So I haven't really seen any indication that work has been done on this, but someone somewhere has done some work, because my 660, which is apparently ancient now, is suddenly much more compatible with the game since the last patch or two. Before several of the armors and some trainers had some kind of compatibility issue that made them look like a Picasso, but now I can wear my embroidered robes and look like a human again. The game is also more stable and my graphics card drivers are freezing up less often. I have made no changes on my end except updating regularly, which I'd been doing before.
Whatever you did, GW, good work, thanks. I think a lot of the positive things that are happening go unsaid here, so I thought I'd post this.
I think a good way to clear areas that we need cleared is to offer a bounty per hex. In exchange for proof that an area has been cleared (ie, screenshot with map open when a group starts working on an escalation, screenshot when they reach 0), we can offer a set of fine weaponry to a band of six adventurers. I can provide staves and twine for a set of bows.
To Bluddwolf's point, I don't think we need or will pay much attention to any kind of game systems that "back" people's claims. That's part of the sandbox nature of the game: TSV or Golgotha or whoever says this is their land and these are their rules, everyone else is free to accept or ignore that, TSV or Golgotha is free to impose any kinds of consequences for those actions, and what we can all do is sit around and say how we feel about it, which is what we're doing on the forums today. Any systems that enter into the game to keep track of those claims will not stop us from doing this.
To the original post, I believe that there is such a thing as a non-combatant. In real life this exists, and in this game this will also exist. You can say that killing a farmer who grows the food that feeds a nation you're at war with is an act meant to cripple them logistically and a valid attack against a combatant, but that puts you squarely on the evil side of the spectrum in my real-life opinion. Anyone can attack anyone in PFO, it's an open-PVP game, yes, but on a metagame level, that does not make everyone a combatant. Anyone can attack anyone else in real life as well, that doesn't make them all combatants. In PFO, I think it's fair to say there are non-combatants and people who do not willingly engage in PVP. They shouldn't be playing this game if they expect to be immune from PVP, but that doesn't change the fact that the characters they are playing are non-combatants. Attacking them is not an act I would refer to as "good"... though of course, "good" isn't the alignment Golgotha is playing.
There are a lot of things in the graphics that need to be finished, but as a baseline, they look the way I want them to look. They're gritty, everything isn't shiny with tracers on all your sword swings and Dragonball special effects with every step you take, minimal HUD noise to be functional, largely good designs on armor and such, some great, some not to my taste... hopefully there will be more finishing touches over the years, but I think it looks great so far. It's a different style than the games where everything shines and glows... and I couldn't be happier about that. Just not my style.
There will also be more to do in the future, and the players will always be coming up with more. If you don't see the value in that kind of gameplay, then you are probably looking for a theme park rather than a sandbox, which is fine, and you have lots of them to choose from. It's definitely a different kind of game. The building blocks are very simple right now, and it's going to have better and more intricate pieces as time goes on, but at the end of the day, it's always going to be a big tub full of legos that it's up to us to put together and tear apart.
It is with a heavy heart that I inform you that due to the potential terrorist threats posed by other settlements, in order to ensure the survival of The Free Settlers, I will be taking a firmer hand in leading the Company. Specifically, for their own safety, all members, instead of being free and equal citizens with voting rights on company policy, will be part of an intricate caste system. So join the Free Settlers if you wish to play as:
- A slave.
- An indentured servant.
- A serf.
There is a possibility for advancement in the ranks for those who work particularly hard, however. Especially skilled crafters with lots of recipes will have the option (at my sole discretion) of becoming minimum wage workers. Note that the only legal currency allowed for trade in The Free Settlers is TansyCoin. All copper, silver, or gold accrued while farming must be paid directly to me in tax.
Anyone who questions our policy will be summarily executed. You can find out more about our new policy here.
The Free Settlers, an independent company in association with the Emerald Lodge settlement, is now accepting Applicants.
The Emerald Lodge is a politically neutral neutral-good settlement centrally located in the middle of the action between two major powers, near the center of the map, which has a unique position right next to the Emerald Spire, Pathfinder Online's first dungeon to be explored. It's the perfect location for merchants, shippers, crafters, explorers, dungeon delvers, PVEers, political power players, or just independent or casual players who want a good spot in the middle of the map where they can quickly get to wherever they need to be in the world.
The Free Settlers (exact in-game spelling: "The Free Settlers") is a Company formed to give independent players a place to call home. Whether you enjoy the idea of being a politically independent or individualist force in the world or you just aren't interested in the politics of Pathfinder Online or need some more time to figure out which settlement is right for you, The Free Settlers will offer any non-bandit player full training support through the Emerald Lodge settlement. As a politically neutral entity, the Emerald Lodge believes it is important to provide this kind of support to independent players, even independent of the Emerald Lodge itself, and so they've agreed to sponsor The Free Settlers.
This might be the perfect Company for you if:
- You wish to remain free and independent but need to be a part of a settlement for training purposes.
- You're not interested in the politics of Pathfinder Online and are looking for settlement support from a company that will not pressure you to become involved in that way.
- You ARE interested in the politics of Pathfinder Online and want to help protect a neutral entity or forge your own path as an independent, or possibly create your own settlement in the future.
- You are not interested in joining a giant settlement or one of the major powers or working under strict rules, but wish to be part of an underdog group that's just large enough to have a fighting chance.
- You want to make a name for yourself as an individual merchant, trader, crafter, adventurer, or soldier, living and dying by your own sweat rather than depending on a group.
- You are a casual player or a player who wants only the occasional help and support of a fellow traveler rather than the full backing of a large group and any expectations that may come along with it.
- You are interested in exploring the Emerald Spire as part of an independent company.
- You are an explorer at heart, and you believe that a small group of independent players can build something meaningful together... and stand together to defend it.
- You think the man wearing the jester cap looks wise and the man wearing the crown looks like a fool.
What The Free Settlers expects of its members:
- We are a neutral group leaning towards good. We accept all comers, but we do not allow banditry.
- As a company under the umbrella of Emerald Lodge, we are expected to follow their rules, which can be found here. We respect Emerald Lodge's political neutrality and though we consider ourselves a separate entity, we will not drag the Emerald Lodge into conflicts through our actions. The possibility for meaningful PVP still exists (especially after the Cataclysm) in the form of settlement defense and the possibility for policing/bounty hunting or even mercenary work, but if you wish to engage in these activities, you should have enough political savvy and communication with EL to make sure not to pull EL unwittingly into war.
- Aside from this small set of reasonable expectations, The Free Settlers are just that, completely free to play the game where and how and with whom they wish.
- We expect you not to be a jerk. We don't want jerks. We don't have to define jerks. If you don't know how to not be one, I'm very sorry. We can discuss individual lessons if absolutely necessary.
What members can expect from The Free Settlers:
- Freedom. Within the game's terms of service and the company's rules, you have the freedom to associate, trade, or worship whomever you choose. You have the freedom of speech. You have the freedom to come and go as you please. You have the freedom to play the game however often and in whatever way you wish. You have no obligation to provide any support or materials or funds or recipes or items to your company (as it has no responsibility to provide them to you).
- A vote. You will have a say in major company decisions. This will be especially important when it comes to spending our company's Influence on support facilities. While we want to contribute to the success of the Emerald Lodge as a whole (and definitely do NOT want to spend our Influence on redundant facilities), we will base our Influence expenditures on our members' needs and our members' votes.
- Support. We are not obliged to offer substantial material support to our members, but within the bounds of our capabilities (and possibly requiring gathering your own raw materials, depending on availability), we will provide refining and crafting services, especially to new players in tier 1, and may provide finished goods or recipes as we see fit and are able. (My own alts are capable of most of tier 1 and will eventually be capable of all tier 1 refining for this purpose.) Members of the company are under no obligation to offer other kinds of support, such as answering questions about the game or coming to a player's defense in a time of need, but are strongly encouraged to do so. The leadership will always do so when available. Anyone at Officer rank is expected to offer any reasonable non-material support they can while they're in-game and available.
- Punch and pie.
Above all, we hope to create a group of people who are supportive, friendly, and just an all-around good group to be a part of... a group that will leave you alone to play the game how you want to play it, or provide a good pool of pickup players to form parties for PVE, or come to the aid of their fellow Settlers when they need it, not because they have to, but because they choose to. To apply for this settlement, just type "/vcapply The Free Settlers" in-game. Thanks for reading. Let's keep the River Kingdoms free!
It's true people would just grab a full-XP zero-spend character for specific purposes in the future. Some larger groups, big spenders, or even just single accounts with a DT are probably saving to see what will become necessary in the future right now. Someday someone's going to need a high-level engineer or seneschal or carpenter to make siege engines or fortifications or even buildings for training, and that need may become so urgent so quickly for settlements that didn't plan for it that they'll pay any price within their reach.
The ability score gates and the XP curve are definitely harsh, but I still see minor improvements in my character most days I play, some of which force me to interact with others. Whether it's getting a recipe drop I need, getting a recipe or maneuver drop I can trade for something I need, finding a new trading partner for crafting, finding a good area to harvest a material I need, etc., I find all those things are giving me that little character advancement hit even when I have to save up for training. That can also come from finishing an escalation, a good day on the battlefield when we start going to war, finishing a level in a dungeon when those come in (especially if they've got nice rewards). When I broker a deal for a high-level recipe I need and one for my settlement and one for some other settlement that needs one who are looking to trade for one I need, I definitely get the same kind of character advancement level-up sound in my head I get when I train an important feat.
I hope we can find a solution that doesn't involve waking up the staff in the middle of the night. I'm sure they end up burning the midnight oil over this game enough as it is, I'd hate for it to cost them more sleep just because someone's saying some bad words. Community policing may not be ideal for the reason Tink pointed out, but it might be the lesser evil... if it's as simple as hey, stop saying bad words, and the only punishment they can dole out without approval from higher-ups is cutting off chat, it might not be so bad.
Or if they want a cheaper but more professional solution, they can pay me minimum wage to be on-call and monitoring chat while I'm doing my freelance work during certain odd hours. I got no problem with that. ;)
Caldeathe Baequiannia wrote:
Ah, yes, that is correct. I would make a terrible criminal.
I quite like the backpacks. Perhaps over time they can be worked on a bit so it's a little more clear what they are (perhaps a little bigger?) but I think the concept is spot-on. I think it's the best fit for the setting, it captures the pioneer spirit of the game, and a dead body isn't what people who might steal your stuff are after anyway, it's your stuff, as represented by your pack.
<Kabal> Daeglin wrote:
It's a backpack. Pretty sure they've said no plan to change. Makes reasonable sense with the lore they've set up - your body is whisked away by Pharasma to a nearby shrine for rezzing but your backpack gets left behind with some of your loot.
Unless you're an ogre, then you can eat yourself.
Forencith, I think I can answer your second question. I'm pretty sure Thod considers looting husks under the category of theft. Not everyone agrees on that, but I think it's fair to say that that is Thod's opinion, one I don't disagree with myself (I make an attempt to contact a husk's owner before looting it. My opinion might be very different if they didn't have the owner's name on them).
As for the first question, obviously he should explain his own rationale, but by the mention of druids, I imagine it's simply seen as a necessary method of conservation. But don't take my answers, of course.
Cheatle, while I'm not privy to all the communications and in no way speak for EL even though my main is in their company (I'm not involved in any decision-making on the part of EL, and in fact, I'm unaware of any settlements in this game that are in any way formally democratic other than the option to vote with your feet), it looks to me like you're making a massive assumption as to Thod's intentions. Unless you've got a Detect Good and Evil spell, there's a strong possibility that any attempts at requesting reparations for lost items were more an opportunity to apologize and make the guy whose stuff got rifled through feel a little better than it was an act of "extortion". That is a very serious charge, and you'd better be ready to provide evidence of it.
Packs come with names. You can /w those names and see if the person's coming back. If they come back and attack you while you're rifling through their backpack, you shouldn't be surprised, you're literally taking stuff with their name on it. When I found a pack in the woods, that's what I did. The owner didn't care, I looted it, found a single Neversleep Sap, offered the owner to give him one if I ever ran into him. Different people have different interpretations of the right thing to do, but that happens to be mine.
I'd say the most likely story here was there was a mixture of different ideas on the right thing to do, and a misunderstanding when it came to communication, among parties none of which had ill will. If anything, Thod gave the benefit of the doubt to his settlement member over an outsider. Sounds like something that most settlement leaders would do on a 50/50 split if you ask me.
A second call to arms, so soon after the first? They say that when it rains it pours... or perhaps something is happening in the River Kingdoms. Something smells like wet goblin dogs. Can we, the Marked of Pharasma, really unite to fight a common foe, or are we threatened on all sides because of all of our infighting? They also say that when brothers fight amongst themselves is when the wolves come to eat them.
I will answer the call.
Gol Tink wrote: