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All posts created by Flari-Merchant

Flari-Merchant
@ Bob
Unsure if I have concerns or not. With the complexity of all of the possibilities due to hex values vs outpost strength/output, I have to say… I am not willing to do the math. I can do math, but it isn't my favorite pastime.

As long as there are viable/profitable options for each type of hex out there, the worst we could say is maybe: "There are not enough viable/profitable and defensible Hex build options."

Edit: Oh, and like Edam, I am glad that you have lowered the secondary and tertiary Bulk costs. You have lessened the frequency of a PITA chore.
Flari-Merchant
Finally options other than WAR(not much fun yet and heavy handed), Shaking a pointer finger and declaring: "KOS!"(useless….)!

+10 Guys!

Edit: I forgot an end to the frustration of seeing a gang you dislike banking on your own turf.
Flari-Merchant
Edam
Bringslite of Staalgard
Are incoming players going to be able to get their "piece of heaven" land plot(really a major/important draw for this game) within a reasonable amount of time after they start playing? Will the "how to's" of what they need to do be ready to lay out in front of them?

I find that idea a bit ludicrous.

Where is the room on the map for 20,000 plus players all to have their own settlement or put down company/holdings.

The idea some people seem to have that individual players and/or small groups of 4 or 5 friends in a company should be able to capture and run settlements is just unworkable. Sure it can be done now but to make that an expectation of future new players is counter productive.

Of course one new player with the political smarts to get multiple large groups behind him … that is a different situation.

Bandit hideouts and player housing … now that is workable.
Why would you assume that I feel that The Three Amigos should expect to be able to form a settlement for just themselves?

I will assume that most will expect that they need to learn the ropes by joining a settlement for a bit or maybe not, get some likeminded individuals organized, maybe get whatever materials together they will need for a startup position.
I expect that "some" will want and expect to be able to do something like the above by the time that they outgrow Thorn Keep.
Having/getting/building on territory of your own is a major draw and expectation for a game like PfO. I find it a bit ludicrous to assume that they won't want and expect to be able to do something like that. Are we so out of touch in our little under populated world that we don't think that new players should be able to do things that we have done, even if they will have to do it in a much more difficult fashion than we did?
Flari-Merchant
Edam
Bob
+0: Bulk Food 11
+1: Bulk Food 14, Trade Goods 2
+2: Bulk Food 18, Trade Goods 4
+3: Bulk Food 22, Trade Goods 6, Bulk Wood 1
+4: Bulk Food 26, Trade Goods 9, Bulk Wood 2
+5: Bulk Food 30, Trade Goods 12, Bulk Wood 4
Comments/concerns?
So assuming you stock up with a full mule load (say 1500 or so) of non self feeding resources, they will last anywhere from a best case of 3 years (wood in a +3 inn holding) down to 50 days (Food in a +5 inn holding). That seems workable.
Until it all gets raided and disappears. smile
Flari-Merchant
MMO players are fickle and flighty as anything. Why are we still here? That is the question. I believe partly because there isn't anything quite like this game out there. We get to rule territory, we have history and skull-sweat investment.
Are incoming players going to be able to get their "piece of heaven" land plot(really a major/important draw for this game) within a reasonable amount of time after they start playing? Will the "how to's" of what they need to do be ready to lay out in front of them?
Flari-Merchant
Bob
Bringslite of Staalgard
Hmmm… that makes me wonder: "•Introduce Azoth, which can be used to improve crafting/refining output or converted into game time."

In what way will I be able to use Azoth if I have to be subscribed anyhoo?

For the initial implementation, our current idea is that you simply convert the Azoth into an account credit for a month of game time. You wouldn't be able to activate your account with Azoth, but you could effectively extend your active time using Azoth and avoid paying further subscription fees.
Okay, so at implementation it will be the same thing as paying an existing subscription or parceled out someway to bump the reach toward a "+" (only one) above what you are able to achieve without using it. In addition, it will be tradable in-game so it might be possible (if there were players to trade with) to buy some with the idear of making some coin or trade for whatever?

I like the concept as I see it as a challenge. I do not see it being useful until there are some critical mass of players subscribed and playing. Exception being what the end cost comes to for bumping up refine/craft reach on BIG things like buildings, etc…

It "feels" like a good step overall. I think you would sell more if it could also be used to shorten craft /refine times.
Flari-Merchant
Duffy Swiftshadow
That's just a complex bait and switch. If someone can't really progress without paying the equivalent of the sub what you're really asking for is some sort of capped low tier option like what EVE currently has. Which means the game is still really a sub based game unless you can 'grind' enough coin for the Azoth stuff, which again is a good solution itself for sub costs based on EVE's business model.

The low level account isn't a bad idea itself, but it would require tweaking some mechanics to avoid abuse and you need to curb players leveling accounts up to some limited specific goal then turning off the XP while they reap the benefits of the training forever, which translates to no sub = capped abilities.

Hmmm… that makes me wonder: "•Introduce Azoth, which can be used to improve crafting/refining output or converted into game time."

In what way will I be able to use Azoth if I have to be subscribed anyhoo?
Flari-Merchant
Totally off topic here but I sure would love being able to buy and use some Azoth for the "Third Wheel" of some of my accounts.
Flari-Merchant
I am not positive whether GW relies on the current monthly revenue, but they most likely do. They need to INCREASE the gross intake, not take a risk of losing most of it.
Yeah the game does need much work, but they are doing something finally. Not that I agree with all of it.
There is also the problem that FTP accounts will get spammed again causing all sorts of problems for the mechanics.

What do you do about all of the past revenue that was paid in? What does any game do about that when going FTP?
Flari-Merchant
Giorgio
Midnight
do you mean 2018?

No, 2017; as in between March 2017 to Open Enrollment period.

As in the time frame from the first Kickstarter till the company started laying off employees period (dusk), then from there to the "looking for investors" and loosing player due to lack of uncertainty of the games survivability period (darkness), up to the March 17, 2017 blog announcing a year of funding and the take over by Paizo period leading up to Open Enrollment(dawn).

So to me there is a big difference pre- and post- March 2017 blog, I'm interested in a post-March 2017 blog vision/outlook about the future of PFO, under the new administration, given was has already been said (and not) in the road map & recent forum posts; especially about whom this "indie game" is going to be targeted to.
For Pete's sake! Dwarves are already the Master Race…. smile