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All posts created by Flari-Merchant

Fun, huh?

Not so much a content thing but what simple things could be done with tokens that would turn them into things that are "ok" loot instead of "Bank Cloggers"? Some way to exchange them or something to craft with them?

Are the different grades of resource material qualities really impactful to the game in an interesting way or are they just more things that REALLY jam up bank vault functioning? There are many salvage materials that fill the role of "off normal" sources of materials.

Lets just start there with a couple issues that could improve game quality if addressed.
Very active players like Rich and yourself(not meaning to slight anyone else helping you at all) are exactly what it takes to build up settlements in this game.

Nice move and congratulations!
Thank you to both Azure and Bob.
If you or Cole know at this stage, it might be interesting to read about what this upgrade will do for the game play, look, your increased coding flexibility and new opportunities, etc…

All this tech talk is wonderful but useless to a complete tech idiot like myself. smile

What makes this upgrade worth hanging on for?

If this has already been posted maybe someone can help a guy with a link or post title?
Meh, it might be too drastic a move for so small a group who may actually care. I can see that. If it were to be done for frustration purposes, it should have been done long ago when things were getting clearly slow. Probably wouldn't be worth the effort now.

Was just posing the question and backing up the thought. It is nice to see a mini spike in forum activity though. smile
*You want to gather as much as you can and find the cool stuff?

level 13 settlement support will get you T3
level 16 gets you enchanted T3 gathering
Will anything less than level 20 support get you lvl 20 skills like speed and pull of material averages?
*You want to be able to fight those mobs that are the most exciting and most rewarding in quest of good loot, best recipes and spells and maneuvers?

level 15 is good enough for T3 combat PCs running PvE all the way up to Airstocrats, though level 16 is a touch better. You may need to overtrain a few things for example take your armor feat to 13 instead of 12 but all in all level 15/16 is fine.
This is an opinion and judgement. I like to maximize and utilize the things that I have paid subscription and time and work for through the years. So, yeah, good enough is ok for some but not all. I can last longer and do more if my skills are higher than I can if they are lower. That is also a preference, but a true fact as well.

*You want to craft those recipes that you have found, learned and trained for?

OK .. here you got me .. if you do not have level 20 support you cannot make anything that needs level 20 crafting. It is true that high level crafters may need to be attached to a friendly company in a level 20 settlement somewhere.

You can of course by a house but that option is severely limited by the fact that you can only place one crafting cottage at a time and most high level crafters are level 20 in multiple things.

HOWEVER my question is do a majority of people actually want to entirely scrap the support system so that you can run level 20 everything on a character even if they are attached to a settlement with no buildings or possibly no settlement at all? This is a serious question as their seems to be a tendency lately for people to just acquire settlements and leave them pretty much un-built. Scapping support would allow those low level settlements to stay empty but support high level characters. Is that a good thing? no idea - I have no opinion on this either way
First, who says anything about scraping any system? I am only asking if it is really needed at this time. Second. Is the support system really relevant right now? Will it slowly but surely choke off whatever enthusiasm is left in a few of the cpl dozen that seem to be active still. I guess if it won't then it is a non issue. If it will, maybe it should be looked at. Seems like the low pop thing is going to be a factor for a long time to come. Couple of years at least.

So I can only offer how I feel about it. Which I have done. smile
@ Bob
Thank You for taking the time to answer those questions. We appreciate how interactive and open you are with us. smile
@ Drizzle
Since you asked, I am questioning whether mechanics that require built up settlement maintenance are really needed when the population is so low. You have to if you want to enjoy the exp and feats you have bought (over time) to their fullest potential.

*You want to gather as much as you can and find the cool stuff?
*You want to craft those recipes that you have found, learned and trained for?
*You want to be able to fight those mobs that are the most exciting and most rewarding in quest of good loot, best recipes and spells and maneuvers?

Well, you got to live in(be a citizen) a settlement that supports lvl 20 skills if you have been playing for a while. That takes someone some effort to maintain. Some(there aren't really many players about anyway) are voicing that it is a system that is not real fun when handled, for a long time, by only one or very few players.

It is a neat system for a busy living world but I am just questioning if it really is relevant enough now(given the pop is so low) that it is worth the frustration it can bring to logging into the game to do chores.
Having a balanced mix of ongoing activity costs that increase as a settlement grows helps keep PvP from overly bypassing the mix of activity required to build settlements in the first place. I say "overly" because obviously PvP depends in part on having the equipment to win battles and the influence to start them, so someone had to perform all the activity to build those up, but we didn't feel those were enough to balance against the huge investment the group that built the settlement made in the first place.

Different activities will feel more or less chore-like to different players, but admittedly transporting bulk resources hasn't hasn't had much of its intended gameplay implemented/realized as other activities have. That said, one of the main things keeping it interesting was supposed to be the risk of attacks along the way, so more interesting would have translated into even more activity required. More recently, we've discussed some other ways to make that system a little less chore-like, while keeping it balanced relative to the game's other systems, but all our ideas so far definitely involve more work than we can tackle right now.
Interesting. Your replies lead me to feel that your intent is that:
the mechanics stay in operation despite them(some feel) having little relevance in this tiny pop circumstance.
there is nothing that can be done to scale them now but someday you intend to.
you intend to leave them(the mechanics) all turned on.

Is that all correct?

Maybe it is mostly my own perspective(only) that there is little use for them and they are a burden on fun and should be turned off (JUST FOR NOW) until the pop rises to where the mechanics can function correctly and have that relevance. Because, as things are, they are just an obstacle to enjoying the game.

There may be just as many silent supporters for things just as they are. Is that so?
Are you referring to the attempted "group setup" that is now at the Settlement known as Middenheim?

I didn't have any deep discussions involving that try. That was another player from my group, so I would have to defer to them about many of the details. I can say that I got an impression from brief talks back and forth with my Alliance Brother about it. I can say that my Brother came to me as I had that extra settlement on my plate and was looking for a way to get it out of my hair.

*He found a guy(part of a gaming group, I think some group of buddies) that wanted to try it out
*They were turned over the settlement and enough bulk for at least 6 months
*The vaults were stocked also with kits for new holdings and outposts to swap the hexes around the thing
*Seems, to me, like the problem was that the original guy that wanted to try could not get his friends to try or at least could not get them interested to stay in the game to give it a real go.
*One thing that may have felt daunting is that there were almost no free ready built structures in the settlement itself, but that is just a guess at any kind of negative to "The Easy Free Gift" that was offered.

So was that an example of "The Chores" being too onerous for many to not want to run a settlement? Or was it, back to basics, an example of the game(as it is) simply not being compelling enough to attract your average player into playing for a while? I think the latter is the truth from scanty evidence.

I DO FEEL that running a settlement is a real set of chores that should not be doable by one player, let alone actually HAVING TO BE DONE as it is through obvious numerous examples. As in "has to be done" to maintain a great deal of effort by many players previously and to maintain top power lvls for those sticking the game out.

Really. Turn The Chores Off for now, please…. smile