Wait while I don my armor


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Liberty's Edge Goblin Squad Member

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.
"Wait while I don my armor" will become a common refrain.

Liberty's Edge Goblin Squad Member

<Flask> Ulf Stonepate wrote:

I'm pretty concerned about the new encumbrance system. The release notes state that heavy armor will reduce encumbrance to 67%. With nothing in my inventory except my slotted gear, I am at about 67% of the first encumbrance bar. Does this mean that wearing heavy armor will automatically impose movement penalties?

Yes, I know there are encumbrance feats sold by the Commoner trainer. I've got them both up to the highest available level. You shouldn't have to buy these out-of-role feats to be a fighter.

Under this system, if I go out to fight escalations - which is the function of fighters after all - I will have to crawl back to town after only 5 or 6 fights unless I want to simply discard all of the loot. This will certainly change my mind about banditry - it will be a public service. They can come rob me, and an hour later when I'm done fighting, I can catch back up to them as they're still inching out of the hex. Weeks later, we'll still be taking turns heading back to the bank 10 items at a time while the other stands rooted by the weight of the backpacks.

My crafter alt with those skill trained to the max has a carrying capacity of 50 while wearing his t-shirt.

A fighter with a heavy armor will suffer a 33% penalty to carrying capacity, so he will have 33 points available, 10 of those would be used by the armor, at least 2 by 2 weapons ... 21 points of loot at most while moving to a crawl.

Goblin Squad Member

I am not as worried about Enc as I was. 21 points of loot is actually not that bad, and it will get more once you get bags.

Recipes, spells and maneuvers seem to weigh nothing.
Esssences and most other gatherables like that weighs 0.05, so x2 weigh 0.1. You can carry 20 of those and lose only a single point.
Implements weigh 0.5
Tokens (consumable) also weigh 0.05, so very little. I am thinking potions will weigh about the same.

Coal and Iron and such are the real killers, since they weigh 0.5 a piece. And off course weapons and armors but I think it is a good thing that these weigh you down heavily. We do not want characters to be walking armories. Transporting large quantities of these should require other game systems like caravans or maybe mules, that introduce other vulnerabilities.

I personally think that ores could weigh a little less, maybe 0.2 or 0.3 a piece. But I understand that these resources are an important part of the weapon and armor industry, items with more persistance in the economy due to threading. So making them should be harder. At least that is my explanation for the larger weight.

I am still very curious how Bulk Goods and PoI's come into this equation. Will Bulk Ore (or Bulk Iron since that phrase has been used also) be able to be used as an ingredient for weapons too? Or just for structures in the Settlement?

I always understood that *Bulk* goods were a completely different beast then the resources we find in nodes and gushers, and are only used for Settlement building, but there was a remark that the harvestable resources (like we now find in nodes) were only 30% of all resources, and that threw me off.

Will a Mining PoI be able to mine regular True Iron Ore also, that can be used for making weapons?

This should probably go in its own thread.

Goblin Squad Member

As I understood it there will be permanent nodes providing at least some of the basic resources, in addition to those nodes providing Bulks.

Goblin Squad Member

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Sounds like being a guard for gatherers and transporters is going to be a viable occupation

Goblin Squad Member

Diego Rossi wrote:

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.

"Wait while I don my armor" will become a common refrain.

I expect well-rounded Parties will include a Freeholder optimizing Encumbrance who will be asked to carry the Loot that's starting to encumber the other Characters.

Goblin Squad Member

Tyncale wrote:

Will Bulk Ore (or Bulk Iron since that phrase has been used also) be able to be used as an ingredient for weapons too? Or just for structures in the Settlement?

I always understood that *Bulk* goods were a completely different beast then the resources we find in nodes and gushers, and are only used for Settlement building, but there was a remark that the harvestable resources (like we now find in nodes) were only 30% of all resources, and that threw me off.

Will a Mining PoI be able to mine regular True Iron Ore also, that can be used for making weapons?

I have no memory of such a quote from anyone.

The closest I can recall says something else entirely:

There are two kinds of harvesting.

Easy: You walk up to a harvesting node, and extract the resource it contains. Right now, if you are not threatened by a PvE mob, you won't be interrupted by a PvE feature while you do the extraction.

Hard: You walk up to a harvesting node, start to extract the resource it contains, and it gushers. To get the full value out of a gusher you have to deploy a harvesting kit. Once that kit is deployed, it begins to attract monsters. There's no mechanical reason we couldn't spawn particularly challenging monsters in the area to be attracted to the harvesting kit. This is a "dial" we can adjust to ramp up or down the challenge level of the experience.

Most resources in the economy will come from Hard Mode gushers not Easy Mode harvesting. Easy Mode will give you a trickle of usable assets to sell. Hard Mode will give you a resource stream that you can leverage into a meaningful amount of commercial activity at scale.

"Serious Harvesters" are going to be focused on Hard Mode because that is where the real "money" will be. Easy Mode harvesting will be something you do as you train up to be able to engage in serious Hard Mode harvesting, or something you do as a distraction to something else - a convenient way to add value to being in the wild pursuing some other goal.

What you are seeing in Alpha right now is all Easy Mode.

Also, with respect to Bulk Goods:

Bulk goods don't interact with the gear crafting system, but are instead used for settlement construction and upkeep.

Goblin Squad Member

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Nihimon wrote:
Diego Rossi wrote:

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.

"Wait while I don my armor" will become a common refrain.
I expect well-rounded Parties will include a Freeholder optimizing Encumbrance who will be asked to carry the Loot that's starting to encumber the other Characters.

So does that make a freeholder someone who walks behind fighters offering to HOLD their loot for FREE?


I don't see this as a problem. People should not be walking around in full armor. Would you? The idea of people walking around in relatively little clothing and having to take a moment to put on armor (I'd maybe even suggest a cast bar to make it take time to don armor) adds a whole new great dimension to ambushes or surprise attacks. This is why Knights had squires and the like, to carry their gear.

Goblinworks Executive Founder

We've been mislead by games that allow adventuring characters to not care about encumbrance under ordinary conditions.

In PFO, it appears that weight matters, and sometimes shaving a small amount matters a lot. That means that heavy armor has a significant tradeoff, and we need to learn which side of that tradeoff we stand in each case.

Goblin Squad Member

When weight matters, then players will adapt to it quickly.

They'll harvest what they need, and not every type of node they pass. If there is a need for henbane, then hit the forestry nodes. Bypass the sparklies and the rocks, because any harvest from other nodes will reduce how much henbane you carry back home.

They'll dump things that they don't need. At some point a settlement will have 3 suits of dropped armor for every member and will actually be outfitting most in Tier 1+1 or better. There's no need to carry armor and weapons and basic holy symbols home. It's junk; dump it when you find it unless you have a need or spare capacity.

When looting player husks they'll grab the best and leave (or destroy) the rest.

My commonerfreeholder has abandoned the heavy armor already. Light is right when gathering and serving as an auxiliary fighter.

Grand Lodge Goblin Squad Member

Yes - it means you will adapt.

I've been guilty myself of
1) moving around in heavy armour and greatsword as a gatherer
2) having some replacement suit of armour / weapon with me
3) going to far flung places
4) coming back with 100+ ore or coal play whatever else I found

I can still go out to the close hexes in the heavy armour. The replacement suits I dropped already a few weeks ago. Just need to ensure I'm not going on a long trip with a 1/20 pot steel plate.

And coal and iron will start to count if you can get it from close by.

Hmm - should have stocked up on lodestone as this is something not close by and I just started to make my first batch of dwarven steel ingots ...

Goblin Squad Member

Heavy Armour will perhaps be for those who have an entourage, ala the Knight. A squire, a couple of servants freholder, a couple of hanger ons, some yeomans .... campfollowers, vultures and scavengers ...

Goblin Squad Member

Diella wrote:
Nihimon wrote:
Diego Rossi wrote:

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.

"Wait while I don my armor" will become a common refrain.
I expect well-rounded Parties will include a Freeholder optimizing Encumbrance who will be asked to carry the Loot that's starting to encumber the other Characters.
So does that make a freeholder someone who walks behind fighters offering to HOLD their loot for FREE?

The freeholder's name will generally be "Patsy".

Goblin Squad Member

tyrfing wrote:
The freeholder's name will generally be "Patsy".

That's crazy :)

Goblin Squad Member

Thod wrote:

Yes - it means you will adapt.

I've been guilty myself of
1) moving around in heavy armour and greatsword as a gatherer
2) having some replacement suit of armour / weapon with me
3) going to far flung places
4) coming back with 100+ ore or coal play whatever else I found

I can still go out to the close hexes in the heavy armour. The replacement suits I dropped already a few weeks ago. Just need to ensure I'm not going on a long trip with a 1/20 pot steel plate.

And coal and iron will start to count if you can get it from close by.

Hmm - should have stocked up on lodestone as this is something not close by and I just started to make my first batch of dwarven steel ingots ...

I'm a bit guilty of the above myself, mainly number 4, and a bit of Number 2, numbers 1 and 3 I did only once.

Thod if you need raw T2 metals, I have some in stock, But you'll need to travel to Talonguard to pick them Up.
And they won't be free, as I need some Materials myself

Goblin Squad Member

tyrfing wrote:
Diella wrote:
Nihimon wrote:
Diego Rossi wrote:

Heavy armor decrease or maximum carrying capacity when worn and that slow us down a lot, strong back at 1 don't seem to have any meaningful effect, so I think wost character will walk around naked, donning their armor just before a fight.

"Wait while I don my armor" will become a common refrain.
I expect well-rounded Parties will include a Freeholder optimizing Encumbrance who will be asked to carry the Loot that's starting to encumber the other Characters.
So does that make a freeholder someone who walks behind fighters offering to HOLD their loot for FREE?
The freeholder's name will generally be "Patsy".

and will come complete with a set of coconuts

Goblin Squad Member

Nihimon wrote:
tyrfing wrote:
The freeholder's name will generally be "Patsy".

That's crazy :)

"My trusty manservant, Patsy"

Grand Lodge Goblin Squad Member

RHMG Animator wrote:
Thod wrote:

Yes - it means you will adapt.

I've been guilty myself of
1) moving around in heavy armour and greatsword as a gatherer
2) having some replacement suit of armour / weapon with me
3) going to far flung places
4) coming back with 100+ ore or coal play whatever else I found

I can still go out to the close hexes in the heavy armour. The replacement suits I dropped already a few weeks ago. Just need to ensure I'm not going on a long trip with a 1/20 pot steel plate.

And coal and iron will start to count if you can get it from close by.

Hmm - should have stocked up on lodestone as this is something not close by and I just started to make my first batch of dwarven steel ingots ...

I'm a bit guilty of the above myself, mainly number 4, and a bit of Number 2, numbers 1 and 3 I did only once.

Thod if you need raw T2 metals, I have some in stock, But you'll need to travel to Talonguard to pick them Up.
And they won't be free, as I need some Materials myself

Let me know what you need.

I have to check Monster pelts once I'm logged in again and I could use lodestone.

But neither is crucial as I didn't plan to do any tier 2. But now I want to make at least 1 tier 2 dagger just because I can (hopefully). Still need the advanced strips.

Not sure how this works if you don't have a tanner in the own settlement. It is only level 7 - so training will work. But again as reason to try it out myself.

Grand Lodge Goblin Squad Member

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The only problem with encumbrance I see so far is when a crafter wants to make +3 items in tier 2 or 3.

The most heavy I spotted so far

The silvere steel ingot +3 is 114 silver 75 iron ore, 75 coal and 5 essence. Not sure if silver ore is the same weight as iron - but it is already 75 encumbrance from coal and iron.

So in this case you might need a helper carrying the items to you - and it would be a time of vulnerability.

Off course - no bandit will be able to carry your loot away either.

Goblin Squad Member

Thod wrote:
RHMG Animator wrote:
Thod wrote:
....
....

Let me know what you need.

I have to check Monster pelts once I'm logged in again and I could use lodestone.

But neither is crucial as I didn't plan to do any tier 2. But now I want to make at least 1 tier 2 dagger just because I can (hopefully). Still need the advanced strips.

Not sure how this works if you don't have a tanner in the own settlement. It is only level 7 - so training will work. But again as reason to try it out myself.

Talonguard is a crafting settlement, so making anything there should not be a problem.

I'll be checking later to see what I need,
Though off the top of my head at the moment is; Ordered Essence and Beast Pelts.

And Yes I have; Lodestone, Meteroric Iron, and Gold as T2 metals.

Goblin Squad Member

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Thod wrote:

The only problem with encumbrance I see so far is when a crafter wants to make +3 items in tier 2 or 3.

The most heavy I spotted so far

The silvere steel ingot +3 is 114 silver 75 iron ore, 75 coal and 5 essence. Not sure if silver ore is the same weight as iron - but it is already 75 encumbrance from coal and iron.

So in this case you might need a helper carrying the items to you - and it would be a time of vulnerability.

Yup. This is why we need the ability to access our vault space when crafting.

The entire refining/crafting system was originally explained as relying on a population of unseen worker bees who do the work at the specification of the player character managers. The unseen worker bees can shift the materials around within the settlement; an expert crafter doesn't need to spend xp on a lot of encumbrance, nor does he need a PC porter carrying stuff.

Grand Lodge Goblin Squad Member

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Urman wrote:
Thod wrote:

The only problem with encumbrance I see so far is when a crafter wants to make +3 items in tier 2 or 3.

The most heavy I spotted so far

The silvere steel ingot +3 is 114 silver 75 iron ore, 75 coal and 5 essence. Not sure if silver ore is the same weight as iron - but it is already 75 encumbrance from coal and iron.

So in this case you might need a helper carrying the items to you - and it would be a time of vulnerability.

Yup. This is why we need the ability to access our vault space when crafting.

The entire refining/crafting system was originally explained as relying on a population of unseen worker bees who do the work at the specification of the player character managers. The unseen worker bees can shift the materials around within the settlement; an expert crafter doesn't need to spend xp on a lot of encumbrance, nor does he need a PC porter carrying stuff.

Agreed

Something we can work around for MVP - but long term it needs to be possible to access the vault and items go back into the vault.

My gatherer right now is also armoursmith and smelter. There is a problem when some pot steel plates drop into inventory while gathering.

Scarab Sages Goblin Squad Member

Urman wrote:
Thod wrote:

The only problem with encumbrance I see so far is when a crafter wants to make +3 items in tier 2 or 3.

The most heavy I spotted so far

The silvere steel ingot +3 is 114 silver 75 iron ore, 75 coal and 5 essence. Not sure if silver ore is the same weight as iron - but it is already 75 encumbrance from coal and iron.

So in this case you might need a helper carrying the items to you - and it would be a time of vulnerability.

Yup. This is why we need the ability to access our vault space when crafting.

The entire refining/crafting system was originally explained as relying on a population of unseen worker bees who do the work at the specification of the player character managers. The unseen worker bees can shift the materials around within the settlement; an expert crafter doesn't need to spend xp on a lot of encumbrance, nor does he need a PC porter carrying stuff.

I think this is important enough to get its own thread.

Edit: I copied and pasted the discussion of crafters being immobilized by materials into a separate thread.

Edit 2: Ryan responded to this concern in the other thread.

Goblin Squad Member

Call me crazy, Im thinking it isa freeholders life for me!

Goblin Squad Member

Elorebaen wrote:
Call me crazy, Im thinking it isa freeholders life for me!

At least help pay for some groceries you freeloader....er wait. You said freeholder. My bad. I get those mixed up. :P

Liberty's Edge Goblin Squad Member

You have noticed this piece of the blog?

Quote:
Temporarily doubled the base Encumbrance threshold since we don't have bags and backpacks in yet. Once those are in, the base encumbrance is planned to gradually come back down to its original level.

It being temporary and its meaning when we consider our character carrying capacity where implicit my post, but probably they should have been made explicit.

AFAIK our base carrying capacity currently is 25, plus another 25 points of extra encumbrance, with 4 levels of the carrying bonus skill.

So the final base carrying capacity will be 12.5 or so.
Reduced by 33% it will become 8.5.
A heavy armor weight 10 point. Plus the weapons weight.

Even assuming that our extra carrying capacity will stay 25 (17 with the effect of heavy armor) a guy with an heavy armor and 2 weapons will have used already 1/5 of his encumbered carrying capacity, with a consequent loss of speed.

I don't think that pouches and backpacks will chance our carrying capacity. They will allow us to reduce the weight of the items stored in them, so we will still suffer from the armor basic encumbrance.

Realistic, but I recall a post by Ryan where he did say that having people at different speeds isn't a good thing and so that was the reason why armor don't slow you down.

Well, if this work as I think it will work armor will slow you down.

- * -

Edit: this afternoon my untrained fighter alt, without any of the skills increasing the carrying capacity, has an unencumbered carrying capacity of approximately 40 (can't be precise as the bank don't work, most of the time I am unable to deposit items to see where is the threshold), so probably this morning (when i did checked the crafter carrying capacity) the doubling wasn't working.

20 points of carrying capacity unencumbered, reduced to 14 by the heavy armor is more manageable.

Goblinworks Game Designer

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Base encumbrance threshold is currently 40 (up from 20).

Upgrades are 2/rank per start, but accelerate toward the top end to a max of 50 at rank 10.

Strong Back is +2-14.

Freeholder armors are +3/keyword and Expert armors are +1/keyword (once they're working, sorry, I forgot to fill in a field :( ).

Backpacks and pouches are scheduled to provide up to around 10 each at T1, around 20 each at T2, and around 50 each at T3.

The intention is that a Freeholder dedicated to getting as much encumbrance threshold as possible could have around 50 at high T1, around 100 at high T2, and around 200 at high T3.

Goblin Squad Member

... but given the size of the bags and pouches, a character with Tier 3 bags will still be able to handle 100120. Or will only Freeholders (or people with some Freeholder skill) be able to make use of the max-bags?

Also, the original Little Black Back Pack blog said there would be 4 bag spaces total. That's been dropped to 2: pouches (belt slot) and backpack (cloak slot)?

Liberty's Edge Goblin Squad Member

Stephen Cheney wrote:

Base encumbrance threshold is currently 40 (up from 20).

Upgrades are 2/rank per start, but accelerate toward the top end to a max of 50 at rank 10.

Strong Back is +2-14.

Freeholder armors are +3/keyword and Expert armors are +1/keyword (once they're working, sorry, I forgot to fill in a field :( ).

Backpacks and pouches are scheduled to provide up to around 10 each at T1, around 20 each at T2, and around 50 each at T3.

The intention is that a Freeholder dedicated to getting as much encumbrance threshold as possible could have around 50 at high T1, around 100 at high T2, and around 200 at high T3.

So as I thought a starter character (without the feats, so with 20 as an encumbrance threshold) would be at his threshold with weapons and armor.

20 become 13 or 14 with the armor reduction.
10 points fo armor, 1 point of melee weapon, 1 point of missile weapons, 0.5 from the implement = 12.5.

- * -

The pouches add directly to the carrying capacity or they are containers that negate/reduce the weight of what is in them?

Liberty's Edge Goblin Squad Member

Urman wrote:

... but given the size of the bags and pouches, a character with Tier 3 bags will still be able to handle 100120. Or will only Freeholders (or people with some Freeholder skill) be able to make use of the max-bags?

Also, the original Little Black Back Pack blog said there would be 4 bag spaces total. That's been dropped to 2: pouches (belt slot) and backpack (cloak slot)?

Quivers are a third item.

Goblin Squad Member

Bags add directly to carry capacity - items don't have to be put in one container or another. I'd bet (but could be wrong) that would be to the total capacity, then reduced for worn armor penalties.

I think the quiver/crystal is slotted into the off-hand slot for the ranged weapon. It think it doesn't add capacity, but gives the bearer a somewhat limited number of shots in a combat. (Like 20-50 shots)

Goblinworks Game Designer

Wondrous Item slots were originally planned to be able to hold bags as well, but we changed them to be only activated items (and combined them with consumable slots). The bonus that was planned to be spread across four items now comes from just the two.

Goblin Squad Member

DeciusBrutus wrote:

We've been mislead by games that allow adventuring characters to not care about encumbrance under ordinary conditions.

Really? Where?

I do not know of a single MMO, TT Rpg or PC RPG that does not have encumbrance or some other inventory limitation.

"We've been mislead" by a condition that does not exist?

Let's not give credibility to an incredible request. There is a trade off for wearing different types of armor. That trade off exists and has existed in every RPG, regardless of platform.

Goblin Squad Member

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Bluddwolf wrote:
"We've been mislead" by a condition that does not exist?

What Decius said, and what you twisted his words into, are completely different things.

World of Warcraft has "an inventory limitation", however, it is absolutely a game in which "adventuring characters do not care about encumbrance under ordinary conditions."

Edit: Speaking of World of Warcraft, its also a game in which there is no "trade off" for wearing different armor types. It is simply: if you are class X, you wear armor type X. There is no benefit to a WoW Warrior for wearing cloth armor that could possibly be considered a "trade-off" vs wearing plate armor (or mail below level 40).

Goblin Squad Member

And I guess like 90% of the DM/GM/whatever is pretty lenient about ecumbrance ...

Goblin Squad Member

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What we've been misled by is tabletop games where we're too lazy to keep track of encumbrance and just handwave it, and walk around in armor all day every day and sleep in it at night without our feet falling off from gangrene.

Freeholders = free holders of other people's stuff ;)

Goblinworks Executive Founder

Bluddwolf wrote:
DeciusBrutus wrote:

We've been mislead by games that allow adventuring characters to not care about encumbrance under ordinary conditions.

Really? Where?

I do not know of a single MMO, TT Rpg or PC RPG that does not have encumbrance or some other inventory limitation.

"We've been mislead" by a condition that does not exist?

Let's not give credibility to an incredible request. There is a trade off for wearing different types of armor. That trade off exists and has existed in every RPG, regardless of platform.

Under ordinary conditions in Everquest, DA:O NWN, NW2, Fallen Earth, EVE, WoW, SWG, LOTRO and Ryzom (limiting myself to only those games that I have played recently and can off the top of my head remember how encumbrance happens), you do not have to ask "What item in my inventory has the lowest value/weight ratio?".

Liberty's Edge Goblin Squad Member

DeciusBrutus wrote:
Bluddwolf wrote:
DeciusBrutus wrote:

We've been mislead by games that allow adventuring characters to not care about encumbrance under ordinary conditions.

Really? Where?

I do not know of a single MMO, TT Rpg or PC RPG that does not have encumbrance or some other inventory limitation.

"We've been mislead" by a condition that does not exist?

Let's not give credibility to an incredible request. There is a trade off for wearing different types of armor. That trade off exists and has existed in every RPG, regardless of platform.

Under ordinary conditions in Everquest, DA:O NWN, NW2, Fallen Earth, EVE, WoW, SWG, LOTRO and Ryzom (limiting myself to only those games that I have played recently and can off the top of my head remember how encumbrance happens), you do not have to ask "What item in my inventory has the lowest value/weight ratio?".

No encumbrance in EVE? Seriously? What you have piloted, only shield based ships armed with laser weapons?

The relevant value can be value/space ratio instead of value/weight ratio but encumbrance exist.

The problem I see is that heavy armor and to a lesser extent medium armor double dip into encumbrance. It both has a noticeable weight and reduce your overall carrying capacity.
At the same time we can't drop a bag with the looted gear/harvested materials/trading items and recover it at the end of a fight as we can do in a tabletop game (and yes, I keep track of encumbrance in my games).

In PFO one of the things we will have to do is to harvest nodes. With the rules we know returning from our base camp to the settlement will be painfully slow and will force you to play a unarmored character to carry a significant quantity of materials.

Think playing Fallout 3 and returning to your home wen you are overburdened. Actually we are slower than that.

Goblin Squad Member

Diego Rossi wrote:
...In PFO one of the things we will have to do is to harvest nodes. With the rules we know returning from our base camp to the settlement will be painfully slow and will force you to play a unarmored character to carry a significant quantity of materials...

Yes. It will indeed make for difficult and interesting decisions.

Goblin Squad Member

It might even encourage some to adopt light-fighting styles; styles that can't match an armored fighter or cleric in combat, but suit the purpose of running down lightly armored or unarmored harvesters.

Even fighters might train to use more than one type of armor. Heavy for fighting over towers and defending known locations. Medium for clearing escalations and for the commanders during raids and archers in wartime. Light for common soldiers, archers, and auxilaries during raids and running battles.

Liberty's Edge Goblin Squad Member

<Kabal> Daeglin wrote:
Diego Rossi wrote:
...In PFO one of the things we will have to do is to harvest nodes. With the rules we know returning from our base camp to the settlement will be painfully slow and will force you to play a unarmored character to carry a significant quantity of materials...
Yes. It will indeed make for difficult and interesting decisions.

Not particularly interesting when the decision is "go around nude to bring back 200 units of iron+coal" with a character with 10 ranks.

At that point hopefully we will have T3 containers, but a basic character will be capable to move 40 units of iron/coal, double that when you are over encumbered.
So what we end doing? Spending 10 minutes gathering the stuff and them 40 moving 1 hex back to town?

Let's see +1 pot plate require 11 +1 steel plates. That is 32 coal + 32 iron and then you are left with 4 +1 plates.

So if you can gather it in the exact proportions you will have to use 1 full load to make your first armor and then 2/3 of one for the following ones.
I fail to see the utility of the base camps as temporary storage locations at this point.
It is not feasible to gather a big load in a hex while moving at a decent speed and then gather all the good stuff and move back at a crawl. It is gather the stuff while moving at a crawl as soon as you have a decent stash and then return home at a even slower pace.

With the current doubled carrying capacity I see that my heavy armor using character is slowed even with a modest quantity of loot.
When it will end he sill have a totally negligible carrying capacity.

Note that increasing our strength don't help at all.

- * -

Currently I am in the northern hills trying to gather coal and killing stuff.
Beside the harvesting bug, practically after every fight I to stop an check what is burdening me. Not fun.

Goblinworks Executive Founder

Obviously the people making armor will not be the people wearing it. That is as intended.

Liberty's Edge Goblin Squad Member

DeciusBrutus wrote:
Obviously the people making armor will not be the people wearing it. That is as intended.

"Obviously" the people gathering the materials will do it in loincloths.

In a world where PvP is important.

You say you have played EVE. Ever done some mining in 0.0? You know how it ends between the miners and the people playing guards for them?

Goblinworks Executive Founder

Diego Rossi wrote:
DeciusBrutus wrote:
Obviously the people making armor will not be the people wearing it. That is as intended.

"Obviously" the people gathering the materials will do it in loincloths.

In a world where PvP is important.

You say you have played EVE. Ever done some mining in 0.0? You know how it ends between the miners and the people playing guards for them?

Yeah, usually the renters pay their rent. Just like the people doing the mining obviously do it in pods.

Goblin Squad Member

Diego Rossi wrote:
DeciusBrutus wrote:
Obviously the people making armor will not be the people wearing it. That is as intended.

"Obviously" the people gathering the materials will do it in loincloths.

In a world where PvP is important.

You say you have played EVE. Ever done some mining in 0.0? You know how it ends between the miners and the people playing guards for them?

Neither convoys nor guarding miners is worthwhile or even remotely interesting in EVE.

It is however possible PFO, with a different rule philosophy, may come up with a way to make it worthwhile.

Goblin Squad Member

"Stand here while I dig through this trash" is tough to sell as interesting gameplay, which means skilled guards will be prohibitively expensive, which brings us back to naked gathering as the best solution.

Goblin Squad Member

Most resources will come from Gushers, not from Nodes. Guards killing waves(?) of mobs attracted to the Harvesting Camp will be much less bored than Guards standing around doing nothing while you hit Nodes.

Goblin Squad Member

Which begs the question--what good are nodes, then?

Goblin Squad Member

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Shaibes wrote:
Which begs the question--what good are nodes, then?

My guess is, gushers will be controlled and guarded. The very old DEV Blogs used to speak of kits being set up to extract the resources from gushers. These kits are owned by a company that set them up. There would be a couple of NPC guards, but nothing more unless you dedicated PCs to protecting them.

These could be raided, killing the NPC (or pcs if present) and resources that have accumulated could be stolen. The raiders would be flagged as hostile to the owners, but unless PvP occured and if the raiders waited for hostility to be mutual (allow to be hit first), they would not risk losing rep for these raids. The Dev Blog sections I'm referencing is called Going-a-Viking and Hostility.

Bottom line, unless you control the gusher / kit or you're willing to steal from it, then your only other option is to harvest from nodes.

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