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just borrowed a collection of Brother Cadafel stories (medieval monastery detective), which is currently waiting on the bed.
recently re-read Neal Stephenson 'Snow Crash' which is great if you remember the early days of internet.
linking Neal Stephenson and Cathar heresy, I can very much recommend the Mongoliad (although Stephenson isn't actually on the team for book 5 which is the one with catharites).
Do you have the raw data / distribution for how many items per node?
3.2 items per midden with skill 80 is significantly higher than my latest calculated 2.9 items per midden with skill 76 (including armor bonus). Different hex with different materials (lots of wool and quicksilver) might explain much of the difference - or it might be that one extra rank of training just is that much better.
I get 2 items only in 75-80% of the nodes, but in the rest i get 4,6,8 or 10 items (never seen odd number, never seen more than 10).
mmmkay.. how about this idea: tab-targeting is automatically turned off if you SAD someone from stealth and the target has less than max reputation?
<Kabal> Daeglin wrote:
I'm too lazy to actually find the quotes, but Ryan has said once that not all inns are placed because some owners wanted theirs in hexes outside the EE zone. ie: KS count will eventually be right, but there will be fewer to find in EE.
I believe there were 3 inns on the Alpha 7 map (before the map expansion), there might(?) be some in the south too.
obviously graphics is needed, but we can comment on that when it is added.
page 1 bolded sentence (and again later on): "You should not.." is very strong. Consider rewording to "There is no benefit in.. "
links should be clickable
section "how to move": the 'R' is wrong font.
section "trainers for roles": rogues need dreadnaught but fighters don't need skirmisher? (are there changes i'm not up to speed with?)
otherwise first readthrough looks good. (Must mean i've been in alpha too long to judge how new players would read it...)
idea: if it fits with the graphic design, some small textboxes repeating some key points ('looting is automatic', 'thornguards never forgive and forget','skill keywords need matching equipment keywords', 'credit is global, items are local' etc etc )
Just like magnets...
Nihimon is obviously always right.
Here's how crafting points math works like magnets:
-all materials are diamagnetic and have a tendency to (weakly) oppose magnetic field, but unless they are purely diamagnetic the effect is hardly detectable. Some materials are para- or ferromagnetic and have a (much stronger) tendency to align themselves with the magnetic field, thus reinforcing it.
-all players have an intrinsic tendency to (weakly) oppose math. Some players are [insert appropriate words here] and have a (much stronger) tendency to align their thinking with the math, thus reinforcing it.
Nihimon, is the 1+2+3.. confirmed?
The only way I've found to check your total crafting points is to use the 'unavailable feats' tab at the trainers. Which doesn't really work for me since I now have enough points for everything they can offer.
Still, the basic ideas do not change:
1) you will have to craft some rank 0 recipes from unrelated crafts to get the crafting achievement points. You will not need any recipes or spending any xp, only raw materials and crafting time.
2) it is possible to make it with only +0 items (except in your chosen craft) and materials you can gather yourself, but if you have access to +x refined materials, you will get those points much quicker.
3) leather strips +3 to make a woven quiver is a quite cheap option (and even more if you get 10 points instead of 4), there are also others.
Are the green "Assignment" bits easy to read?
you could even give the green bits a different background colour (parchment-y light tan?) to separate even clearer from the main text body. This is addition to fonts and potentially tabbing (though probably not all at the same time - just saying there are options to try).
For some yet unwritten sections:
-XP budgeting. Make sure people understand xp is the ultimate limited resource in this game, that costs increase (pseudo-)exponentially, and there are no refunds. Dabbling and trying out stuff at lvl 1 is great, but going deep without a plan is not recommended.
-gathering and invetory management. Make sure people understand limited carrying capacity and items (potentially) destroyed on death. Make sure people understand local storage (and meaningful travel times). Tell them there are ways to increase carrying capacity, but the simplest is to store non-essentials in the bank.
-refining and crafting. Teach the basics, but I would not recommend people to go deep into crafting without a plan and a network.
There are very few people on the pathfinder forums that know how to code, let alone understand perl pseudo code. If you're going to post pseudo code you should probably orient it to look more like C.
if you really needed a translation:
IF(had fun==true) THEN (sufficientDPR=true)
While i'm interrupting: the OP seems to be asking for representative/generic average numbers as a benchmark. Some of you clearly got that, others seem to be answering a different question.
so.. if you guys are saying 15 DPR is representative for lvl 1, do you mean that a party of 5 lvl 1s should be able to consistently kill a (hypothetical level-appropriate) 70 hp monster in one round? If not, what are you saying?
Is it confirmed that engineer-made camps will have any storage at all?
I thought their purpose was power regeneration, and that storage was exclusive to the premium items (including taverns).
in the meantime, freeholder feats help with encumberace. With my rambler 5, donning my footpads+2 actually helps me carry more.
Maybe we need more words to distinguish. Certainly it's a buzzword that many want to slap on their product and so redefine it to fit.
The way Ryan has used it, I've consistently interpreted it as some sort of "anti-themepark", with the main keyword being emergence (not freedom).
Bascially, it's about Persistence (settlements, escalations, consequences) and Interaction (economy, pvp, settlement, solo-unfriendliness). Competing groups changing the world and the gameplay to make the game into something larger than just mechanics and flavour.
Freedom (as in open world, classless builds, etc) is lower down the list.
Kirth Gersen wrote:
For the record, I agree with you - but i'm not in the US....except that I secretly enjoy when there's a long line for the women's restrooms and none for the men's.
The solution to the concrete problem here seems to be architecture: Rebuild to have individual restrooms.
Personally I find this whole issue strange and slightly amusing (for wrong reasons), but it seems to be less about the actual equal rights issue and more about mayor vs churches power struggle.
Vod Canockers wrote:
He's required to share all existing documentation (in the broadest sense, such as secret recordings) he may have of conversations. He's not required to create new documentation.
again a very good survey, Sspitfire
to me the key issue for EE is not so much such-and-such specific feature, but that the features claimed to be in are working meaningfully. Otherwise the impression quickly becomes that GW would like to sell me gold-painted kaka.
Features don't even have to work in their final form, as long as there is transparent info of how it actually works now + how it will work eventually.
Mouseover text "functionality for this skill has not been implemented" is ok, repeated or predictable server crashes are not.
Ad-libing = Flying by the seat of your pants
some connection there? RP is also adlib...
Lee Hammock wrote:
I remember the olden days when you just had to click your heels and yell "Lee Hammock, Lee Hammock, Lee Hammock!".
But of course, we didn't have official spreadsheets or alpha data back then.
Ryan Dancey wrote:
I wanted to interject quickly to say that I would not lime to see the term "carebear" used lightly in out community. I think it has loaded connotations.
sorry for derailing, but this puzzles me every time I hear it.
I've obviously used it wrong in all my MMO years (never been in Eve though). In my guilds, 'carebear' was someone who went out of their way to help newbs. Always non-gankers, but not necessarily avoiding 'fair' pvp. Basically someone with high social/low killer on their Bartle profile.
Call me a carebear and it'll most probably make me happy. But sure, i've avoided the term around PFO since it very obviously means something else to other people.
Ryan Dancey wrote:
(Seriously, the guys are telling me that turning Encumbrance penalties on is really just changing one line of code. Sometimes truth is stranger than fiction!)
Turning them on is just one line, because the whole system was designed for encumberance from the start. Simply good project management.
If encumberance came as a surprise to the coders and items didn't have a weight(not just an unknown weight, but lacked an entry for weight), it would have meant updating every item and every function that handles items. Instead, I bet they've written the full encumberance system in from the start and just added a flag to turn it on/off.
So.. time to compile the lists of what each grade of gathered material weighs. And saying stuff like "dagger is the best weapon for a miner since it allows you to carry 2 extra ores" ;-)
(i was going to make a joke there about oneliners as turn-ons, but missed the opportunity. maybe next time.)
Agree. The GW decision seems absolutely to be the right one, but it wouldn't one Ryan could make unless there is money for the next month.Just saying some of those other developers who rush their products don't do it to screw the customers or out of stupidity but because there's no better option.
I guess Ryan and Lisa might be pretty good at expectation management also when it comes to investors.
Rule as written seem clear that the Haversack is not a Bag of holding, at least not in this specific context.
Whether houseruling the opposite would give a better(*) game is not a matter of interpreting what the rules say, but of taste.
(*) more fun, more logically consistent, more opportunity to railroad the group to the astral plan by means of clumsy npc's, whatever reason you have. I don't mind, it's your game.
stealth to hide your icon from the minimap,
Bluff would be countered by sense motive though, so that it would be a huge risk to try to bluff your way through any large group...
As for when the chaos of melee erupts: I will probably regret this, but so far I like the idea of no names unless you target them. If you want to identify your team, color coordinate. If the foes don same color to confuse you, that's a legit tactic - you can still use the minimap or target them and read their name.
Company tag. Yes I absolutely like that too, but adding a "right click to see all my (public) company tags and titles"-function would cover all noncombat needs without removing fog-of-war and subterfuge aspects.
There should eventually be a map showing who lives in the monster home hexes (the ones with a lion icon on the map). But someone has to get around to making it first. Expect most settlements to know their ownneighbourhood monsters but not what lives 12 hexes away.
Nightdrifter's calculators are teh best. For best value, you should have some kind of plan first and use the calculator to check prerequisites and costs. The list of available feats at any given time is huge.
Of course, the trainers in-game give you a list of available and unavailable feats that they can train. I find that the unavailable feats tab is great for planning the next step.
hmm... would it be a good idea to make a graphical "tech tree"? Sort feats by type, achievements and stats... any volunteers?
You are correct. Every matching keyword (attack level/keyword and weapon 'plus'/keyword) increases base damage by 5. You don't care what the keywords are called, only if they are the same both places.
So your +2 battlaxe with Chop lvl3 adds +10 base damage compared to chop1 and/or axe+0. For Chop (damage factor 1.1) that is 11 points damage for a full hit. The 25% interrupt chance and the +5 improved crit don't scale with keywords.
However there is another thing that increases, but you don't see it explicitly. If your attack applies a timed or stacking debuff like bleed, frighten, slow, etc, each keyword makes that effect 10% stronger.
If you buy Hew lvl3 for your axe+2, the Razed and Frightened stacks will be 20% larger than with Hew lvl1 (but not necessarily 48 stacks of Razed because the target's armors keywords pull in the opposite direction). This in addition to the +10 base damage.
The structure I have seen so far is a weapon+5 (that I get, or think I do) then there are stuff that has a +0 (improved critical for instance), do it mean something? Or is it just forshadowing? Redundat?
+0 is foreshadowing, but I want to complicate a bit since I think you maybe are asking about more things that were answered:
To be even more exact, Role Feature keywords improve Expendables
Example: with Heavy blade specialization 1, every attack with a heavy blade gets precise +5 (which is a +5 on the d200 attack roll), base damage +0 and improved crit +0. In addition any fighter maneuver (expendable) with the 'slashing' keyword gets a boost. The '+0' bonus gives you a whopping +0, but it makes sense to list it when you compare to higher levels:
With heavy blade specialization 5, the bonuses are precise +10, base damage +2 and improved crit +5, and you have 5 keywords to match your maneuvers.
Fighter features (weapon specializations) generally work the same way, and you don't actually need expendables to get good use from them.
Swiss Mercenary wrote:
Good advice, though spending a few hundred xp on various armor feats and all proficiencies is ok.
yes and yes
and: do you need it right now?
we only ask so as to prove that actually you have one, we don't keep it.
yes. see Ryan's post. There are "true bugs" and there are server overload/desynch issues.
7) You get basic attacks when equipping a weapon, these are enough to fight with it, unless you want to specialise more.just remember to buy the basic weapon proficiencies
8) Knowledge skills and gatherer skills at level 1 are cheap and indespensable, IMHO.
Cheap and useful, but you can also gather with lvl0 skill. Absolutely recommended though.
Do not attack anyone if there are guards nearby. Don't fight back if the wolf eats you.
You should be aware that the game is specifically designed to force people to cooperate. Doing things alone is supposed to be hard.
You don't need to ask people for "free stuzz plx", but can ask in general (in alpha, at least) if anyone is selling basic gear.
even if I can manage two kobolds, I dont't think I would be vey useful to a group.
Wrong! The way the system is designed, any player is a useful addition. Two fresh characters with +0 longbows and the basic attacks do more dps than a top equipped and buffed lvl7 character. As long as have learned to stand back and only fire at the designated target(ie not pull extra groups into the fight), any group should be happy to have you.
I'll try to move to another place. Any place of choice for a Sarenrae follower wanna-be ?
Brighthaven/Keepers Pass/Phaeros (in SE part of the map) are certainly three good places for Neutral Good characters. There are also others. Good luck!
Are you happy with the answers to your questions so far? Bascially your comments are bang on, but you are not the first to bring them up.
Beer is hard to come by in the game, will weak sedative extract do? mix in some flammable and a drop of deadly extract if you need something more. Or an actual potion! Boots, trousers and something better than a club is easier.
-where to go: a player group! Help capturing towers, fight escalations and fuel our crafters. (I could gladly insert a 'Welcome to Brighthaven' ad here, but there are lots of other good groups too). Eventually we will have better trainers than the npc's too.
-crafting and auction UI: when the AH's fill up properly with goods it should be make more sense. Also some functions are not implemented yet (or were not last i tested). For questions about the crafting system, ask us in-game.
-the "second shortcut bars" are for expendables: spells and special maneuvers that are held by your 'implement' (spellbook, rogue toolkit, etc). You don't have any yet (and if you miraculously found one it will be in your inventory under 'all' as a recipe for learning).
looking forward to see someone trying the same with rogues. The subterfuge needed for level8 stealth is more than can be granted by weapon kills, and soloing subterfuge escalations is going to take time.
(Unless you can get a group to do the killing for you, possibly the fastest way is to equip a staff and AoE your way through the escalation. pure solo rogue i predict will be much slower than the other classes).
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.
Andius the Afflicted wrote:
Well, I disagree. i certainly do not see the ability for a fighter to tank as contradicting the ability to dps melee or ranged. Nor the ability to use one weapon as contradicting the ability to use others. I don't quite see why you rate Archer as particularly useless when longbows was one of his two main weapons. (well, except that he didnt use any armors at all).
Do you see the game currently as having 12 separate classes? Do you plan to just use a single weapon and armor type for all your time in the game and see versatility as useless?
The point Ryan proves is that is you make a well-rounded character (similar to tabletop classes), then you don't need to spend xp on cross-class or crafting skills.
To me, the beauty of the current system is that it doesn't allow you to get ahead by narrowly specializing (and ignoring a big part of your role), yet allows to to meet the gating criteria with whatever combination you want. (I would not describe it as fully classless, but more like having 'fluid' classes instead or rigid ones).
The 'default' for rogues would be to get their wisdom from library skills, but they can replace some of that with scavenging or cleric feats.
..and here are the results for 'average damage factor':
vs T1 vs T2 vsT3
Meaning, a T1 roll vs defense 50 on average does 82% of full damage, a T2 roll vs defense 150 on average does 61% of full damage, etc.
Assumptions: +0 attack bonus, +0 reflex bonus (except the 50/100/150 from armor). No crits.
T1vT1 has only 42% chance of a full hit (possible crit), where T3vT3 has a 58% chance of full hit.
Real numbers will be different, but the value of upgrading your armor is very obvious.
(i was surprised to see the same 82% for T1 vs T1 and T2 vs T2, it seems that the square root skewness and the d200 skewness cancel out. Higher number for T3 vs T3 is as predicted).
I speculate that defense buffs like parry/block/evade are slightly better at T3 levels and attack buffs slightly better at T1, but the difference (like the 82% vs 85% avg damage) will be small.
scratch that. The analytical problem for the first part is simple enough i could do it with pen and paper while supposed to read work emails, so I'd probably try finesse before force (still no monte carlo though).
WARNING: CONTAINS MATH:
for 3 dN (with N^3 possible outcomes),
the #outcomes that has a certain dice=x is
#low(x)= (N+1-x)^3 - (N-x)^3
The middle one was a bit tricky, so feel free to confirm it independently. Doing it for a d20 in excel gives a checksum of 8000 and the right averages in each column, though.
This! (as was first pointed out before Nightdrifter made his first graph).
T1 attack vs 50 is more likely to miss by a low margin, but occasionally exceeds by a large amount. This is good for T1 vs T3, but unless crits have meaningful effects it slightly favours the defender in T1 vs T1
T2 attack vs 100 (well, 100.5) is symmetric, but compared to a straight d200 is less likely to have extreme high or low numbers.
T3 attack vs 150 is the reverse of T1: more likely to exceed but will occasionally fumble badly.
1) IMO it would make more sense to:
Monte carlo is just one way of doing it. I'd probably prefer the brute force in this case - anyway you already have the probabilities, so moot point.
2) Never overestimate the audience (except when posturing at conferences). Imagine we are all journalists and politicians.
FMS Quietus wrote:
Your prize is (rolls d20)...a frag grenade. Since you are not authorized to remove the pin, that has already been done for you. Have a nice day!
(it was actually one of the first rpgs i played. The GM never explained any rules, just told me stuff like "melee is kinda weak so i'll give you a nuclear warhead grenade too. That's probably the highest damage personal weapon in the whole game". Good, crazy times!)
TEO Cheatle wrote:
I doubt anything in the world could hold 15877 galleons laden with coffee, if only because there were not that many galleons in the 17th century!
Assuming you meant US gallons, that seems to be about 60m^3 cargo hold and 60 tons of espresso only.
A Galleon like the Padre Eterno was 53m long with a displacement weight of 2000 tons. Ok, so that is the biggest one ever and maybe not your "average galleon". But I still think any serious coffe maniac would chuck out the cannons, water, and food to make room for much more than 60m^3 of espresso!
The ceffeine/espresso ratio seems spot on for the americas, but a recent australian study on espresso caffeine shows that their espresso has lots more caffeine than US espresso. Taking their average number of 2500mg/l would mean 1.5 tons of caffeine per 60m^3 cargo hold.
Next, let's consider a supertanker. Here we.. oh, oops, time to go home from work now.
The longbow exploit is indeed incredibly powerful. But two comments:
1) when you get to masterwork/T2, basic exploit is no longer so relevant since it doesn't upgrade. With T2+2 weapon and level 4 attacks, you have +30 base attack on everything except basic strike & exploit.
2) ranged + opportunity überness is being looked at and may well be changed. (Especially when you combine it with rogue features Daredevil or Opportunist that make them even better).
Summary: I don't really see it as a problem, at least not in the next 1-2 years. But I tend to interpret 'crafting' as 'anything that involves T2 and T3 materials'.
-The argument potentially extends to 'free alts' working every building.
-'Real' crafters will have to spend xp. 'Free alts' (with say 1 day of xp each) can still crank out low-tier items, but so can any non-crafter who picks up lvl2 in a craft. Tier1 crafting has so low entry barriers that every player can (and should) dabble. No crafting alts needed.
-The value of a 2nd or 3rd crafting queue is great when you are making goods nobody else can (and takes days). It's not competitive against hordes of 'free alts', but doesn't have to be. The real money will be in T3 and T2 resources. To play the T2 game you need to pay more than a month of xp per character, for T3 lots more.
-"every serious guild will have 17 maxed alts". I suspect a lot of them will be mains, though some crafters may well want to invest a bit of xp in non-crafting alts (fighting, gathering and trading across the world while the main minds the store at home) and should not be punished for that.
Crafters 2nd class? If a high-level dedicated crafter and a high-level dedicated pvp'er want to leave the game after 12 months, which account do you think the guild would consider buying out?
Since it isn't possible to train the needed skills from scratch in the remaining time, this can only be done by a team who have already committed deeply into at least one refining skills (for those crunching the numbers it should be obvious which one).
However, even if many groups then already start out too far behind, i'm absolutely convinced that all the pieces of the puzzle exist somewhere on the server. So it seems this contest has an added dimension of politics - or at least trade. I love it!
TEO Cheatle wrote:
"This jerky is sure tough""I didn't say jerky, I said jerkin. Put keep on chewing, it makes the leather softer"
Medieval tanneries were so foul-smelling they were placed outside the towns - I doubt anyone would want meat stored there.
jokes aside: yes, appetizing idea but not vital enough for the first few months.
I wanted to look at different weapon models, so 'attacked' a guildmate at the other end of town in order to get my weapons out.
Two minutes later he ran past me, and the attack went off. Ouch!
Also surprising that you can (at least could) attack yourself with melee weapons. (But quite useful for testing weapons and armor).
Wszebor Uriev wrote:
you were allowed to stay up until 4.30 AM?!
ps: no need to use your teeth, if you bang two flints together just right you can get a universal tool that's good for nearly anything.
I miss the old days when we had to carve our own dice from mammoth tusks. "1d4 with of damage" really meant something if you had the right throwing technique.
so true, so true.
nor do the older ones, actually.
I believe Lam's point is that more and more of the interesting forum discussion is happening at the Alpha forums and correspondingly less happens here.
I agree with Carbon: if you are interested in following the game closely at this stage, why not give it a free spin. (Just beware it is alpha and subject to large improvements in the next few months).
PM'ing anyone active in a major guild is likely to give you a free invite, since GW is now reaching the stage of alpha where they want to test what happens when you fill the game with players...