Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Flari-Merchant

Flari-Merchant
Bob,
If you were to implement something along the lines that you are proposing, would abandoned and/or unaffordable Holdings REALLY be removed from the map, freeing up these hexes?
Flari-Merchant
Rynnik
Starchild made some great points through out, but I'd especially like to highlight this:
Starchild
3. Allow crafting and gathering to generate a reasonable amount of influence so that crafting-focussed companies/settlements can compete.
As an example company, if Maker's General Store out of Carpe Nocte can't keep up with any influence decay by doing just crafting activities and running the store then I'd suggest the numbers need tweaking to allow it. I have no idea if that would be in amount of overall influence drained or as a balance between current influence earned by crafting versus adventuring activities, but either way please keep that in mind.
+1 The Path of a Gather/Crafter/Merchant should be just as access friendly to End Game (Holding and Settlement Management) play as a straight adventurer type.
Flari-Merchant
Now that I understand Influence dynamics better and so what you are trying to do I know one way to increase both fun and player activity.

7 days after a Holding's outposts get destroyed, destroy the Holding. That is 14 days of opportunity to get the Influence sorted out and save the Holding. During that time there should be a count down timer accesseble at the door, to anyone that checks. When the Holding collapses have all of that Holdings held goods drop into a chest able to be looted.

That was a very fun feature in Ultima Online. I would spend days hunting houses on the verge of falling and then fighting over the goods that spilled.
Flari-Merchant
Much better understanding now. Thank You.

Still seems like right now it might punish The Little Guy a bit compared to an active group of even just 6 players.
Flari-Merchant
OK, so some of my concerns are non issues since there are no ways to generate characters to generate Influence really easily? Except maybe recycling extra toons(besides your main) on your acct and that seems too tedious and wasteful to be practical.
Flari-Merchant
Bob,
How are NPC AIs for movement situated. I believe that you have the ability to spawn NPCs(mobs) and the ability to have them move to a certain point (how far?). At say a bridge, if spawned on the west side of the river and directed to cross to a point on the East side, would the NPCs use the bridge or just the shortest route across water? Or any normally PC limiting terrain for that matter. Do they always still just "hop" over trees?

Sorry for asking so much stuff. Just trying to cook up event ideas.
Flari-Merchant
Been away too long to remember specifics but I know there are "buy orders" that can be listed in AHs. That right there is a sort of "quest" that can be completely run by players. Part of the issue there is no easy way to get that info to brand new players without them having to figure out the AH a little bit and being enlightened to the fact that it is a kind of "quest" in a way. Also there is the issue of buyers often offering less than the new player could make selling on her own.

Still do not have Public message boards in player settlement taverns?
Flari-Merchant
Bob,

I am hazy on all the intricacies of the rules at this point. Can FTP characters generate and gain Influence still? Can free trial characters still be generated and gain influence then hang out as "Company Members" indefinately still?
Flari-Merchant
Rynnik
I think this change would produce a healthier PFO in the long term.

I won't argue that. I just do not think that as long as a player can make as many characters as they want, as many Charter Companies from them as they want and so generate easy Influence as much as they want it will do much good.

Sure a FAIR tax that will not punish players who don't engage in such workarounds would eventually catch up but it sounds like a pretty uphill battle to sink those ships slowly.

Spend effort on mechanics that can curb such behavior and solve the issue.
Flari-Merchant
Bob
Flari-Merchant
Bob,
How difficult would it be to turn "Bag of Holding" into an actual object/container that holds things so it could be traded and or banked with items within? Rather than just an encumbrance bonus.
We actually worked up some rough time estimates for that back when we first got the Bag of Holding working. It's not a ludicrous amount of work, but it's all code work and probably more than we could do any time soon.
I know it is a lil off topic but it is related to "game enjoyment.

Was thinking that if "containers" could be inside bank vaults with items in them(little more that lists of items in a sub window) that it might help with the horrible task it can be to open a packed vault and get to particular items. A cpl birds with one stone thing. Easier organization of possessions, trading, cut down on the ram drain on the system, etc…

Containers in MMORPGs isn't something that is cutting edge technology. Hehe