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All posts created by harneloot

harneloot
You are the game developer and will do what you want, despite you not actually having the perspective of having to slog through the escalations for hours and hours and hours. Year 1 and 2 were at least fun, year 3 not so much. Alight, I said my peace. By the lack of comments I'd say either no one is listening, no one cares, or no one agrees. I'll take bets on which one it is at this point.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Bob
One more down! With High Road's assigned hex cleared, we're up to 25 hexes completed and 21 hexes remaining. Here's the current status for all hexes still running the sequence:

  • Staalgard 4-4: Currently on escalation 25 (Elite Dark Elves) at 69110 strength.
  • Veggr Tor 2-3: Currently on escalation 24 (Elite Duergar Slavers) at 14867 strength.
  • Talonguard 4-5-5: Currently on escalation 24 (Elite Duergar Slavers) at 25076 strength.
  • Fort Ouroboros 4-4-4: Currently on escalation 24 (Elite Duergar Slavers) at 58257 strength.
  • Unassigned (Phaeros 4-4-5): Currently on escalation 23 (Them Ogres Ain't Right) at 0 strength.
  • Corbenik 5-5: Currently on escalation 22 (Dark Elves) at 38932 strength.
  • Middenheim 4-5-5: Currently on escalation 22 (Dark Elves) at 47625 strength.
  • Sylva 2-3: Currently on escalation 21 (The Wrath of Nhur Athemon) at 20000 strength.
  • Hope's End 4-5: Currently on escalation 20 (Ustalav Invaders) at 20339.75 strength.
  • Unassigned (Sylva 4-4): Currently on escalation 19 (Elemental Rift) at 0 strength.
  • Unassigned (Marketstead 3-3-3): Currently on escalation 18 (Undying Ogg) at 21055 strength.
  • Canis Castrum 4-4: Currently on escalation 18 (Undying Ogg) at 23940 strength.
  • Greystone Keep 3-3: Currently on escalation 17 (Mordant Spire) at 0 strength.
  • Sunholm 5-5-6: Currently on escalation 16 (Duergar Slavers) at 20950 strength.
  • Succinct Prime 3-3-4: Currently on escalation 16 (Duergar Slavers) at 21617.5 strength.
  • Unassigned (Fort Ouroboros 6-6): Currently on escalation 16 (Duergar Slavers) at 23300 strength.
  • Unassigned (Brighthaven 1-2): Currently on escalation 15 (The Shadow of Nhur Athemon) at 1000 strength.
  • Unassigned (Fort Ouroboros 3-3-3-4): Currently on escalation 15 (The Shadow of Nhur Athemon) at 8000 strength.
  • Phaeros 3-4: Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Fort Ouroboros 2-3): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.
  • Unassigned (Staalgard 5-5-6): Currently on escalation 15 (The Shadow of Nhur Athemon) at 20000 strength.

Bob, 10 months after the fact I would like to submit this list as evidence that last years competitive Holiday event was not the best choice for our current PFO player base. The year before a certain number of hexes needed to be cleared before Gathering of Legends would spawn FOR ANYONE (I believe that is correct - please correct me if wrong) and it needed to happen before a certain date (New Years Eve maybe?). This created a frenzy of cooperate activity that was exciting and satisfying.

What did last year's format *create*?

Thanks.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Please carefully consider how you are going to roll out this years Holiday Event. As I said in another thread, and especially since both the developers of the game and most of the current player base are so PvP adverse, a cooperative type event will be much healthier and strengthening for the community than a competitive event. Just my 2cp.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Two years ago the *Holiday Escalation Event* was cooperative, whereas last year it was competitive. I think the former is much healthier for the current PFO community given the limited number of players.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Well, good to have something that lays out some things to look forward to.

Hopefully the *Flag for PvP* will auto happen once you cross into a monster hex, or a hex someone has claimed and set to Low security…if not, then the game might be more populated by people who want to play a multiplayer version of Kingmaker, but I don't think that is going to make for a game that is actually any more interesting than it is right now.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Ok, been about 5 months give or take….can we get an update on where we are at now? From the above, I think I am only aware of Free Trial Mode being implemented, though, admittedly, I barely play the game at all any more.

Maybe all the work has gone into/is going into the Unity Upgrade? smile
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
What T3+5 uncommon item did you end up making for the gate?
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
WELL DONE sir, well done!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Azure_Zero
Edam
NightmareSr
The mule ability to either or both of those structures would be great IMO.
Although what about a step further and either allow us to craft a simple mule post structure and/or purchase a mule post that we can set down and use saddlebags where we want?

There was a commitment made at some stage that nothing sold at the cash shop would offer features unavailable in some form elsewhere in game.

Generally speaking that is still the case. You can basically get the benefits of a crafter cottage for example by raising your settlement, there are other ways to get the sort of buffs offered by an adventure cottage etc etc. There are clearly advantages to buying the shop items or they would not sell but they do not offer anything substantial not already available elsewhere in game to some extent.

The simplest way to achieve this goal is make the mule stall a separate shop item that can be attached to any player housing OR player crafted camp.

My personal take:

  • adding mule stalls to freeholds, cottages and camps would be useful and not particularly unbalancing
  • a good option would be a reasonable price paid "addon" with a separate deed you can attach to any player housing whether camp, adventure/crafting cottage or freehold. They should also work with crafted camps. On knocking down the relevant holding both deeds return to inventory.
  • a nice touch would be to have the mule stalls attached to things like freeholds work for all players all the time rather than just the owners party when the owner is logged in (the same way the campfire does).

I think that the Mule stalls on; Holdings, Freeholds and Base camps should have a control system so the owner (or company in the case of holdings) can control Who can mule from the building.
So if a feud/fight happens a enemy can't mine out needed resources from a hex deep in the other's territory and escape with a load of goods on a Mule.

+1

Base Camps & Freeholds should operate under the same Blacklist restrictions that the owner's settlement has put in place, just like holdings do. This should include the fire.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
You can use Azoth to increase your chances of getting a +4 refine to put into the final crafted item, but cannot use Azoth to bump up the final crafted item and have it count to break the crafting gate.
Xyzzy - gatherer, yeoman archer, swamp monster.