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Irori

DeciusBrutus's page

4,002 posts. Alias of Daniel Powell 318.


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Goblinworks Executive Founder

If everything is a commodity everywhere, price difference will be roughly equal to the danger of being robbed, plus transaction costs, given enough competition.

Goblinworks Executive Founder

I think that attempted price-fixing is evidence that things are Working As Intended. I don't think any such attempts will be successful.

Goblinworks Executive Founder

"What size of organization related to PFO are you a part of?

None
2-10
10-25
25-200
201+"

"Did that group form specifically for PFO?"

Goblinworks Executive Founder

1 person marked this as a favorite.

PvP consists of much more than combat. If someone wants a fight and you don't, then staying out of the fight is at least a partial victory.

Goblinworks Executive Founder

+1 for the buttons lighting up again when the condition is met.

+2 for real icons that can be quickly interpreted indicating status effects. Memorizing the color and location of those effects is high-overhead.

Goblinworks Executive Founder

Meh. I expect the coin drains will be big enough to consume all of the coin. I was preferring an auction house rather than the things one has to do without one.

If getting a recipe for +2 Steel Wire costs coin, it is much less than if it costs coin and time spent "LTB +2 Steel Wire recipe!"

Goblinworks Executive Founder

Guurzak wrote:
DeciusBrutus wrote:


+5 Tier 1 gear, with the perfect selection of keywords and feats, and attack skill 6 or armor skill 10, has as many keywords as +2 Tier 2 gear with a armor skill of 6 or attack skill of 4.

I'm not confident that the extra keywords on +4 and +5 gear will directly add to weapon damage or defense ratings the same way that the +1 to +3 keywords do. Those may be reserved for special-purpose keywords like Cold Iron which bypass DR or have other specialized effects.

Have we seen any armor or weapon recipes with more than 4 keywords drop yet?

I'd be really freaked if a steel longsword could get Cold Iron, because that's one of the automatic Keywords that cold iron ingots are used to produce.

As it stands, there's no abilities that use more keywords than a +3 t3 weapon. I can't even guess what the +4 keyword would have to be to make it better than nothing.

Goblinworks Executive Founder

Now, account for how likely it is that the conditional would be met this combat, adjust for how effective possible status effects might be, and the whether or not an otherwise suboptimal DPS might finish off the opponent.

Rotations are descriptive of systems where there is little variance in tactics. I hope that at least PvP ends up not having that characteristic.

Goblinworks Executive Founder

1 person marked this as a favorite.

PJB sounds like Potent Juniper Berries.

Goblinworks Executive Founder

Worth noting is that an algorithm that prefers to attack now if an attack is possible will end up spamming the lowest stamina ability to the exclusion of all others. Keeping enough stamina to use the conditional is a valid tactic.

Goblinworks Executive Founder

Lam wrote:

Depends on what you are farming and how good you are. A tier 2 gatherer in "Star metal hexes" may do quite well, if they don't die. Tier 2 should be reachable by week 6 if not by 4. I expect star metal hexes in forest or plains to be highly productive on tier 2 and 3 items of those types. I do not know if there is non-mine counter parts for those terrains.

Many of us will have many Golden Goblin Balls in month 1 and 2, but I am not sure what production would be worth such. look at the recipes and the different refinements and the levels that are needed. THis is a complex net, and I am not sure the PvP focus on the forums will make these. Many (like myself) expected our DT to do these, but DT will not be available at EE.

ANy Gatherer making important component for desired tier 2 item may be sitting in the catbirds seat.

A wizard may have more coin, but the gatherer may make the key ingredient that a player will pay for.

Raw, refined, and crafted goods that people want will be easy to turn into coin. It might be hard for a while to turn them into enough coin. (Especially before the loop gets established; in the first days, those who train combat skills will go out and kill stuff and get both coin and materials; until the refiners start selling, they have no coin with which to buy materials to process and sell. Ditto with the crafters, and until there is equipment to buy the adventurers have nothing to do with their coin.

I suspect that this will be made somewhat easier by social structures that operate under communism at least for a few days. At least they won't have deadlocked supply chains that need to be jumpstarted somehow. Other options I see are generalism (everybody puts their cup in the faucet directly to get seed funding) and capitalism (some person or group jumpstarts the system with credit, either borrowing or lending).

There are probably emergent dynamics that my basic knowledge about economics doesn't suggest.

And in any case, lower transaction costs make the entire process easier to start. Ideally at the start of EE the transaction costs will be mostly coin, rather than time and communication.

Goblinworks Executive Founder

The first person to craft any given item in EE will be someone who spent all of their experience towards crafting that category of items.

It will not be possible to be producing the best stuff while also being a competent adventurer. It remains to be seen if it is possible to produce enough to influence the economy using little enough xp to be reasonable, and I think it is very likely that the most effective gatherers will invest significantly in not dying.

Goblinworks Executive Founder

Whichever produces the most coin per hour.

Goblinworks Executive Founder

Players will buy an item which provides some amount of training time; they will place it on the in-game market for some amount of coin.

I estimate that the in-game item will cost from $15-20, but I have no basis to estimate how much coin the market will determine that is worth.

Goblinworks Executive Founder

Dorgan Berkham wrote:
Guurzak wrote:
Not going back to the fight at all will decrease your power even more. If T1 is what you have left in your bank, then that's what you equip.
Sure, but you may think that your expected losses by the power decrease are too high a cost for what you are fighting for.

+5 Tier 1 gear, with the perfect selection of keywords and feats, and attack skill 6 or armor skill 10, has as many keywords as +2 Tier 2 gear with a armor skill of 6 or attack skill of 4.

T1 Weapons will do about half damage from missing when used against T2 armor, after all damage reduction from armor, depending on defense and attack values.

Goblinworks Executive Founder

A low level ranger can be indistinguishable from a fighter. ;)

Goblinworks Executive Founder

So, a small chance of losing a customer, in exchange for causing content to have less value? That seems like a poor design choice.

Goblinworks Executive Founder

It's not that the cost for "off-class" abilities is higher (they cost the same), it's that every character has finite XP and things are expensive.

Goblinworks Executive Founder

Leithlen wrote:
Yes, that's what the discussion is about actually. If you can select your bind point (and not just go to the nearest one), then a scout is forced to struggle out of hostile territory. If you can just select your bind point all the way back in your own settlement, you're home and ready to gear up. Of course with instant communication, the scouts job is done whether or not he makes it back anyway...

Alternately, if the scout has to struggle out of his area of operations, it is hard to force him out.

Goblinworks Executive Founder

Leithlen wrote:
@ DeciusBrutus Going by the thread topic "Fast travel by suicide" the discussion got started as a way to stop people from using death as a quick way back from a scouting mission or some such thing. Having most of your items left on your corpse and 25% destroyed is adequate to stop this from being used to bring things back from dangerous areas, etc, but there's still some chance of suicide being used as a travel mechanism back from a scouting mission (if you have all of your equipment threaded, or just don't take much with you in the first place). Steven Cheney stated that GW doesn't want this to become a common activity or strategically important, so they're looking at spawn options and how it will affect this situation. People here were offering some ideas to curtail suicide deaths from being advantageous.

Any solution that involves said scout respawning at a location far from his support and then struggle to get out of hostile territory seems like it would be worse than allowing the defending forces to send him all the way home.

Goblinworks Executive Founder

You have to have either that level of skill or that many ranks in the feat. Right now the two are the same thing, but with enchanting and racial bonuses around the corner, soon we will be able to tell which.

Goblinworks Executive Founder

"Skills" isn't a term of art that refers to a trainable of PFO. The things that you purchase at trainers are "Feats", some of which improve the part of the character sheet labeled "Skills".

Sorry if the pedantry is too much, I've been spending time trying to organize the wiki namespace for simple automated updating, and it's a pain.

Goblinworks Executive Founder

You need the appropriate proficiency feats for each weapon or armor feat, and the previous level for feats above level 1.

Goblinworks Executive Founder

What is the expected problem that death penalties are intended to mitigate? Spawn rushing is already a prohibitively expensive tactic.

Goblinworks Executive Founder

Giorgo wrote:

@Tork,

If I wanted to specialize a company in the area of construction of POI, Outpost and Settlement structures, would the correct skill choices be (when implemented):

Architect , Engineer, Stonemasonry, Carpentry and Blacksmith?

TBD is a fair answer of course. :)

(There is a dwarven settlement hanging on your every word, no pressure...)

That's too many skills to specialize in. Select fewer skills, and specialize in a smaller aspect of construction.

Goblinworks Executive Founder

As a side note, I see the misconception that the color codes are relative to the player- "red to me"

The monsters are color-coded on an absolute scale indicating their approximate power. A monster that is red is red, regardless of the player viewing it.

This is different from MMO standard practice.

Goblinworks Executive Founder

A strange way to speed the process up would be to give a stack of weapons to someone, who equips one and passes the stack to the next person who wants that one.

Goblinworks Executive Founder

Ryan Dancey wrote:
I would say that at this point sending more emails to Paizo's customer service team is not going to help you. Once we give an "all clear" indicating that we think all problems have been resolved, and if your problem has not been resolved, that would be a time to try and escalate. Right now you're just putting more load on a system that's already overloaded.

A "your issue is being worked on, no ETA on a resolution yet" email would be comforting to those people.

Goblinworks Executive Founder

I think the offline logistics issue isn't a big problem if only the closest shrine is used and the timer is on the order of an hour; it would take longer and not be safer, because of the need to repeatedly log in at locations known to your opponents.

Goblinworks Executive Founder

T7V Jazzlvraz wrote:
Enruel wrote:
Not a chance. They come with destiny's twins.
As we've begun to see in other threads, those accounts may accrue value beyond their price.

The had value beyond their price when they were sold; I posted earlier the financial math that showed that the fair market value of Destiny's Twin is in low thousands of dollars. (that's after a factor for estimating how likely PFO will exist after N years, using naive priors).

Goblinworks Executive Founder

I like the solution of "If you're logged out for a significant period of time, you log back in at the nearest location that you are eligible to bind to."

Combined with wilderness shrines, appropriate logout timers, and the ability of a savvy defender to open up a bind point to the public, and then heavily guard it, I think that all of the easily predictable problems are dealt with.

Goblinworks Executive Founder

Being wrote:
DeciusBrutus wrote:
Being wrote:
Killing me and taking my essences isn't griefing because I had opportunity to defend. A snap of the fingers and Cheatle wants to be able to evaporate the resources I took hours or days to gather without any effort greater than it would have taken to take control of the hex had the smallholding not been there, probably less because I had to be tending the escalations in order to harvest in the first place.
Days? You want to be able to have perfectly secure unattended wilderness storage that lasts for days, even when contested?

the scenario was that Cheatle's people run in wipe out the escalation and claim the hex. He wants to remove my smallholding without further effort. I (and those of my settlement) might have been harvesting there in the wilderness far longer than days with no sign of contest other than escalations.

DeciusBrutus wrote:


I doubt that smallholdings will provide secure storage. I think that it is far more likely that others will be able to take your stuff from the building unless there is someone to stop them.
I didn't expect to be alone in all this. I just own the smallholding. Of course the storage in the smallholding would be accessible to others, perhaps in my settlement, perhaps in my group. Probably anyone who could bind there. That isn't really secure storage, save that it cannot be simply despawned by others unless it isn't maintained.

The invulnerability behavior would end with siege engines, if it ever existed.

Would a reasonable compromise be a period of notice during which you were able to remove your effects before your building was removed? Maybe roughly equal to the time it would take to destroy the building via siege engine?

Goblinworks Executive Founder

Being wrote:

Dependents are individuals who do not guide themselves, nor who think for themselves, but instead rely on others to provide them both their goals and the means to those goals. And those others who do provide those goals and the means to those goals depend upon their followers for self-esteem.

A team of individuals who can think for themselves should usually be more adaptable to changing conditions and respond to changes in the environment than those who rely on others for direction.

That's not how you've been using it.

Goblinworks Executive Founder

1 person marked this as a favorite.

So, on subject: Assuming that the emergent behavior hasn't been removed, I'm going to give myself the self-murderer flag early tonight.

Then I'm going to play. Anyone who wants to test out surprise PvP without Reputation loss is welcome to try.

Goblinworks Executive Founder

Being wrote:
Killing me and taking my essences isn't griefing because I had opportunity to defend. A snap of the fingers and Cheatle wants to be able to evaporate the resources I took hours or days to gather without any effort greater than it would have taken to take control of the hex had the smallholding not been there, probably less because I had to be tending the escalations in order to harvest in the first place.

Days? You want to be able to have perfectly secure unattended wilderness storage that lasts for days, even when contested?

I doubt that smallholdings will provide secure storage. I think that it is far more likely that others will be able to take your stuff from the building unless there is someone to stop them.

Goblinworks Executive Founder

Being wrote:
A team of individuals working in coordination should beat a gaggle of dependents any day of the week. Your 90% of content may be 10% percent of mine. Values vary between individuals.

What do you mean by "Dependents"; obviously it's something other than "people who have to work together to reach their goal", which is the common language usage.

Goblinworks Executive Founder

Bluddwolf wrote:
Nihimon wrote:
Bluddwolf wrote:
But we still have nothing to help us learn about PVP builds, unless someone is willing to tank their Rep and delete their toon.
This is simply not true. I've detailed how PvP testing can be done between two willing participants without impacting their Reputation. Of course, you decided to call me an exploiter for pointing out that it could be done, but what does that matter?

Just so everyone is clear, this is what I wrote:

Bluddwolf wrote:

Having to use an exploit in order to have consequence free PvP is still not addressing the question that was posed.

There is still no non consensual PvP that is rep neutral and so there is still no way to truly test the system.

Funny... I don't see calling you any names. I clearly described why the "solution" you used did not address the issue I raised.

Having you character repeatedly commit suicude, to unlock a social achievement, to then flag yourself as a murderer for 24 hours to enable rep free PvP is not working as intended, it is therefore an exploit. I did not criticise you for using the exploit, I merely said that is not a solution.

Once again, instead of admitting you were wrong, you deflect and then falsely accuse me if calling you a name in a transparent attempt to obscure your own violation of the forum rules.

We see you.

But... you clarified that the only "exploit" part was getting the achievement easily. It's a hack workaround, sure, but it seems to work.

Goblinworks Executive Founder

WOTC is unlikely to license anything that they own to Paizo, just on general competitive principle and jealousy that Pathfinder has outlasted the market life 3.5 and 4e...

Goblinworks Executive Founder

3 people marked this as a favorite.
Bluddwolf wrote:
Bringslite of Fidelis wrote:
TEO Cheatle wrote:
I think it is the same guy who was following various people around the other night while they were trying to gather/craft and killing them.
Hopefully he/she will do that enough to the Devs that it triple reinforces their will to have a robust rep system.

I don't see what the problem with this is? Some players want to PvP, and until they have systems in place to do it, they are going to do it any way they can.

I would roll up a few characters, with different builds and just keep on going out and testing each build. Once they are useless, delete and reroll another.

I've watched enough streaming videos of escalation runs to see that they are boring to me. Making an escalation harder does not make it more interesting, it just makes it take longer to do the same mundane tasks of Kill 10 X, Collect 5 Y = Boss Spawn.

"Makes a new character, trains until he can kill noobs, kills noobs until reputation is too bad to continue, deletes and repeats." seems to me like one of the players that makes the game worse. Other people might have other opinions, of course, and only a handful of people's opinion matter.

Goblinworks Executive Founder

I hope that the high price and high convenience creates the dynamic where players with disposable cash and little free time (such as those who work 70-90 hours a week) can buy a smallholding from the cash shop and put it up on the auction block for coin.

At that point, it becomes de facto an item that can be purchased with coin; possibly even a commodity.

Goblinworks Executive Founder

Kobold Cleaver wrote:

Your name is CALDEATHE. As was previously mentioned it is your BIRTHDAY. A number of JARS OF XYLEM SAP and HOCKEY MASKS are scattered about your room. You have a variety of INTERESTS. You have a passion for writing SHORT STORIES about your VIDEO GAME CHARACTERS. You like to argue with people on the internet but it DOES NOT OFTEN END WELL. You have a fondness for LARGE NORTH AMERICAN CERVIDAE.

What will you do?

XYZZY

Goblinworks Executive Founder

1 person marked this as a favorite.

The worst part about the PACG is the cardmoving- building the scenario requires assembling 20+(10*#of players) cards in location decks of 10 each.

The rules are tight enough that a direct port of the PACG would be fairly easy- no money need be spent redeveloping or playtesting the rules, only the program.

Goblinworks Executive Founder

Is sneak attack working?

Goblinworks Executive Founder

Back on tangent: I agree that the Emerald Lodge is the best settlement for a neutral ground to exist on, but I remain unconvinced that a consensus exists that neutral ground is needed.

Goblinworks Executive Founder

So far it's just a list. I don't think it's very useful to list every refining skill that produces an item that is used in a crafting skill, but meh.

Goblinworks Executive Founder

I still think that you should be able, specifically, to harvest t2 and t3 resources based on your current skill only, regardless of your ranks.

Most other things I see work better using a hybrid of ranks for prereqs and current skill for performance.

Goblinworks Executive Founder

Those skills were not implemented as of the last build.

Goblinworks Executive Founder

Expect the wiki to have that info by this week. I've got time off and several unparsed spreadsheets.

Goblinworks Executive Founder

I don't think it will be easy to cap any given skill. The +100 that you would need above the maximum trained level seems hard.

And if it is easy, then every +10 racial bonus is worth the XP that it would have taken to get the LAST level of that skill- quite a lot.

Goblinworks Executive Founder

I think there's also a lunge that does a charge effect. I don't recall if it was shortsword or longsword.

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