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All posts created by harneloot

harneloot
Bringslite
Influence costs for PVP are about having enough for a "deposit" most (or all) of which you get back after the feud ends.

Not true, as Bob has stated. (though it would be great if it was true!)
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Bringslite
Full Loot Fans
Well I can partially sympathize with your logic but am disappointed with any sense of compromise shown. The lack of compromise leads right back to Bob's concerns and cautions about doing anything like what we are talking about here.

*Not many players to defend Holdings right now.
*Not wanting to introduce seeming "complete loss mechanics".
*Concerns about a player base that may be more reluctant to come back if "nothing left" is what they come back to.
*etc…

Not to say that I share all these concerns myself. Just pointing out that Ya'll suck at negotiating. smile

Anyone remember the old allegory that Ryan D. pointed out way back during "Forum Play" way before we were dreaming about Alpha even?
Player: "It would be cool if Mounts were persistent and you had to park them at settlements and dungeon entrances and whenever you had to do things on foot. Then we could steal them!"
Ryan: "Yeah that would be so cool that no one would use mounts"

What I am getting at here is that if it is too easy to get ALL that a holding contains, no one will leave more than a day or two of Bulk in a holding. It will be great fun looting the Holdings of people not playing anymore and then Raiding will be as fruitless as you feel it is now, all over again.
Yeah, but more muling would happen, so more chance to catch mules, but muling is a drudgery, and that would make the game less fun. I get it.

However, raiding is pretty un-fun at the moment too. The amount you get - even at a fully abandoned and not emptied in over a year holding - is just not that worth it. Which leads to the question - what IS the purpose of the raiding mechanic? Maybe Raids should be only 10 influence? Maybe you should get the influence back if the raid is successful? Maybe successful raids should alert members of the company that controls the holding the moment the raid starts, or as soon as its over or at the next server up or log-in? Maybe raiding a holding should temporarily knocks the holding level down or eliminates the DI produced for the day? Maybe a successful raid changes the hex rating to Low until next server up, or until the Company notices, or until Monday Server down? Maybe a raided holding no longer provides hex protection to adjacent hexes until some requirement has been met? Maybe raiding dumps some coins along with Bulk that come directly from the Settlement Upkeep vault (the coins for the guard's pay that week)? Maybe a successful raid open that holding up to 100% (or 50%) chance of being raided by any adjacent monster hex?

Just brain dump ideas here, but there needs to be something more for people to sink their teeth into to provide a challenge to the status quo. Challenge, strife, struggle, mini-quarrels, raids, etc, etc - doesn't that make the game more fun? But yeah, low pop and all can't build around that….I know…sigh. We're all hanging in there, but is been a long 3.5 years at this point.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Agreed - there is outdated and missing info all over the place and an *official* PFO Discord channel that is all but empty of anyone playing the game. None of that paints a very positive picture about the health and vibrancy of the game and its player base. Hopefully much of that will change before OE.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
AND…if you don't remember what you left where, then you can't really miss it if someone swipes it, as you will never know it was even stolen! smile
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Bringslite
That likely being a real can of worms to code for our small team, deduction and plain work (both ways) might have to serve for a long time.

This is, or course, already done and quite substantially/in depth. If you want to know how much that actually helps in terms of loot gained for Influence spent (and lost), go back and read Kenton's post.

If you leave ANYTHING in a holding, it should be available to be raided. Don't want to loose stuff, then don't leave it in a building for weeks or months far from your settlement (essentially the Wilderness) without ever going back to check on it or bother retrieving it. Can't remember where you left all your loot? Sounds like a personal problem and losing it all might teach you to pay better attention.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Or its meant to be a spell reasonably useful to many different types of Wizards? WIzard's are incomplete - just look at the Energizing Staff with only 4 TOTAL attacks that match all the keywords at level 6. You can't even fill your attack bar!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
All the clerics I know/knew were planning their builds with their chosen deities in mind, and purchased (or didn't purchase) feats accordingly…sometime even purchasing feats that were sub-optimal in hopes that when Alignment & Deities came in there would be synergies or effects or bonuses or restrictions on others that it would make up the difference.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
I think you guys really want - and are likely playing - a very different game than I am. Don't you find the whole thing intensely boring? Where is the danger and the struggle? Who are you controlling territory against, the Elite Dark Elves? Golgotha is gone, AL is gone, Carpe is in bed with a good portion of the North…add in High Sec hexes and ease of hiding bulk in holding personal vaults and the low % take VS influence expenditure of raiding and now auto moving of bulk to your settlements and banditry - which is barley above a *nothing at all* right now - will totally disappear too. And then what? I guess a huge Sandbox to play in to fight mobs, gather, craft and manage with your friends…like a huge game of multiplayer Civilization where everyone is in an alliance?

Makes me sad and less hopeful honestly.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Bringslite
In general, anyone that raids Commonwealth holdings or takes aggressive stances publically

Could you clarify what this means just a bit?
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Stilachio Thrax
harneloot
Well, at least if they did (visit Aragon instead of Ozem's) they could train there, grab a bite at the Inn, and hire a mule no matter who they are smile

Actually, everyone not affiliated with the bandits or AL can do all of that in Ozem's.

So not everyone *no matter who they are* - just as I stated.
Xyzzy - gatherer, yeoman archer, swamp monster.