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Jester David wrote:
umm.. that just delays extinction for a lifetime. Send at least two babies.
Where are those numbers from - and what for? Large-scale solar farms in a prime location with a 5 year payback time ?Solar typically has high investment but very low running costs (sunlight costs a lot less than coal). After the initial investment is paid back, the cell will keep producing with maintenance being the only cost.
For hydro and wind it's sort of the same: location matters a lot, initial investment is high but marginal running costs are very low.
@the OP: the original question has been answered fairly well. "I don't want this to be true" (for a large and varied number of reasons) is the key. Science and large commerical interests also seem to be on different sides here, unlike for example when it comes to vaccination.
@general science vs politics debate:
(Now, is there a picture larger than climate change? Well, it depends on whether you think it's a problem with the climate or a problem with science/media/UN).
In an ideal world, media would also be a tool for understanding the picture but I think we can agree it does not function for this purpose.
@StarMartyr: the free 15 day trial is there. If you want to help the devs, give them some proper feedback on the new player experience from an actual new player perspective.
(But it's not alpha anymore, although the game is still very much in development)
@the various sceptics: You're right, it needs polish in order to be 'finished'. But I guess for some of us, being there to see the game and community develop (with an incredible level of disclosure from the devs) is just more exciting than picking up a fully polished game.
Good summary that covers most bases. If I may, I'll add two items to the list:
-White tea (silver tips, Fujian white, etc). In my opinion a very 'pure' and gentle tea flavour, but requires high quality leaves since it is minimally processed. Also has lots of antioxidants.
-Smoked tea, ie Lapsang Souchong, is sufficiently different from other black teas that it deserves a separate category. Not for everyone! As mentioned already in this thread it "tastes like campfire", even with milk and sugar. Taste it once just for the experience. A good tea for outdoors.
I once ran a 'traitor' campaign where a villain started as a PC (all planned between GM and player). He was played with an obvious NE alignment, including kicking a kitten when he thought nooone saw him (the player knew, but not the character).
When confronted with lies and cruelty, the player literally pointed to the character sheet and said "but, look, i'm chaotic good, it says so right here". And they accepted that...
After the betrayal, the same player played an uber-zealous paladin with the motto "Just because they say they aren't evil...". Hard to say which character the rest of the party ended up hating more.
A different viewpoint: how do you motivate a lvl 17 wizard to do this? If he's just after money he can likely make that faster with other spells that don't change the world map and have unforseen political, economic and military consequences.
If you are a merchant already owning a fleet of ships, you might be more motivated to sabotage the circle than to pay for its use. If you are an evil empire, the military applications of the circle makes it a prime target to conquer and control (and squeeze max taxes out of).
Also, a ship is a lower initial investment, can move to another more profitable route, can escape war/taxman/evil empire. Many groups can compete in shipping but only the big power blocks can compete with circles.
Ships could be useful for short voyages where you make many stops along the way I guess, but teleportation circles can move an incredible amount of stuff incredibly fast.
Indeed, with circles the systems would most likely complement each other: circles for massive transport between major hubs and ships for regional transport.
Are you suggesting each player (or account) plays a family consisting of one/few adventurers and a cast of support characters? (Or do you mean players should form families and share resources/rep/etc?)
Are you suggesting this for PFO, or for "the ideal game" that may never be?
There's certainly interesting ideas around. The permadeath/heir system in the old Pendragon RPG (and still-in-dev Salem) comes to mind, as does of course Sims and Crusader Kings. But those are very different types of games, and I don't quite see your vision for how families would work in an MMO.
Shared banking, rep and last name across all alts I can understand and see some merit in. Having alt slots be something you earn in-game could be an interesting idea. Beyond that, I'm not sure what you are proposing.
Kobold Cleaver wrote:
...And the bloatfighter, and the bloatpriest, and then we're all set to fight some normalorcs (sorry, Mikaze, no bloat for you).
Unfair! Orcs are players too. We deserve to be as bloated as Gothmog
...but whatever bloats your float
I disagree entirely with anything resembling "...but I have a cohort, so that chest needs to have 15% more treasure than it says in the AP".
That said, the math here is surprisingly simple:
Option A: cohort gets same share (full, half or whatever) of loot and xp. The gold/xp ratio for players is not changed and they stay on whatever WBL track they were on before getting a cohort. Essentially 20% less xp and 20% less gold is balanced by 25% more mobs
Option B: cohort gets 'free xp' but a share of the party loot. Compared to above, this 'free xp' makes them level slightly faster but doesn't come with free gold. Net result: slight drop in WBL.
But seem from a different perspective: the inherent value of the Cohort increases, so option B is perfectly fair.
None yet. Maybe a few on April 2nd, but I have the feeling we will be above the max limit anyway unless we drastically change the company structure.
Actually.. the way the system is set up, it's better to have lots of low-hanging achievements left so you can generate influence fast at a later time. Though active veterans are indeed their own reward.
Decimus Drake wrote:
You could play her as an apologist for the goddess? You might want to consider the mutant eye trait which gives you a third eye. It could be because of this deformity you were scorned by wider society which drove you to the faith of Lamashtu, where ugliness and deformity is celebrated, despite you not being as evil and demented as a more typical follower. Since you're playing a female you might like
i'd also suggest something like this. You an be a warpriest with an agenda of part revenge, part wanting to show them you are better than them, part missionary and part revolutionary: tearing down the status quo order so we can build a better world from the ashes (where either monsters get to be the top dogs this time, or where monsters and fluffy kittens play together in the sunny fields)
Against power gamers: play the NPCs like they want to win!
No suicide charging in small groups, but instead hit & run, ambushes in places with traps, calling for reinforcements, illusory reinforcements, delaying tactics if the players use short-term buffs, etc. Never give them enough time to rest and buff (unless of course they actually need it), but let them earn every victory.
(disclaimer, haven't DM'ed since 3.5 but my nostalgia wanted to post)
Like many others, I change the 'evil races' from mindless cannon fodder supply to more like an 'evil twin civilization'. Orc vs dwarf, human vs hobgoblin, forest elf vs gnoll (and mages vs necromancers). Low magic, human-centric campaign on homebrew map.
The orcs were not so much changed, just basically just 'mountain orcs'.
The hobgoblins were militaristic with a highly organized caste system, had longships, cavalry, siege engines and good supply lines. Inspired by mongols, goths and vikings.
The gnolls were my favourite: think werewolf-rangers stalking the forests: strong, stealthy, cunning elf-hunters. I changed the lore (and gnoll stats) so that forest elves lived in trees and used bows because the gnolls were simply too strong in melee combat and faster on the ground (but slow and heavy climbers).
I like the 1cp token fee, Thodd. Bascially welcoming people to gather (but not strip mine) in exchange for a formal recognition of EL's claim to the area. And Cheatle responding with a top-level solution that removes bureaucracy plus prevent hypothetical incidents from unlicenced gathering.Nice moves on both sides!
Typically I would gather in those hexes either as part of travelling (Thornkeep-Riverbank or similar), or i would just touch into them as part of gathering in the 'greater Keepers Pass district'/Hammerfall. In either case, EL would not be where I bank my goods or go to sleep at night, nor would most the stuff in my bags be from EL lands.
The 'neutral good' solution would be that I conscientously promise to at semi-regular times donate an amount of goods I think is appropriate, and we'll discuss it if you feel cheated.
Savage Grace wrote:
only skimmed the replies, but in response to the O.P. One key part of settlements is the bank, especially if/when people can be locked out of foreign banks.
Absolutely, but I wouldn't expect banking to be by default limited to settlement/kingdom members. If settlements are allowed a choice between NBSI/NRDS-type banking policies it will matter more who you make friends with, but if banking rights are a main reason for staying in a settlement something is wrong.
During the war of towers, banking is not a reason to join/leave/expand settlements, though. So while it's certainly a big part of a settlement's value it is peripherical to the 'big question' in the OP: what would happen to settlements if we scrapped the training support mechanic.
Leaving out the support mechanic but keeping the training mechanic:
during war of towers:
after war of towers:
my (clouded) gut feeling is: the difference won't be huge, and for WoT it might be ok-ish, after that I'm less certain. Removing it to later bring it back will create the most drama.
your LN and NG ones cover a lot of what i would put as 'neutral'.
Some simple suggestions (can even be combined). Both these would be gods that are busy with bigger things than mortal individuals, but care about balance on a larger scale. Both could have weather as part of their domain.
- the ocean. Gives and takes, calm and violent.
- time. Seasons, lifecycles, birth and death.
Golgotha (and the rest of the Empire) are my favourite villains by far!
Essentially my responses to the questions would be identical to Yrme's above, with the added emphasis that:
Playing as 'prey' is most fun when there is just enough risk.
Being robbed/attempted robbed on, say, 5% of my gathering runs I see as a good thing, but around 20% it becomes a bad thing for me. Even for RP, it's a lot more exciting when friendship/emnity actually matters (and you can if you want -force- people to notice you), but it breaks down if PvP paranoia sets in.
I'm very happy to have the NC as our resident forces of evil. On-stage i'll keep fighting (or fleeing) you but behind the scenes i'd be very sad to see the Evil Empire (TM) fail. Good luck and catch me if you can.
Gol Phyllain wrote:
I think you guys might be confusing the topic with "is EBA goodie-two-shoes enough?". Which is in that other thread.
But it makes me look forward to hearing Thod's class on politics tomorrow...
Hobson Fiffledown wrote:
If we genreally agree on the basic rules, was can always implement a policy where someone spamming general will be flooded with whispers telling them 'please don't spam general chat'. (but that won't work if you are the only one complaining)
Diego Rossi wrote:
-The suggestion is also that they (we!) learn how to avoid the stuff we don't like by learning how it actually works. An alternative would be to practice running away tactics - which is exactly what the original post is about.
-Getting killed during something like the Barbarian brawl (with no valuables on you) is very different from getting robbed when you have a full load of valuables. I hate being forced into pvp when outnumbered with everything to lose (I love getting away, though). Taking away 'forced', 'outnumbered' and 'things to lose' from the equation and you might find a little practice worth it to increase your survivability.
..and I still find it remarkable that the "evil predatory Golgatha" is teaching everyone how to get away from them. I'd rather not critique them for seeing things from a non-PvP-adverse point of view.
Savage Grace wrote:
meaning:Location of enemies and allies
Location of resources
Location of markets and trade routes
My impresssion is that Golgathans see close proximity to enemies as a convenience.
Gol Tigari wrote:
Is it really a war though?
My impression was that it is a cold war at most. Or just rivalry. And that the driver for it is the need to have some pvp in the game more than anything else.
something something about Golgatha playing the villains the game needs.
maybe I'm naive, but what I've seen so far is a bunch of players wanting the game to succeed and able to cooperate just fine in the background while fighting and looting each other in the foreground.
I guess the issue is not so much people grabbing it off you when you are carrying it around, but rather someone stealing it when you are sleeping, taking a bath etc. So:
Alarm spell. Ring of sustenance so you need less sleep. Sleeping with it under your pillow. Magic circles around your bed (but watch the time). Sleeping in a Magnificant Mansion (though that is far beyond 'reasonable' IMO).
TEO Cheatle wrote:
...and +4 physical protection. (woot - Cheatle missed a tiny detail?!)
but of course, T2+2 is even better. That's what you should be aiming for if you can afford it (says the refiner...).
I made 160 Cotton Twine +0, and not a single +1. :( Which is a pity since I was lucky to get a +2 Composite Maple Stave from a Batch of +0. So no +1 Wardens Longbow just yet. I am going to keep trying.
save the stave for a +2 bow!
I can make cotton twine+2, so TEO (per open offer for refined items, see GW/trade subforum) should be able to trade you.
Pyronous Rath wrote:
anyone who thought a wiz was op EVER in pfo is straight up full of crap.
Apparently I'm straight up full of crap, then. And have no point to make.
But when my rogue decided to finally try out a staff, it felt like easy mode in comparison! The guys who farmed ten thousand goblins in the first week also seemed to rely mainly on staves. And when Ryan back in alpha took all the classes straight to level 8 (see, they already did that), his only complaint about the wizard was that getting the arcane achievements took relatively long. Since EE, the devs have felt the need to nerf several spells. Because, apparently, they felt wizards were too strong.
I think you are just talking about the perceived situation right now and tossing out words like 'EVER' just to try to add strength to your argument. I liked it better when you were arguing for better grass - the hyped emotional style was entertaining then.
Your point that fighter/cleric builds are more suited for wading through groups of mobs is a very valid point, though. So at least one of us made one.
Harad Navar wrote:
I am greatly pleased with the energy around PFU. Congratulations on the developer interviews. I think that is fantastic that new voices are rising to support the community. Indeed a worthy successor to Gobocast
Indeed the fireside chat with Lisa reminded me of Gobbocast. But even with the new voices sounding we don't want the older ones to go quiet. Talk to me if you are interested in being a guest lecturer.
Gol Phyllain wrote:
Golgotha has decided to not add PFU to its list of conquests. :) In all seriousness we want PFU to do well and get players engaged in the social aspect of the game.
Thank you Phyllain. Let's all hope our usefulness as a learning facility continues to outstrip our usefulness as prey. Now, as a winner of PvP tournaments - any chance of getting you to give a duelling masterclass?
(The classes "how to be a successful evil overlord" and "peasant revolt 101" are in the advanced curriculum for the fall semester and won't be offered this spring).
KotC - Erian El'ranelen wrote:
And that, good sir, is why I as readily turn new players toward Golgotha as to any other settlement, depending on the player's intended play style...
Absolutely! The PFU main goal is to have no players quit in frustration because of the learning curve. Beyond that, we see joining a settlement as a key step to enjoying the game - as long as the settlement is functional and matches your playstyle.
But how will players know what settlement to pick? This is where we offer anyone to come give a guest lecture (contact me or Hoffmann if interested) and represent their company.
Caldeathe Baequiannia wrote:
It would surprise me greatly if any individual has greater wealth than the combined wealth of the largest group in the game.
TEO has a centralised economy where Michelle essentially holds all TEOs gathered, refined and crafted items not currently in use by players. Which is ...a whole lot of items.
Michelle is extremely unlikely to make personal appearances in this or other threads since that would risk falling behind on her bookkeeping
Michelle Wedgewood.... there's a crafty one. They can strip her of her titles and proclaim her just a commoner, but until they figure out how to access the vault without her they can't touch her power.
Any chance of organizing another brawl this weekend?
PFU is working to arrange pvp classes (by some very skilled guest lecturers), and a brawl would be the perfect place for some hands-on experience afterwards.
If you consider making the brawl into a regular event, we'd definitely want to plan some classes around that and promote it.
Great initiative in either case!
Axi Hoffman wrote:
Hi all,my class tonight is bascially for anyone who ever wants to use better gear, but those still in starter gear are especially encouraged. Crafting your own is just one of the options you have.
No crafting skill (or combat skills) required, but anyone wanting to craft their own T1 gear will get a boost from us.
Donations welcome, especially stacks of steel plate +2.
-looking forward to see you
Fireside Chat with Lisa Stevens - Wednesday 2 / 18, 8PM Est in Thornkeep courtesy of the Pathfinder University
Now also confirmed by Stephen (thanks!)
The issue here is that 79 =/= 98.
It's not not whether two sets of numbers come from different populations or how you should have defined the null hypothesis. Several of us are formally qualified to teach statistics, but that's not the topic here.
Fact: the OP observed results are due to some kind of error.
Since it's not repeated, we don't even know if it's an actual bug in the game code. Since it also seems very easy to fix, the devs really shouldn't put any effort into chasing it.
UNLESS someone can reproduce the bug and pin down the conditions where keywords don't update correctly. If that happens, let Stephen know.
EDIT: Capitolacracy, are you saying you saw the same bug (ie 79 max damage with a +2 staff) ?
Rate of rare resources recovery with future iterations of the game. They really will have a chance to recover?
Diego Rossi wrote:
Absolutely right, Diego, this is the crucial point!
At the bottom of the post i quoted above, Lee hides this little nugget:
So if you were to go up to a Forester hex you would have a 650/3900 chance of getting yew, a 1200/3900 chance of getting pine, etc. These numbers change as the ratings change. Every 15 minutes there is a chance equal to (current value/original value) that the resource will increase an amount equal to 1% of it's full value. So if Pine was harvested down to 960, there would be an 80% chance of restoring 12 points on the next 15 minute check.
It's not very explicit, but that's what I base my statements on.
Fireside Chat with Lisa Stevens - Wednesday 2 / 18, 8PM Est in Thornkeep courtesy of the Pathfinder University
Great job! A Q&A session with any dev is a rare treat - when she is also the head of Paizo (and in my mind pretty much the Empress of Golarion), it's double goodness.
Axi Hoffman wrote:
I am going to try to ask Lisa questions that impact the largest player groups first, and during the event will be watching Hex chat for follow up questions.
Knowing you, I expect that means "the largest numbers of players" and has nothing to do with guilds/companies/settlements.
I'll be there if i can, but 2-3 AM on a worknight isn't optimal.
Pyronous Rath wrote:
This may be a valuable clue: The assumed bug may have to do with updating character info while in combat. (Or more specifically with changing between weapons of same type while in combat).Did you every actually exit combat and untarget the bandit or stay in combat during the whole test?
Did you slot the two weapons as primary and secondary weapon, or go into inventory and unqeuip/equip?
Suggested tests for identifying bug:
PS: 'population' here is a technical statistics term. Bascially he means (as I do) that the two data sets seem to have been generated by the same formula, not by two sufficiently different formulas.
PPS: the orginal topic may be interesting for devs, the derailing probably isn't.