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All posts created by Seraph

Seraph
I think it was fairly well indicated during the Keepsake Chat that the investing company was presented with the original design document for the game, and thus their perspective on the direction of the game is not entirely shaped by the mysterious long-time player who presented it to them. Furthermore, if I were presenting a game as a significant investment for my company, I would endeavor to present it without any of my own personal biases, so as to represent it accurately according to its current state.

Will the new company have to make some controversial decisions? Definitely, it's clear that we don't all agree on the direction of this game and it's up to them to decide where it actually goes. Might their decisions make some of the initial backers leave? Probably. But at least the game will develop and continue to exist. That sure beats dying.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Thod-Theodum
We got the very first new recruits in a long, long time despite no active advertisement.

One wonders if the new recruits are employees of the investing company. smile

Strengthening our existing community and settlements in preparation to welcome and retain new players might be the best thing we can do to help the new company. Ultimately in a game like this I think the community will have nearly as large a role in making people stick as the game's features themselves.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I'm not certain why you'd consider it uncharacteristic of Brighthaven. Maybe teaming up with Hope's End in the hex is the most unusual thing. I don't particularly think it's evil when you're farming a hex and someone comes in to try and steal the boss kill and you drive them off. If HRC wanted to farm mobs and leave the boss up, there wouldn't have been a skirmish, but they wanted to end the farming for everyone.

(This is just what I've heard from people who were there; I wasn't there myself.)
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
And now Stache is gone, and the only person with enough seasoned accounts to replace him in that capacity isn't interested in running an AH. I have to think there's just not a whole lot of interest in being a merchant right now, at least in the SE.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think being a merchant is a thing that can happen without getting rid of the AH. Personally I would find it incredibly boring to stand around in a settlement all day peddling the things that I made, but producing things and then traveling to distant settlements where those items are less common in order to sell them is a thing that should happen (and already does, to an extent).

Further localization of resources would make this more effective. Either you have to run to some far off settlement to buy resources/items, or a merchant has to come to you.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I'm in the same boat as Duffy. I'm a developer, I have web and database experience, and I find the Goblinary extraordinarily useful. I'd be willing to put some work into it if the original owners no longer want it.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
No, recipe drops are the thing that makes crafting reliant on PvE and that shouldn't be subverted.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Agreed, but it's going to take a lot more than 10 influence (or whatever it ends up costing now) to do that.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
This is a very good idea. The resources definitely need to be scalable. It sounds like we have too much now, but it has to be able to support a bigger population if and when we get one.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I also like Yrme's suggestion, but I'm concerned that not everyone will understand the concept of "not worth going to war over" something. We saw a ton of stuff when EoX was around where someone would do something stupid and start a skirmish or kill someone who might be AFK, or whatever, then the response was to assail all of the other company's towers for a week.

The truth is, there's not much cost to going to war. Most companies can dial up a feud at will and get most of the influence back when it's over. There's always going to be some settlement that goes to war over poaching because the cost is so low and some settlements actively seek that conflict, so any excuse they get is positive. There's no checks and balances system to punish a company for doing that, no associated risk with the policy.

There's an argument to be made for having it be harder work to catch someone poaching.
Seraph
Cleric of Sarenrae
Brighthaven