. But fully finishing this game and getting it into OE status should be the main focus. Not focusing on bandaids.

And One of the reasons no one new is subbing is Because the game feels empty and void of life, this another reason that the map NEEDS to shrink a lot.
What good is getting near to Finishing the game when there are No players left playing it, the answer is nothing.
If nothing shakes things Up out of stagnation Now to stop the loss of the current player base, the game will be dead in less then three years if we can't retain the old and new players.

The Game itself needs more then a little shake up, it needs a big shake up that forces interaction(s) between groups to stop any stagnation from happening.
Azure_Zero
Sorry, but the game now is so stagnant and empty that staying ON COURSE is a kin to being on the Titanic as it is sinking and saying "Everything is fine."

To Save the Game a MAJOR shake up has to happen that breaks the stagnation and also causes groups to interact with each other more.
Azure_Zero
Well sorry, but there NEEDS to be something that MAKES OPTING IN for PVP rewarding and something you WANT to risk, as there being NO PVP is what is Killing PFO.

As I do recall someone mentioned a MMO where the NON-PVP and PVP were mixed together like in PFO, the NON-PVP crowd demanded their own NON-PVP server and got it, that is when the game slowly died.
The PVP group had less targets and left, the Non-PVP server grew stagnant like PFO is right now and died as the NON-PVP server had nothing happen.
Azure_Zero
Right Now the game is Dying as many players are moving on.

As I can see in-game chat that some more are not going to re-sub, and the game's new player retention is next to non-existant.

Right Now I think the game is dying cause that world is TOO BIG, and everyone has everything at hand with no challenges over resources, and ALL groups are extremely stagnant due to VERY POOR reward for PVP.

To fix this Issue I think the game map needs to Shrink A LOT, like to less then 1/4th it's current size, heck we could use the Test server as a base template for a quick rebuild.
As for the current Alliances of settlements, they will all be squished down to ONLY ONE settlement, so there should only be about 4-5 settlements. Each new settlement will have a Monster hex nearby that HAS UNIQUE resources, with a few extra monster hexes about.
There should be a shortage of hexes so EVERY SETTLEMENT CAN NOT BE +5 with Level 20 support, at best Every settlement should be able to run as a +3 settlement with level 16 support.

All ACTIVE companies would be transferred to the New map and attached to the correct settlement, with all there Max influence in tow.
The Settlement's buildings will be chosen based on agreement by ALL settlement leaders in the alliance with either a current company chosen or a new one set as founding the settlement.
All the Buildings will start at +3 with a +4 Keep, along two other buildings being +4.
Every settlement will get enough materials to make 18 +3 Holdings and 2 +3 Outposts as to quickly get their holdings up.
With the inner Core 6 and Outer core 12 being the settlement's hexes for about a month so everyone can get their holdings and outposts up though outer,cores that are shared are first come first served, after the month is up outer core 12 are up for the taking by ambitious settlements.