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All posts created by Flari-Merchant

Flari-Merchant
Edam
The main one that actually sold was Adamantine Shirt +3. We sold 3 or 4 of those at least, priced between 45 gold and 48 gold each.

The combat armors like Crusaders Scale/Chain, which are harder to make, where priced more like 60 gold plus but I am not sure any of those actually sold. Possibly one set.

It does seem like people are more prepared to part with larger sums of gold for a crafting/gatherer armor and more wary about paying out on the combat armors. I suspect the problem is the people with 5 or 6 platinum to their name already have access to in house crafters so will only pick up a T3 armor if they see it as a "bargain".
Makes sense. Well within my available purchasing power. Thx Edam smile
Flari-Merchant
With all due respect because I know that Paizo is seriously between a rock and a hard place trying to keep this game alive, without workable revenue, and all the while improving it enough to attract a larger population; you certainly are putting quite a bit of "stick" into a game that costs $14.95/month. Please do not get me wrong, one of the things that I like about this game is that it is not an easy guided-handholding tour from 1-20, from weak to substantially/confidently powerful. I think that is one of it's strengths.

However, we(the players) are at the same time, enduring a long drawn out experiment of a sort. Throughout we are having to adjust for periodic changes, use our XP for expensive work-arounds then end up not needing them or having something change that makes them come out differently. The game is a lot different now than it was back on day one. That is great and that is encouraging. Games should always strive to improve but this is like enduring a paid Beta. A long paid beta.

Hopefully, GW/Paizo has definitive records of how much XP each account has paid for and can eventually consider offering "Respect/Rebuilds" as a kindly reward for all of us loyal fans that have hung in so long.
Flari-Merchant
@ Bob

Bob
•Ensured that the heights and centers used for mob collision models are identical between client and server. This should reduce the likelihood of mobs being able to fire over a hill or other object when the UI says you can’t fire back.

Thanks for the whole of the fixes but I hope that through iterations, this can be even further refined. Someday it would be pretty neat if a figure behind a wall, rock or some other cover can shoot at a target either also having "some" cover or none. In other words, have a working "cover" calculation mechanic.
Flari-Merchant
That reads reasonably. Thank You smile
Flari-Merchant
Bob
Giorgio
Now that the holiday escalation event is over, when can we start talking about EE15, a revision to the Road Map, and lots of controversial subjects we have been holding off on debating all over again? smile

Well, we've already started talking a fair amount about EE 15 in the crowdforging forums about Upkeep, Upgrades, DI and Taxes. Aside from my needing to distribute out the remaining structure kits (including those just rewarded), I think that covers the bulk of the topics for upgrading settlements/structures.

Of the other items originally listed for EE 15, Selectable Alignment was already delivered in EE 13, leaving the Claim Tickets and the Core Rulebook. As we've been looking into the Claim Tickets, it looks more and more like we should hold off on them until Enchanting is done (currently scheduled for EE 16), since both X's of Holding and Y's of Protection are included in that system. For the Core Rulebook, we're thinking about pushing that off for the moment in favor of tackling other features, likely including social tools, first.

Beyond that, we're still working on our own thoughts about what the schedule is for delivering EE 15 (structure upgrades are already partially working, but still more work, and particularly testing, to do), as well as revisions to the remaining Road Map. We'll post discussion threads on various topics as we're feeling the need for discussion on them, but feel free to start any discussion threads of your own at this point.

@ Bob

Do you guys reckon that you will put what you are still planning out as EE 15 and hold off on any social tools until EE 16+, or are you thinking of swapping out the other (rulesPDF, Tickets) and doing some social tools for EE 15?
Flari-Merchant
Get rid of tokens and put some of these "Token Powers" into other things such as salvage items like relics, fragments, even "Goblin Bags"

or

please adjust lesser token drops to "lower lvl mobs. smile
Flari-Merchant
harneloot
Flari-Merchant
P.S We plan to have all of our structures available to at least all that are not aggressive to us or our friends.

This is true now, or only in the *future*?
See the bold above. Right (currently) now the only thing that has changed is Caer Coedweg being fully open and accessible. Not all other "Dominion" settlements are fully or partially closed according to the settlement leader's will.

As is also "current" policy, if you find yourself unable to access any "Dominion" settlement, all that is needed is to contact that settlement's leader (through direct or proxy contact) so that he/she knows that you would like that changed. This would probably be an agreement between you and them to not be aggressive to our members and anything else that particular leader has concerns about.

Several of our Leaders are not interested in playing at workarounds with the "Blacklist" and "Unaffiliated" systems and having a big mess to edit later. That is likely why some groups or persons find themselves unable to access certain parts of The Dominion's existing facilities.

I like you and have respect for you, Xyzzy, which is why I am(once again) re-informing you of this current policy. As things change and mechanics come online, The Dominion is considering some significant changes but it is not for me to detail those yet. smile
Flari-Merchant
Bob
Flari-Merchant
It doesn't mean much that a settlement can have zero buildings because the server(in general) is willing to allow anyone to train and craft at their facilities…

Ultimately, we always expected most settlements to be pretty open in terms of letting outsiders use their facilities, since doing so will let them bring in more tax money (starting in EE 15). Going without buildings means both turning down those possible earnings, and having to pay others to use their facilities.

Yes, well I can see how that would leave the option open to structure the support mechanic the way that you have. Honestly though, I do have some concerns about future ramifications but I am aware that how people end up using mechanics rarely ends up as bad as imagined. Just look at all the years of debate about griefers. Never materialized. smile

P.S We plan to have all of our structures available to at least all that are not aggressive to us or our friends.
Flari-Merchant
You have demonstrated that you ARE blacklisted in some places. You have not demonstrated that it is a practice that the server accepts without grumbling about, making it a sort of "taboo".

but, the point is: It doesn't mean much that a settlement can have zero buildings because the server(in general) is willing to allow anyone to train and craft at their facilities…
Flari-Merchant
Maxen
stretch goals…Stretch Goals…STRETCH GOALS!!!
+2!