When we will get out basic camps or other ways to temporarily store material while harvesting?


Pathfinder Online

Liberty's Edge Goblin Squad Member

The harvested materials slow us down, running up an down to our harvesting point to our settlement or a nearby settlement where we can do some refining to reduce the total weight of the item will take time.
Wearing armor will reduce our carrying capacity and so our speed.

The best way to do some harvesting while fighting the local mobs to keep their number down is to have a local storage point where you can drop off the gathered materials, the salvage and your armor while you are working in a mostly pacified area.
Even more important, a location where you can leave your armor and weapons while you transport the harvested materials to the nearest settlement.
So it seem fairly important to get theme early in the game.

Any idea on when they will be implemented?

Goblin Squad Member

The last comment Ryan made was about 30 days after EE starts.

Goblin Squad Member

Caldeathe Baequiannia wrote:
The last comment Ryan made was about 30 days after EE starts.

For the store bought premium items.

Engineers should hopefully be able to construct basic camps (and its equivalents) as soon as they have the skill level and resources to do so.

Goblin Squad Member

Does it say anywhere in the data which items have what storage capacity?

If it takes a standard camp or better to have storage, I think it's probably going to take thirty days to get there anyway.

Goblin Squad Member

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Caldeathe Baequiannia wrote:
Does it say anywhere in the data which items have what storage capacity?

The only Items we have data on in the spreadsheets are those we can equip: Armor, Weapons, and Misc Gear.

I would be in hog heaven if Stephen decided to share data on Resources, Stocks, Consumables, and non-equipped Crafting Outputs. Ideally, that would include a map table that linked Resources to Stocks.

Goblin Squad Member

Nihimon wrote:
Caldeathe Baequiannia wrote:
Does it say anywhere in the data which items have what storage capacity?

The only Items we have data on in the spreadsheets are those we can equip: Armor, Weapons, and Misc Gear.

I would be in hog heaven if Stephen decided to share data on Resources, Stocks, Consumables, and non-equipped Crafting Outputs. Ideally, that would include a map table that linked Resources to Stocks.

Is this a *wink* *wink* *nudge* *nudge*?

;D

Goblin Squad Member

Dazyk wrote:

Is this a *wink* *wink* *nudge* *nudge*?

;D

More of a "Please sir, I want some more" :)

Goblin Squad Member

An engineer can build a basic camp. Are you saying those do not work?

Scarab Sages Goblin Squad Member

Lam wrote:
An engineer can build a basic camp. Are you saying those do not work?

Right now, they don't work.

Goblin Squad Member

a. They don't work right now.

b. We don't know that they provide storage. They might just be power regen/injury healing stations and we need another craftable item for temporary storage in the field.

CEO, Goblinworks

We talked about this issue last week at our executive level and we're going to wait and see if we can hit that 30 day deadline once we have an Early Enrollment build we're happy with. If we decide that based on the work that we have queued up that it would make sense to delay the rollout of the Smallholdings and Base Camps, we'll make that announcement after the start of EE. But I am hopeful that we will stay on the 30 day plan.

Goblin Squad Member

Ryan, is there any info you can share on what the player-craftable camps will have for storage? Even if it's just a realtivish none, a bit, a lot? Even guesses would be appreciated.

Goblin Squad Member

You still need 10 Survival to use them as well, which takes a Wisdom of 12 I believe. Not so easy to get.

CEO, Goblinworks

I honestly don't know. I'm not even sure where they are in terms of the prioritization list but I know it's pretty low. I think that the Outposts will be the first craftable storage systems and I have zero idea on volume (for anything including Base Camps and Freeholds).

Goblin Squad Member

Ravenlute wrote:
You still need 10 Survival to use them as well, which takes a Wisdom of 12 I believe. Not so easy to get.

Does it say you need 10 Survival or 10 Survival Skill?

My character shows Survival lv7 in the feats tab, and Survival skill 75 on the character sheet (with +5 as a human).

Goblin Squad Member

Urman wrote:
Ravenlute wrote:
You still need 10 Survival to use them as well, which takes a Wisdom of 12 I believe. Not so easy to get.

Does it say you need 10 Survival or 10 Survival Skill?

My character shows Survival lv7 in the feats tab, and Survival skill 75 on the character sheet (with +5 as a human).

In the spreadsheets, Requirements are always listed by Level, not Score.

Goblin Squad Member

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.

Liberty's Edge Goblin Squad Member

randomwalker wrote:

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.

Freeholder training is available only in crafting settlements. From what I got in EE the settlement training will be available only to people from that settlement, so we will not be capable to train those skills unless we are part of a company linked to a crafting settlement, and that mean not having access to the fighting feats.

Then there is the fact that a location for temporary storage while gathering in a hex far from home will help immensely. As I see it, the best way to gather large amounts of materials (a we need to gather them, we will start EE without any equipment and a large demand for items) is to:
- set up a central storage point;
- search the area while ready for battle (we need to keep escalation down);
- leave our armor and other heavy equipment in the storage point, load the gathered/salvaged gear and move to the nearest settlement where we can do some crafting.

Settlement allegiance and availability of crafting buildings can force us to change the character that will transport the crafting material, as we will want to maximize carrying capacity and get access to the nearest settlement with the appropriate buildings.
We can even be forced to make different packages for different settlements if some lack the needed facilities.

Taking all the above in consideration, I think that some crafted form of camp that allow temporary storage is important.

The premium items will not be always available. I am going from memory, but if I recall correctly a camp will last 10 day and then require 20 days to regenerate.
A smallhold will last forever, but if you want to move it you have to destroy it.

Goblin Squad Member

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Diego Rossi wrote:


Freeholder training is available only in crafting settlements. From what I got in EE the settlement training will be available only to people from that settlement, so we will not be capable to train those skills unless we are part of a company linked to a crafting settlement, and that mean not having access to the fighting feats.

AFAIK this is wrong. Unless the Settlement leader opts to, everyone can train everywhere with the cap of the settlement your Company belongs to.

The option of limit training is a tool that will be implemented later IIRC.

Also Ryan(?) talked of some kind of stash to be implemented later on, a sort of buried treasure chest. so it isn't impossible that there will be other camps (of some type or other) that will have a limited storage capacity.


1 person marked this as a favorite.
Diego Rossi wrote:
Freeholder training is available only in crafting settlements. From what I got in EE the settlement training will be available only to people from that settlement, so we will not be capable to train those skills unless we are part of a company linked to a crafting settlement, and that mean not having access to the fighting feats.

This was the case during previous versions of alpha, but as far as I know, that is no longer the case. Your own settlement's level determines how high a level you can train ANY feat. Some of these you can train at your own settlement. But you can also train at other settlements you can get to, regardless of alliances, etc. You only need to get to the trainer physically and the trainer need to be able to train up to the level you require.

If I belong to the cleric/figther settlement of Brighthaven, home of TEO, and certainly able to support level 9 training, and I want to train my spellbook proficiency 2 feat, I can do that at ANY settlement where that level of training is available. Even if they are hostile to TEO. The only thing that could possibly prevent me from doing so is hostile PCs (or NPCs) preventing me from physically reaching the trainer.

That's the way it's going to be in early EE. Later on, mechanics are intended to limit accessability to trainers (or possibly charge non-members for trainer use or whatever). But that's in the (far?) future.

Goblin Squad Member

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randomwalker wrote:

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).

That would surprise me. GW seems quite invested in avoiding anything that smacks of P2W. Purchased items are not supposed to apply any mechanical advantage over the same item created in game. They already have the advantage of being re-usable after a cool-down when destroyed, which I think is probably sufficient advantage over the created item, which when destroyed is gone.

Admittedly, the price tag is high on both Base Camps and Smallholdings, so I expect they will be more than the most basic level of the in-game-constructed versions, but I don't imagine they will have any exclusive features.

Goblin Squad Member

The crafted campsites currently on the engineering recipes list are not persistent. They're essentially a group Power-restoration consumable glossed as camping out for the night (in the same way that you'd make camp to sleep and recover your dailies and spells in tabletop). They'll last for a short period (long enough for several people to use them) and then despawn. Higher level ones may have more amenities TBD, in addition to the Power regen, but their main use is that they give you more Power back.

Base camps will be significantly more persistent, which allows them to also serve as a storage location in a way that doesn't make sense for the engineering camps. It's TBD which crafted items will give you field storage, but a buried chest type of item is certainly not out of the realm of possibility.

Goblin Squad Member

Reaching Wisdom 12 is not so bad for a dedicated gatherer. A focused freeholder will get there around 100K by boosting nothing but Forester, Nature, Perception, Rambler, Scavenger and Survival.

If anyone would like to hire or join a company for providing early camp usage I can start one up. Look for my cousin Brawny Lumberdwarf during EE.

Goblin Squad Member

Urman wrote:
Ravenlute wrote:
You still need 10 Survival to use them as well, which takes a Wisdom of 12 I believe. Not so easy to get.

Does it say you need 10 Survival or 10 Survival Skill?

My character shows Survival lv7 in the feats tab, and Survival skill 75 on the character sheet (with +5 as a human).

I think it's Rank 10 though it would be nice if I was wrong. I saw it in-game when looking at the description of the first camp that Engineers can make.

<Kabal> Häagen wrote:

Reaching Wisdom 12 is not so bad for a dedicated gatherer. A focused freeholder will get there around 100K by boosting nothing but Forester, Nature, Perception, Rambler, Scavenger and Survival.

If anyone would like to hire or join a company for providing early camp usage I can start one up. Look for my cousin Brawny Lumberdwarf during EE.

To get Rank 8 on some of those you need a Wis 11. :(

Goblin Squad Member

Ravenlute wrote:
To get Rank 8 on some of those you need a Wis 11. :(

No they all boost wisdom enough that by rank 7 in all of them (50K xp) you have Wisdom 11.

I acquired a gatherer (Hargaresh) who achieved Wisdom 12 a couple weeks ago.

Goblin Squad Member

Eeesh, that's 20 days worth of xp getting set aside just for that. I'll do it, because I want to use the camps but I had no intention of raising Forester or Scavenger so high any time soon. That seems to be the only option though if I want to stay away from Cleric abilities or crafting as an Apothecary or Iconographer.

I wonder if the Survival 10 req is for all camps or if it will increase with better camps?

Goblin Squad Member

Well if they really are only 'group Power-restoration consumable glossed as camping out for the night' then it makes sense that they're Cleric oriented. It's more of a buff/debuff like healing, restoration, etc.

Liberty's Edge Goblin Squad Member

Schedim wrote:
Diego Rossi wrote:


Freeholder training is available only in crafting settlements. From what I got in EE the settlement training will be available only to people from that settlement, so we will not be capable to train those skills unless we are part of a company linked to a crafting settlement, and that mean not having access to the fighting feats.

AFAIK this is wrong. Unless the Settlement leader opts to, everyone can train everywhere with the cap of the settlement your Company belongs to.

The option of limit training is a tool that will be implemented later IIRC.

Also Ryan(?) talked of some kind of stash to be implemented later on, a sort of buried treasure chest. so it isn't impossible that there will be other camps (of some type or other) that will have a limited storage capacity.

Ryan Dancey wrote:

So let's be clear about what the MVP feature is and what the planned iterations for the feature is.

The MVP feature is:

You can only be a member of one company. Companies can only be members of one Settlement.

You have a max ranks of training in a Feat based on the number of Towers controlled by your Settlement. As that number changes, the max rank number changes. If you change the Settlement you are affiliated with the Ranks of the Feats you can access change ASAP.

This is how the game works today and will work when Early Enrollment begins.

Likely Iterations:

In no particular order; these are just written as I remember them from the design document.


  • If you are not a member of a Company allied with a Settlement you will not be able to access that Settlement's trainers, until a future iteration where Settlements have members directly exclusive of Company participation.
  • There will be a cooldown period after your Settlement loses access to training (or is destroyed) or after you separate from a Settlement. During the cooldown period you will retain access to the ranks of the Feats you've trained regardless of your current Settlement's training cap.
  • Settlements will have the ability to choose to construct "support" facilities that will enable characters who earned Ranks of Feats at other Settlements to continue to use them even though the Settlement itself cannot train those ranks (or those Feats at all). The tradeoff is that the Settlement will give up the ability to build some other kind of structure by doing this.
  • You will be able to join more than one Company
  • Settlements will be able to make Alliances which enable affiliated characters to access each others' Trainers.

So coming SOON after the release of EE.

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