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All posts created by Flari-Merchant

Flari-Merchant
Theory on Gusher Mat Quantity: I think that the idea is to have "more" Gushers pop than would be "super rare", allowing more players to enjoy them, which means that the Lootz recovered from them needs be fairly "low" so resource materials do not become too easily obtained and wreck their value.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob,

Some of the newest recipes are restricted to drops from escalations, obviously as you have written such, but are the more regular crafting recipes on the larger random drop lists? I ask because though I don't do many escalations anymore, I do kill MANY critters while gathering and haven't seen a single "new" recipe yet.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Since it looks like I can craft +3 expert's kits for well under 50c/ea(based on opportunity/cost of just selling the raw mats to build it) and get 200-300 T1 pieces(of my preference) with a bit of fighting in an hour, I find the concept well worth the effort.

This doesn't take into account this mechanic adding to PVP opportunities yet, but between raiding and raiding those suffering NPC Invasion, I think I like it well enough. I do still wish that it could be much more product to FEEL like a gusher.

It does seem like it will add to the daily fun and opportunity for gatherers, crafters-merchants and even in general.

Thumbs Up from this peanut! smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
You are a Troll
It can't be Level 10, that is the *dead level* and requires hardly any Bulk to maintain AND offers very little in regards to support. If you can't manage level 14 as a settlement, then you aren't really playing the game IMHO. Also, several power blocks have multiple settlements under their control and therefore have at least one that is high enough level to field a crier.
That's true, but what is the whole point of the Town Crier?

Also what is the whole overall Paizo strategy about settlements? I am starting to believe that the overall strategy is to "shrink" the number of settlements in control of the current number of players. To actually get us to bunch up and consolidate more into large groups with less actual settlements. That isn't necessarily a "Bad Strategy". It would open up more settlements for new players to have a chance at, but is it realistic to expect "Us" to easily do that?

Can we do that and still maintain enough hexes to support settlements at or around lvl 20? New players in control of settlements will need some of those hexes. Conflict could be caused by this, for sure, and that would be great. Are any of us even in the same alliance willing to give up our cities though? Every hill has a mini king and mini kings guard their sovereignty tightly. Even if it is meager.

It has to be possible to grow in the same atmosphere as everyone else. Whether you started in early, early Alpha or EE or in the future. Limiting game tools to recruit players seems counter productive AND counter intuitive.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Paddy Fitzpatrick
Why can't the limit be settlement level 10?

How do you expect smaller settlements to grow and expand to get to the point where they can be level 14 if every advantage is given only to an aristocracy that already has it? How is this beneficial to the game in any way?
If there are enough spaces for all, I agree wit The Paddy Man on this.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Paddy Fitzpatrick
Bringslite of Staalgard
Suggestion offered with all respect: Shuffle the Tutorial to the side for awhile. We are getting a new player every week or two but we can certainly take those under our wings and pointed straight at that rate. A grand tutorial could wait if it is stalling everything else.

Disagree, when more folks start coming in you want something in game to keep them hooked long enough so we can recruit them and get to them. Many players may have left in confusion or frustration long before they either got a chance to help or ask.
I think that the point is moot since he had wrapped up the tutorial(mostly) before I posted. In concept though, I just feel that there are a few things which would be better effort if released(not to mention worked on) when there are more people around to make it worth the time. The fact is… folks are not coming in yet. At least not in numbers that WE can't see, welcome, teach, and help get started right.

Many of the things that we are seeing are still not going to be much more than frustrating because the pop is just too small for them to work right AND be fun. Like Gushers seem to be a good idea and might work out ok as they are dependent on a "player" activating them by choice. Invaders seem like they will be more bothersome and potentially aggravating with this small population. A Grand Tutorial is NEEDED(for sure) but it isn't as essential ATM as just making the game more fun overall for everyone.

That's just how I feel. I can accept that you disagree. smile

Having said all that, it has been explained that they designed The Roadmap in a way that(overall) works best if done in the order that they have it planned. Also that there are a limited number of things that they actually CAN DO so they have to pick and choose.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Duffy Swiftshadow
Looks like I did miss something: the 100 resources removed is turned into 100 pulls of 1-5 of that resource. That makes the results much more time efficient, especially for a single resource and generates some without hurting the hex's rating. Much better than my initial impression.

I do agree with your other points. I'm also a little disappointed it doesn't seem like it will drive much PvP.
I wonder if the time of the harvesting were extended and correspondingly the potential "take", the rarity were dialed up some and finally, there were as server message…. something like "A Gusher has been Discovered in the Southern Cragthorns" might meet more enthusiasm or satisfy more concerns.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bringslite of Staalgard
Hmmm… I also do like the concept but feel that it is very much too heavily constructed. For example, the Dominion is one of the groups with a pretty large land mass of holdings under our sway. Not the largest but definitely up there. True, this mechanic is only for 3 days a week, which should be set for our most active days just because of the "raiding" mechanic" yet I am pretty sure that even with perfect escalation control, our group will find it impossible to protect more than a few hexes each night. That leads to a likelihood of losing a great deal of Bulk production each week.

If the goal of this is to reduce Bulk resource stockpiles even faster than currently, and to mold the system into a much more tough game at the settlement management level, I think it will work swiftly and decisively.

That is "ok" for what it is worth. I can't help feeling that it is a pretty rough "stick"(as Stilachio wrote) as described at this stage of very low population though. My concern is that it will become very tedious and very "unfun" very fast at these planned occurrence levels.

Edit: Just like the gusher mechanic, we can only speculate and in the end see what and how players use and react to the situation and the potentials. Certainly we did not ask for details only so we could negatively criticize all of them. smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Hmmm… I also do like the concept but feel that it is very much too heavily constructed. For example, the Dominion is one of the groups with a pretty large land mass of holdings under our sway. Not the largest but definitely up there. True, this mechanic is only for 3 days a week, which should be set for our most active days just because of the "raiding" mechanic" yet I am pretty sure that even with perfect escalation control, our group will find it impossible to protect more than a few hexes each night. That leads to a likelihood of losing a great deal of Bulk production each week.

If the goal of this is to reduce Bulk resource stockpiles even faster than currently, and to mold the system into a much more tough game at the settlement management level, I think it will work swiftly and decisively.

That is "ok" for what it is worth. I can't help feeling that it is a pretty rough "stick"(as Stilachio wrote) as described at this stage of very low population though. My concern is that it will become very tedious and very "unfun" very fast at these planned occurrence levels.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Duffy Swiftshadow
So after reading this I don't ever see actually wanting to use one except for maybe Essence nodes. For everything else it looks like it will only be more time efficient at the highest +s which seems like a waste of resources for the kits at the higher tier levels and it's actually potentially more troublesome with the mobs attacking and getting people to come defend than to just gathering the 100 resources by hand over 30ish mins yourself, particularly in the T3 hexes.

I feel like I'm missing something but I've read it a few times and I got nothing.

For me, the potential value that I see is the concentration of specific resources that only dribble into my bag at a SLOW rate normally. Right now most players(at least those I talk to) are trying to gather very specific things if and when they bother to gather at all. In the right hex and with skill, gathering 300 "pieces" of mats is very doable without a "gusher". They are always a mix of things, however.

My three most prevalent concerns:

1. Being able to find friends at odd times willing to travel to you to help on short notice and possibly a fair distance. That is not too much worry at T1 as the NPCs are far less dangerous so they can likely be solo'ed.

2. "increasingly large/difficult waves of creatures" gives me a bit of concern that many T2 and definitely T3 successive waves will be impossible to handle alone so the take will have to be shared or communal. That isn't bad in itself for an "all-for-one, one-for-all" group economy. 300 pieces as a "good" haul but divided between maybe 4 to 6 players in an hour of work isn't that great.

3. With both the above and the potential risk + vulnerability to players, a few trips to Pharasma will really kill all value possible in the endeavor.

Edit: I do suppose that what I am feeling is that a "gusher" should FEEL like a "GUSHER". It should be mule worthy and possibly multiple trips mule worthy… Especially if it takes an hour and involves constant fighting for that hour. 300 hundred pieces can be easily carried by two guys or one with just a small speed penalty. Still even getting 300pieces of one specific thing can and does sound (to me) like it is potentially profitable and desireable in some cases.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com