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All posts created by Flari-Merchant

Flari-Merchant
Decius
Bringslite of Staalgard
Decius
Bringslite of Staalgard
Duffy Swiftshadow
That is still magnitudes greater amount of work than what they had planned which means it's several magnitudes more expensive. It would be cool if they could, but it's a matter of dev time and they don't have enough money to produce anything at what most would consider reasonable rates.

I think this is partly what baffles me a little bit. Surely I can see that coding procedurally and "ready to play" dungeon tools would be a monumental effort, so yeah I get that. How hard is it to make tools to place an NPC with a message, generate monsters in spots, build a tool that lets you name a game object differently(making it unique enough for an adventure), etc…
Come up with a complete description of the requirements, in enough detail that a programmer doesn't have to make design decisions, Mock up the UI for everything. Then you can measure how much actual work would be needed.

There are many things that I am taking for granted about how the code is already set up. Below and bolded arte what I think is already possible for the Devs to do with existing tools:

1. The ability to create and place uniquely named NPC figures or even just put "click to activate" dialogue on some NPCS around existing locations. As already exists, a glow and a click to read followed by a click to "accept" or "reject" task.

2. The ability to spawn mobs of a desired type in a desired spot. I have seen that they have this already. Increase it to be able to change the NPC mob's title, i.e. "Ogre" to "Ogre Renegade Borash".

3. The ability to generate a game object as we have seen is possible but also the ability to name it making it unigue and identifiable i.e. "longsword" to "Thornguardsman Thomas's Longsword" and the ability to place it directly as 100% loot drop on a specific NPC mob that has been generated.

4. The ability for the end NPC to recognize that the task is completed on your return, reward for such, and remove object from the player's inventory to complete(this is more coding).

Edit: As for UI, that would be nice but it could also be a set of / commands as well.

Start with that and you have a very basic task. Find mob, retrieve item, return for reward.

Of course I realize that there are 1 million things that need tweaking and fixing about this game at the same time. I am starting to wonder if part of the problem with finding investment is that the details about the required finished product are too constrained and look too unappealing to investors. Perhaps that needs re evaluation…
I found three fatal problems with that in less than a minute, some of which go away if you add only a uniqueness constraint to the names and a cost to make the quest that includes all the reward and intermediate items that can spawn.

But you didn't even cover every case that you could think of. Not just the best case, but all the other options including "someone kills all the monsters and takes their stuff without talking to the questgiver ever".
Decius,
Ours is not the place to decide about costs. GW could do that if they allow players to make these quests. They can allow some volunteer players to do it if they want and monitor it or keep it internal if they choose. When I take the quest to kill X Ogre Shamans that already exists, it does not hamper me if other players kill some ogre shaman nor does the other player get the reward unless he has the quest. If I am running the quest, I decide where to put them and when. I might have the power to replace them if they are killed by the wrong people.
These are details that need to be worked by GW, not details that make ideas no good. It would be futile for ME to put out exact numbers, costs, rules, etc… because I am not GW.
Flari-Merchant
Decius
Bringslite of Staalgard
Duffy Swiftshadow
That is still magnitudes greater amount of work than what they had planned which means it's several magnitudes more expensive. It would be cool if they could, but it's a matter of dev time and they don't have enough money to produce anything at what most would consider reasonable rates.

I think this is partly what baffles me a little bit. Surely I can see that coding procedurally and "ready to play" dungeon tools would be a monumental effort, so yeah I get that. How hard is it to make tools to place an NPC with a message, generate monsters in spots, build a tool that lets you name a game object differently(making it unique enough for an adventure), etc…
Come up with a complete description of the requirements, in enough detail that a programmer doesn't have to make design decisions, Mock up the UI for everything. Then you can measure how much actual work would be needed.

There are many things that I am taking for granted about how the code is already set up. Below and bolded arte what I think is already possible for the Devs to do with existing tools:

1. The ability to create and place uniquely named NPC figures or even just put "click to activate" dialogue on some NPCS around existing locations. As already exists, a glow and a click to read followed by a click to "accept" or "reject" task.

2. The ability to spawn mobs of a desired type in a desired spot. I have seen that they have this already. Increase it to be able to change the NPC mob's title, i.e. "Ogre" to "Ogre Renegade Borash".

3. The ability to generate a game object as we have seen is possible but also the ability to name it making it unigue and identifiable i.e. "longsword" to "Thornguardsman Thomas's Longsword" and the ability to place it directly as 100% loot drop on a specific NPC mob that has been generated.

4. The ability for the end NPC to recognize that the task is completed on your return, reward for such, and remove object from the player's inventory to complete(this is more coding).

Edit: As for UI, that would be nice but it could also be a set of / commands as well.

Start with that and you have a very basic task. Find mob, retrieve item, return for reward.

Of course I realize that there are 1 million things that need tweaking and fixing about this game at the same time. I am starting to wonder if part of the problem with finding investment is that the details about the required finished product are too constrained and look too unappealing to investors. Perhaps that needs re evaluation…
Flari-Merchant
Duffy Swiftshadow
That is still magnitudes greater amount of work than what they had planned which means it's several magnitudes more expensive. It would be cool if they could, but it's a matter of dev time and they don't have enough money to produce anything at what most would consider reasonable rates.

I think this is partly what baffles me a little bit. Surely I can see that coding procedurally and "ready to play" dungeon tools would be a monumental effort, so yeah I get that. How hard is it to make tools to place an NPC with a message, generate monsters in spots, build a tool that lets you name a game object differently(making it unique enough for an adventure), etc… Pathfinder TT is basically A story, some clue-hooks-motivations, and a then a path/choice tree to follow.

And EDIT: As for reputation with the MMO crowd, PfO's is already terrible and yet new people are still trying it. Other games do quite well with totally P2W reputations, money grasp reputations, grumblers, dissenters, complainers. Not that PfO should go down those roads, but maybe worrying a little too much about that stuff and not trying some alternate things to build momentum are part hampering chances too.
Flari-Merchant
Can you even have as many Kickstarter platform attempts as you want? Do they not set limits? Most of Star Citizens $$$ was or is being made outside the damn Kickstarter, I believe through Crowdfunding(store). MOST MMORPGs are turning to Crowdfunding after their kickstarters.

I would not want to confuse issues, but after PVP had a little bit of work done to shape it up, work should be done on PVE to attract and tap the Pathfinder IP crowd. Forget Theme Park PVE. Revolutionize the industry with some GM tools and some DYMAMIC PVE. Like GMs that run PVE events, quest lines, small procedurally generated(limited time) dungeons, etc… Actual WORKING GMs that run stories and one offs in certain areas of the world.

It actually was a mistake to alienate the Pathfinder Fanbase by making such game and trying to sell it as Pathfinder Online.
Flari-Merchant
If there is any 3rd degree Paddy, it isn't meant for the subscribers. I realize that alone we can't do much of anything. We don't make decisions or take the risks.

I am just frustrated and not used to situations with such limited avenues for improving them.
Flari-Merchant
We are still pretty active and we are not te only ones, but I get where Udo is coming from. For myself, it is better to read: There is no luck yet, but we are still trying.

At least, while not what we want to read, it beats radio silence. Last times that radio silence was imposed ended in unfortunate announcements.

I believe that there are more possible ways to fund MMOs (even if slower than wanted) than are being looked at.
Flari-Merchant
Keep looking for other investors at the same time. Crowdfund/sell some Settlement sites. Some cosmetics, some name changes, some "goblin porter" instead of mules animations(totally Glinder's idea BTW), HELL sell me some heraldry and some private colors for it!, sell me some customizable titles and spark some RP, Hell sell me some server sponsored live RP adventure quests!

…or just keep plugging along (BY THE BOOK) until the last active group loses it's other member and the Last Man gets tired of chipping on rocks in an empty world.
Flari-Merchant
Stilachio Thrax
Bringslite of Oz
I'm willing to be part of a group of 1000 players each of which plays $50/month for a 2 account Destiny's Triplets(2 accounts with 3 xp earing characters each) package set up. This to run for two years with a goal of OE and the reward at the end of: lifetime free subscription for those 2 accounts. Just need 999 other people now… smile

I'd take the plunge on that, though I suspect that 1) While GW/NewCorp may do the first part, I doubt they would ever add in the lifetime sub & 2) There are gamers out there that would view that as P2W and never let anyone forget it.
Indeed, except Kickstarter benies and Crowdfund Benies usually get a pass. At least you don't hear as much howling about those from P2W demonstrators.
Edit to Add: Some sort of account or package that is different, a little more expensive but convenient at the same time and earmarked for feature completion and eventual OE. The lifetime thing is a White Whale, but some sort of benefit that made such a thing attractive to many people.
Flari-Merchant
I'm willing to be part of a group of 1000 players each of which plays $50/month for a 2 account Destiny's Triplets(2 accounts with 3 xp earing characters each) package set up. This to run for two years with a goal of OE and the reward at the end of: lifetime free subscription for those 2 accounts. Just need 999 other people now… smile
Flari-Merchant
Crowdfunded features. No excuses. Figure it out please.