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All posts created by 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.
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.
Paddy Fitzpatrick
Paddy Fitzpatrick
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.
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?
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.
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.
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.
Azure, your idea has merit but…. and it is a big but… it may not work at all.

It is not the lack of real estate that drives people away from engaging in this game for longer than a cursory kicking of the tires.

Here is breakdown of the stuff I have heard in General in the past several weeks, in no particular order.

1. People are expecting a D2O MMO experience like Owlcat Games Kingmaker with a understood Pathfinder level 1 to 20 progression. They don't see that and leave.
2. Mechanics are too hard to understand. Keywords? What the hell is that? Why can't I train this feat? What do you mean by being gated? Why can't my longbow achievements be used for qualify for shortbow…. a bow is a bow? New players find understanding the game mechanics problematic. The tutorials don't cut it. Frustrated, they leave.
3. Why doesn't armor, weapons, etc drop from mobs? They do in tabletop.
4. New players run out of coin too fast and are asking how they can get more. More frustration.
5. Where are the quests? Tabletop players expect quests like they get in tabletop or by playing Owlcat's Kingmaker. The Find your Path tutorials they don't consider proper quests.
6. Where are the dungeons? Pathfinder had dungeons. This isn't Pathfinder without dungeons. How can you have a game without dungeons?
7. I am here. What am I supposed to do now?
8. Why do I have to join a settlement? Why am I being forced to join a settlement? I want to do my own thing.
9. The game seems incomplete.

There is a bunch more of a similar nature, basically around how difficult the game if for a solo player, how hard the game is too understand, the lack of entry level content for new players.

Only ONE person asked how can he get his own settlement.
Only ONE person commented the game seemed empty. I wasn't certain if he was referring to the lack of other players or the lack of content as maybe he expected to find quests or direction on what do from every NPC he bumped into in Thornkeep.

I wasn't on 24/7 for the last several weeks so obviously, I haven't heard every inquiry. But I noted enough in General that lack of expansion space and the lack of a player population was not high. It came down to basically two things - the game is very hard to understand the game mechanics and the lack of ready to serve content.

That is why the new player experience is failing to retain the new players. It is not - the map is too big, the world is empty or all the hexes have been claimed.

Your solution does not address the fundamental issues that reading General Chat over the last few weeks revealed. 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.

I can say all 9 points are very valid and I do see them, but I'll add another I've seen
* Are their any NPC shops to sell or buy stuff?

Something else that needs to be done is the removal of all those useless tokens, or a freaking way to convert them to the useful ones i.e curing tokens.

Unfortunately this game was designed as fantasy EVE, not D&D online so already there are are number of problems with it having the Pathfinder name.
Basically what new players are saying by BlackMoria's account is the only way this whole thing can be fixed, is if the game was based on the OGL D20 license and it's tabletop mechanics, and it becomes more of a theme park MMO.
Now this in my mind would require a NEW Kickstarter/indiegogo campaign and the game would need to be called PFO 2, or some other name.
Now after the new PFO2 is done either the first PFO continues, or is closed down, if it's closed down all PFO characters whom have over a year of game time can get transfered into PFO 2 with bonus perks based on various things like; DT, premium items, time active, settlement rank, etc.
And the independent settlements? We still have those. They don't get a say or a chance at this because the criteria for running for a settlement leader slot is alliances?

Truly independent settlements don't really exist anymore, all of them have a connection with a alliance in one way or another.
But we could also group all the independent settlements into one new settlement and they setup a democracy.
That depends on your point of view. Remember that just about all of the Settlements in the game now(maybe all?) were pre awarded. That set a stage for the "haves" and the "have no chancers". Or maybe it is inaccurate to state that as there has never been a sufficient incoming group sticking around long enough to try and build a settlement from nothing.

A year in to a reset might look different if everyone had to earn(through some type of gameplay) a spot to put their Settlement.

There's actually been a fair amount of settlement turnover since launch. Many are indeed still from the Land Rush, and some may just still carry the original name. There are even two claimable settlements right now, though it probably wouldn't be easy to claim the hexes around them.

If we start to feel the population is ready for it, we can also start opening up some of the placeholder settlements. However, if we don't put some kind of tendency in for territory to be lost through game mechanics, as opposed to just through PvP, the tendency will always be for the world to fill up as quickly as it can, and then stay full.
Bob, This game is Based on Territorial PVP, PVP should be the biggest control of holdings, but the game's current population is way TOO small for that element to work right.
I know every hex is taken, so what do I do, I target a known dead company and take their hexes and they are easy to find if one thinks and scouts for information and tracks their targets before going at the dead company.

If this game gets restarted on a MUCH smaller map a with the notes I posted it may work.