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78 posts. Alias of Thannon Forsworn.


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Tier 2 production is in full swing and the Auction House is stocked, still looking for additional individuals or companies of crafters, gatherers, and PvE folks!


G&S Trading is looking for more folks and additional companies to join us in Canis Castrum! Holdings are going strong, the Auction House is being stocked, and business is booming! We need players interested in all aspects of the game, crafting, trading, PvE, and eventually PvP. Contact me via my paizo account or the other contact methods listed in the start of this thread.


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Holdings are going up! Auction house is being stocked with T2! If you're looking to have an impact on the game join one of Canis Castrum's companies or bring yours today!


Deadman's Glen's primary company moved to Canis Castrum.


G&S Trading welcomes the Deaders to Canis Castrum! We're still looking for members and additional companies. Holdings are coming soon and we'll need all the help we can get, join today!


Bluddwolf wrote:
The PVP Vulnerability Windows provide no incentive to raid other outposts, in lieu of a settlement just running, protecting and collecting from their own.

That's assuming you can be self sufficient, if you can't (and I hope that is the case) you'll need to acquire those other goods somehow, stealing them is an option. Plus you deprive someone else of them which could be it's own benefit. Also assuming it's hard or unlikely to be self sufficient it may be worth it to steal extra bulk resources to sell or ransom.

I think it would be a bit more interesting if the resources appeared periodically and proportionally throughout the PvP window instead of immediately at the beginning of it.


The company grows as does our profits! Join today and help grow our auction house! We'll also need folks to help out with holdings and outposts in the coming weeks.


We've had a few new recruits and the Deaders company will be joining Canis Castrum! Join today to help prepare for holdings and outposts. We'll need plenty of help to run and support them.

Our Bazaar Grows! Additional T2 items have been stocked and more variety will be arriving this week. Stay tuned!


Oh, I assumed he was referencing only the new vaults, never-mind then.


The home and NPC settlement thing is not a bug, that was stated to be intended. I think they said it'll expand to allied settlements when they introduce that system in EE7.


I suppose the only criticism I have left at this point is that if you need to split your company in two, despite having all the resources and manpower necessary to split into a second group, you may have to wait months to build up the influence you need to start expanding out or doing anything. That could be a lot of time spent essentially being in timeout. Guess we'll find out how long that wait will be once we can gauge influence rates.


We're still growing! Just when I think we can't find anyone new we get a few recruits in a span of hours. Join today, if you have questions I'm just a PM away! Even if you're a company Canis Castrum will certainly be interested in having you, we'll need additional companies and folks to help run holdings and outposts coming next month! Join us and help grow Canis Castrum, the Bazaar on the Plains.


Saiph wrote:
Mormo wrote:

So, lately I've had a hard time logging in. There just isn't much to do. I can either: farm repetitive escalations, gather resources, or participate in PvP that I find kind of meaningless (I kill someone just to have them repawn a short distance away from me, fully equipped and ready to fight another [not very exciting] fight.)

I'd love to be more excited about the game, so I'm curious to know what many of you do to keep yourself occupied and the fun level going.

Thanks in advance!

I do rather hate how death is in PFO [as of now]. Do we know if they have plans to change this? Like perhaps having a ghost mode or the option to ressurect? It is kind of a bummer when you kill a guy, to have him repawn just as strong wanting more.

From my understanding there will be changes to how spawning works once they have binding added to the game and when real threading is added it may effect how much usable gear they actually have when they spawn. However those are all future developments that I have not heard any specific timelines for.


The thing that keeps me going is focusing on building our corner of the community and preparing for when new features drop. When I login I never leave town, I spend all my time organizing, chatting, crafting, and keeping our auction house stocked.

I agree there isn't a whole lot to do after a certain point, especially if you're mostly playing by yourself, but you can try setting goals and trying to reach them in the pursuit of long term plans and building relationships with other players that will hopefully payoff later.

Best advice I can offer.


<Just imagine I did another thought out reply in this space that will be casually ignored via some random promotional material link and the goal of doggedly pursuing an agenda that will never be picked up by GW for fairly obvious reasons>


Training and Support is still tied to the towers I assume, until we can actually layout our settlements and upgrade facilities directly it will stick around. However, I assume this is probably beginning of us needing to collect bulk resources and what not in preparation for that day.


2x T2 Dwarven Banded +2 available at Canis Castrum's auction house!

Also restocked a few Acolyte's Elemental & Occult Foci +2 and a Acolyte's Holy Symbol +2.


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Pyronous Rath wrote:
Part of organized development would be proper comments and and keeping track of variables and library's something I think GW already does. I don't think we should talk any more. You refuse to comprhend anything I write it's downright wacky. meh

Every time you try to continue this debate you keep making statements that show your complete lack of experience in this area. Your throwing around buzzwords without actually understanding the context on how to use them.

Comments are nice, but what does that have to do with anything we've been talking about? Comments tell you what you already know or did in case you forget by the time you come back to that code later. While that would be handy in converting code to some degree in case you forgot what a chunk does, they don't magically tell you everything about the new language and engine you're converting to. What magic bullet function do they serve in converting code? (As an aside self-documenting code is all the rage now and minimal comments are becoming more of a thing, I have no idea which philosophy GW is using.)

Tracking variables? What do you mean? Are you saying that each one has a comment? I hope so or at least a very obvious name, but what does that do if you have to rewrite your classes and data structures for the new language and engine? It just gives you a rough guideline of functionality that you probably already know. Not much help in figuring out why the new engine's shader function you swapped in isn't working right or is suddenly causing frame-rate drops. That's of course long after you fix all involved objects' types and collection issues that the compiler is squawking about, and you've implemented memory management properly.

A project of this scale probably has hundreds of classes and thousands of data constructs, do you think there is some document out there tracing the life cycle of every single one? I would bet my left kidney they did not spend that much time documenting. Nobody but groups like Microsoft occasionally documents things that well and they spend a lot of time and money doing it. They most likely have some systems documents (outlining the high level rules and formulas for the game) and rely on general comments combined with well named classes and objects to convey architectural nuance.

I certainly hope they know what libraries they are currently using, it would be very awkward if they were randomly adding them for no reason. Are you implying that libraries are universal and that simply knowing which one they currently use will make converting easier? Because they are not universal and knowing the type you want doesn't mean it's exactly the same in syntax and function across languages. In most cases, especially one where you are completely swapping out one piece of tech for a different one (like a graphics engine), they aren't even close.

The problem here is that your statements don't have anything to comprehend. There is no evidence, referenced projects, or experience to back up your claims. You just keep stating your initial opinion in different words and occasionally Google something to try and prove a point, and so far those few attempts have been easily refuted. This isn't a dialogue because you aren't adding anything, it's just a free lecture about some basic coding concepts from me at this point. I can do this all day, I have faith in my knowledge and expertise in this area to refute, elaborate, or discuss coding concepts if you really want to do that. But that's not what you want, you want to either A. Push your graphics agenda regardless of all evidence or B. Troll.

If the former I'm explaining at the highest level of detail I can without pulling out code examples. If you want to Google parts of what I have said you will find sources discussing the things I have mentioned in varying levels of detail. I'm not making all of this up, that would be an impressive feat itself considering my consistency and ability to elaborate as needed.

If however you are in fact the latter case than at least this has been an educational exercise for anyone following this thread. If you are trolling and you think you're successfully getting a rise out of me, I unfortunately must inform you that I am not the least bit distressed by this, I enjoy teaching quite a bit.

Neadenil Edam wrote:
This project almost certainly uses agile development. Everything the devs say implies its an agile model.

I'm pretty sure they do and seem to have shifted from the traditional two week sprint to a three week sprint. Agile has very little to do with code architecture, tools, or style. It's a process designed to simplify organizing your work and focusing on smaller chunks that you can iterate over much faster. The old favorite was Waterfall but that has some drawbacks in terms of turn around time on alterations as it was much more heavily based around accomplishing milestones over compilable and structurally sound bits of code. In addition there were very different philosophies about overhead tasks.

The biggest impact Agile has on your code is how you breakup tasks, you want to avoid having a particular piece of code require time longer than a sprint. This doesn't mean you somehow code less, it just means you organize your chunks better so you can run tests and possibly patch at the end of every sprint, even if a piece of code isn't 'active'. If you aren't going to patch it usually means you run some unit tests and do a high level manual hand-wave before you move onto the next related component.

At my company we do two week sprints, but try to patch on a two month cycle (as needed). We code for two sprints with unit testing and high level manual testing, basically making sure the code doesn't horrible fail and throw errors at the user. During this time the testing team is usually writing their test plans based on design meetings and playing with our daily dev builds. After those two sprints we make a release build and hand it off to testing for about three weeks of manual in-depth, automated, and stress testing. During this release period we (the devs) spend half our time fixing any issues testing finds and the other half either planning our next pair of sprints or if it's already planned we get a bit of a head start on the next body of work.

The release phase's length does change depending on the size of your project and the level of thoroughness you want/need. The other product my company makes has an almost two month release process when they need to do a thorough rel test.

Following a tight sprint cycle like GW is doing is fairly impressive and I'm sure has some nail biting towards the end of each one. I'm actually fairly happy they shifted to three weeks, it should give them a little slack and reduce the chances of having to rollback a patch.

I hope this has been an interesting look into how Agile can be used.


Ironically I happened upon this rant today that nicely encapsulates some of the problems between the game, it's engine, and the GPU interactions and some of the difficulty that goes into making a modern game simply function. Quasi related to the topic on hand as you would solve all these problems for one engine only to run into a different set on the other engine plus of course language swapping side effects related to interacting with the engine.

Interesting read if you are unaware of how Graphics Card Drivers work and get made. The final conclusion is that it looks like it's getting better with the newer direct APIs like Mantle, but it's still in it's infancy.


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Pyronous Rath wrote:
If development is organized none of that is an issue. The converters are not perfect but they are a HELL of a lot more capable than you imply http://visualstudiomagazine.com/Articles/2005/11/01/Convert-C-Code.aspx . More like performance increases maby you should read this article it may help or better yet try using UE4...http://blog.digitaltutors.com/unity-udk-cryengine-game-engine-choose/

Organized development has absolutely nothing to do with anything I last posted, you would be subject to all the possible issues I mentioned if you have the best organized code in the world or the worst, it would just be a lot more of a time-sink in the latter case. Everything I mentioned is a sheer side effect of attempting such a transition and has nothing to do with code quality. That said if you spend any time among professional programmers you would very quickly discover that the best laid plans always fall into traps somewhere, either of their own design or due to the limitations of the tools they are using. There's a reason this is a meme that 100% of the programmers I've dealt with have referenced.

As to the tool you linked I did some research and can find pretty much no one but the marketing spiel from their site praising it's wondrous capabilities. If you search for more generic advice like 'convert C# to C++' you'll find this, this, this, and this along with a bunch of marketing spiels for a few such tools on the first page. You won't find a single testimonial of praise for such a tool from any of the usual corners of the internet where programmers congregate to solve problems. It's almost like we understand the technology we are using...


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Pyronous Rath wrote:
LOL A few hours for planning months of coding and you have the gall to say"The problem here is that you don't really understand how any of this works.". You know there are additions for visual studio to convert C# to C++ automatically right?!? Oh nooos not du du du THE LIBRARIES. I don't know why you think there would be ANY problem converting game assets. Do you even own a PC or ya just on your Iphone lol.

Go find a large project on GitHub in C# and convert to C++ using one those tools, let me know how well it compiles. While your fixing those compile errors that are literally everywhere you'll discover that it doesn't have any of the libraries you were referencing and in any decent size project there will be many both of your own and third party, let me know how long it takes you to find their equivalents or rewrite them and change all your code to account for those. Now at this point (several weeks from now at best) you might actually get it to compile and run! Of course you'll immediately start running into memory, pointer, and general logic flow issues as the conversion tool is incapable of inferring nuance and can only swap basic syntax. Then spend a few weeks adding debug code trying to find those hidden cases that are causing strange effects without any obvious errors.

You'll then discover performance problems that didn't exist before! Where did those come from? Couple options: either you're using your new libraries incorrectly, using the engine API incorrectly, or it converted to completely different STL container types that all have their own performance quirks, and depending on how you are interacting with them are completely different from their C# equivalents.

And I'm glossing over the fact that there are features that can't be directly converted between the two languages that could result in massive architecture changes or that you'll also have to convert whatever scripting you are using as it will probably not have a 'simple tool' to use.

But clearly it's a piece of cake and a conversion tool will do most of the work (but still set you back six+ months?). I suppose I could be completely wrong, it's not like I do this for a living or anything.

As to your points:

1. Not really, people use different languages and engines for different reasons, if they didn't their wouldn't be the amount of variety there is today.

2. Relevancy?

3. Opinion, not a fact and has a lot to do with their workflow which we know nothing about.

4. Considering Unity 5 was just announced and has been picked up by several major games I think we need a bit more proof before calling it 'dead'.

5. If you are going to college for game design you have already made several mistakes and should probably not be hired by anyone that cares about their development teams anyways. General CS or Software Engineering with a concentration in Graphics will be infinitely more useful and sell-able as a skill-set than a gaming design degree (most of which aren't even accredited anyways). Especially since you would predominately be using a 32 year old language that is one of the primary languages taught in other programming courses...


From my understanding TEO's core crafting queues are micro managed to be constant and full, it's rather impressive. If your goal is to pump out T2 Equipment for at least say 100 characters that takes the equivalent of.....at least 300ish days for T2 +2 Armor, give or take a day per item pending the type and skill level. That's 10 armor-smiths queuing around the clock for 30 days. Add 10 more to cut it in half again. Extrapolate that out to varying degrees to the other crafting professions, plus refining time, etc... It ain't so simple to supply folks depending on your needs and capabilities.

Then if people are actually losing pieces to durability or hauling accidents...


I will 2nd that implements are one of the better selling items, they tend to go pretty quickly.

Buy Orders would make life a lot easier for trading folk.


Al Smithy wrote:
Auction Houses would probably have more life if people needed equipment, but it sounds like everybody has what they need now. And since there is very little of anything going on, not much equipment is lost. Sounds like generally it is just a how bunch of nothing going on. Am I right?

Our Auction House has generated around 5gold in profit from out settlement stockpile. People are buying stuff, you just need to stock enough variety and get the word out. T1 is not really selling, but T2 seems to be going steadily and in some cases very quickly. Raw resources are sporadic but also selling, both T1 and T2.


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It's not his opinion that makes him a troll, it's his staunch refusal to face facts and separate them from his opinions that make him one or at least indistinguishable from one. This particular thread is a prime example of his troll like behavior, we all probably can agree that UE4 is a better engine even if that is technically an opinion. We're not discussing that though, we're discussing the feasibility and advantage of converting from Unity to UE4. Several of us have clearly explained the problems or potential problems with his proposition and his response is 'no ur dumb shutp fanboi' and throwing out a few pieces of jargon in a feeble attempt to imply a deep a knowledge of complex systems yet fails to actually respond to anyone's specific points. If that is not troll behavior than it is one other possible thing that I will not explicitly state to avoid directly insulting someone on these boards.


Pyronous Rath wrote:

Actually it is you that does not understand how much of pfo in man hours is not code all of wich would be transferable. The data base is only a part of that. There is a ton of work that is pure systems design. There are all of the graphics and audio assets. That 5% does not matter if it means 100% better chance of success. Who the hell cares about 100% of a failure which is exactly where this project is headed atm.

The failure of PFO will not alone sink anyone's career. There are talented people at GW. That being said the failure would be remembered by the mmo community in fact many would probably only hear about it in the past tense. I would not want to be the figure head associated with the project especially considering it was funded with trusting prospective customers.

I am baffled by your interpretation of how code development works. It only takes a few hours to plan months of work that will produce a hundred thousand to millions of lines of code. The idea that just because they already designed the high level systems on paper that 'most of the work is done and reusable' is laughable at best. Changing the more generic aspects of their codebase from C# to C++ syntax is a time consuming task, not to mention libraries, scripting, and engine API specific differences they will undoubtedly have to resolve. The only thing that's close to reusable is their database as they are standalone anyways and possibly their art/sound assets as they are often convertible formats that are from third party tools. I'm also not sure if UE4 has acceptable networking libraries for an MMO, they would possible need to write those from scratch, I know Cry Engine does not. And after all this work that would take months to most of a year to accomplish and the conversion is done...there will be no significant change in graphics.

As to the 5% Royalty I said it was a concern, I don't know their expected net profit margins for this product but typically you need at least an average annual of a few percent to grow your product. That 5% royalty is on gross which could be several orders of magnitude higher than their net. (As an example in 2009 Amazon posted a gross of 22.57% but only a net of 3.7% profits) For long term operations it is usually more cost effective to buy your engine outright to reduce yearly recurring costs. For single-player games it's not as big a deal as the profitability is centered around a single release point.

That all said while I know you are just another troll, if anyone finds this information educational or useful these posts are not a complete waste of time.


Withdrawing my offer for now, Xil is already handling this, check this thread to contact him.


Sounds like you just need a neutralish known trader that everyone is more or less willing to work with and agrees to customer confidentiality.

Soo that said if enough of you guys want I'm willing to organize a confidential trade ring (let's start with T2 recipes), my corner of the world is quiet enough and open enough that we wouldn't have any issues with folks from all walks of life coming through. I already have some of the tracking for such an endeavor put together, I can easily adapt it for interested individuals.

PM me your interest if you don't want to publicly state it here.

Addendum (based on other forums): Not to step on Xil's toes and correct me if I'm wrong but from what I've seen Xil has been buying and selling, not necessarily acting as a backroom broker. I'm proposing I open up my tracking sheets a bit so that users can confidentially see what others are willing to trade and I act as the go between without the involved parties ever knowing who they are buying and selling from. If that is what we are talking about then feel free to contact me with your interest, if not then I highly recommend Xil's services. If Xil is already doing that level of trading I do not seek to compete with him at this time.


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The problem here is that you don't really understand how any of this works. Switching from Unity to UE4 is close to completely starting over for probably the majority of their code-base, it's not something you can just copy and paste. They would only get to keep their database.

As to cost...unless they have restructured it since I last read their royalty fee legalese it's applied to the gross revenue of the product that includes the engine. That ends up including subscriptions and store items. While not the majority, it's enough money for the lifetime of the product to be a concern.

You are basically making a proposition that has an incredibly high chance of killing the game straight up because it's not quite pretty enough for you. Which has pretty much nothing to do with the engine anyways. I say that because they aren't going to be using the coolest tricks UE4 can do in an MMO for reasons completely unrelated to graphics fidelity and everything to do with communication bottlenecks.


AH has been restocked with Tier 1 Materials, Armor +2/+3, and Weapons +2/+3 along with new Tier 2 +0 Charged Wands @ 3s 25c


1x T2 Longbow +1 @12s 58c has been posted.

T2 Dwarven Banded +2 coming later this week and T2 Charged Wands +0 later tonight, catch announcements and deals early by subscribing to @CCBazaar.


T2 +0 Bows have been restocked along with some T2 +0 Daggers and Longswords. T2 raw resources will be added a bit later today.


Our Auction House has been restocked with various T1 +2/+3 Arms and Armor along with a few hundred of several T1 resources and smatterings of T2 resources. Some of the cheapest prices in game! Stop by today!


I'll see about getting a refill, those were from an external subcontractor. G&S will start producing T2 bows internally I believe sometime tomorrow if not this weekend for sure.


I can confirm that the Bonedancers have spread west into the plains, we've recently been directing League folks to try and curb them around Canis Castrum and the more traveled paths out of the plains. Expect to see at least a few League folks show up.


I feel like a broken record but we're still managing to grow! Two new recruits this week! If you're into crafting, trading, gathering, or if you just dabble on the side we want you!

Obligatory Auction Search Tool mention.


Saiph wrote:
Gotcha, well it is indeed more lenient in its current state. I don't see your evil settlement or characters being less powerful than your good counterparts. And I think it's safe to say being a bandit is just as easy as being the good guy. I'm almost positive that's not intended.

I believe currently it is more lenient than it will eventually be, however that does not necessarily mean those eventual systems will completely stop such things. It will hopefully just make the decision to play that way more of a commitment (and less of a timeout penalty), with a few balancing factors (like SAD mechanics), and giving other folks some advantages should they choose to hunt the criminals down.


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One of the challenges PFO set forth for itself is to try and shake the Sandbox PvP MMO = murder hobo simulator mentality. Unfortunately not enough systems are in place yet to really make that clear.

I see one of the biggest problems is that PvP loss is very one sided and often inevitable for the targets. The all or nothing issues as pointed out above create frustration and incentives to pursue the negative feedback loop which many are not mentally prepared for. Coupled with the fact that just because you didn't rob that person more than once this week doesn't mean they haven't been robbed every night this week, what may be intermittent for you can certainly be a regular occurrence for someone else. I don't think there is much you can do about that latter case outside of always managing to outnumber your possible assailants.

There is also an important distinction between the mentalities of 'Not Friendly Kill' and 'Not Enemy Don't Kill'. Both accept PvP and are part of the sandbox, but reflect different play-styles.


It's rather depressing that NPC auction houses are in the game at all, severely reduces the likely hood of folks venturing to new markets when there is such a convenient non-affiliated auction house.

I only occasionally venture out to Marchmont and was unimpressed with the pricing on the few things I checked. I would be curious how our prices are stacking up against the prices there. You can compare using our Auction Search Tool.

(Probably not as much variety yet, but we're working on it.)


We're continuing to grow! While the rates have slowed we're still bringing new folks in almost every week!

Don't forget you can view G&S sponsored auctions (along with most of Canis Castrum's auctions in general) via our Auction Search Tool, courtesy of Sspitfire.


Today we have also added Tier 2 +0 Warden Short/Longbows and Dwarven Steel Daggers/Longswords; along with Tier 1 Bows and Leather armor.


We've added some Tier 1 and Tier 2 materials along with a large pile of Tier 1 recipes to the auction house. Remember you can search our AH using this out of game tool.


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You can now browse our Auction House offline using this convenient tool (courtesy of Sspitfire) before making the trek out. Items in this list are primarily managed and created by Gold & Steel Trading for the profit and growth of Canis Castrum. However, we will try to add other individuals' auctions, but the list will not always be 100% up to date for all auctions, we can only guarantee the official G&S ones. The list will be updated at least once a night (EST).

Currently most of the items listed are on the 'Crafted Items' tab, third from the left, but additional resources and items may become available, check back regularly and look for announcements in this thread.

Most things we post can be custom ordered, orders for items and materials can be made by contacting me via PM here, at thannon.forsworn@gmail.com, or by using the 'CC BO' tab of Sspitfire's Auction Sheets.


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I think the interesting distinction lurking behind this conversation is that some people see PvP as a means to an ends and others see it as an end in search of a means. (I'm sure many of you could guess I am distinctly the former)

I see a few people mentioning things like they don't login if they can't PvP every single night. From my understanding of the design goals you are playing just as 'incorrectly' as the folks that just want to PvE all day. There seems to be philosophical blinders on both sides.

Why is that your only motivation to play? Why is that a single minded pursuit and why is the opposite not as legitimate a desire when pursuing singular aspects of the game? How is that meaningful if there is no real decision in what you are going to do each night?

(Disclaimer: I have seen several folks mentioning they do other things while recouping reputation, and I am distinctly not lumping you in here. I think that is still a 'flaw' in the game, but I don't think it's your fault and I don't know how to solve it at this time. I would think that to ultimately be a mechanically declared bandit and have access to any related feats and perks you should have to maintain a certain reputation and/or alignment that inherently limits your access to polite society, thus creating a meaningful decision. But that type of system is probably not in the near future.)


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Savage Grace wrote:
G&S Thannon Forsworn wrote:
Gol Phyllain wrote:
Thannon the downside for Bandits is that banditry is a terrible economic model. In the three or so hours I was down south last night I could have gained far more materials from PvE.

But you still did it and other folks are doing it. If it has not been abandoned for nonviable economic reasons it's still a balance concern and it still impacts the parties involved in a particular encounter and a long term viable solution is still needed.

We should also ask then why are you committing acts of banditry if it's not worth it? Whats the motivation and how does it interact with the people you are encountering?

I would also say that if banditry is not worth it, then it is also broken (or perhaps I should say incomplete), it needs to be valuable in some way but the repercussions also needs to be balanced for the target's benefit (as a reaffirmation of their chosen play-style). Otherwise you just run into the examples I have previously stated.

Just to be clear I hope no one thinks from my part in this discussion that I am adverse to banditry and PvP being game mechanics, I am not. I just think they should mean something and be an actual important choice in play style. However, we are early and a lot of systems have not been released yet so some of this may smooth itself out in time.

Like everything else in this game, PvP is evolving and has a long way to go.

But the devs have promised that PvP is going to be important, so many of us are engaging in it regularly in order to develop PvP tactics and strategies. Any payoff is in the future and may just be empty sandbox marketing promises.

I agree and am personally indifferent to the current state, I will work in it and around any aspect of it as needed.

However, I am not going to say that the current state is good enough or ignore that there might be significantly negative ramifications for over indulging in these aspects at this time. Especially when as you have essentially stated there is no real benefit to it currently, which would just validate the naysayers opinions and reinforce negative views of your actions.

I guess I'm saying don't be surprised that people are upset about it, just as you are upset about the lack of PvP. The viewpoints need to be two parts of a whole, not warring philosophies that separate the player-base.


Gol Phyllain wrote:
Thannon the downside for Bandits is that banditry is a terrible economic model. In the three or so hours I was down south last night I could have gained far more materials from PvE.

But you still did it and other folks are doing it. If it has not been abandoned for nonviable economic reasons it's still a balance concern and it still impacts the parties involved in a particular encounter and a long term viable solution is still needed.

We should also ask then why are you committing acts of banditry if it's not worth it? Whats the motivation and how does it interact with the people you are encountering?

I would also say that if banditry is not worth it, then it is also broken (or perhaps I should say incomplete), it needs to be valuable in some way but the repercussions also needs to be balanced for the target's benefit (as a reaffirmation of their chosen play-style). Otherwise you just run into the examples I have previously stated.

Just to be clear I hope no one thinks from my part in this discussion that I am adverse to banditry and PvP being game mechanics, I am not. I just think they should mean something and be an actual important choice in play style. However, we are early and a lot of systems have not been released yet so some of this may smooth itself out in time.


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Savage Grace wrote:
G&S Thannon Forsworn wrote:

The biggest problem seems that there is nothing at all for the Bandit to lose that causes them equal frustration or setback. Either they fail to kill someone, in which case they don't care much cause at least they got to PvP a bit, or they kill someone and walk away with any valuable loot. Should someone (or someone's friends) catch up to them and manage to kill them and take their loot back the bandit still barely lost anything of value, especially if they aren't actually valuing their ill-gotten goods much.

So the current situation is such that there is no real deterrent to being a bandit yet. Therefore if you are seeking PvP ideally you should be a bandit. The scale is lopsided in favor of the PvP bandits until systems that making the life of a bandit challenging are implemented.

I'm afraid those adverse to PvP will simply need to wait until some additional systems come on line that may even things out a bit more.

The scales are only in favor of the PvP "bandits" because many (most?) players are largely defying the devs by not grouping and working as cohesive social units, while many of the players who got with the program realized that all those lone wolf players were actually sheep to be sheared.

The only additional system that needs to come online is for other players to get with the program and develop effective cohesive social organization too.

It really is that simple.

And I totally understand wanting to gather or hunt solo. I do it sometimes. I just accept trading added vulnerability for convenience when I do.

That's not a solution though. I bring 5 people, so you bring 10, I bring 10 you bring 20, we've just added a social arms race to the conversation, but the core doesn't change; the scales of potential gain and loss are not balanced. If they bring so many guards that you can't be a bandit then you are done and you're now the displeased party.

People will always do what is either convenient and/or efficient. Ultimately communication is a pain if you aren't in a voice chat with folks all the time so it's convenient to just head out on your own. Guarding gatherers on the off chance a bandit might show up is not fun, therefore it is neither convenient nor efficient. Gatherers can't really travel in groups because it's very inefficient, so they often go alone.

On the flip side the bandit suffers from none of these problems, it's just as efficient or convenient to hunt solo or in groups. Unless guards become so prevalent and lethal that it's not worth the hassle. At which point banditry is useless, which is just as bad if not worse.


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Savage Grace wrote:
R_F wrote:

I'll let the sociopaths have their game.

This is a low budget sandbox game. Those "sociopaths" are the content. This will likely never be a big expensive theme park MMO. At best, we might be given better things to combat over (in the future) than what you carry in your inventory. But PvP is BY DESIGN a very big part of what this game was marketed as.

Why does being felled by your fellow players upset you more than being felled by an ogre?

Especially since some random passerby could just walk off with your husk loot from the ogre death?

Because he's in control when it comes to the Ogre. If he fails against the Ogre, it's his own fault whether because he was not properly prepared or that he got too close and caused the engagement. When it comes to spontaneous PvP he loses control, the opposing entity is dictating the encounter and inflicting their will upon him. The negative feeling is even more pronounced when proper planning and outfitting is required to succeed in a PvP fight. It's not the least bit surprising the experience can be negative depending on people's expectations, and it's disingenuous to conflate losing a PvP fight to losing a PvE fight from their point of view.

What's interesting though is that from the Bandit's point of view the experience and outcomes are pretty much the same as engaging in PvE, the opponent is just not an AI. Recognizing that distinction should bring into focus why many find the current scope of PvP and bandit behavior 'problematic' or less than ideal.


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The biggest problem seems that there is nothing at all for the Bandit to lose that causes them equal frustration or setback. Either they fail to kill someone, in which case they don't care much cause at least they got to PvP a bit, or they kill someone and walk away with any valuable loot. Should someone (or someone's friends) catch up to them and manage to kill them and take their loot back the bandit still barely lost anything of value, especially if they aren't actually valuing their ill-gotten goods much.

So the current situation is such that there is no real deterrent to being a bandit yet. Therefore if you are seeking PvP ideally you should be a bandit. The scale is lopsided in favor of the PvP bandits until systems that making the life of a bandit challenging are implemented.

I'm afraid those adverse to PvP will simply need to wait until some additional systems come on line that may even things out a bit more.


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That region is often attacked by hostile forces from their northern neighbors, such occurrences will happen. It is nigh impossible for anyone to actually police all the hexes around them, but I can vouch that on my trade runs through the area I have had no hostile encounters with members of Keeper's Pass or their surrounding allied settlements.

Edit: Marchmont is a long way from Keeper's Pass and there are several openly hostile and active PvP groups in between them. Your safest bet is to travel along the outer ring then trying to cut through the middle. Plus their are at least 3 active auction houses closer to Marchmont than Keeper's Pass (not that they aren't a fine choice).