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All posts created by Bringslite

Bringslite
Edam/quote
BACK ON TOPIC:

One thing to consider for the xmas events might be something that gives individual characters/players rewards over and above the settlement based rewards. Potentially a PvP tournament, controversial as that may be ? Or maybe just something as simple as greatly enhanced chances of stone drops while participating in event escalations on particular days?
Yes. These are great ideas and can presumably be done easily… I believe anyway. Things like this are all very much cool. They qualify as "events" = "reason to log in" that don't require heavy story or mechanical changes so they are even better than whatever I suggested.

Edit: To point out that things like Edam suggests are great for the topic we are on, as I heartily agree, but they won't necessarily serve long term player retention. Though they might help if events are more prevalent.
Virtute et Armis
-Unknown
Bringslite
IMO, variable and massively varied content ALONG with "random dreamed up scenarios" content (that are used as random story events) is the only solution game companies Might come up with to try and keep activities fresh and exciting. At the very same time games can't really be affordably operated if almost all of the workings are not automated (at least as much as possible). That just, to me, makes sense from an outsider's viewpoint.

There may be solutions somewhere in the middle but those are pretty difficult with small Dev teams. There are only so many hours in a day.

Still there are a great many things that this game appears to try and fulfill. Maybe too many in a realist hard view of what is possible under current circumstances and what is expected/wanted by the audience.
Virtute et Armis
-Unknown
Bringslite
Azure_Zero
Agreed
we need things for more players and not just the PVE elites,

We need new events that scale to players.
Right! To be perfectly clear (I do ramble on like a soapbox lecturer), since the topic here has evolved into new upcoming holiday "events", some smaller accomplishable scenarios might be nice and be great for newer/younger characters as well as solo/smaller groups. These things will probably be more useful when the population grows again but you also need them now to keep low to mid lvl players engaged.

Also some kind of "world story" that ebbs and peaks based on how characters act in the world. I am aware that this is supposed to be a sandbox with story derived from player activity but a basic "world story" that is flowing, evolving and changing as well as much more apparent so that it is obvious. Right now what it feels like we have is a pretty weak background theme "Nhur Athemon" that I am not even sure of all the details about. It seems unaffected whether we bust his "escalations" or not. Nothing tangible happens or doesn't happen, whatever players do…

Anyway, just food for possible thought.

Edit: Not to belittle the fact that there is always going to be a certain amount of "burnout" for players that are engaged in a single game for more than a cpl years. That too is recognized as an issue which is pretty impossible to beat…
Virtute et Armis
-Unknown
Bringslite
Just an outsider's perspective here. I don't really play anymore but am watching and waiting on developments as the game progresses, hoping still to see it grow and spark interest so that I will be tempted to get back in. I definitely can't speak for all (like myself)but I can give my opinion, for whatever it is worth…

Been around and was highly active since before alpha started. I got pretty bored by the "Escalation Mechanic Process". As players started dropping off participating, it got even more tedious-sluggish feeling-time consuming and finally "SAME FEELING". The answers to this, presented to us, have been just to make them more and more difficult and involving MORE escalations in sequence to beat for "special events" like holiday activities.

To give credit where it is due, there have been new activities introduced: player raiding, NPC raiding, gushers and ramped up challenges (which at face value is expected and GOOD for the game). Also to credit "The Gung-Ho" players there are some that are happy and skilled enough that enjoy grinding through the increased challenges even with reduced numbers of active players to assist them.

Some regular activities and/or events that allow for "Regular Joe" with solo to small party size to participate but achievable NICE rewards, which do not take many HOURS-DAYS to slog through but (at the same time) are a little different from the "Escalation Formula" might be nice. Even if these new style events/encounters/activities might take tool development and "outside the escalation" thinking they would be valuable to add variety to the game's activities on offer. Like the ability to spawn mobs into the game at random places with tailored rewards or MOVING invasions that advance across country, etc…

At the same time, I realize that Paizo resources are limited and this stuff might be of great challenge to the few Devs that are around.

So, for now, I'll wait cause I know it aint easy to build a great game with one or two Devs.
Virtute et Armis
-Unknown
Bringslite
My opinion (for what it's worth) is a sort of compromise as per what The Devs have suggested. You regress/respect your character. If you no longer qualify to operate the expendable (that you spent extra exp on to learn) it simply becomes un-usable, becoming re-usable if you (in future) re-qualify.

Some, that want a more punishing system for "choices", are going to disagree. That is a fine opinion but really does add to the complexity/work needed to get these feature options up and running and available for use. Why pile on more complex work than is absolutely needed?

New features and options ADD to the attractiveness of games. There comes a point though where if made too complicated/costly/punishing that the negative consequences become so prohibitive that no one will opt for the options that you worked so hard to give them. So why do the work and waste your precious Dev time on them?

The exp and coin is still effectively "lost" (at least for the time being) so the consequences are about the same.

Not suggesting that easy and free progression is always a great thing and (in fact) can actually be over done…but… More "stick" isn't going to make the game more appealing to the newer "upcoming" styles and demands of the newer player audience.
Virtute et Armis
-Unknown
Bringslite
Bob
Bringslite
There is lots of good stuff here and as great a plan as any. I do not see anything about an upgrading of the engine (unless I missed it).

So I am curious if some of these things will create problems, later, that cause much back recoding for the newer engine version's requirements?

That's still on the long-term plans, but will be a major undertaking and didn't feel like the best choice for the next batch of updates given our current resources.

Fortunately, none of the things we're working on should conflict significantly with a future Unity upgrade. They do add to the overall size of the codebase, and so there will be more existing code to review, but most are in areas that have been heavily abstracted away from any specific Unity code, and others (like Per Character Subscriptions and Respecs) largely involve back-end server code that doesn't touch Unity at all.

Good news to read. I dislike the concept of you guys adding a tremendous more amount of work/pressure on yourselves than is needed.

Thank you, Bob!
Virtute et Armis
-Unknown
Bringslite
There is lots of good stuff here and as great a plan as any. I do not see anything about an upgrading of the engine (unless I missed it).

So I am curious if some of these things will create problems, later, that cause much back recoding for the newer engine version's requirements?
Virtute et Armis
-Unknown
Bringslite
"Initial thoughts?"

Like the idea in a broad sense as presented. Sounds exciting and… additive in a good way to available role paths.

smile
Virtute et Armis
-Unknown
Bringslite
You are a Troll
Yes, yes - as did I for years and years. However, the world is empty (despite the four or five people here who protest otherwise) and Paizo is silent on an update that would actually matter, like moving the whole game to the new Unity Engine that Kingmaker is on. I understand this game is probably at the absolute bottom of the Paizo priority list, but some kind of update would be nice.
I feel Ya.

I wish that Paizo could take the leap to prioritize this game too. Though it seems obvious (many ways) why they can't do that. Too bad as it seems like niche MMORPGs could be Golden Egg Layers but the exact formula to get to that point is the hard part.

At least if you look around you can see the troubles other Indie MMORPG projects are having making "customer satisfactory" progress on their own titles. It ain't such an easy business to get into or to get right. They have larger budgets and many more people at the time too.

There probably isn't an answer to "progress updates" that will be making you feel better other than "give it time…."
Virtute et Armis
-Unknown
Bringslite
Looks like some good ideas to me. I feel like some way to increase allowed number of crafting queues would also be a nice thing to consider. There isn't much encouragement for queue limited crafters to carry on into new craft fields but I feel like most would like to do so and be able to produce at a rate more near what they could accomplish if given that option.

It seems a very limiting factor in the crafting profession tree, over-all, and gets a little boring if that is what you really want to do.
Virtute et Armis
-Unknown