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All posts created by Flari-Merchant

I think one of the Things that NEEDS to be done, if the game resets is a name change, no exception.
The name of the game CAN NOT and SHOULD NOT reference the Pathfinder system, it causes an expectation that the game is using the Pathfinder RPG System and it turns folks off after they enter the game and see the Truth/Lie that this is NOT Pathfinder, but fantasy Eve.
Would, I feel also, be a good move if they could rename/rebrand the game with a similar powerful IP distinction instead. Pathfinder Online(as the title) is probably doing more harm than good at this point. smile
Paddy Fitzpatrick
Or maybe it is inaccurate to state that as there has never been a sufficient incoming group sticking around long enough to try and build a settlement from nothing.


Come now Brings surely you haven't forgotten about how we built up Dun Baille did you?

It was an extreme pain in the ass, settlement maintenance was like a second job we didn't ask for and there was no way we would have even captured the settlement without our allies much less built any of the structures. The only exception to that was many years ago when I got two fully made large structures out of one alliance where I pretended there was a bidding war when said bidding war never existed lol.

Of course I don't think most groups would do what I did and scam another alliance like that (which goes to show you that even as a settlement owner there are still ways to do banditry), but even then it cost more to maintain and set up all that.

If that was the difficulty level for my guild that DID have help, I guarantee you that a group coming in all by themselves will have an extremely low chance of pulling it off. That group will most likely just leave and the settlement will die and be open to a settlement collector once more.
I only point out that the spot was already there. Forgive my exaggerating my case in point if it slights you. Not sure if there were lots of "free" buildings with it or not. Forgive me if it was bare bones empty lots. No intention of slighting your guys' personal achievement therein. smile

PS: "Brings isn't here right now Mrs Torrance."
The REAL TRUTH is that no one, myself or anyone else can for sure predict exactly what a bunch of hypothetical new players will really want. Probably does have much to do with the type of game. Some want a level playfield. Some want(or do not mind) starting with experienced players of all various power lvls.

Edam brings up a good point that once done, a precedent of "resetting" the field could be dangerous.

What players probably want is an "eye-candy" rich game.
They want mentally stimulating experiences that are well balanced and have a nice tangible effort to reward progression ratio.
They want good QoL functions like banking, UI, easy use manual instructions and inter-player communication.
They want exciting combat that feels impactful and has few bugs.
Many want unrestricted PVP.
Many want PVP that is somewhat manageable on their terms.
Many want top notch crafting, trading, economy.
Of course, I could go on and end with: Most also want a side of fries.
There is some or at least a shadow of some of that stuff. Much is lacking still.

Bob has made it clear repeatedly that what I would like to see are things that are not really in the realm of being considered as "seriously doable" at this point and will not be for some indefinate long time. I have to respect and accept that. No matter how sad it is, from my perspective. Bob and or a Paizo collaboration set the tone-subject-direction of game-work projects and (with some caveats) seems pretty firm in what direction that stuff is going to go in, how and when. That is their call.

With the MMORPG choices at hand now, this makes the gamer soul sad… smile

Much that we have clamored for has been addressed as the years have passed. Can't say that nothing has been done on/for the game. CAN say that what we have asked for COMBINED with what Paizo HAS DONE have not shown stellar results to date. Not if the goal has been to increase and keep a healthy numerous player base.

So what do I know that will "work"? Not as much as I think.
It all really comes down to population. Nothing can work right, nothing can even really be examined to see if it works without players to muck it around.

i.e. In the case of PVP where the wolves usually chase off all the sheep(fate of most open world PVP games) we didn't ever have enough sheep to attract wolves OR enough wolves to chase off the sheep, except for a very limited time span during the War of Towers, possibly(debatable).

Honestly, the systems and the mechanics, the checks and balances, the nuances are pretty ingenious. There just isn't a pop to allow them to shine.

I won't argue against an "Influence Tax" anymore but I also have doubts that such high level mechanics are the roots of the real issues with player retention.
The new players are, in essence, telling us what is wrong with the game with their questions. We need to listen and learn what the real issues are so they feel the game is worth more than a night or two of poking around and finding the experience unrewarding.
Thank You for making this point. It is so true.
I play Division 2. Players enjoy what the community calls 'Loot Goblins' (there is no goblins in the game, just a colorful moniker) The Loot Goblin is a single top tier mob. He is well armored, hits hard, and runs like hell once he starts to lose. Kill him before he escapes and you get better than normal loot in quality and quantity.

So, make a unique 'goblin' for T1, T2 and T3 that can be found in the open world. Color them so the players know it is not a normal goblin. How tough to make them can be discussed. You want to make them tough but no impossibly so. Their loot drops are from a special loot table, not the standard ones, so the drops are guaranteed - maybe coin (like silver instead of normal copper for a T1 loot goblin, for example), some enchantment mats of the appropriate tier, a recipe or expendable of the appropriate tier. Maybe a special souvenir like what we have in the Home Sweet Home event, that can be collected and handed in for ever increasing rewards based on number turned in. Whatever. Just make it interesting so that players get excited if they come across one. And make them rare, to make encountering one something to talk about.
Lots of good ideas here that just make random things which tickle player endorphins. I like it.
Well, I think you are all being delusional. The game is dead, or nearly so. It certainly isn't operating at anywhere near the population intended. As I said before, several times, go ahead and wipe out half, 75, 90% of the holdings, go ahead and expand the map and make more hexes for people to put holdings on, let people settle the currently *turned off* settlement hexes…..and you know what?


The game will be EXACTLY like it is now! Aint nobody goona come play this game as it is in the numbers necessary to make the River Kingdoms the LIVING place it could be (and NEEDS to be). You really think HUNDREDS or THOUSANDS of people are going to want to play PFO when there is an entrenched upper class? Its simply not going to happen.

Finish the Unity Upgrade, get some new art assets in here and whatever other cool tweaks can come with the upgrade and then WIPE the game and reboot it, offering a chance for everyone to claim their piece of the River Kingdoms.

Do people *seriously* think PFO is ever going to thrive any other way?

(I hear you Nightmare - I know you have worked hard and stuck it out and grinded your ass off to make your settlement work, and I salute you for it! You could still play around at T3 for another 8 months until the Unity upgrade is done, then, after the Wipe we'd all be Newbies again in Thornkeep eager to tame and claim the River Kingdoms!)

Obviously, my opinion is in the minority, so this is the last post I'll make about it. I'm still here - even if I don't play much any more, and I will support whatever the community thinks is the best path forward.

Cheers all!
Sigh. It must be really hard to imagine all the accumulated power, recipes, skills, resources, etc… going POOF!

So hard to imagine that people forget how much fun it was trying to find and acquire all that stuff along the way. That was where the real fun was. You found the right recipe you were The Star for a few days or weeks. Sigh. It is the journey and not the destination that holds the most wonder. smile
Our general take on a wipe is that most of the problems it solves just come right back after a year or two, so it's better to tackle the problems themselves. The biggest exception to that would be the possibility of shrinking the initial map, which would certainly have some advantages. That comes at a pretty high cost though, including the likely need to make some adjustments for features that currently make use of the larger map (quests, enchantment raw materials, …)
That depends on your point of view. Remember that just about all of the Settlements in the game now(maybe all?) were pre awarded. That set a stage for the "haves" and the "have no chancers". Or maybe it is inaccurate to state that as there has never been a sufficient incoming group sticking around long enough to try and build a settlement from nothing.

A year in to a reset might look different if everyone had to earn(through some type of gameplay) a spot to put their Settlement.

Not that I am still against an Influence tax now that I understand where the mechanics are. If that truly does free up hexes then that would be the less painful move and not rock the precious boat.
Paddy Fitzpatrick
Here is a suggestion:

How about something that can be built to reduce travel time like a horse saddle or carriage? Make whatever it is be at least twice as fast as haste spells. That way crafters get a new job in making horse saddles and people will buy them to reduce travel time.

Make them last for a time limit, similar to mules. You can have differing tiers of horses with different tier bonuses.

I'm not sure how much work that would be right now but perhaps after the unity engine upgrade it can be added? Still drives me bonkers that it takes forever to get to someone else's settlement.
QoL +1 Also adds to crafting, economy, etc…
It could lead to that and it would be sad if it worked out that way. I don't really see anything Paizo has been able to do since the very start of this project that has INCREASED the number of players that have subscribed and play actively.

Perhaps the number of hanging on players is so low at this point that they could be offered some free months of play as compensation. Until the playground is leveled and the game made fun for all, I have doubts that the game will be attractive to new players in large numbers.

Give up your power for the good of the game. If you are a clever player, you will be able to get it all back. You already know, intimately, how things work. That is enough advantage.

Currently I do not play so I do not really have a horse in this race, so to speak. Yet I too have many very advanced crafter and character toons as well as REALLY FULL bank vaults that I would let go for a chance at the game as it was originally envisioned.

I would play again if there were a complete wipe and restart at ZERO. Not that One Guy's promise is worth considering, lol.