Captain Elreth

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Goblin Squad Member. 1,106 posts (3,479 including aliases). No reviews. No lists. No wishlists. 21 aliases.


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I'm not sure how to respond. Many people have already spoken in this thread about why you shouldn't fear the game being all random ganks and PvP focus; if you read all that I don't have anything to add.

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In my opinion, you can convey on the screen that it is dark without making it physically difficult to see. And the only real effects darkness should have would be debuffs or effects on your character, not effects on the player. This is both because of the previously mentioned possibility of cheating to remove darkness, as well as the fact that a player's ability to see shadowy figures should not affect a character's ability to do the same.

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ElyasRavenwood wrote:

As someone who is and active Pathfinder player, GMing, playing, in home games and Pathfinder Society Organized play. To me Pathfinder is essentially a cooperative game where the players work together to accomplish the goals the GM sets before them.

To me introducing a non consensual PVP element fundamentally changes a cooperative game to a competitive game.

Your party encounters a group of bandits. They seem to have stopped and are conversing while glancing over at your group. What do you do?

Replace bandits with everything else you'll find in PfO, as appropriate. It's just a game of Pathfinder where most of the enemies are humanoids and a campaign that involves more political intrigue and less dungeon crawling (though if things go well, there should be some dungeon crawling as well).

PfO is still a cooperative game, you just aren't cooperating with the whole server.

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I think that, although ideas are flowing and that's good, we need to remember the context of why the towers are being put into the game - because we have a minimal product and the tower game is basically a simple way to keep people from devolving into random ganking. That being said, we need to keep a mind for simple mechanics when talking about the towers.

I'm all for going all-out with PoI/settlement raiding mechanics though. I hope Goblinworks go hog-wild with making those feel like pitched battles. :)

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Andius wrote:

It's related to what you said. You seemed to be implying that crowdforging means every voice has equal value even if they have no clue what they are talking about.

I'm stating that I sure as heck hope that doesn't end up being the case because if it is this game won't be going very far.

I will dismiss the opinion of anyone who can't back it up with relevant experience and facts. GW would be wise to do the same.

This post in particular is what I'm talking about. I don't really care how you compare to TSV when we get in-game, and wasn't talking about that. Your post here indicates you believe your voice in the crowdforging process holds more merit because you believe yourself more of an expert than someone else. My point is that your voice does not matter any more or less for that reason. Your voice matters more or less based upon how solid and realistic your ideas are on the subject being crowdforged, and outside factors such as experience do not factor in.

The earlier post where you said (snipped for relevant section, sorry in advance)

Andius wrote:
I think the lessons described by Ath can be learned anywhere. The things that come more specifically from titles like EVE and Darkfall is knowing things like when it's worth it to press an attack, and when it's not. What's too valuable to be worth wearing into battle and what's going to give you enough of an edge to be worth the extra investment and therefore risk. How to effectively use your forces to accomplish a given task. How certain abilities become more or less effective in an Open World format than an arena etc.

was fantastic. You gave specific examples of things you can learn from experience in other Open World PvP MMO's. The posts where you attack others because you think them less an expert than you are less fantastic.

If you can't say anything to his argument itself, it is better to just agree to disagree.

In a completely unrelated topic, sorry to those Silent this thread is dedicated to; I'm fueling drama here which is likely causing more of you to remain Silent, and that saddens me.

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Andius wrote:
The crowdforging process would do well not to buy into the fallacy either and to use a system other than true democracy which will inevitably produce a tyranny of the majority every time.

Good argumentation, and the crowdforging process by proxy, should also have nothing whatsoever to do with people's individual merits, as you are suggesting it should with your posts. We don't need to whip 'em out to determine whether an idea has merit, the idea should be able to stand on its own.

Saying "these games have translatable skills" is just fine with me. You should then tell us what those skills are and how they translate. You should not bring up your PvP pedigree, as it is irrelevant. And you definitely shouldn't attack someone else's argument by attacking their PvP pedigree.

For further reading.

For the record, I agree that going with a simple true democracy for design decisions is not likely to result in a quality game, and most definitely not an original one.

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Here it is. Good to see the new faces in the vlogs! (And I double-checked my name bolding this time. ;) )

War of Towers Vlog Transcription:
Mark: Hey, I'm Mark, I'm the CTO of Goblinworks.

Lee: I'm Lee Hammock, I'm the lead game designer, and today we're going to be talking about the War of Towers.

Mark: We were always a little concerned that our MVP plan were good - they had a good game cycle where you could fight monsters, and get gear, and do some crafting, and level up, and do a lot of the basic cycle for an MMO - but it didn't have enough of a focus on PvP and territory that really makes up Pathfinder Online.

Lee: So we've spent the last few weeks trying to figure out: how can we put a simplified version of settlement warfare [into the game] that we can get done in the time allotted, that will be fun for everybody and get the core of the system up and running, but not overly impact everything else we're trying to do?

Mark: But still, it reflects the core gameplay of Pathfinder Online. It has the territory control aspect, it has leveling up and making your settlement better and more effective for training and everything else, and it gives the players the immediate ability to do this basic PvP system.

Lee: So out of all this came the thing we're calling the War of the Towers. Day 1 of Early Enrollment there are going to be a number of towers spread out across the Early Enrollment game area. In a little bit we'll be showing you a map, and the map will be going up with the blog, so you'll be able to start strategizing immediately as to how this is going to work.

So now we're going to talk about some of the map, and the mechanics for the War of the Towers. Joining me in this is Tork Shaw, one of our designers. So first off, we've got the map, which anyone involved in the land rush will be very familiar with at this point. We've got the symbols for each of the different settlements that are claimed as of now, plus the overlay for their territory. You'll notice a lot of these black tower icons that have been added to the map. They surround the six hexes around every settlement, plus they are scattered amongst other hexes in what at first glance might look like a random pattern, but is not random.

Your tower territory does not have to be contiguous. If you're this settlement, and you want to capture that tower [on the opposite side of the map], knock yourself out, but defending that tower is going to be a little hard because that's a long way to go if somebody starts trouble up there.

Tork: So towers are actually held by companies rather than settlements. To capture a tower, a company has to go down to that location and spend a certain amount of time there in that area within the tower structure. The people who already own it can defend it by sending people into that and cutting people down or by holding people in that area themselves. Multiple companies can attack the same tower at once, but with the way the system works, the more people you have in the capture area for a longer period of time, the more points you score, and you end up with the tower at the end of that section.

Anything else?

Lee: What do towers do for settlements?

Tork: Once you've captured your towers, you use them to effectively upgrade your settlement. When you're building a settlement, or when you place your settlement, you select from a list of prebuilt settlements which will cover certain classes, or certain craft skills, or particular aspects of the game. They'll do it up to a certain level of training. Then when you capture a tower, or a company which captured a tower allies itself with you, that increases the level of training available in that settlement by a certain amount. So you'll need to capture enough towers to keep the training in your settlement at a level appropriate to the characters in your settlement.

Lee: There are going to be choices and tradeoffs. There's not a lot of the management you'll see in the final settlement system of, "We're going to upgrade this building, then upgrade this building, then upgrade this building." There's no resources involved, it's just tower control, but you do have the choice of what kind of settlement you want to have, and as you upgrade it'll get better at those things you selected.

Tork: Every tower and every settlement has a PvP window. Once a tower is affiliated with a settlement, it shares the PvP window with that settlement. A settlement's PvP window starts at nil, but for each tower your PvP window is opened slightly greater. So the more territory you own, the more vulnerable all of your territory is. But again, it is defended individually by the companies that run those particular towers, so the settlement members are not necessarily responsible for looking after all those towers at once during the entire PvP window.

When the PvP window is open, that tower can be taken again. It also means that when PvP happens in that hex it will be Reputation and consequence free, so you can kill anyone you like in that hex for the duration of the PvP window.

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Excellent post CB. Just the kind of thing we need to be seeing at this stage.

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All I'm saying is that, when you get in game and one guy is expecting support he isn't receiving because people understood their commitments differently, there might be some avoidable problems. If Nihimon thinks it is about making friends who help each other in-game, Andoucet thinks it's only about non-aggression between signatories, and Toombstone thinks it is purely meta and doesn't involve any in-game relations at all, then this will lead to confusion and hurt feelings when people get in-game (sorry for pulling specific people's names from the thread as examples, but those are the interpretations I've gotten from those people).

It's all well and good to say "we all understand that each person will determine what they think positive gameplay and mutual success mean", but then why get people to sign into an agreement which is essentially meaningless?

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It seems to me that, although it's easy to implement, sorcerer doesn't bring much to the table in terms of diversity. While there will be people lining up to play any of the other three because they are sufficiently unique, that doesn't seem to be the case for sorcerer (unless they significantly change sorcerer's concept to make it more unique from Wizard).

With that being said, and the choice between Bard, Barbarian, and Paladin, I'd have to go with Paladin. Let my buddies in Ozem's Vigil get their holy training rolling sooner rather than later, and give us time to do bards right.

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First off, removing company tag because this post is made as an individual, and might be a bit controversial with others who are part of my organization. I'd like to start off by putting my hands in the air and promising that I come in peace. :P

As a result of reading the Faction Map thread, and noting a not insignificant (bwahaha, double negatives and nobody to stop me!) number of people there thinking of the Roseblood Accord as some sort of alliance, I think the question needs to be asked, why do people look at this as an alliance?

In my humble opinion it seems like the reason is some Accord members help each other out quite a bit (which is fine, by the way), and because they do not have an outward-facing agreement on the boards that covers those interactions, those interactions are being assumed to be covered by the Roseblood Accord.

As a more specific example, there is a seemingly inevitable alliance between TSV and TEO, who have even set up in specific map locations to help each other out, but as far as I know there is no official alliance declared. I think people are projecting such actions as being "RA business", when in fact such actions have nothing to do with the Roseblood accord, because there's nothing else to point to.

I'm not sure if making any planned in-game agreements public now would help anything though; hell, I'm not sure that anything I wrote up there comes remotely close to what people are actually thinking. Just one opinion for you guys to mull over.

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If they plan on joining in and immediately making a settlement, that's probably not going to happen. You're going to need resources and training to create the buildings that make up the settlement; gathering the resources and training the skills will take some time. There might be other factors that delay it further. My point being, yeah a settlement of only 1st day dudes is going to get stomped by people who have been around, but there won't be any settlements of 1st day dudes. I'd imagine it'll take at least a couple months to get to that point, and by then your warriors should be able to stand a fighting chance against the other weaker settlements in the borderlands (though you will still be at a disadvantage, and you should expect as such and plan for it).

In a sandbox game, the fights are rarely fair. It's a hard fact to swallow, and is one of the reasons that the game won't be for everyone.

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RHMG Animator wrote:
Ryan Dancey wrote:
It took the team all week and a lot of late nights but they have the server and the client working. We have been running around the forest whacking goblins and bandits and skeletons. We are Alpha Testing!

Nice,

What's the ETA on EE?

3rd quarter of this year.

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That's a fair point. With zero MMO experience I could see terms like "sandbox" and "avoiding meaningless PvP" not meaning much to you. It's more of a failure on my part to acknowledge that not every person has played or looked into MMO's before. I should have phrased my opinion in a less condescending way; apologies on my part.

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Indeed, and I don't mean offense by this, but I'm not sure how people could have read the same things I read from the Kickstarters and expected "Pathfinder, but in an MMO". Granted, the title of the game is Pathfinder Online, which might suggest that, but if you read what they wrote before you threw money at them I think even from the start you would have had a good idea of where we are right now (at least for the second kickstarter; I will grant that things were still plenty nebulous during the first kickstarter, and part of the risk of backing things several years before they're realized is that not all the concepts are firmed up yet, but I do think PvP was always an important concept, even if they didn't use the word "PvP". It still wasn't at all a bait-and-switch like some posts in the past have suggested).

I personally don't think the game will end up being quite as competitive as some others do. Goblinworks has used the phrase "hybrid sandbox-themepark", talked about creating scripted areas for exploration, and have talked about retaining casual players as well as hardcore players. However, what you have to realize is that the reality of Goblinworks' design approach is that such themepark elements will have to come later. Because they are starting with a very limited budget and aiming for a "minimum viable product", developing as they go, they want to start with something that will keep their dedicated player base and also won't be crazy expensive to develop. The territory game is something that people will become very emotionally invested in (which means they keep paying subs) and also does not require nearly as much development effort comparatively.

Just because they are focusing on that first should not indicate that the competitive, territory-controlling aspect will be the only part of the game, or that every character will have to play that game seriously. They've always talked about keeping room on the outskirts for smaller or more casual groups to create settlements without having to compete with the "big dogs"; I'm sure that if we find all the casual groups being crowded out Goblinworks will respond appropriately, because they want those groups to stay as well.

These are, of course, just musings and speculations from someone who's followed the development for quite a while.

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Kryzbyn wrote:

I should add, I do not regret pledging to these kickstarters.

I love Paizo, and Goblinworks. I want them to succeed, and I'm ok with not being a part of this one thing if it turns out to be something I won't enjoy.
I pledged to support the company, not for a product promised.

Somebody who understands the premise to kickstarter? Amazing! ;)

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It seems to me like you could also use your secondary company membership as an "assist" for an allied company, feeding it a portion of your influence for their own needs while not actively participating in it. This could be used as a bargaining tool between smaller companies.

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kiddtaylor wrote:

so how does that work with the different companies? is dagedai a company or a guild?

can a account have only 3 characters in companies? or each account can be member of 3 companies only and can have as many char's in those companies?
its all a bit overwhelming haha

Dagedai is a settlement; you can join one company that is a part of Dagedai (which is a "sponsored company", just means it belongs to a settlement), and then join up to 2 other companies that are not sponsored by a settlement. Each character can have up to 3 companies, and each character on an account is completely separate for that purpose (in most situations you should treat 2 characters on one account as if they are on separate accounts).

I realise it can be overwhelming to understand all the info when you're just starting out; don't be afraid to keep asking questions!

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Uh... I think you can team kill in Planetside 2. Just saying.

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TBH animal companion is not a big part of ranger in the tabletop, and I don't think the class needs that to be developed before its release. I never even took animal companion on any ranger I played, choosing instead the party buff option because ranger animal companions are so weak (basically can't be used at all in combat). I think if rangers were to get unique tracking skills, favored enemy, combat style, and other minor elements, it would be enough to give the class a unique niche without requiring the development of animal companions.

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One old discussion on it. There are probably a lot more, but this one had some developer input.

Tracking is something that's in Tabletop, and it's something that Goblinworks might add to rangers at some point; currently it's sitting in the "nice to have, but not critical" area along with a whole lot of other stuff. I expect tracking could have enough direct application into the other systems (tracking specific assassination targets, tracking for a bounty, tracking down a suspected spy, etc) that it could see implementation relatively soon, compared to the other items in that category.

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Caldeathe Baequiannia wrote:
Shane Gifford of Fidelis wrote:
Also, I wish my name sounded like a spaceship, but nobody names a spaceship "Shane". :'(
Great! Now I can't get rid of the image of of a sleek-lined spaceship with a massive red-bearded dwarf figurehead mounted on it.

I'm not very good at picture editing software.

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Here's a list of classes from the Pathfinder SRD; the plan atm is to get those classes listed as "core classes", as well as Aristocrat, Commoner, and Expert. However, it will start with only Cleric, Fighter, Rogue, Wizard, and the above mentioned NPC classes. What you should take from the link is not the specific abilities of each class, but the general fantasy archetype that each one covers, as well as the "feel" of the class.

For information more specific to PFO, you could try the Warrior's Code blog (or my transcription of it, if you prefer). The blog post By the Time I Lose It, I'm Not Afraid gives good information on how the specifics of roles' abilities work. For details on specific roles, we have:

Cleric: Thunderstrike (and transcription)
Rogue & Fighter: You've Got the Brawn, I've Got the Brains
Wizard (and probably applicable to cleric too): I Put a Spell on You Note: This one could be out of date info.
Commoner (aka the gatherer): Dust Off the Moon and Let's Begin
Expert (and a little on gathering too): More Info on the Crafting System (and transcription)

Sorry, I'm not sure where to find Aristocrat-specific stuff. But that'll be the class that actually runs settlements, PoI's, outposts, etc.

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Hahahahaha!

(Do you feel better now? :) )

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kryvnus wrote:
I have interest in the game myself but the guild scene has never been my thing. I've always preferred to just float through games as a loner. If I vote for anyone for the land rush it will be because I like their write up and look forward to visiting it one day, not because I want to join up.

Which is perfectly acceptable; voting for a group in the land rush does not mean you have to join them, and I'm sure whatever group you vote for will happily take the vote without trying to force you into joining.

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Aet Kard Warstein wrote:
I would have to say it's a lot like Guinness. Not the kind that you get in the state, no no no. The kind that you get in Ireland, where it's more of a meal in a glass.

Hah! I just got back from a vacation in Ireland, believe it or not, and I loved my visit to the Guinness Storehouse in Dublin. :) Excellent answer, as far as I'm concerned (though I'm not exactly a beer drinker, I can go for a Guinness).

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The idea at the moment (which most of the signatories have expressed in this thread anyways) is that they won't attack each others' holdings, but small scale combat, bandit vs. merchant interactions, and other similar PvP is acceptable. You can fight each other, but it won't escalate into full-blown war.

Where exactly the line there is drawn still needs to be decided; is raiding a PoI for resources taking it too far, or is that still acceptable as small-scale PvP? These specifics are things they need to determine still; however, you can be sure with Pax involved that all the possible specifics will be covered in writing and everyone will understand what the purpose to the agreement is before the formal agreement is reached (if nothing else Pax loves putting things in clear writing). At the moment it just seems to be pledges from interested parties.

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I think it's safe to say he isn't from Pax, because he can't even get the capitalization right, and our leadership like to correct people on that quite a lot :P. (Just joking around btw, for all I know he is Pax. Who really cares though?)

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You seem to be on quite an animal swing of late. Kinda miss the puns. :'(

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Proxima Sin of Brighthaven wrote:
Not digesting animal milk is the normal. For all mammals, the ability to digest milk (which is food for infants) is lost around toddler stage of growth. For some reason around 7,000 years ago human groups in Northern Europe mutated to be able to consume milk their entire lives; you find milk drinkers proportionally where those groups have spread. Sub-populations of adults drinking milk is biologically very new and very weird.

I see; in my mind I was putting the cart before the horse. You're saying the reason lots of people drink milk in some areas is because their ancestors mutated and they then adapted it into the diet, not because they put it into the diet and that slowly caused an adaptation resulting in lactase.

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So the part where George said, "We messed up and misunderstood, we're fixing our mistake now." That wasn't taking responsibility?

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I don't think there should be a mechanical benefit to staying purely crafter after you've maxed the skills. There will be the benefits of the networks established and maintained, the amount of money you'll have, etc. Don't think a further reward is warranted, especially since other roles wouldn't get additional benefits after max training.

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Just remember, to be the best leader for your group you will need more charisma, decision-making-ability, and leadership skills than the 100's of other people you will be leading. You will have to dedicate yourself to the task. It isn't something you should enter into lightly.

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Fidelis is looking for new members! If you want to play as the good guys with a community of friends, we may be what you're looking for.

Fidelis is a part of Pax Gaming, which means we are active in trying to promote the best community and game experience possible in every game that we play. If you want to hang out and play games other than Pathfinder Online, we do that too! Just check it out here.

Still unsure of what being a part of Pax Gaming means? Read about it here, or just send a PM to any one of us and we will happily tell you what Pax Gaming means to us. I know the charter can be an intimidating document. :)

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Dazyk wrote:

If you, and your Golgothans, feel you were so much in the 'right', why did you all get so bent out of shape about us sharing our opinions?

Seems to me your defensiveness belies a guilty conscious. Funny how the Golgotha membership has reduced by a few over the last few days... Actions speak much louder than words.

Maybe that is what you are more scared of: that Nihimon would actually get through to the good-natured (albeit few) individuals in Golgotha and they would see the truth of the matter.

Have you considered what the thread would look like if Golgotha did not tell their people to stay out of it? People keep saying that the thread was not even that bad; it wasn't by accident.

But what's bothering me is the characterization you still insist on; you are "sharing your opinions" while people on our side are attacking character and being no-good schemers. Drek was slung on both sides. Pro-Golgothans were a*#es, and Anti-Golgothans were a*#es, because people are losing sight of why we are even here. All anybody wants here is a game that we can all enjoy (yes, all of us). Can we please stop attacking each other and get on with trying to make the game the best game ever, of all time.

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Nobody's said he's the worst community manager of all time. All Hobs did was say, "I think that could have been handled better." I personally agree with this sentiment, though I'd like to say that I don't think the way it was handled is necessarily wrong, or that in his position I could handle it better, or anything like that. Maybe others feel stronger on the subject than I do.

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Bluddwolf wrote:
"Chaos" you say? Then there is only one main choice for you... Aragon (CN), currently in the top ten on the leaderboard.

Bad form to recruit in other company/settlement threads. ;(

@Merkaile, I don't think you'll have an issue; the devs have described the tavern as likely an essential piece of a city due to its ability to restore players' Power, so I think that we'll have a tavern here too.

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Nice lengthy blog. Enjoy!

More Info on the Crafting System Vlog transcription:
Ryan: Hi, I'm Ryan, I'm the CEO of Goblinworks.

Stephen: And I'm Stephen, I'm a game designer at Goblinworks.

Ryan: Okay, so, today we're going to talk about the crafting system, which is one of the major system's we're adding just before we go into alpha test. I'm going to ask Steve two questions and he's going to try and explain how the system works. So, why don't you give us a quick overview of how the crafting system works.

Stephen: Okay, so it's changed a little bit since the last time we've had a blog post about it, but essentially we have three stages of crafting: we have the raw materials, the refining stuff, and the final crafted item that you can use. So each of these is sort of represented by a different group of skills. The harvesting/gathering system provides you the raw materials - you also get some from creature drops, and you'll get them from a few other places, but mostly they come in through gathering skills and your knowledge skills which let you get better loot from creatures when you're opening creature chests. Then once you've got these raw items, you can't really do anything with them until you've refined them into things like ingots, or planks, or what have you. Those are used in the final crafting system which takes those and turns them into a crafted item that you can attach to your character and do things with.

Ryan: So how do I convert the raw materials into the intermediate crafted stage?

Stephen: You're going to take them to a facility (which is what we're currently referring to the crafting or refining buildings [as]) which will be in your settlement, you can build them, you can upgrade them. There will be a few of them in the starting towns, like Thornkeep, that will probably max out into their efficiency and what things you can do there. So long term you're going to want to build them in your settlement for maximum speed and for the maximum number of recipes you can make.

Ryan: So a couple of times in blogs, we have talked about the idea that we are dividing items into these Tiers: Tier 1, Tier 2, and Tier 3. Could you talk about what a Tier is and what the mechanics of a Tier are?

Stephen: The central feature of a Tier is a comparison of attack bonus to defense bonus. A Tier 1 character is going to have the lowest possible range of attack bonuses, the Tier 2 character is going to have the middle range, and the Tier 3 character is going to have the upper range. We've adjusted pretty much every other stat to match that. What this does is essentially divide your play into 3 distinct periods. When you're a newbie, up to about level 8, in the first month, you'll be Tier 1, you'll be using Tier 1 things. Then you'll start graduating into Tier 2 about the time you hit level 8. That [Tier 2] will take you through level 14, at which point you start using Tier 3 things, but Tier 3 things are going to be extremely expensive, so you may find yourself going back down to Tier 2, which is sort of your mid-line for everybody, and you'll only go up to Tier 3 when you have the money to risk stuff or something very important to risk it on.

Ryan: Am I going to be able to craft all three Tiers in the NPC settlements?

Stephen: Probably not. The Tier 1 stuff you will definitely be able to craft anywhere, including NPC areas. For the near future, Tier 2 [will be craftable in NPC areas], but we may start gradually weaning that away. Tier 3 you'll never be able to craft in NPC settlements. The goal is to move you into settlement crafting once you have the opportunity.

Ryan: When I'm crafting something, what is it that I do that determines if something is a Tier 1, Tier 2, or Tier 3 item?

Stephen: It comes down to materials. There are Tier 1, Tier 2, and Tier 3 materials; Tier 1 materials are incredibly common, Tier 2 materials are less common, and Tier 3 materials are extremely rare. Also for a lot of Tier 3 materials you have to go to very dangerous locations to get them, or fight very dangerous monsters to take them as salvage. Our numbers right now are that a Tier 3 item is about 1/250 as common as a Tier 1 item, so you're not just going to be slinging these around the auction house for slightly more than a Tier 1 item. So when you're crafting we've also worked to make sure Tier 1 items are always useful all the way up. So when you refine items, even at Tier 2 or Tier 3, you might need some lower Tier materials to flesh out the refined item.

Ryan: What's a refined item?

Stephen: A refined item is the middle step of crafting. This is when you've taken some raw materials and put them into a job to turn them into something that has a + value on it. You'll essentially take a bunch of iron ore and a bunch of charcoal and turn it into a steel ingot of value +0 to +5. The refining step is where you determine what that + value is, which is an important thing because when you go to the crafting system those + values translate directly into power.

Ryan: What do I do that affects the + value?

Stephen: You have to add more stuff and you have to have special recipes. When you first learn a refining [recipe], each recipe you get will be at the +0 value. So you make it at +0, if you're lucky and your skill is high enough you might occasionally get a +1 or +2 out of it, but you cannot make +3 or better with that recipe. You've got to go out into the world and you've got to find better recipes that can make the higher + value version of that item.

Ryan: Where do I get them [recipes] from?

Stephen: Creature drops initially. We might put them on various quests and stuff. We can basically put them anywhere as loot. Essentially, once you have a +3 version of an item, it is more expensive to make, it requires more materials to be used up in the crafting of it, and there's the rarity of the recipe itself, but that's the only way you can get +3 to +5 items, is by having the better recipes.

Ryan: And the + values of the intermediate materials, that's what affects the Tier of the final outcome?

Stephen: That's what affects the final upgrade value of the item. So if you want to make a longsword, just a basic steel longsword, you'll need a certain number of steel ingots, and maybe a certain number of leather strips, that you combine together to make your longsword. We'd average the + value of all these components together, so if you used a bunch of +3 ingots, it comes out as a +3 longsword. That's still a Tier 1 longsword, but it has 3 extra keywords over the +0 longsword.

Ryan: And those keywords, I would pick during the time that I'm crafting?

Stephen: Right. All of the keywords will come from a standard progression of +0 to +3, and in the long-term +4 or +5 would give you some selection options, but generally the keywords go up in a fixed progression that mirrors what the attacks that use them go up in.

Ryan: And the same applies to defense, so there's keywords for defense that affect the armor you wear.

Stephen: Those vary a little bit more. There's two different classes of keywords that straddle the line between medium and heavy armor, and light and medium armor, and cloth and light armor. So some light armor will have the lower set of keywords and some will have the heavier set of keywords, and certain [roles]' armor feats will want the lighter or heavier ones. So a ranger, which is good in light or medium armor, may want the light or medium keywords, so a ranger is actually good in certain sets of light, medium, or heavy armor, but they might not be as good in a set of light armor that's designed for a lighter class.

Ryan: How long is it going to take to craft an item?

Stephen: An item is sort of an overnight job for a lot of them. Potions and other consumables may come out really quickly, and once your skill goes up really high and your facility goes up really high that speeds up your crafting speed, but things like suits of armor usually take a day or two to be created, which will also come down as your skill goes up. If you're making something that's at the bleeding edge of your skill it can take several days for it to come out. You don't have to be online for this time, it sort of filters away in the background, but once you've queued up a days' worth of stuff you can't queue up anything else. If you queue up a suit of armor that's going to take 3 days you have to wait for it to fall under a day before you can start something else.

Ryan: So the basic process is, I assemble all the ingredients I need, and a recipe that I've got from somewhere in the world, and I go to a building in a settlement, and I start a crafting job.

Stephenb: Right, so you bring up this big window, which will have on the left a list of recipes which you can craft, in the middle it'll show you, if you pick that one what you'll need and what it's going to do. You'll click the various options on the screen, and it'll says "this needs X number of steel ingots" or "this needs Y number of pieces of leather". You click it and it'll give you a list of all those you have access to.

Ryan: So at the end, when a crafting job completes, what happens?

Stephen: In the end, when the timer runs out, it [the item] pops out into your storage location where you originally got the stuff from. Short term, it'll likely just go directly into your inventory, long term if you're crafting with the company's stuff it may go straight to the company bank, wherever it was scheduled to go to it'll pop out there. Then you'll have a finished item that someone can equip and start attacking people with.

Ryan: So when we start, because with all things in Pathfinder Online we're going to start with the minimal viable option, it'll probably go to your inventory, but over time there will be plenty of options as to where the job can deliver.

Stephen: That can be especially interesting because if you are working in several different towns, your crafting job over here is going to come out over here [same place], it's not going to show up at the safe area where you wanted to sell it. You'll have to be careful about, if I craft it here, I might not be able to get it to market, because there's not a good market in this town.

Ryan: So there could be a different value for crafting in different settlements because of the risk of transporting the goods from crafting location to settlement location.

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I don't understand your link... It's just the home page of some forums.

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Fidelis *Bringslite* wrote:
Thank You for your patience as we look into the matter and try to resolve any possible mistakes made from incorrect interpretation of the Land Rush 2 Guidelines.

Lol, I read this in a stereotypical female airplane attendant voice. Goes great with the cheesy smile your avatar has.

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Welcome to Kobold Cleaver (though a welcome this late is a little odd) and TheRedKommie!

Tombstone, I don't remember if you've posted here already, and I'm too lazy to scroll through. If you haven't, a hearty welcome to you too! :)

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Gol Morbis wrote:
Pax tags were so sexy everyone had to jump on the boat.

Psssh, Pax tags are so pre-everybody-flipping-out-over-the-landrush. Gotta get with the times. :P

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Ryan Dancey wrote:
Like all things Goblinworks - they'll be implemented at the minimum viable level, then Crowdforged.

I'd hate to see the toilets at the office then.

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-Aet- Charlie wrote:
Frozen is a movie with a strong female queen :)

Rocky Horror Picture Show is a movie with a strong male queen :)

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Yey, I'm finally listed as Early Enrollment too! :)

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Broken_Sextant wrote:
Question goes the other way, too. Will good/neutral Pax be off limits to evil Pax when it comes to their evil acts? What about good Pax's allies? If evil Pax attacks an ally of good Pax, will good Pax help their ally against evil Pax? If not, what does it mean to be "allied" to any Pax group at all?

The others addressed other points, but for this one, I think you aren't thinking along the lines of a competitive territory-holding game. There won't be wars declared due to alignment; wars will be fought over resources and territory. Golgotha will not be attacking good groups just because they're good, and they certainly won't be attacking their own good-aligned allies (as the allies of Fidelis are also the allies of Golgotha, because they're the same nation).

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There's a button for that. :P

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Though a little razing may occur as well; especially don't become attached to your outposts!

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Last I heard you can be a member of up to 3 companies, but only 1 can be a company sponsored by a settlement (and thus be the settlement you "live" at and train at, etc).

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That's certainly something. Wonder how the minimum wage vs. cost of living compares...

Wait, why is this discussion here? XD

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