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Speculation: if you log off immediately and wait, the server sometimes catches up and saves your most recent state so that when you rejoin it catches you. If you stay in, expect that the new server that has you will save your new position.
Caveat: all of that is speculation based on incomplete information.
Ryan Dancey wrote:
That's the definition I'm familiar with.
KotC Carbon D. Metric wrote:
"Other" AAA title? PFO isn't AAA.
it isn't the way it used to be anymore.
They will have (raw) material and (total) time costs about 10% and 15% lower.
Time costs are more different because it is faster to refine and faster to craft lower-quality stuff.
I also don't think it's wrong for the market price to be only moderately higher for +2 gear. The benefit to having it is fairly small in most cases.
That's a good description of a wand recipe. Higher quality refined materials would provide lots of the flavorful description you use.
But pine batons are still made out of pine, it's just that you have to waste 30% or so of your logs to get only the +3 batons out of them.
That would lead to "queue here to Gorouk the Foul", or possibly a set of procedurally generated quests with a similar outcome.
It also requires that recipes be untradeable, or the emergent behavior is that a few people spam the recipe quests and sell the recipes, again yielding the outcome that everybody buys their recipe off the AH.
This is a bad place for this entire discussion. There are so many people that are wrong and will have trouble admitting it, and the tribal affiliations and arguements as soldiers biases will shout down all of the actual discussion that is attempted.
Yes, I've said things here that break solidarity with the people who agree with me, by pointing out their biases. If that is a problem, it is part of the point.
Even the best equipment (especially the best equipment) requires resources that can be gathered with no training. If the price for T1 +2 weapons and armor rises significantly above the purchase cost of their refined materials, some entrepreneur(s) will start making it. Likewise if the price of the refined materials rises much above the cost of the raw materials.
I estimate that, with a fair profit all around, a fighter will be able to get a +2 weapon and armor for less than he can sell 100 combined iron and coal for (once T2 and T3 crafters are in operation, there will be plenty of dabblers who can make T1 equipment, and they will accept low margins).
Conceptually, I disagree with MOBS dropping recipes. If one assumes our trainers are sufficiently proficient to be training us in higher skill levels, it should be reasonable to assume that they themselves would be able to train us in higher-tier recipes. I could even see having to quest for a super awesome T3 recipe known only to a lone hermit crafter deep in the wilderness somewhere who demands a heavy toll for his knowledge... but random drops? No, that doesn't make sense to me.
What it sounds like you really want is for your character to be fully agenty and self-sufficient; you want a crafting character to be able to be nothing more than a crafting character and do all of the crafting with minimal support from other characters. Is that an accurate assessment of why you would prefer that crafters have to undergo a pilgrimage (or perhaps pay someone else to undergo the same pilgrimage repeatedly) in order to advance, rather than paying someone to fight level-appropriate monsters?
T7V Jazzlvraz wrote:
It goes better all around when nobody stands in the way of Lisa getting what Lisa wants. I can see a few things that are probably there because Lisa said so, like Goblin Bombers hurting other goblins enough to draw aggro.
At least, if that wasn't intentional, it's a feature now.
I think that it's far too early to declare defeat. It is certainly late enough to start aggressively recruiting through all available channels. The slow sell that worked well enough when there was two years or more to let it work.
Right now to be viable, a settlement that has only a handful of members needs to be recruiting just as aggressively as one with a hundred, because the ones that are successful in six months will have around 500 members at least.
The forum software needs to authentice with the same system that the game server authenticates with. Most COTS software doesn't do that well, and it would take a lot of time to properly program and test to security standards a way to make a user-friendly system authenticate through a different method. I think two-factor authentication is expected at some point, and it would surprise me if it was more than a configuration setting to enable the GW website login to accept the new information required to log in.
I find that surprising; I thought contracts for future delivery were required for basic trade to happen at all.
Andius the Afflicted wrote:
No. I said that everyone who wants to pay $85 for EE (and is rational and has knowledge) has already done so.
$500 from the Tech Demo KS was for the Tech Demo to happen (it did) and for some physical goods, of which there were no major delivery problems I know of. Simply put, you got everything you paid for from that $500.
$100 for EE access is the standard purchase; you aren't in any deeper than anyone else.
Alpha access? Provided you have the ability to log in in alpha, you got everything you were ever even remotely promised. Alpha was never expected to be ready for release.
The best-founded complaint you have at the moment is that EE didn't start in q3 2014; it's slipped a month, so far. I hardly think that qualifies as being "stabbed in the back".
Doc || Allegiant Gemcutters wrote:
Wolves in particular will cause knockdown with their initial attack. Most archers will interrupt your attack if you are granting opportunity.
Checking your math on "middle":
Out of N^3 trails, the expected number for X is equal to the number of times there is at least one value of exactly X, at least one additional value at most X, and at least one additional value at least X.
All permutations of that are: X,X,X; X,X,<X (3 permutations); X,X,>X(3 permutations); X,<X,>X(6 permutations);
The frequency (number of times the outcome happens in N^3 rolls, for each X) of X,X,X is 1 (Every X will come up triples once).
By similar mathX,X,>X has total freqency 3n-3x.
The frequency of X, <X, >X comes out to 1*(x-1)*(n-x). Six permutations contribute -6X^2+6xn+6x-6n
Summing the frequencies, I get 1+3x-3+3n-3x-6xx+6xn+6x-6n
I can factor that to 6x(-x+n+1)-3(n+1)+1
math checks out.
Andius the Afflicted wrote:
It doesn't surprise me that you would be able to sell a collector's item for a 200% markup after sales end.
The target market right now for DT accounts is "People who want to play PFO EE but have not already purchased an account and are at least above standard in the amount of money they want to spend."
In order to find someone in that market, you basically have to market the game and sell it to a new customer. That's a challenge even for people who are skilled at making people believe that they want what they are selling. When you add the difficulty of overcoming the appearance of fraud that is presented when you try to sell an account that fell off of the back of a truck, it's probably literally impossible.
Andius the Afflicted wrote:
Summary of differences noted:+Lens flare
+Render distance for terrain
That's not economic griefing, it's bad business. Or possibly good business. If someone wants to drive the price up, provide him all he offers to buy.
Likewise if someone tries to dump the price, buy it and relist it at the market price.
Bob Settles wrote:
That feels about right from my experience. One problem is that several of the escalations I have seen have been impossible for any party to complete reliably without dying or becoming more skilled and better equipped than XP allows.(Ustalav invaders, Undeath squads, Skeleton rangers)
Would it be unreasonable to have/modify an escalation so that the typical large spawn is about as difficult as one of the large spawns of bandit( recruit)( archer)s without a bandit captain, or the goblin spawn with a bomber, a shaman, and a subchief? Players used to theme park mentality will have the idea that if they are allowed to attempt something, they should probably be able to do it.
Maybe I'm being a little bit selfish as well; having a paradigm where players can learn the basics of communication and gameplay where learning is positively reinforced is part of several of my plans, and a noob escalation hits several of those wickets.