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Lincoln Hills wrote:
Assuming he's been caught with his pants down figuratively (as well as literally), a lot depends on his feat choice. Improved Dirty Trick, Catch Off-Guard and...
Catching naked people off-guard, dirty tricks. My oh my!I'm not sure this is an appropriate topic - this is after all the internet.
Yesterday, all the danger seemed so far away
Suddenly, there was non-consensual pvp,
How she could have known
Recently, running solo was ok for me
Who will take me in?
Hopefully, this is still the perfect game for me,
If the politics debate stretches the capacity then there's a proven need. If not, we may not need more bang.
I see the value in having several groups on the same mumble server. Others may see the value in secrecy, but at current population levels and without settlement warfare, the benefits for trade, diplomacy and socializing strongly favour 'the one mumble', at least for all the small/independent groups.
Forencith of Phaeros, TSV wrote:
And realize, I do not think PFU should give up ANY of its sovereignty unless ...
I think there are two ways of seeing PFU at the moment, which explains some of the discussion around this:
1: as some kind of joint venture (or quasi game feature) that represents the whole community, and that subsequently all settlements should have a share in.
2: as a completely independent self-governed entity, but reliant on broad support to succeed with its mission.
The 2nd one is the correct picture. Less like UN, more like Red Cross.
internet forum wrote:
As a general rule, when people don't understand my argument, it's because they are too stupid to get it. Conversely, if I don't understand their argument, it's because they are too stupid to explain it properly - or just plain wrong.But enough about me!
The best way to get invested in the PFU is of course to teach classes and/or hang around in mumble and answer questions. It sends the message that you are both highly competent and contributor to the community. Case in point: Guurzak's DOT lecture.
The other great way to be invested in PFU is simply to recruit graduates. If in a year's time all the major alliances have their share of PFU alumni, then the value should be fairly well proven.
You are welcome to recruit students from day 1. We heavily stress the importance of joining a settlement, but also strongly urge them to take their time and get to know the people before joining one. Incidentally, we have started to see the first students leave PFU and making very informed decisions about where to go.
If the university mumble becomes swarmed with politicking and agressive recruiting, we'll have to deal with it. So far it is completely safe for newbs to enter, which is the way we want it.
(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).
...until said time as you no longer seem politically neutral, you no longer provide a benefit to the community, what you take exceeds what you have requested here, or I need something that only you hold
For the record, I've promised Hoffmann I will undermine and betray him if he ever tries making PFU into a competitive political power. The only ulterior motive we share is that we want the population to grow fast, but we also want to shape their expectations and playstyles so they fit with the current community spirit (and teach them elementary skills so the world won't be swarmed with hordes of clueless generalists).
About that last point though... please ask nicely for a trade before waging war?
I have to express a slight disappointment I will have to leave our grounds to practice being jumped in PvP. Nice work, Boss!
No you don't, actually. Just request a univeristy event called "hunting Rynnik" with some very basic rules, and I'm sure we can help you out.
- would you encourage all groups to join a major alliance? how many power blocks do you see as optimal for the game as a whole (not just for your settlement specifically)?
- (in a few months) will you welcome/allow new groups to build settlements close to yours, or do you claim the empty settlement spots within your borders?
Even though I'm taking part, my money is on Cheatle.
Sorry, the minimum bet on Cheatle is ten thousand coal.
One of the students came rushing into her room without even knocking:
She looked up from her scroll and arched an eyebrow. "And why should that excite us?"
He stopped in his tracks, his enthusiasm giving way to confusion. "Well, they are a threat to travellers and civilians, and getting rid of them must surerly be a good act. Also, they Emerald lodge will reward all who participate."
Her eyebrow rose another notch. Disappointment. "So in your opinion we are either crusaders or mercenaries but you don't know which one?"
Flustered, his brain finally caught up. She was testing him - again. He took a deep breath and considered his arguments.
She chuckled, before turning her attention back down on her scroll. "Excitement is hardly the goal here. But if you write a summary of you points I will bring them to the Grandmaster's attention. Is half an hour sufficient for the task?"
On his way out, he noticed the scroll she was reading had the Emerald Lodge seal on it. Dang, she already knew. How come they can be so quick to know and yet so slow to make up their minds?
I never thought i'd conjure up Madonna but the lyrics wanted it. Is it time for someone to start compiling the PFO songbook?
Foxglove returns from her scavenging trip with no goods but a few new holes in her armor. She offers to sing to cover her bar tab. The tavernkeeper looks unconvinced.
I made it through the wilderness
I was beat
Hoo, PvP virgin
Gonna give you all my loot, boy
But that’s fine
Like a virgin, hey
Like a virgin, ooh ooh
Oh oh, ooh whoa
But if you manage to completely dissolve the donkey, there won't be any evidence.
By the way.. can I taste the dissolved rat spirits? I think it could be a big seller.
Foxglove woke up with a hangover. Ouch. How could those last seven drinks seem like a good idea?
The previous night had been strange. The Fool's Feast wasn't a traditional River Kingdoms festival, but it seemed like it might catch on. The topsy-turvy aspect certainly appealed to the masses: mayors and barons dressed as court jesters and servants for a night while their fools sat on their thrones and commanded their people to laugh, dance and drink.
And it might teach the powerful to cultivate a little humbleness when they are reminded how easily power can change here.
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
it's not thread necro if it hasn't bled out.
Kobold Cleaver wrote:
Alrighty then. Sorry for the confusion. All this is hard to wrap my head around, but I think I've got it now.
I'd recommend you to skip +1 gear and move straight to +2 if you can (both for T1 and for T2).
My summary of keywords:
For weapons: Railroaded
Takehome messages: Tier matters more than pluses, and doubly so due to using a better d200 (equivalent to +50 attack bonus) with T2 weapon proficiency. Attack rank 4 is the big one (but you won't be seeing much T2+2 weapons the next month since we can't make them yet).
For armors: Complicated.
Again, what matters is number of keywords matched, where 'Masterwork' (and the major T3 keywords) counts as 4 keywords. You have to check the actual feats and armor, or you can find guides listing the optimal armors for each armor feat at each level.
Takehome message: tier is more important than pluses - and doubly so because of the +50 defense bonus from T2 armor proficiency.
Each plus for your wondrous items is supposed to increase the effect (or duration) of your utilities, but i'm not sure that is implemented yet.
Savage Grace wrote:
While a "pvp leaderboard" might sound like a good thing, it would promote unmotivated ganking.
[insert invitation for Bluddwolf to argue that the wording 'unmotivated ganking' is erroneous and getting on the leaderbord is a valid motivation].
That said, some random stats would be fun indeed. Anything from what weapon training is most popular, to percentage of players who customize their clothing colours, to how many rock vs trash nodes harvested last 7 days. We're suckers for statistics. We like it almost as much as math.
1) 'useful tip' rather than favourite: selecting a stack and putting it back in the same window doubles it. Extremely useful for refiners/bankbots with huge stacks of raw materials.
2) the crafting system. Not just the interdependence, but the occasional 'aha' moments you get when analysing it deeper and the ability to vary recipes to use more/less of certain key materials.
Example: making small cloth pack +2: with a weaver4 it takes 11.23 wool and 1 essence per pack - with a weaver6 it takes 5.63 wool and 0.16 essences. Or you can spend 2 extra wool to save 0.28 pelts.
Foxglove innocently wipes her ink-stained fingers on her footpad's leathers:
"Theodum, I hear you are interested in.. um.. mysterious scribbled scrolls. I mean book fragments. Lost pages and stuff. Anyway: I got some here I can absolutely guarantee nobody else has in their collections yet. Unknown origin but remarkably good condition - almost as new. Amazing what tricks the ancient mages knew, really."
"Could be yours for the right price. I might even know where to get more. Interested?"
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?
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.
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.
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?
Posting and settlements aside, Kadere is a hot beefcake. Those dreamy eyes, that smile that gives butterflies in my stomach - and beyond. The shirt is a little scruffy, so there's another reason to take it off, hmm?
Wait, what do you mean judged by the collective... umm.. gotta go!
My main takes no reponsibility for what this alt does in her spare time. Also, I already have an invite.
Ryan Dancey wrote:
But... that only works if the company actually listens to the players, and everybody knows tha... oh, right. This is Goblinworks - talking to them is actually very likely to work.
To paraphrase (with great artistic liberty): We don't believe this will be an actual problem. If so happens, we'll deal with it.
I have vague memories (or not given my age), but Nihimon for the actual reference! Or sometimes KC.
I find the problem isn't so much remembering stuff that was stated by devs, as forgetting all that was speculated by forumites and avoiding mixing them up.
so.. why did Buurz marry that fish again?
Black Silver of The Veiled, T7V wrote:
ugh... someone in Alpha has already started 'Griefing' activity. Shame on you. Hope you get it out of your system before EE starts if not, I hope the 'Ban Hammer' hits you repeatedly.
From a different angle: GW prioritized these changes to the game in this extremely hectic period because of one single griefer.
Whether the griefing was an "experiment" or not, the response from GW is encouraging.
Democracy doesn't have to be absolute democracy nor direct democracy. Bascially (according to Popper and myself) it simply means that leadership is accountable to the people and can be controlled/replaced by them without needing to change the system (as opposed to a dictatorship/tyranny, where revolution is needed).
Democracy by representation is good enough for reality, and the government/administration/board/council can be fully accountable without everyone meddling in day-to-day affairs.
One feasible way of organizing a functional 'democracy' is by means of electing representatives for various committes and/or a centralized government. In practice, settlements and guilds will be divided into subgroups anyway which make logical units.
Mechanically, it is not possible to enforce unless GW give mechanisms that allow transfer of power (formal guild/settlement leadership) without the consent of the current holder. This was previously discussed in the context of settlement leaders going AWOL and crippling the settlement, so I'm sure there have been some thinking around the issue. On the other hand, if you need to enforce democracy it isn't a very good democracy in the first place.
My best solution: find a leader you trust, and talk to him/her as needed. (If large organization: make a hierarcy of such leaders).
remember: Government is evil, business is evil, military conquest is evil and money is the root of all evil.
..and for many of us on the other side, we much prefer the "bad guys" to be in organized, properly labeled evil empires that can be occasionally negotiated with.
You should not be ashamed of the label. It's basically a fair warning to the world saying "We play to win, even if it means you lose".
Why not just put a hit% penalty for moving/running? Let people choose Miss-and-run tactics if they want.
Am I the only one that gets a mental picture of the whole UNC popping up in their underwear, with bows, renaming themselves the UDC?
until you mentioned it, yes. But not any longer.
It's not even about the whole community, it's about
(politically totally uncorrect comparison: it's like the european great powers in 1600-1700s competing for colonies overseas instead of trying to conquer others homelands).
the gist of Proxima's post is:
-capturing Beta/Gamma/Omega towers is playing the tower war. Your motivation is interpreted as simply seeking legitimate benefit for yourself.
Hamstringing a smaller settlement simply because they have fewer EE members online than you is ...ungentlemanly. Doing so when there are Beta towers ripe for plucking is a clear sign that you don't care and respect them enough to make even a small sacrifice. Doing it when you already have enough towers for all your training needs is a neutral-lose scenario which seems motivated by the joy of making others suffer (aka sadism).
Mounts, roads, move buffs: yes!!
The point against is that meeting RL friends in-game becomes cumbersome. But since this isn't a theme park there is no driving force for players to change regions as they level up, so once you get those friends down to
Pirates of the Burning Sea (disclaimer: last played 5 years ago) had no teleport and crossing the map was maybe a 15 minute affair. Add in (player and npc) pirates, 3-way faction warfare and sieges (ports changing allegiance) and the economy became interesting - and not unlike what i expect PFO to be. I could make money hauling cheap bulk goods across the map (at least when the pvp fleets were elsewhere), or I could make piles of money from outfitting warships just before (or after) a critical port battle. Fast (or even safe) travels would have completely ruined that game, and I think PFO might be similar.
Kobold Cleaver wrote:
I'm with Caldeathe on this one. Just because you can't spell doesn't make it a separate language.
In other european news, how about we just rename the "doubly red" Roseblood to "Red Pact" and use a hammer and sickle to symbolize our extension from mountains to croplands (and maybe toss in a star to make TSV astrologers happy)? That should clear up any colour issue.
Smarnil actually knows what he's talking about. Gas stations wouldn't be crowded when you no longer need them. If you are on a long-distance road trip, you'll want to find a diner or mall with a power outlet, though, until fast-charging infrastructure becomes more common).
In Norway (my country), plug-in cars now are more than 10% of total new car sales, and growing faster than ever. Interestingly, the growth is largest in the 'oil cities', though maybe that is the Tesla being a status symbol (and politically correct too).
To the original topic: Tesla granting free patent use is a very good thing that suggests Tesla is concerned with competing against fossil cars, not against other electric cars. Getting more total plug-in cars on the road drives infrastructure and attitude changes which ultimately will help Tesla. And hopefully the environment.
...but have absolutely no time to play a sandbox MMO competitively within a company/settlement.
but you don't have to!
Think of it this way: you will want to live somewhere, and there will be a lot of settlements (so far: all of them) that want you to choose them. Many will not require a single thing in return except maintaining a minimum reputation (they still benefit if you work in a building, trade in the market, do stuff that generates influence, etc), most will expect you to help defend your home when you are online, some will demand more.
The clear indication from GW is that filling up your settlement (and army) with basically anyone you can get, will be a good strategy. Much like a tug-of-war with no limit on team size. So expect to stay in demand unless you are known to be a bad egg. Even if your settlement is burned down, there will surely be other settlements welcoming the refugees with open arms (especially characters who have clocked xp since the beggining).
Bottom line: don't expect to not be able to 'play the game' or not be in demand because you have a life (lots of us do!) The game is still for you.
Simple forum rules that I occasionally adhere to. (Also possibly applicable in politics).
- A bad idea is a bad idea because of reasons, not because of who presents them. A good idea is a good idea because of reasons, not because of who presents them.
- People want different things. What is a good idea to me may be a bad idea to you, even if we agree on what the consequences will be.
- presenting ideas you think are bad does not imply that posters are evil, trying to undermine the community or 'ruining' the game we are all so excited about.
I suspect in reality, what matters after a year is "Us vs Them", not nominal alignment. Two LG settlement could easily wage war for control of an important PoI, or a CN settlement could ally with a LN one.
However, there is a very interesting element of self-selection: Would you rather be on the side of those saying "screw alignment, it's meaningless, let's just game the system and build the best settlement" or those saying "we want to be labeled as a shining beacon(*) of good, even if we have to jump some extra hoops".
(*) beacon, not bacon. Shining bacon of goodness is something else.