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Urman's page

Goblin Squad Member. 2,033 posts (2,128 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Goblin Squad Member

TEO Cheatle wrote:
Next, a few things a lot of people are debating whether is MVP or not: Player Looting, do you know what happens without player looting? A group of people can constantly attack your settlement, and when their gear is finished they can just use the extra gear they have on them, because their dead bodies aren't dropping husks. This is a major exploit I am sure they don't want in the live game. Besides that, Looting is a major risk vs reward situation for a lot of people, and something a lot expect as part of MVP. MVP needs to be able to cater, at least a little, to most play styles, including killing for loot.

So exactly what does such an attacker gain from constantly attacking a settlement, if they can't do anything to the settlement and they can't loot the crafters? Sounds like the definition of meaningless PvP.

Player looting doesn't need toshouldn't be in before companies, Influence, and the feud mechanic.

Goblin Squad Member

Nihimon wrote:

However, I disagree with this list:

Cheatle wrote:
Last, content, we still need encumbrance, player looting, critical hits, ammo consumables, camp consumables, stamina drain for encumbrance, Arcane Spell Failure(or what ever penalty) for Armor, repair ability for items, salvage, Node Gushers(and all that entails with Monsters and kits), and major tweaks to combat.
I don't think there's anything in that list that's actually MVP and required to start Early Enrollment.

Agreed. And for Pharasma's sake, I hope that GW will test those future changes on a test server first. Rolling out non-functional or even non-intuitive "improvements" is not the way to gamers' hearts.

Goblin Squad Member

I'll leave it up to GW to determine when the game is ready for MVP. I expect every patch we ever get will have some people saying that it needs to slide another two weeks.

The random teleport bugs are big and bad. Anything that kills or temporarily removes players from the game, triggered in a way that the developers and the players don't understand, is bad. When it is common it is really bad. I expect GW understands this already.

Goblin Squad Member

@Jazzlvraz, regarding social backlash: I sort of don't see why there would be. Out-of-game payment would have the scent of pay-to-win, but like Audoucet says, I don't think it's materially different from funneling out-of-game cash through training tokens into coin.

I also think there might be coin brokers; people who slowly convert cash to coin, to get the best prices for training tokens. Such brokers could quickly delivery a lot of coin in game for cash outside of game (buyer beware!) and insulate the warring parties from accusation of pay-to-win.

In the end, will social backlash matter? The way auction houses are currently set up, there's no way to sell something in the market and blocking someone you don't like from buying it. Using an alt to bypass such a block would be simple.

Goblin Squad Member

Audoucet wrote:
It would be cheaper and easier to buy 15 goblin balls and throw each and every one of the mercenary companies in the game against his adversary.

I agree that getting coin through selling training tokens would likely be more effective than trying to gain an advantage with blank slate characters. I've not sure how much those tokens will sell for in game, especially when 15 are dropped on the market all at once.

15 training tokens @ $15(?) = $225. Say 4 companies, with average of 30 members = 120 mercenaries. $1.90/mercenary fuels how many hours of warfare? These mercenaries - will they fight for such a pittance? Though I guess any reason to fight is a good reason.

Goblin Squad Member

Gloreindl wrote:
6) When Alpha ends, all characters will be wiped. I can live with that; but also allow us to also redo the appearances of those characters. Currently the character creator appearance choices are very limited, and many are rather ugly. As an Elf (my main) Elf flesh was a choice of looking like an under fed vampire or a slightly green pale skin that reminds me of zombie flesh. My alt, a Dwarf, looks like he spent his formative years trying to mine with his face. Not looked at any human skins, but I can't imagine they are much better.

My personal hope is that as new iterations of the character creator are fielded, we can adjust our characters' appearance (without adjusting their race).

Goblin Squad Member

moon madness wrote:

Why should all the best trainers be in the largest settlement ?

I many films and literature a Master in a skill can be found anywhere, it would be great if players could also become the trainers.

Imagine if a player could set up a training camp like a base camp where he could assign a skill he would teach to his level .

I don't think it's required that the best trainers be in the largest settlements. Any settlement could choose to upgrade a training facility to peak performance, though there could be other requirements, like town reputation and it may take nations to build the most advanced structures.

I like the idea of characters setting up schools and maybe that's possible in the future. If it made a way for settlements to get around the meaningful decisions of what they would build in their town slots, though, it might not fit.

Goblin Squad Member

Bob (Settles?) in the Alpha Forums/Testing Assignments wrote:

There's no one way to battle Escalations, but the general take is that completing events lowers their strength, as does killing monsters/soldiers. For some events, failing to complete them in time will raise the strength (e.g. recruiting events).

You don't have to clear out the surrounding hexes before killing the source hex, but they are reinforcing each other every hour, so it may be worth whittling them down before tackling the source. Once the source is dead, the surrounding hexes still need to be cleared out, but without the source, they're much easier to take out. Often, they'll just get taken over by other surrounding Escalations.

That sounds like clearing the escalation in the Monster Hex will stop any escalations in the surrounding hexes from growing further. The remenants of the escalation will remain until cleared, but won't be reinforced by the source.

Goblin Squad Member

Gaskon wrote:

Offhand suggestion:

Give the role achievements (subterfuge, divine, arcane etc) based on the armor feat you have slotted instead of the weapon you are using.

Someone with Crusader slotted killing stuff with a greatsword should be getting divine points, not martial points.

The logical extension would be that the Wizard/Scholar killing stuff with a longbow is earning arcane points and the Rogue/Scout killing stuff with a staff/wand and cantrips is earning subterfuge points.

Goblin Squad Member

<Kabal> Häagen wrote:
If I buy a second EE from the goblinworks site do I get another Alpha account immediately? Are new players being added to the stress test every day as new accounts are purchased?

Not to kibosh a Goblinworks sale, but you might try to get one of the Alpha invites instead. Some people have said they have lots of spares, so you're not preventing anyone else from playing.

Goblin Squad Member

Shaibes wrote:
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.

Our trainers do automatically provide us with some higher-tier recipes. My character has smelted Dwarven Steel Plates, which my settlement armorsmith is turning into Dwarven Steel Banded as we speak. To me, mob drop recipes just represent many of those mysteries that we'd be discovering as adventurers without having the game devolve into a quest-based system.

Goblin Squad Member

randomwalker wrote:

Not exactly what you ask for, but there is certainly a point where the same population would be (economically) better off by founding (or capturing) a second settlement and having twice as many building slots.

Also, the costs of building upgrades may scale exponentially, but that may favour big settlement populations more than small ones.

The difficulty of clearing a new settlement hex and founding a settlement will also favor larger groups. I imagine any material transport requirements would favor large, nearby groups.

Goblin Squad Member

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Kadere wrote:

SO MUCH GRIND, THIS GAME IS DOOMED, OH MY LORD, SCAM

All jokes aside, thanks very much for the breakdown Ryan - it was illuminating.

You laugh. Looking at the xp, Ryan's Cleric character would have taken 41 days to get to level 8. He had to grind for about 7 hours to get to that point. So doing the math, 7 hours/41 days = .17 hours/day. Almost 11 minutes a day spent on character advancement! :)

Goblin Squad Member

<kabal> Bunibuni wrote:
The original plan, not sure if it still holds, is for the average village to hold around 500 people and the largest to hold around 1000. But that is when the game goes live.

I've heard people say "hundreds" which could be as low as 200-300, maybe towards the end of War of Towers. I also remember discussions that used those numbers, 500-1000, like you say. I don't think those are hard limits, but management of increasingly large numbers of players and companies will be a challenge.

My understanding has been that PFO is a MMO - a game of companies and settlements. A good sized company of 30-40 characters can hold 2 POIs, poorly, iirc. Me, I don't like to do things poorly, so I think of 1 company = 1 POI hex. The number of companies will quickly add up, when you have POI holding companies, crafting companies, Outpost companies, PvP companies not tied to a hex, etc., etc.

I'd really prefer that we never have hard limits - if someone takes a break from the game, are we expected to kick them from the settlement? Should any settlement refuse an eager new player, with a curt "come back when you meet our gear requirements."? Settlements shouldn't be forced into remaining small for artificial reasons.

Goblin Squad Member

Proxima Sin of Brighthaven wrote:

Silver.

Given its excessive drop rate (nearly on par with iron or coal) unless there is some massive need for it we haven't experienced yet it will soon be worthless and usually left on the node once encumbrance exists.

As a smelter, my character will need plenty of silver to make Silvered Steel for Tier 2 and Truesilver for Tier 3. Still, I will need iron as well, and I seem to get more silver than iron much of the time.

Goblin Squad Member

Gloreindl wrote:

Hey guys. It has been a bad year for me with my mom slowly dying since a year ago this past Summer, and this Summer my wife became gravely ill, so I haven't been on the forums. I tried to log in over at the Empyrean.org site on Wordpress, but it isn't accepting my name, email or password. What's up? Did you purge? Anyway if you could re-activate my account, as I now have the time, and am participating in the Alpha, I'd appreciate it.

Gloreindl Goldleaf

AKA

John

Yeah, priority always has to be to real life and loved ones. Good to see you again, and we'll see you in game, Gloreindl.

We're based out of Brighthaven, SSE of Thornkeep.

Goblin Squad Member

TEO Cheatle wrote:
You do not need to slot both of them, but if you do it gives you more flexibility in what you choose to slot.

Does slotting two trophy charms (or two rogue kits, etc) give you two mixes of maneuvers/spells, then? And is there a key like ~ that tabs between them?

Goblin Squad Member

Very cool. (Ya, in Alpha 7(?) there was hair clippage on those hoods. Think most game just drop the hair out when headgear goes on.)

Goblin Squad Member

KarlBob wrote:

5. If you already bought Toughness, don't worry about completing the tutorial. You can play just fine without completing it.

I'm pretty sure that one-paragraph quest actually says that you can buy any skill to advance the quest, if you've already bought toughness.

It's a challenge, frankly. Many people don't read forums, user guides, direct email from GW. I don't think some read stuff in game, either.

Goblin Squad Member

In many games, I've seen players say things like, "my character is mining (logging, digging, etc) all of the time - he should be a little stronger from all of the work he's doing."

And here it is. We gain strength by mastering various skill trees, constitution in others, other attributes elsewhere. The weaponsmith and armorsmith have some small advantage when they turn to war, they are already part of the way to the strength they need. And fighters can exercise their strength as well, eith on the practice field (progressing up additional fighter skill trees) or doing laborious tasks.

The main problem I see is the lack of avenues for some attributes.

Goblin Squad Member

I wonder that rogues need perception so high, if they aren't a Wisdom based class? Or maybe they are Wisdom based, and I'm clinging to old TT ideas.

Goblin Squad Member

Bringslite of Fidelis wrote:

One of the worst issues (for me) is that we have to side track so far (rank 5) in most cases to begin to get a bonus. With low general lvls and limited exp, that doesn't come accross as a "side dabble". It seems like a major investment.

I am glad that it is being looked at.

Yup. In Alpha 7 (or was it 6?) we could dabble. The idea of opening up a new skill line like Sawyer to skill 5 or 6 or 7 just to get a few fractions of a point of Con - it is a major investment. Especially as Mbando points out, Sawyer 5 (or Smelter 5) doesn't do much for a lot of people. A settlement doesn't need 80% of its members at Smelter 5.

(Smelter 7 and 8 now... well, Dwarven Steel blanks for Tier 2 arrows? Players will be using those puppies until the end of the game, and the lead smelter in the settlement doesn't need to be making them. It's still an expensive side investment for an adventurer-roled character.)

Goblin Squad Member

Ryan Dancey wrote:
Last night I levelled a Fighter to 8th level using nothing but Feats from the Fighter College and the Dreadnaught school.

I think there's a recurring misunderstanding by players.

In the tabletop game, a Fighter can pick up practically any weapon and use it with some ability; she's cross-trained on a wide variety of the tools of her trade.

In PFO, people are trying to make a very, very specific character (say, a Fighter that uses *only* a longsword and longbow, and fights *only* in the dragoon armor style). They get stymied because they aren't cross-training. They don't have the breadth of abilities that a TT character would have - and that they're expected to have in the character advancement system here.

It's the same in the budding Commoner and Expert fields. When I build up my smelter character, I need to remind myself: he isn't a Smelter. He's a Commoner, with more training in smelter than other skills, but a Commoner with cross-training in many areas.

(And yeah, I agree with Mbando - poring over spreadsheet to figure out how to raise my Con is a pain. My smelter has crosstrained cleric armor feats, for example. :grumble:)

Goblin Squad Member

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Well, as an aside, I'm likely to end up training both Unbreakable and Dragoon, but I'll be doing it for the Constitution gains.

For your purposes, no, you don't need to train both. You've got a character concept, the heavy dwarven melee axe fighter, with a longbow as a secondary weapon. (Good level of specificity).

There are currently two heavy Fighter armor feats: Dragoon and Unbreakable. Just looking at their effects at skill 1 (disregarding keywords for now):

Dragoon: Improved Critical +5, Light Melee Attack Bonus +7, Heavy Melee Attack Bonus +7

Unbreakable: All Resistances +1

Those will scale with skill, of course. So you pick one: do you want pluses to your attacks, or do you want all of your resistance (damage mitigation) to be better. Maybe you'll buy both eventually and slot Dragoon or Unbreakable depending on what baddies you're attacking, or whether you're the main tank today, or supporting dps. For the first 2-3 weeks of the game, just pick one. Then pick an armor with the keywords that best supports your chosen feat. That's how I'm doing it anyway.

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The Distributed keyword (might as well be called "Armor Keyword 16") matches other armor types, like +2 Hide and Steel Banded, +2 Yew and Iron Splint, or +3 Segmented Lorica.

In game, each armor type shows its keywords when you mouse-over the icon in inventory or on paper doll (for +0 to +3). The trouble is seeing the keywords for armor feats.

Nihimon wrote:
Very few specific Keywords actually do anything in particular. That "Military" on your Armor Feat might as well be "Armor Keyword 17". Some Keywords like "Cold Iron" do have very particular effects, but the vast majority don't.

edit to add: I think we were told at some point that armor feats are armor feats, and weapon/attack feats are weapon/attack feats, and there shouldn't be much cross-over.

Goblin Squad Member

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Through the magic of project management, more than one thing can be done at a time. Artwork and models for multiple races might not take any significant assets away from the efforts on PvP mechanics and looting of player husks.

As for stand and deliver, I think we've been told that is in the future - the last long thread on stand and deliver sort of showed that concept to be a tangle of expectations, exceptions, and complications. Let's first have the simple PvP mechanics like companies, influence, and feud and faction warfare.

Goblin Squad Member

I don't think the low level characters have to be passive buff mules. I think that with a small amount of training they can certainly contribute in combats. Just because 3-4 mid to high level adventurers can take down a group of mobs doesn't mean that the group doesn't fall faster with an additional 2-3 characters; sometimes those additional low level guys will provide the damage that means the boss falls before the party tank.

Just because you don't care to play a crafting character with second-rate combat abilities doesn't mean someone else can't or won't do it. Like you say, personal taste.

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My main will be a refiner - I plan to spend 80% or more of my xp on my main skill or on feats to get attributes high enough to buy more skill. I do not know if I will have any alts - I think one character will keep me busy enough.

I will participate in PvE as well as gathering. From my experience in Alpha, halfway competent teams with even low levels of combat abilities can take on a lot of stuff. If a 3 or 4-character team of adventurers can kill almost any escalation group, you might ask, why would they bother rounding out their party with 2 or 3 low-level adventurers or low-combat crafters? Well... you do get slightly more/better drops, but more importantly, once encumbrance is in the game you'll get almost twice as many drops before you turn back to bank your stuff.

A low-combat crafter will, with a little imagination, be able to stay fully occupied, just like a brand new adventurer will have uses. Not everyone needs to be at the top of the combat ladder.

Goblin Squad Member

I don't have a DT, but they don't really bother me. Some will be used as crafting alts, yes. Some players will have spare subscriptions to run crafting alts as well. When the subscription count is at 20,000 accounts, the DTs will be a small number. But if every subscription were allowed one or two unpaid low-end crafting alts, then there would likely be 20-40k spare low-end crafters when there were 20k subscribers. There would be almost zero early game opportunities for starting crafter mains.

In one way I pity the DT holders. They will be under a lot of pressure from their company and settlement to use their DT as a crafter alt for the town. They might have gotten the DT with the dream of roleplaying a fighter and also roleplaying a wizard, with some mysterious connection between the two. Many such dreams will be crushed, because it's much more efficient to yoke those DTs to the engine of progress.

Goblin Squad Member

Jakaal wrote:
I know ya'll are trying to do something new but do you really think the low end markets are going to stay well stocked without alts crafting? I think higher crafters will do their best to keep their queue running with the highest stuff they can put out as close to full time as they can manage. Without a constant influx of new or permanent low end crafters the market will dry up and new players will struggle to get gear and materials. If there is a facet I have missed please point it out to me.

I'll point out that you seem to be assuming that there will be new players, but none of them will want to run crafters.

Which struck me, actually, like an epiphany. Is there this demand for crafting alts because the "adventurer" players simply cannot imagine someone choosing to play a crafter main?

Goblin Squad Member

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The Golden Scales is a company focused on refining and crafting. We will be based in and sponsored by Brighthaven, in the mountains 12 hexes SSE of Thornkeep. We will be the first in-house crafting company for The Empyrean Order (TEO). Brighthaven and TEO are NG, so a good or true neutral alignment will be required of all members.

We are looking for characters that are planning on putting anywhere from 50 to 90% of their training time towards refining or crafting, with a goal of reaching Tier 2 in one skill quickly, and reaching Tier 3 eventually. We'd encourage characters planning on a lesser amount on crafting focus to join the Empyrean Order's fighting companies; we will still have plenty of contact with (read: work for) the gatherers, crafters, and refiners in our sister companies.

We are seeking all types of crafters, but Brighthaven itself will be geared towards Fighters and Clerics in the first months of Early Enrollment. We do have allied settlements close by: Keepers Pass, Phaeros, Blackwood Glade, Hammerfall, and RiverBank, so all our crafters will have access to those trainers and workshops and markets. The refining buildings we expect in town include smelter, geologist (gemcutter), arcanist workshop (sage), and apothecary. The crafting buildings include armorsmith, weaponsmith, jeweler, and iconographer. Despite not having all of the buildings in our settlement in the beginning of EE, we still will have need of crafters from the other vocational paths, such as tanners, weavers, leatherworkers, bowyers... We'll find space for any crafter, and dedicated gatherers as well.

The Golden Scales will be a subsidiary member of TEO; all members of the Scales will also be members of TEO and by extension, the out-of-game organization Covenant of the Phoenix (CotP). The Scales, TEO, and CotP are all dedicated to having a close knit community, with a family-appropriate atmosphere. While we intend to be competitive, we recognize that real-life has priority over the game-life, and that gaming is supposed to be fun.

For more information, contact our "Master of Scales", FieryWind.

Goblin Squad Member

KotC Carbon D. Metric wrote:
I'd personally LOVE to see a system whereby items and equipment cannot ever be exchanged between characters when one of them is not gaining XP. I look at it like taxes, if you can't pay the bill for the PC, you shouldn't have access to any of the trading, reputations gates, or Marketplace ...

I see player characters like characters in a story, each a player's protagonist. Characters in stories are always developing and changing. When they stop growing and stop learning, the story has come to an end. So it could be with characters in MMOs - they don't stop growing or learning until they are retired or set aside. Then their story is finished and the book closed for a while.

Goblin Squad Member

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Nihimon wrote:

Personally, I'd like to be able to place Buy Orders for anything I can see on the Market, and I'd like to be able to see everything everywhere without jumping through hoops.

I'd also like to be able to Contract for another group of Characters to go and pick up my goods for me, and transport them where I want them to go.

My preference would be that we can place contracts with distant groups to buy or ship goods, but the actual purchase has to be done on site.

Could players have multiple alts positioned across the map to buy and store goods? Yes - but each alt would have a limited supply of funds, and the player's fortune would therefore be fragmented.

Using a Buy-and-Ship contract could achieve the same thing; the characters accepting the contract buy the goods and transport the goods to my location. No need for alts; no need for distant magical purchasing using funds that aren't present at the buy location.

Goblin Squad Member

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Unfortunately, "hard core" often/typically means "successful groups will use alts and out of game comms to circumvent the hard core mechanics."

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The markets will be as active as players make them. If the population is sparser during the week, traders will put up stuff they know will sell, not stuff they hope will sell, I'd think.

If players aren't working together, aren't asking their neighbors for help, aren't doing face-to-face trading when something isn't on the market... then there's more holding them back than the RNG gods.

Goblin Squad Member

Duffy wrote:
A safe and secure NPC AH location already has a significant leg up on any player settlement offering; unless they implement mechanics to make the NPC AH undesirable. I guarantee what you'll end up seeing is market hubs in each NPC town with minor wilderness player markets in the hard to reach corners at best. Such an outcome would remove a lot of player interdepenency and meaningful interactions.

Another way we can look at it: if the NPC hubs (TK and FI) are major market hubs, that means a lot of caravan movement to get goods to market. Or, alternatively, a lot of solo runners who end up being bandit food, or companies feuding traders. Sounds like player interaction.

But I'll be in the corner, by choice. I'll trade at my local market hub, by choice, because I want the local crafting settlement and my allied neighbors to thrive. Whoever wants to guard caravans running from Keepers Pass 15 tiles to Thornkeep and 15 tiles home is welcome to the job.

Goblin Squad Member

I don't mind the auction houses in TK and FI; the settlements closest to those towns are going to take a hit on harvestable materials and expansion room, and I don't begrudge them some trading opportunity advantages in those towns. But all of the little starter towns? I think they could lose their auction houses before EE. This Friday's patch would be soon enough :)

Goblin Squad Member

@T7V Yup. 1/2 to 2/3 of the players I know are interested in PvE or PvP and are only sporadically logging in to Alpha. After learning the interface they aren't actually going to advance their characters, so they may as well do something else, if they don't want to test something particular.

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Doc || GenAknosc wrote:
Urman wrote:
In Alpha 8, the one escalation I took part in (one party) was dropping the level of the escalation for completing missions (the x's: killing priests and killing commanders); each completed mission bumped the escalation down something like 3% or 5%.
How do you see what the missions are in a hex?

You can expand the achievement tracker in the upper right corner (the small triangle in a circle) to show you escalation missions as well as progress you're making on other achievements. Escalation missions are completed on a per-hex basis, not per-party or per-character.

(I'm not sure how the related achievments are awarded. Do I get the achievement just by being in the hex when another party kills the last elder priest or whatever?)

Goblin Squad Member

Apothecary is Wisdom-based. Alchemy is Intelligence-based. That might be part of the reason they are in the Cleric and Wizard settlement mixes, respectively.

Goblin Squad Member

celestialiar wrote:

I don't even really understand how to clear escalations. Do you kill all mobs or just the xs? I've not found much reduction from killing the xs. Would be nice if the mobs were HARDER, more aggressive ( so that you couldn't just walk through a high escalation hex) and not so spread out with so many tiny groups. It's more like cockroaches now than anything.

In Alpha 7 we were able to clear an escalation in one hex with two 6-character parties, running separate paths thru the hex. In Alpha 8, the one escalation I took part in (one party) was dropping the level of the escalation for completing missions (the x's: killing priests and killing commanders); each completed mission bumped the escalation down something like 3% or 5%. The escalations had spread pretty wide by that point, we probably needed one or two parties in a hex, and maybe additional parties in adjecent hexes. Because adjacent infected hexes are going to be bumping the escalation up even as the PvE parties are working it down.

I think wise settlements are going to learn to clear escalations early. If you don't have the force to deal with it, get help.

Another thing the PvE types might consider: whether attacking an escalation's border hexes is easier than attacking an escalation's core hexes. That we don't know... I take this as evidence that the PvE types haven't gotten serious about testing escalations yet.

Goblin Squad Member

Bluddwolf wrote:

One time Pino (TEO), two there and I were running an escalation (during alpha 6). The escalation was at around 26%. We had spent the better part of two hours and killed over 190 Ogres and all we brought the escalation down to was about 20%. That does not include the hundreds of Goblins we killed.

We eventually gave up, and logged off empty handed.

As Xeen mentioned above, we had run an escalation the other night. Killed hundreds of bandits, and nothing in return.

Not to mention that every encampment requires exactly the same tactic and with a group of three they were fairly easy.

Escalations are mi d numbingly boring and an unproductive use of time.

I think it's interesting that you're using a small party killing lots of mobs, just as if you're running around in a non-escalation hex, and don't seem to be clearing escalations though you say it's easy.

Maybe we need to use multiple parties. Maybe we even need to use multiple parties in adjacent hexes when an escalation has spread across a number of hexes. I think it's an interesting puzzle (for now) and look forward to the solutions players come up with to solve the problem.

Goblin Squad Member

Part of the challenge we have in EE is that the escalations seem to outpace player power if players don't keep working as a groups. Once a escalation spreads into adjacent hexes, the adjacent hexes will bolster each other - it will take multiple parties to cut it down. Escalations are PvE raid-level content, imo.

I think GW could make escalations matter from the other direction. Use the escalation % as a deduction from outposts/bulk harvest, so if you have a 25% escalation, outpost production is cut to 75%.

Do a similar thing for War of the Towers. Use the escalation as a deduction to skill when gathering from nodes. If those escalations start gnawing at settlements' bottom line, settlements will have to deal with them.

Goblin Squad Member

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One difference between an alt (non-paying) crafter and an alt (non-paying) adventurer is that the adventurer is in the world, interacting with and at risk from other players. The crafter character can log on, queue up 5 jobs, then log out - not interacting while toiling away in the ether. The adventure participates while the player is engaged in the world. The crafter can work his queue while disengaged.

My preference, I think, would be that when I log on a character, alt or main, then the xp hose is turned to that character. Crafting and construction queues continue as long as the xp hose is directed to that character, and suspended if the xp hose is directed to another character.

I'm a little leary about non-paying adventurers, but accept that GW will almost certainly have some trial accounts in the future. For now I'd ask whether we want every player to have 2-3 crafting queues running, even if it's low level stuff.

Note that low level can still be high plus stuff. If I find a +3 steel ingots recipe, it could be placed on a skill 1 alt to churn out +3 ingots for eternity. If alts can only craft when receiving xp, then it makes sense to give or sell the recipe to a player's main character instead, a character who will use it more often than my alt could.

Goblin Squad Member

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Just did a little testing on this today - my second character has Smelting 3 and was able to run jobs with his crafting queue. He has not gained any xp since the Alpha 9 patch. Rather than just doing a bug report I decided to raise it here, just to make sure we're all playing by the same rules.

If the intent is that these characters are able to craft, I'd like to know so that I can spend appropriate amount of xp training up my alts (to craft in the background, if I decide that would be efficient). On the other hand, if these characters are not supposed to be crafting (or adding to settlement construction queues), will their ability to do so be blocked once EE starts?

Goblin Squad Member

Diella wrote:

I would love to be able craft for you. The problem I am having is that my craftier Diella is unable to craft anything of interest since she can only craft white tier one no + type gear because she does not have any recipes. I do have an alt who does gathering and refining but alas She is not finding any recipes since I tend to avoid any of the monster who are not single and white, whichso far do not seem to be droping any plus recipes.

So if any one wants to help out a down and out craftier who would gladly pay you Tuesday for a recipe today. I will make anything you want if you can supply me with the paperwork [recipe].

I do not know how it will work in ee but right now I feel very alone in alpha.

I'll sing out when I see you in Alpha next. No serious crafter should have to go thru Alpha without experimenting/experiencing recipes.

Goblin Squad Member

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T7V Avari wrote:
<Kabal>Keign wrote:

It is going to make me more valuable, Giorgo. ;) Thanks for asking.

@Avari: Moving pieces are what friends are for.

My worry is that this economy requires the presence of LOTS of dedicated crafters. Not just the "side of mashed potatoes" types. With a low population spread thin across a big map, it's not hard to see we need alts and need them quickly.

It might just mean that the crafters in associated/allied towns like *cough*Phaeros, Keepers Pass, and Brighthaven*cough* need to be talking and trading to make sure the adventurers in every town can get equipped. The templated towns are going to push us that way - in Brighthaven, for example, we cannot craft spellbooks. We will be working with other towns, if only to use their facilities.

Goblin Squad Member

Hm. Whatever they did, my Con has now dropped from 11 to something between 10 and 11. Guess I can figure it out when I have enough xp again.

Goblin Squad Member

Possible social points for being a company leader when the company hits 100, 200, 500, etc., Influence. Points per hour of spending that Influence on Feuds. Points for construction and upgrades of buildings when you're settlement leadership. Points for your company winning some Whatsit at the end of an escalation. Basically, I'd think a lot of stuff tied to Influence or DI expenditure might be related to Social point gains.

Goblin Squad Member

T7V Avari wrote:

Pen and paper?

Who brought the case of white out to your sessions?

lol. So true.

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