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All posts created by harneloot

harneloot
Fiesta
harneloot
Any switching of your PvP flag should last until the next down-time at least.

No, they shouldn't be able to *wander through* either - you enter the hex, you get flagged for PvP. There should be no other rule for monster hexes than that. This should apply to any hex I set at low security and EVERY monster hex on the map (except for the monster hex near TK, and maybe the one near UC).

Thats ok I suppose as long as the converse is true and if someone enters my High security hex it sets them to non-PVP until the next downtime. Any other result would show a clear PVP bias.

Yes, the game is an open world territory control game, so it should show a PvP bias by definition. smile

If we just simply want more people running around then make the game free to play.

If you want enough people playing the game to make it feel alive & have the larger economic and political mechanics start working as intended, and have enough paying customers so the game pays for itself, then a new Unity Upgrade plus a huge change like Bob is proposing (that seriously changes the entire nature of the current sandbox pfo game) to cater to a non PvP crowd is probably the best bet (though it likely will not have the current swamp monster inhabiting it).

If you want the Tens of Thousands of paying customers around then I am not sure really how to get that done honestly….as much as it pains me to say it, maybe that bird has already flown?
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Any switching of your PvP flag should last until the next down-time at least.

No, they shouldn't be able to *wander through* either - you enter the hex, you get flagged for PvP. There should be no other rule for monster hexes than that. This should apply to any hex I set at low security and EVERY monster hex on the map (except for the monster hex near TK, and maybe the one near UC).
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
This was all I could find at the moment, but it was linked to the Threading plan:

"Characters will be able to soulbind to a Smallholding so it will act as a resurrection point, without requiring the character to deploy a Thread to establish the soulbinding."
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Wasn't there supposed to be an important mechanic called Soul Binding that allowed you to pick where you would appear after Pharasma raised you? Let subbed toons Soulbind to certain places like Faction Centerns, Company Holdings, Monster Hex shrines or something and let Free to Play toons have to reappear where the game thinks is best and log into only the closest NPC settlement? I thought Soul Binding was supposed of be one of the perks of those expensive player bought taverns too…
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Maxen
The comments above about builds and flagging for PvP remind me that in this game, the players are the content. There is no GM or DM. There is no story line. This is a fantasy setting with risks for going out into the River Kingdoms. When I signed on to this game, it wasn’t in hopes of playing Pathfinder “The Game System” Online. I wanted to play in the world of Golarion where I could meet adventuring companions or meet enemies within the element of the unknown, because these companions and enemies have real people driving them. Not some predictable AI on the other end.

So, to be fair to players that are PvP adverse, yes, there should be a way to enjoy the game and feel like your getting your money’s worth, but not at the expense of the true nature of this game, which is an open sandbox with risk around every corner. If you have a non-combat build and you want to adventure and gather in an area that has premium items, you should buddy up with someone for protection. Fighters gotta eat too. Would your non-front line combat PC do anything different if it was a tabletop session?

I cite again my very first PvP experience ever. I was moving down to Hammerfall and as I entered the settlement, Doc attacked and killed me almost instantly. I said, “Wait, I’m a member of this settlement!”, naively thinking he was too. He whispered me and said “Nothing personal. I’ll just take a few of your items”. Sure I was shocked and a little upset, but I’m still here today.

Well said!

Even though I bark about it in General Chat, I do not engage in (or even really enjoy) PvP for PvPs sake. I only attack my enemies or those that (back when there was actually this thing called Scarcity in the game; Enchanting Mats notwithstanding) I feel are *stealing* from my claimed territory. As Maxen describes, this is what makes the game interesting & exciting to me and I have a seriously hard time imagining playing PFO if everyone was running around with a No-PvP flag up. That would be just some kind of multi-player co-op RPG (maybe that's what a Theme-Park MMO is?) or something but certainly wouldn't be an open world territorial control sandbox game set in the River Kingdoms.

Barely ANY PvP has happened in the game in the last two years or so - but the simple fact that it could happen is a major driver of much of the *content* (such as it is with so few players) that exists in PFO. Without that possibility, what is really left? An interestingly complex combat and advancement system with a fairly interesting gathering, refining, crafting system that will all be in the service of…..playing the recipe roulette game with AI mobs???

Maybe Factions & Alignment being really important & meaningful choices is the answer? I don't know…
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Bob
We don't want to up-end the whole game to make room for PvP-averse players, but there's a really meaty game here that many of them would enjoy but for the risk of PvP. Ideally, every player is still content for every other player in an important sense, so these new players still make the game world richer for everybody, they just won't be content in the sense of being potential PvP targets.

Ummm…don't mean to be rude but PFO is NOT a fabulous on-line co-op RPG by any stretch of the imagination. The meat of this game lies in the open sandbox nature of it. You start allowing people to opt out (even more than they already can with High Sec hexes) and all you will have left is tasteless & overly chewy grizzle.

Some good suggestions/ideas Maxen….
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
NightmareSr
I might be completely wrong, but seems like opting out of anything in a true sandbox games sort of ruins the idea of a sandbox doesn't it?
Can I "Opt-out" of being attacked by ninjas until I am in T3 gear? smile

Couldn't agree more.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Blackwood Glade was more than happy to help one of its allies and appreciates the trade that facilitated it!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
PFO is, and always has been, an open world non-instanced territorial control sandbox game. Without open world PvP, what do you really have left in this game? Escalations, gathering and crafting + running simulator? I am perplexed why anyone would bother playing PFO for more than a few days without the whole basic premise of being able to slowly seize control of, and vie for, territory? I think having toons running around immune to PvP will completely change the whole central organizing principal of the game. Everyone who currently plays PFO and bothers to read these forums think for a second what this game would be like if all of us still left playing suddenly were immune to PvP…..is that a game you would want to keep playing? Maybe the answer is a resounding "YES!" and so I am the anachronism and need to adapt or go extinct, but I honestly don't think so. Without at least the *possibility* of danger (as BL puts it) is yet another round of Elite Dark Elves really that enticing?

There have to be other ways to balance PvP risks than what is being proposed. Maybe all shield hexes are Ultimate Security like TK or maybe they stay High Security but have Thornguards stationed all long them at intervals (RUN to the next Thornguard station!). Maybe all shield hexes nerf everyone down to only having T1 feats active? Maybe there are new alchemicals that give a temporary PvP immune flag (while also slowing you are some such other penalty). Craftable holdings that make the hex Ultimate Security and if a monster hex is ringed completely by them, then it to takes on that security level?

People running all around My Swamp doing whatever and I have no recourse but to gnash my teeth and watch? No thanks!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Does the *individual characters can be subscribed to earn xp over time* mean you can add more training characters to the same account for less than the full $15/month each it now costs? So, maybe $15 for one toon then $5 for each additional one on the account that is training xp?
Xyzzy - gatherer, yeoman archer, swamp monster.