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All posts created by Stilachio Thrax

Stilachio Thrax
In retrospect, player settlements were pushed too fast into the game before the game systems to support it and the population needed to make it hum were here. Probably would have been better to focus on having every player be part of Thornkeep, Fort Inevitable or Fort Riverwatch. You could keep the map otherwise, but exploring would really be a thing with few places to hole up safely. There would be actually be risk with gathering and transit of gathered material. Things like camps and smallholdings would be far more useful and important.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Azure_Zero
Well sorry, but there NEEDS to be something that MAKES OPTING IN for PVP rewarding and something you WANT to risk, as there being NO PVP is what is Killing PFO.

As I do recall someone mentioned a MMO where the NON-PVP and PVP were mixed together like in PFO, the NON-PVP crowd demanded their own NON-PVP server and got it, that is when the game slowly died.
The PVP group had less targets and left, the Non-PVP server grew stagnant like PFO is right now and died as the NON-PVP server had nothing happen.

PVP needs more carrots, not adding more sticks to people who don't want to PVP.

As for lack of PVP killing the game, I can think of a whole bunch of things that are a far bigger problem:
- its using the older Unity engine
- they may say its Pathfinder/Golarian, but nothing in the game makes me feel anything other than generic fantasy world.
- Failure to implement several core races and classes. Paladins, Barbarians, Rangers, Druids, Halflings, Gnomes, Aasimar and Tieflings should be in the game. Sorcerers should be as well, but I don't know how you would make them distinct from mages in the game as we have it.
- Most in game activities are grindy, repetitive and unrewarding.
- Several core gameplay functions are downright boring and aggravating. Muling bulk around shouldn't make a player want to shut the game down.
- For just about every activity, the ratio of carrot to stick is off.
- The game is complicated, but it is virtually impossible to figure anything out from in-game sources. You either have find someone in chat to explain things or go the 3rd-party sources. Even then the systems can be quite opaque.
- Lack of a vision for the game. I don't know what kind of game PFO wants to be, and it sends up mixed signals when you actually play it.

Until those things are addressed, we aren't going to have a big population, and without the big population, PVP is irrelevant.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Perhaps there needs to be a change to how Thornkeep (Riverwatch and Fort Inevitable as well) work. Keep player settlements for people who are open to PVP as it is now. If you want to be unflagged, you join Thornkeep as your settlement. Training and support at Thornkeep would have to be boosted to 20, but everything for a Thornkeep citizen would be heavily taxed (highest levels possible) and crafting/queue times would be based on the worst possible facilities. A Thornkeep citizen cannot use any player settlement trainers or crafting facilities to avoid those penalties. A Thornkeep citizen/company cannot place any holdings or outposts, nor gain influence. By opting out by being a citizen of Thornkeep, you cut yourself off from the territorial control game, and can't get any benefits from it as a result.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Part of the difficulty, is that you are creating an open-world sandbox with PVP as a core part of the game experience, yet the most likely source of players are tabletop Pathfinder players. I don't want to say there is no overlap in those two things, but I can't imagine there is much. The PVPer who is attracted to this type of sandbox generally couldn't care less about lore and worldbuilding, and have any number of better developed choices out there to choose from. Players from the tabletop crowd generally do care about lore and worldbuilding, and given the nature of TT, probably don't PVP with other players in their games. I just don't see there ever being a satisfactory solution for both sides- if its too easy to opt out or there is no down side to opting out, PVPers will never get the amount of PVP they want. But if you punish players for opting out, you are essentially forcing people to be PVP exposed just to play, and you are right back to where you are now- the PVP averse aren't going to play.

The more I think about it, I'd leave the territorial PVP where it is right now, in the realm of feuds and raids. Then I'd use Factions as the way to optionally opt-in to more PVP. You can create deity-based factions that may be flagged for PVP vs other deity-based factions, ie Iomedaen vs any evil-aligned deity-based factions. You can create opposed organizational factions ie Bandits vs Wardens. Give each faction appropriate perks, but they can never opt-out of PVP against opposed factions.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Gross
…I have not designed him with individual PVP as a focus (run little dwarf being his normal 1 on 1 response to seeing folk out in the wilderness).

This touches on another aspect of open PVP. In most other games I've played with PVP, I have different builds and equipment for PVP than I use for other content (landscape PVE or raids). In theory, you can do that in this game, but due to the loss of items on death, you would have to be insane to carry another set of gear to switch to in the event PVP seems likely, and you won't have a chance to switch builds and gear if you are surprised anyway. Flagging would allow you to decide your build and gear before heading out (if you flag for PVP, you equip yourself for it, and if you don't flag and just want to gather, you gear differently.) Not sure if that matters in the greater scheme of things, but it is worth keeping in mind that most players don't gear or build for PVP, but based on their primary activities in game, even if they are aware of the PVP chance. Newer players with significantly less ability to afford top end gear might feel that pinch moreso than any of us here.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Bob, have you considered revisiting the consequences of PVP? Why I ask is that I recently tried getting a former squadron mate from Star Wars Galaxies to give the game a spin. This was someone who PVPed extensively in SWG (space, not ground). His reaction to how PVP here works was "if I lose, my gear takes damage and everything I was carrying is likely gone. If there is a drawn out, somewhat even battle, I'd likely have no gear left." When I confirmed that, he said "No, thanks." This isn't someone who dislikes PVP, just someone who doesn't want to be taxed and punished for providing content to other players.

To an extent, I agree with him. Star Wars Galaxies originally had significant decay to gear when you were killed in PVP. As a result, no one used their best gear. And once people realized how crappy PVP could be when using subpar gear, no one really PVPed. SOE eventually changed things so there was no more decay from PVP deaths, and PVP did pick up as a result. I know people want to avoid zerging but when you are PVPing, you are asking other players to be your content. I think it is worthwhile to entice them to be that content, rather than penalize them for essentially doing you a favor.
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
I hate running long distances in game, so some sort of auto-travel is something I'd like to see. It could simply be an auto-run on roads function, but we are supposed to be in a world full of magical wonders, I don't see why having some sort of teleportation service linking settlements to NPC and Allied settlements is that big a problem, especially if it is a big gold sink and doesn't let you take any non-[INV] in your inventory bags. Current population makes force projection worries moot anyway.

However, I'd rather have horses, and skills/classes to take advantage of them. You could still be attacked by bandits, but cover more ground faster (especially if you sticked to roads). And before that, I still want the rest of the Core Rulebook in game (classes, races, weapon types in particular).
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
JustSomeChick
Thank you kindly for the reply smile

I did find a very friendly player last night, and the general chat is always so helpful and encouraging (a rare thing in gaming these days!)

I've decided to commit to a year. I'm really looking forward to seeing what you guys have planned smile

Welcome!
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Bob, when do you think you and Lisa will have an updated roadmap? Inquiring minds want to know…
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais
Stilachio Thrax
Well done, Maxen! Color me a bit green smile
Virtus et Honor

Steward of Ozem's Vigil, Lord Commander of the Argyraspides Iomedais