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All posts created by Flari-Merchant

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…
Flari-Merchant
On specific opinions about future major direction/projects:

My feeling is that you already have a really great base game. You Just need to polish it up a bit. You have substantial Pillars for interest and thus success. You just need to infuse more variety and exciting play possibility into each.

ECONOMY-
Gathering, crafting, selling, buying. The elements are there already. The system/play for crafting and acquiring skills/materials is here. As a gatherer I can't keep items on the AH. I am just one guy. The economy works. Hard-work/careful-pricing pays off with profit.

EXPLORATION-
This is a hard one because a map can only be so large before it gets ridiculous. Exploration is well served by searching for Gushers, location of Enchant or other raw materials, "other" player holdings/defenses, escalations.

PVE-
Escalations, how they are supposed to work, are almost unique in MMORPG's currently out. You have a base system for creating quests.

PVP/TERRITORY CONTROL-
All of the motivations and ability to engage in both random and reasoned PVP are in the game already. All the tools for alliances/enmity relationships are EXISTING NOW.

META-
The POLITICAL META was there already before the game even started serious coding. It was very vibrant and exiting. Azoth and the limited (still just a baby so far) cash shop has great potential. Excellent community and customer service (best I've seen) are here.

I'm only listing the positives of the above because they are more to my point that there IS A GAME HERE and the point isn't about how much work needs be done on any one of them.
What is Holding You Back Now?

Only cash. Priority ONE. What I mean is that you need to figure out how to generate some serious cash in-flow. You need to focus on reasons for more players to try the game and ways to "hook"/motivate them to stay. What could you do with one more person that could illustrate/animate creatures and outfits, fix bugs or code features from scratch?

Things like:
lower premium or more character "bang for the buck"
player incentives through play rewards or actual cash rewards of some type
alternate ways to earn more xp faster

In this I mean low work(for you)/increased player motivations. I also mean that those "Pillars" need work but that isn't timewise-realistic without funding. Don't lose out on your many unique takes on things already implemented because you can't show them to the world in time to beat the rest of your competitors.
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
Flari-Merchant
Edam
From a role play point of view you are going to have to do some fancy footwork to explain how a dead boss offers you a choice of loot.

From a game mechanic/balance point of view there are no issues with the idea.

As for Gold. The obvious excess cash flow into the game at present seems to be an artefact of the way we are all almost all high end T3 gatherers and escalation runners. If the game ever achieves a more normal state the influx of newer players will soak up that excess gold crafting gathering trading and selling stuff fairly quickly.

What I do find interesting is the idea that limiting the cash flow into an economy will somehow boost it. It certainly has not happened with the countries implementing austerity measures worldwide over the past decade. That seems to go against all accepted economic theory.
There isn't a functional real world economy that allows it's citizens to print their own currency. Not as far as I have read about or been able to find.
Printing money without limit is the stuff of hyper-inflation. It devalues the currency. Maybe not real noticeable now (with 20-30 active players) but it will eventually be a serious problem. That is pretty easy to verify. If you do not mind watching a 10 min cartoon about how this relates to MMORPGs: Here. Just watch and think about it.

Note that they do not suggest that coin generation be totally cut off. They do offer some real world like solution/ideas. I was very wrong when I long ago suggested that Azoth be made into a fully tradable (like currency) for more than coin currency. The way that Azoth works now is more like the right direction. It just needs more uses to help balance player economy AND Paizo cash RW influx.

I do not suggest that no coin drop. I only suggest that more craft-able(TRADEABLE) salvage be awarded than coin. Not a single perfect solution to avoid a joke economy but definitely a step.
Flari-Merchant
Schedim
I just wish we could agree on "even if there are QoL stuff that needs to be adressed RIGTH NOW" there is a possibility thaat having a duscussion thread about other things eh, eh?

Just having one hundred and thirty two thread with just "the vault is broken, and needs to be fixed" over, and over, and over again … feels a bit boring.

All honor to Cato and persistence…. but …
I think that we can.
Flari-Merchant
Smitty
Dont think asking for salvage to be added to boss drops is off the post topic of boss drops - but maybe that is just me….
If the devs spend time on this - i would rather them figure out how to have a mouse scroll through a bank - you know in case they ever want to get past all the frustrating portions of the game- so that we can find players to stick around long enough to get tired of the repetitive stuff …
Well I meant that my reply was further off the topic. Not yours. Since you mention fixing frustrations, that would be my preference as well. smile