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All posts created by Azure_Zero

I know in PSO2, once you complete all the Daily quests you need to wait for the daily server reset (about 3:00AM), and the weekly quests are only set on Wednesdays during server reset. And since we do have those as well we do have a timing system in place and a spot to run a Set_Quest script.

Something that should happen is BEFORE the Cloud move and Unity Engine Upgrade are complete is a KEEP SIDE CHAT where everyone can listen and voice something about what needs to be done.
Those that don't show up for it, can't b*tch about not of having a chance to voice anything since a chance was given.
Yeah and the Login rewards and Daily/Weekly quest system is something that could easily be made with GW's current resources and it does recycle some code, and it is the most possible one to do at the moment without need for an artist.

If this can stop player leakage (an maybe help in gaining players) then it can help in paying the bills to further complete the game. But we need do new things to excite the current player base as well, and that is where the FUN points, FUN shop and FUN tickets could come in.
I agree, that it would help if the game was as advertised and finished. But we don't have that and are currently losing players and not keeping any new ones. The answer is that is No reason to login, and if we did include the Bonus XP for Non-(Day 1 Non-stop subbed) characters then new players know they CAN catch up to the Vets and thus keep some interest and they'd work for it.

Include the FUN points and scratch tickets and yeah it'll keep some interest in the game and offer a way to get something that MAY be very hard to get due to the RNG being a pain and never really dropping it.
And again it gives a reason to login to the game.

Yeah, the Login bonuses would offer little to FULL Day 1 characters and accounts, but those that do keep logging in may start getting things that help them in becoming more powerful.
Imagine for example if a VERY expensive special item needed a TRILLION FUN points (which you only get for logging in and being social), but it let you NUKE ANY HEX (Non-settlement), clearing it of its holdings and outposts so you can move in the next day, it would force a change in the status quo, so much so that companies that sit back and go nothing can touch us, now have to worry as this would give a heavy-duty hex-protection breaking option to the game for those companies that actually do feud and capture hexes.
This would also mean that EVERY settlement can loose a hex even if their PVP window is at a time where there would be few attackers and a lot of defenders.

Just need to get the stuff that was advertised into the game. Annoying things like banking, endgame crafting, chore heavy city management, clunky this-n-that issues, etc…. addressed. Then it DOES need daily incentives to log in, for sure. Now it has been so long that it needs a serious graphics overhaul.


I think you have something backwards here, people are leaving the game because their is NO reason to log in, NO logging in leads one to questioning why are they subbed in the first place, hence player loss and no new player retention.
Dealing with reasons to log in should come first to Keep the current base and maybe help even keep some of the new players, then we can look at getting the rest of the stuff in and doing upgrades to the game's graphics.
Glad you like them, Edam.
I try to make sure I can think of ways of recycling what we DO have and could use as a base for something new.

Yeah you covered stuff I missed, mind you I've not reached Full End game yet on any character, due to needing to split up my EXP a lot, due to only having a few characters and most doing many tasks….

And the customisation issue is BIG for PFO, as your pretty much pigeon holed into your gear for your build.
Something that could be done to make end game armour feats more rewarding is getting additional Keywords.
Like Level 10 armour feats not only give the T3 Major Keyword, but also a minor-0 (Cloth,Light,Medium,Heavy) Keyword nexy to the first class of Keyword in the armour feat so armour options open up some. With Level 14 having A new Major and Minor Keyword as well. This'll give a reason to get to Level 14 in an armour AND get a stat up to 30.

Another thing of note is that Settlements and Companies should be able to choose their colors for their Buildings.
With Settlement Colors based on the Founding Company colors, and Holdings/outposts having two banners, the settlement Banner and the Company Banner. These Colors should also be applied as default to Premium buildings (Freeholds, Basecamps, etc)

PSO2 urgent vents can't not be done solo at character level. They literally require 8-12 players who are at or above level requirement (12 players max per mission/area server) So I aimed at designing the OP examples based on NON-solo possible, and requiring MANY hands to get done, with a range of skills if possible
Yeah, Bob knows of this post and will be posting in here on Monday, and He wants to hear from the players about anything I said in the OP.
Please post your thought on this, as your silence, will just highlight a "I don't care about PFO anymore" stance.
Over this past few months I've started trying out a few other games, including a MORPG (PSO2).
While PSO2 is not the best, it has something PFO lacks a lot of, a reason to login and do stuff.
I feel this is something that NEEDS to be the highest priority to happen right after the Unity and Cloud upgrades are in.

As right now, I hardly see a reason to log in; queue time is almost a month, next EXP spent is in a few months, there is next to no social activity in game, game state is stagnant, everything is TOO predictable and boring, etc.
In fact I'm now deciding on if I should stop subbing a number of my characters since I'm not seeing any real reason to play PFO anymore.
I'm not the only one who has SAID that, nor will I be the last, and that should be sounding large alarm bells that if PFO does not focus on the right things, the game will be dead in I figure 3 years even with the Unity Upgrade.

PSO2 right from the start, the Character Creation options are MILES ahead of PFO, but something to note is that you can't select some classes at the start.
The game starts you off with a nice basic tutorial, and if you think of switching classes or want to learn a bit more about your class, there are tutorial missions (that'll even provide the character with skills and weapons for a time) that'll give you a taste of the class.
Another thing of note is that the game has a number of currencies most of them are gain-able in game, two can be bought with cash (SG + AC) though one of them can only be bought with cash (AC).

But now back to the main point, a reason to login and do stuff.
Just logging in once for the day in PSO2 gets you a item that you can use, and you can see all items for 30 days of logging in.
Further more Logging in each day and doing social things gives FUN points which you can use to buy certain items and FUN scratch tickets.
Something else of note is that PSO2 has DAILY and WEEKLY quests that give rewards, and a few Special quests/events that are time limited (30 Min window) that run once every 2-4 hours and some events get replaced once the month passes.
Now I will say that one thing that needs poking is the EXP issue and since new comers don't know much (along with hating wasted XP) and want to catch up to the vets, and I have thought of something about the issue.

Now could PFO do any of this, and keep it scaled to the character. The answer is YES, there is a way.
Any EXP rewards will be decided to be awarded on during maintenance, as it'll check on if it would surpass a Day 1 vet who kept subbed (in effect a EXP limit so hard core Vets can only get mats or item rewards)
All the daily and weekly quests get set with the daily and weekly maintenance runs.
All the daily/weekly quests and rewards will be based on a character's skill level(s).
For example if a weekly quest is get 5 Lodestone (miner 7-13 req) and the reward is; (X mat (skill - 3), a item, or exp (10*level))
The reason for the requirement and reward being based on the character's skills is that this way, an impossible quest can't be given to a T1 character, or that a new character gets T3 mats.
Now why did I set the reward in the above example to skill -3, well it is to give incentive to raise the skill, if you want T3 enchant mats as a reward well you'll need to have level 20 skills.
Monster killing quests would need to check weapon and armour profs for requirements as a quick base check for quest requirements, but if that monster quest is related to a escalation, it checks if that escalation is running.
Currently I think the number of quest types that PFO could support are small;
Monster, Escalation, Gather, Craft and event.
A Monster quest is kill a specific monster or X number of that type,
A Escalation quest is do a escalation event (requires checking if that escalation is currently running)
A Gathering quest is gathering from Y nodes of X times.
A Crafting quest is crafting/refining something (though this should check if the queue is empty, and it should be something useful and quick to make).
Now Events should be done when a event is running (these are pre-planned and announced), and these events would need to be added in later.

Now PFO's FUN points should be for; items, and various tickets.
Items that FUN points could yield should be any; item, mat, refine, or recipe in the game.
To force exploration, and getting player's out of a their settlements, the place players can go to use their FUN points to buy these are NPC Auction houses ONLY.
There would be a few types of tickets in game; one would be scratch tickets that are cheap, but yield a random prize.
The other types of tickets give X amount of something like; Azoth, EXP, Influence, FUN points, and Gold/Silver Coins.
FUN points shold be generated once at login for the day for the account, and should be generated (a maximum per day) doing social things like; feuds(raid and capture), PVP, and other social things like friending someone.
Going back a bit to PSO2, the FUN points there could buy; Fun Tickets, emotes, consumables, furniture for your personal quarters, and certain other items.

Something else that I find nice is that when doing a quest or mission, a random event can happen that shakes things up, like suddenly having a boss class monster show up, or needing to collect some items in the area and return them to a container.
That random type of event shakes things up and stops things from being; same old, same old, and puts some chaos into the mix.

Now on to PFO's events;
These type of events should be a mixed bag of things; searching, exploration, gathering, and monster killing.

And example of a event could be ; "Nuhr automata spotted"
Quest requires finding the hex(es) (non-monster/home hexes) that X Nuhr automata have spawned into, (if X was 10 up to 10 hexes holding a single Nuhr, or less then 10 hexes if some doubled/tripled up)
These Nuhr would have very nice loot drops, and if the event is done before the hour is up, everyone who fought a nuhr would get a bonus prize.

Another event could be; "The Outsiders are Here"
The Quest requires harvesting of VERY SPECIAL Mats (event type only, only available during the event, and expire after the event), and those mats being brought and dropped off at specific hex in a specific building/spot, but also killing off the outsider attacking that building/spot.
Now this one I would say should allow for some recon scouting before the event gets started, as the gate is being built over the course of an hour or two, and have a map marker so player can know WHERE to for the event's combat and drop off area.

This is all I got for the moment, and I hope the proposed ideas and notes can get put on top of the list

And for those curious, PSO2 is also F2P on steam.
Well, the other groups are likely now looking at getting there own Alchemist building(s), so you might not be getting any offers due to that….
Thanks for the update Bob.

But where is the Alchemist holding?