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|Smitty 03.01.2017 06:36|
|Smitty 03.01.2017 06:34|
For the last few weeks I have noticed a few new names pop up in General I haven’t immediately recognized and a few of those folks appear to be sticking around(YAY!!)
.. Which got me to thinking how it was to break into T2 and what it was like finding stuff, Sure most folks that stick around join an active group that can help with gear and coin etc.. but what about those folks that just want to stay out of the light and try out the game..
So this post is for you..
Callambea has put up a bunch of buy orders…
Some of the prices are low… as we don’t need a ton , but it is stuff we would buy.. (keep these stuff not the tansy leafs..).
Some of the prices are crazy high.. (the current coal buy order is crazy good so much so that some vet may take our money.., so if you have need of immediate coin … plenty of the hexes west of our location contain coal. )
Where to Find Us
Callambea is in the middle of the map in the northern area..
follow the road from Thornkeep (that blue shield hex line is a safe path to follow.. nothing but T1 mobs are in those hexes..)
west though the mountains..
when you get to Marchmont.. look North three hexes..
Auction house basics in PFO..
You will see some items listed for 99p or 5p- if your new just know that in order to place a buy order on an auction house that item has to be for sale.. but this is a good indicator that some one is willing to buy that resource..
You can see bids on one of the tabs..
If you create a sell order for your items that is under the price of the bid- you automatically sell that item-
If you place a sell order at a higher price than the bid and have it tick down over time to lower than a bid price.. it will sell as soon as your price matches the bid.. ( I think you still have to visit the town after your item sells to get your money if you use the tick down method..)
Finally if you are new and shy..
.. and perhaps have been scrapping by making your own T1 gear-
Getting T2 gear is going to be rough.. it may possible to outfit your self in T1 by learning all the crafting skills..
but it is pretty much impossible after that..
If this is you- just post on hear what you are going to need here .
If you don’t know- just say Im going to be a fighter using a Great sword.. Or rogue using a short bow and daggers.. or cleric that wants to heal, or battle cleric etc ..
( i know i posted this twice in different threads. sorry to vets that read it twice. it is meant for new folks in case they don't search by latest post and are interested in the selling stuff or buying stuff)
|Smitty 02.03.2017 07:23|
I am 100% behind the get rid of trial account characters that never subbed- that was a recipe for disaster. I know quite a few companies just made trial characters to inflate their influence..
Unfortunately the next step requires more thought- they need a way to slowly time those accounts out. I don’t want to just delete them or remove them-
In a perfect world you want your previous customers to return. But as far as counting toward influence caps in full- there should be some sort of step down approach- 3 months after inactive status remove 25% from what those characters contributes to active influence, after 6 months remove 50% , after 9 months remove 25%, after 12 months they no longer count-
We want those people to return one day-
Ideally we want a system that welcomes their return- not one that says welcome back now start over. Which means we need a way to track both active and inactive influence. Unfortunately that is probably a table/database change with coding changes - probably not a script, so probably not going to happen..
|Smitty 02.03.2017 05:10|
This is true.. the last thing you want to deal with is a convoy of low level clerics spamming channel positive energy. While you are trying to overrun a outpost or holding.
Was bad enough when they could do it as a third party participant… making just as effective as a regular player is a terrible idea.
|Smitty 02.03.2017 04:37|
As a first step. Just remove characters from trial accounts that never subscribe to the game. This should hit the groups that just created accounts to raise influence.
|Smitty 01.30.2017 15:26|
To your 99.99999% sure
Will have a better answer in a couple days… because I was talking this over with someone just this past weekend. They assured me I didn’t have to tear down what was there ( perhaps I misunderstood but what I described of tearing them down and rebuilding them and then having to generate the influence that was lost was exactly what they said I didn’t have to do).
What was relayed to me was have upgraded outpost on me in my inventory and upgrade it…
Will try it myself soon - and let you know
Yes I want groups to be vigilant! Every group draws up pretty maps and wants to take huge chunks of the world because they own settlements near a monster hex .. Then they add holdings all over the place. Even if they live 30-40 hexes out from the “controled” the area..
I want groups that spread themselves super thin to have to think about how much of a reach they actually have. If I want to voice my displeasure about it and feud them , I don’t want an appointment fight to start 24 hours late..
We get an hour notice before a feud starts
We pick our own PvP windows
When something is attacked you get notified where it is happening
We have guards to slow down the actual taking of anything…
Surprise attack ?? Just words… and aren’t descriptive of what is happening because if your are surprised- it means you didn’t look…
Right now there is no reason to show up on day one of a feud even with all those things above,
What you are describing as what you want may as well be a battle arena … folks show up when it suits them..
It may also help to understand my view if you see I feel there needs to be some changes to the overall feud system.
Meaning declaring a feud should be something you carefully think over, and should be at the settlement level and not the company level .
I have no problems with companies generating the influence, moving to other settlements, and putting up holdings, But feuding needs to come from the settlement level using the influence pools their settlement controls, that way the group being targeted has targets to retaliate against.
|Smitty 01.30.2017 14:09|
On my way home.. will read in depth later.. but in regards to upgrading outpost I was under the impression the current system let's you up grade if you have the item in your invetory.. then upgrade it to the version you are carrying.
Will verify that later.. but from what I understand that is how it works…
The point of feuds us suppose to be harrowing a target… what is engaging if the target doesn't have to worry about anything for 24 hours.. and then only has to worry about for 2 hours….
|Smitty 01.30.2017 13:18|
Also adding this ..
If you get a surprise attack, why should it not do any damage?
What is the purpose of the surprise attack if it does no lasting damage?
With Siege camps , you are attacking a settlement, there should be no surprise involved and you should be ready willing and able to defend these things every day.. instead of only showing up on engine vulnerability day..
Meanwhile.. for regular outpost and holdings - if you are surprised, and you many loose a + on your outpost, but over all those are pretty easy to replace, and the aggressor would actually feel like they accomplish something that first night.
|Smitty 01.30.2017 13:07|
Duffy SwiftshadowExcept they are removing infinite feuding or GM mandating it not to be a thing right? …Smitty
If someone surprise attacks you, and overruns your outpost , you have 1 day to mount a defense ( i feel if its a 5 day feud and they are +3 outpost.. you should have to defend it for 3 days), Right now you only have to defend it 24 hours later… and unless the holding is taken then nothing really happens ..
You get surprised..
you defend the holding the following day..
and then you are safe.. for ____ no infinite feud rule..
Then at least 24 hours after outpost are taken again..
repeat the process..
|Smitty 01.30.2017 12:42|
Some more thoughts about the current outpost/holding warfare, and some changes that I think you should look at..
I do not understand why an attacking company only has 24 hours after the outpost is taken to conquer the holding.
I also feel there be damage to outpost after they are overrun and not just do damage to them if the holding is overrun.
With sieges using these same mechanics, I think it may be time to look at how/when things are vulnerable.. Give the people that are supposed to be defending these structures a reason to be there.
How long is are holdings(engines) vulnerable would be the question-
My suggestion would be take the 2 outpost in the hex(add up the + values) and get the average with the min amount being 1 day..
So if you have 2 +3 camps(outpost) and both are overrun.. the engine(holding) would be vulnerable for 3 days.. those camps would also both loose a + and go down to +2 even if the holding(engine) was not overrun.
It just feels the group who owns the outpost/ holdings are given too much credit for just creating them and putting them down. They should have to worry about them more and be mindful of them during conflicts( feuds or sieges)…