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All posts created by Maxen

Maxen
+1 on Fult. I needed an afternoon chuckle.
Maxen
I still play on the weekends. Not so much during the week. There are still some (read 4 or 5) very active players from the Commonwealth settlements.
Maxen
I remember the days of Mistwalker tanking entire 30s of elite dark elves, but a number of things have changed greatly since Chill Touch-gate. First, ammo requirements certainly make it more costly to play that style of mage. Second, new leashing and aggro rules have changed the way “tanks” hold aggro. Frankly, star knife has replaced Chill Touch as king of the OP mountain. That will certainly change when deity and alignment requirements become a thing.

Back to Chill Touch. I think some adjustment is warranted considering other changes, but not as to the level of OPness it once possessed.
Maxen
The Eternal Balance
Then does it not follow that the same should be true for the holdings - kill the guards and you can use the Inn, no feud required?

I believe the same rules should apply. I’ve long argued that high, medium, and low security hex settings should come with a cost in the form of bulk or coin. It’s a risk versus reward proposition to protect my assets. That said, if I’m paying the cost of high security protection, it better be good enough where it would take a full team and coordinated effort to take the defenses down and not a couple characters kiting the guards with star knives.

With respect to feuding, that should be a company or settlement level activity. If a small band of miscreants want to go on a looting spree, they shouldn’t have to announce their intentions. Let them interact with whatever defenses the owner has decided to put up.
Maxen
Be true to the sandbox. There should be very few “controls” set. Instead, put things in the world that I can interact with and allow me, the player, to be successful or not successful based on my skill.

For example, in fantasy reality, why would I erect a freehold in the middle of nowhere and leave it unguarded? If it’s unguarded, it should be fair game for skill checks to loot it or use of the fire to rest. Or even steal a mule. As the owner, if I want to protect it, allow me to purchase guards whose number and strength is determined by how much I pay. Voila! Coin sink! If I happen upon this holding and want to use/raid it, I need to defeat the guards. Voila! Content. As a single player, I probably won’t be able to accomplish this feat against 6 purple guards. Come back with my buddies. Voila! It’s an MMO and not a first person shooter.

Point being, the mechanics to run the game are in. Now we need less focus on mechanics and more opportunities for content.
Maxen
I believe each hex has a dedicated server. Sounds like there was (is) an issue with the server serving Ossian’s Crossing. I’ve seen this happen before in another hex. With a new release today, I’m sure that will be fixed (or maybe when Bob wakes up). smile
Maxen
It’s entirely possible that no one who plays today will be around when they go to OE. At this rate of attrition, that’s more and more likely. Is that common? Not really. The purpose of opening a game to Alpha, Beta, Early Enrollment players (whatever you want to call them) is to build momentum to full release and have an established player-base. But that’s not a requirement. If you make a game worth paying for, players will come.

The three biggest challenges PfO has working against it are 1) funding 2) finishing the game to full release and 3) overcoming the negative publicity that it faced from the Days of Ryan. I don’t believe any amount of tinkering with the size of the map is going to bring in enough subs to make a dent in development costs. They need a major influx of capital. Regarding publicity, current and past players have already made up their mind about this game. They either already folded or they are all in. Still, some level of rebranding may need to occur.

With the limited resources PfO has at its disposal, they are better off finishing the game as quickly as possible and then focusing their marketing efforts on bringing in a new host of players.
Maxen
While I don’t disagree that the game has stagnated, let’s not forget that it is still Early Enrollment. The biggest failing right now, and IMO the reason no one new is subbing, is because no one wants to pay $15 for a game that is not in Open Enrollment. Yes, the major systems are in place, but it is not ready for Prime Time. Too much for polish stil needs to occur (most notably having RIVERS in the River Kingdoms, lol.)

I agree with you Azure that something needs to be done to shake things up a little. But fully finishing this game and getting it into OE status should be the main focus. Not focusing on bandaids.
Maxen
plopmania
Maxen
Edam
One of the issues new players have is they feel shields should have a passive defensive bonus. Allowing enchanted save or resistances bonuses on a shield would help there. They may never enchant the shield but at least it has the potential to fill something of a traditional role if enchanted.

I don’t know why they deviated from the more traditional defensive role in tabletop, but they did. Either make shields a fully defensive arm decoration, or educate new players that it’s considered a weapon and not used for defense. Not both.

But it is not a deviation. While not super popular, shield bash and shield spikes are a valid option in tabletop. Shield can be utilized in TT in both roles just fine. Sure, PFO places more emphasis on the shield as a weapon approach but that's just as well.

You are correct, of course. I’ve played TT for years starting with the D&D Basic Rules Set I. But I have almost never seen someone build a character that utilizes their shield as an offensive weapon. It’s usually an after though like:

GM: Your opponent disarms you.
Player: Okay, I bash him in the face with my shield.
GM: Make your attack at -4.

Like Bringslite said, interesting concept, but poorly implemented. Most players would rather see sword and board.
Maxen
Edam
One of the issues new players have is they feel shields should have a passive defensive bonus. Allowing enchanted save or resistances bonuses on a shield would help there. They may never enchant the shield but at least it has the potential to fill something of a traditional role if enchanted.

I don’t know why they deviated from the more traditional defensive role in tabletop, but they did. Either make shields a fully defensive arm decoration, or educate new players that it’s considered a weapon and not used for defense. Not both.