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All posts created by Flari-Merchant

Flari-Merchant
From what I have heard that is the plan. Probably be a project further along rather than soon though.
Flari-Merchant
Hell, if we could just see another character's Achievement Counters (with their permission) we could create quests for new players.
Flari-Merchant
Nice!
Flari-Merchant
There are probably many considerations but if you were to design some task/quest building tools, you might also consider designing them in a fashion that you could eventually allow some players to be able to access them and create some simple type things for groups to do.

The game is already set up so that low Tier items/rewards are not at all game-breaking. If there were tools to allow placing mobs (for instance) in hexes, placing drops with unigue names on those mobs, then you have a simple seek mob-retrieve item-return item quests.

That could work for all kinds of stuff and not just insular groups.
Flari-Merchant
I have been seeing new names in chat and new names running through TK for the last few days. I hope that at least someone (Dev or other Paizo) is keeping a client on to monitor chat. Could be useful.

Edit: Raw new experience observations are probably of some value along with "Grognard Veteran Echo Chamber Noises". smile
Flari-Merchant
@ RichClark

Could you post an email contact. I am pretty sure you have somewhere but I am too dumb to find it.

Thx,
Flari
Flari-Merchant
As I have tried to communicate in all my previous posts here, the real base problem that the game has with exploding is a lack of a larger stable base of players. This would (hopefully) supply the funding to springboard development with a steady income of funds. It would also show how all of the base components, working together, are supposed function as a whole. Yes, there are plenty of areas for improvement in all aspects of these "components" but many great things are here now.

Something that I failed to bring up that is also VITAL: Where is THE STORY? People, when they play MMORPGs, want and expect to log in and live within and participate in some kind of moving story. I am probably jaded as can be. To me ATM and for a long time now, the game and the play feels VERY much like a collection of very difficult to source charts-spreadsheets-task functions(leveling, grinding materials/gear). I am unsure as to WHY? I am doing it.

Consider working on some tools that widen and ease your ability to create STORIES, both epic and single session, so that you can bring game play more to life. Ideally you want us to create the story but you need players first fo that to work well.
Flari-Merchant
From a purely logical point of view, the first thing that any character would want to do after sniping an enemy would be to try and evade contact with a larger group of the enemy.

I agree.
Flari-Merchant
Bob
Flari-Merchant
Bob
No ETA yet. There are some complicated bits we need to work through that set the tone for the rest of the plan, and we're closing in on those, but there are still a fair number of details to work through.
Not in any way attempting to be rude or annoying here with these questions, but the above leads me to feel like you have "a plan". Is the reluctance to write it out due to not having it organized in an orderly layout/timeline or is it just a vast strategy that is too long and obvious to bother sharing?

How stuck in pre-assigned priority is it and how much is left for "crowdforged" idea/discussion is there? Either order is fine (your game, money, risk) but I miss the original "ideals" of the "crowdforged feeling". smile

It's more like we have a rough idea of a plan, but there are still details we need to work through before it's solid enough to call it a plan. We're holding off until the plan is at the right stage for sharing it more widely.

The plan will of course be heavily influenced by all the discussions we've had here on the forums and elsewhere, and we'll continue to crowdforge the details as we're implementing things. Not every part of the plan can be up for debate, but we do our best to involve the community as much as we can.
This is a fair response and much appreciated. Whichever way that you guys set to tackle your Long Strategy, at this point, you are dealing with a pretty solid foundation. I am watching with anticipation. smile
Flari-Merchant
Azoth can be used for three things. Increasing chances to "proc" better refined materials, bump a crafted item a "plus" higher or purchase game time.

What if every time that Azoth was used in crafting there was a miniscule chance (depending on amount used and lvl of product) that the crafter might get that improved recipe as a "discovery" to do with whatever she chooses? trade or learn…