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All posts created by Fanndis Goldbraid

Fanndis Goldbraid
Having unlimited shelf space or warehouse storage is not feasible. Auction Houses should have some sort of maximum capacity for selling, as well as storing goods. It only makes sense. Sure, there is a cost to limited space. Thannon is a merchant (I should know, as Forgeholm has done business with him, and expect to do so again in the future), so he knows no shop has unlimited space. Thannon will want to sell goods…either a wide variety of goods with a lower margin (Wal-martish) or a narrower selection of a higher quality (Sotheby's) (sadly, all armor is the same, there currently is nothing to differentiate a Dwarf made suit if armor from those low quality human made shells).

Either way, I am sure Thannon would jump at the chance to improve his AH by increasing the income per unit sold, having a larger warehouse, or more shelf space. With Merchant skill those could be improved with each level, making the Canis Castrum Market on the Plains stand out from the other Auction Houses (at least until they increased their Merchant skills as well).
Fanndis Goldbraid
I think settlements having controls on who does what is a critical element of settlement management. It would certainly make the sellers think about what they are selling, or sell things in the most efficient manner. A stack would be one item, so preventing 25 listings for single salvage items. Those could be stored until accumulated, trader as barter, or sold/given directly to the settlement merchant who would have a larger presence in the AH.

I understand the concern about having limits in the AH, but there are limits on everything in the game. I find it strange AHs have no listing limit at all. There will be crafting limits in the future if Lee and Stephen do as previously suggested, as in, settlements being to control access to higher level crafting so settlement members get preference or even excluding outsiders completely.
Fanndis Goldbraid
There are a number of players who love to manage inventories, gather materials and buy and sell things all day. They are a critical element to the success of companies and settlements and there should be features and skills these players can invest in to enhance their merchant skills.

Here are a few assumptions that would make a Merchant Class/Role viable

1) A Merchant would appear to best fit under the Freeholder class/role

2) Auction Houses (AH) should have a limited capacity for accepting items for sale. Theoretically there are personnel managing the inventories listed in an AH and storing and keeping them in good order whilst waiting for these items to sell. Since space is limited, listing per character should be limited as well.

3) Several of the listed benefits are for mechanics and tech that are not yet in game.

4) Individuals without a settlement or company could be merchants up the level an NPC city could support. A Merchant in a company that has no settlement could perform well for that company up to the training max that company could offer. A Merchant would really come into their own in a settlement as part of a company that focused on finance, trade, and other related skills, and would be expected to be the managers of facilities that needed financial expertise (Auction Houses, Merchant Caravans, Gambling Halls, Trading Post Holdings and Outposts, Wainwright shops, etc).

Here is a starting list to prime the well, and other posters can criticize, add proposed merchant skills, or change what is below.

When a Merchant is buying from another settlements AH, the cost to do business is decreased if the buyer's skill is higher than the merchant skill of the Merchant managing the selling AH.

-Auction House slots are increased if the AH is managed by a Merchant. The managing Merchant can greatly increase the available slots for other players to list items for sale as they level, thereby increasing tax revenue, or sales revenue, or both (once those features are implemented).

-Merchants can list goods for sales at other AHs above the limits for other players regardless of the wishes of the owning settlement. There could be a mechanic in place to compare the selling Merchant's skill against the managing Merchant's skill TBD.

-Auction House revenue per listing is increased if the AH is managed by a Merchant (not paid by seller).

-Caravan carrying capacity is enhanced when traveling with a merchant in the role as "Caravan Master" or Caravan speed is increased when traveling with a merchant in the role as "Caravan Master" but not both. Includes both pack animals and wagons, as the Merchant knows how to encourage and cajole both animals and drovers into either increased capacity or speed.

-Merchants could manage shops that construct wagons of all types, as wagons are used to move all sorts of goods be they raw, refined, finished, bulk, or even humanoid (proposed fast travel by coach has been mentioned in the forums in the past). Therefore it would make sense for a Merchant to manage the facility that focuses on capacity, transportation, and trade. Merchants would also be the obvious facility managers for the structures that handle the fast travel locations in settlements, once implemented.

-Certain buildable wagon types could be used as portable shops. Once the caravan stopped anywhere with room for the conversion process, the convertible wagons could be set up as shops and sell any of their wares they are carrying or obtained en route. This would be the seed of future gypsy merchant caravans. The wagons would be destroyable with siege equipment, so the caravan would need to choose its location carefully and have friends nearby to aid in defense if need be.

These are just a few proposals. Please feel free to comment.
Fanndis Goldbraid
So the real answer is "Yes", if you want to tear down the Outposts, you must tear down the Holding first, but if you just want to upgrade the Holdings or Outposts, a tear down is not necessary. Apply better Holding or Outpost kit to the existing structure (via the workbench interface) and you can upgrade the Holding or Outpost(s) once each per day up to a maximum of the newly applied Holding or Outpost + bonus.
Fanndis Goldbraid
There are several consistently negative naysayers, and some of us try to counter the negatives with (what is in my opinion) factual data and some personal opinion of where the game is compared to where it should be according to the Kickstarter and the earliest iterations. And so far it is pretty much on target. All the developers would like it to be a little further along, but then so would the players. Good to know Ryan's reasoned replies got the attention of at least one player. Surely there are more out there who might give it a shot. nice to hear.
Fanndis Goldbraid
Good points. I'd like to see the timer for a new feud be extended to at least 24 hours. Larger groups have the obvious advantage of having a greater chance for round the clock coverage. The starting timer is far too short, as is the lockout/re-feud timer. The defending company should have enough time to notify its members and set up a proper defense.
Fanndis Goldbraid
Factions will do this, but it is not yet implemented.
Fanndis Goldbraid
KarlBob
You can use that third slot to make a 1,000 xp character (or a series of them) for various purposes, legitimate or cheesy.

Go for cheesy! It's way more interesting!
Fanndis Goldbraid
Keep an eye out for additional promotions. Ryan has stated in the past promotions would be coming out on a somewhat regular basis, so there should be something in the fairly near future, since the last discount promo ended in March (not including the Buddy Key program).
Fanndis Goldbraid
Wylder
A lot of players want a game to be fully developed and everyone at equal level at the start. It's a preference that's neither smart nor silly.

Players who are in from Early Enrollment have an advantage, but they're paying for it. It's a preference that's neither smart nor silly.

There's a marginal element of truth to the pay to win claim. Marginal. The advantages of the earlier entrants starts to level out over time. Come in with 10-20 friends and those advantages disappear quickly.

I also think many to most of those claiming PFO is pay to win have no interest in joining the game.

We were equal at the start of Early Enrollment. The trailblazers (that's all of us payin' EE folk) are gaining XPs, and the watchers are crying foul. For $30 they could step into the ring. Some are checking it out. Others are pissin' all over PFO because they have nothing better to do. Same posters on pretty much every game forum. The numbers are low, but they are a tenacious lot.