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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.
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.
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.
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.
Dorgan Berkham 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.
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.
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.
@ 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.
"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.
That's too many skills to specialize in. Select fewer skills, and specialize in a smaller aspect of construction.
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.
T7V Jazzlvraz wrote:
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).
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.
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?
That's not how you've been using it.
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.
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.
But... you clarified that the only "exploit" part was getting the achievement easily. It's a hack workaround, sure, but it seems to work.
"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.
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.
Kobold Cleaver wrote:
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.