DeciusBrutus wrote: Regarding pricing: I estimate about 5c per for T1 raw materials that are sourced locally, because that makes the reward per hour about the same for gathering as hunting. I figure finished goods prices will be based on material and time cost, but haven't figured how to quantify time cost. The issue with finished goods being factored around material cost is +3 T1 components only use slightly more raw mats than +0 . If cost of gathered mats is the main factor in the price for crafted goods there will be virtually no market for +0 and +1 crafted items as they will cost almost as much as +2 and +3 .
Yeah the AH at Keepers Pass is not really used much. The majority of Keeper's are taking a fairly laid back/stealth approach to Alpha and intend to front up in full force once EE starts.
The main consumers of coal at KP at present would be myself Nimitz and Daela so you are better off trading directly with one of those three.
Not quite sure what 100 coal would be worth to a beginner crafter as 100 coal plus 100 iron would make around 4 or so Pot plate +0 which would sell for maybe 80c - 100c per armor ?
Assuming you made 400 c and wanted a 10% profit that leaves 360 c for mats so about for 180c coal the coal and 180c for the iron. That only works out at 2c per coal though you could possibly get 4 or so each. That is not a huge profit if you are delivering from Tavernhold.
TEO do tend to make good/trades for coal and iron as they are running all sorts of crafting experiments and are always running out.
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Yah teh crafting nerf is decidedly odd and counterproductive.
Despite all the claims that it is not going to be a "login once a week and spend your XP" game it seems to be catering to exactly the people who complained about not being able to do just that. you now either log your crafter in weekly after level 6 or build a fighter and have a no effort low to mid level crafting sideline.
Do you have coal over there in the flats ? The only coal we have is from middens down near Phaeros.
lol , one of the Keeper crafters has just switched to Tavernhold, she would have loved the opposite teleport instead of all that walking I am sure :D
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The grind issue seems mainly to arise with people that have the mindset that the only character actually worth playing is one maximized for the current state of play and any activity prior to that is just an unfortunate chore necessary to get that character to its optimal (maximised) state.
This attitude is prevalent among but not restricted to PvP players.
A PvE example from EVE is the continual string of PvE forum whiners complaining it is unfair they cannot fly a battleship by the end of their 2 weeks of free trial.
sspitfire1 wrote:
Much of it is hardly going to be important for the first week or two of EE, anyways, as we will all be just getting settled in for the long-haul.
Given the rapid rate of change in Alpha I am inclined to sit out the first few weeks and see what settles. Sure there are situations like the recent craft XP nerf where you might regret not spending that XP in a timely fashion, however what is more likely is you will waste XP on feats or abilities that are devalued or even rendered unnecessary by random game changes.
Has anyone actually got this to work.
I tried to use the /settlementapply command to allocate my towers to keeper's pass and it kept saying "No such settlement" regardless of what combination of capitals and apostrophe I tried.
Bringslite of Fidelis wrote: Establish a basic real economy that will drive all other things.
The economy is not really that functional at present, most people direct trade.
This is a combination of several factors.
1) virtually everyone in alpha is a would be crafter and hoards everything just in case they want to craft with it one day
2) searching on the AH is frustrating and time consuming so if you list something unusual like +3 golden crystals no-one even knows they are there
3) generally anything useful listed on the AH is gone immediately. Whilst there is always some stuff in stock it is either overpriced (such as iron ore for 30c meaning a generic suit of pot iron would cost about 600c to make) or relatively useless items like recipes for ammunition and bombs
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Bringslite of Fidelis wrote: T7V Jazzlvraz wrote: Caldeathe Baequiannia wrote: ...we're the only one's with so much opportunity to live in intersting times. I remember we were admiring Tavernhold during the Land Rush for their choice of a home with four Badlands, one Monster, and one Home touching them. We assumed they wanted to make sure there'd be plenty of tired, thirsty adventurers wanting to sample the wares. Samples? Uhmm... is there a limit to samples? It may be necessary for those elven types as they kinna hold their licker you ken. Dwarves should be free to sample as much as they like.
Urman wrote: Dunno. I'm not sure that every transition hex needs to be a narrow defile. I'd think there could be a broad range of possible transitions. With the current setup making the only way down from mountains one or two narrow passes will create a serious game in-balance in favor of the western lowlands settlements.
For game balance it needs to be possible to get down in more places than you can get up, by jumping to ledges at certain spots part way down and sustaining partial damage for example.
Bringslite of Fidelis wrote: I have found them lucrative (quite) even if impossible to dislodge alone. The escalation spawns in town that team up with the Thornguard are ... interesting .
Uthreth Baelcoressitas wrote: We do love our buttered scones ;)
for tea of course ...
... and here I was expecting a thread about changing the "karate kid" wax on/wax off gathering animation to a crosscut saw and axe.
Ryan Dancey wrote: If you don't email us, we can't help you. There's no systemic "can't login bug". I would disagree on that.
Yesterday for an hour or more, two of my three charcters would log in happily whilst the third character on the same account just sat at the locating/loading character message.
If I gave up after say 5 or 10 minutes and went back to one of the other two characters they loaded instantly.
Suddenly after about an hour and a half the "faulty" character was able to login normally again.
I would add town wolves and town escalations to the things that need to be fixed before EE.
The wolves are avoidable but the escalation spawns that link up with the Thjornguard (there was one at Hammerfall last night) are particularly difficult to deal with.
Yeah its rather amusing actually though will not be funny in EE.
My main crafter who is probably the only character in Keepers capable of making +3 axes, battleaxes and swords is stuck on -5800 rep for no apparent reason.
I am thinking potentially it might have come from him healing and buffing with reactive damage feats still slotted but not really sure :D
Its rather an odd system.
Too be honest I actually feel that gathering and to some extent crafting levels a little to quick in the early weeks - but meh it makes no long term difference.
As far as advanced gather skills I am personally in favor and like the ideas - however be prepared for a lot of "this game is nerfed for new players as we cannot compete with you vets" style whining on the forums :D
<Kabal> Häagen wrote:
Now can someone else please try rogue and wizard? I suspect without the alternative Divine achievements it's going to take more than 7 hours. Maybe someone other than you Ryan, you're going to burn out! :)
Thanks again!
Rogue has both shortsword and shortbow as separate achievement tracks plus quite a few quests now for things like defusing chain breaker bombs.
Wizard is a little harder. Wand and staff need to be made separate achievement tracks.
It is worth noting that training all orisons to 3 in Ryan's build gets him the ability 12 he needs to level but at some stage he would need to track down a better battle/elemental/occult focus weapon if he wanted to make use of those levels.
QUESTION @ Ryan - if training orisons increases abilities does learning level 1/2/3 implement spells also increase ability ? If not could it be implemented.
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The simplest way to start regardless of what you eventually want to be if no one is around to give you gear:
1. Find the free shortbow vendor. She stand next to the rogue trainer in front of what look like a 2 storey house and gives you a maximum of two free shortbows.
2. Go to the skirmisher and train the shortbow attack called "distant shot" so you can shoot from 35m away.
3. Equip your free shortbow. First hit "P" to bring up the paper doll fitting screen. Now hit "I" to bring up your inventory. Go to "weapons' in inventory and find the shortbow and select it - the correct place on the paperdoll fitting window will be highlighted, drag it in.
4. You should now see your distant shot feat in the UI at the screen bottom. Go to the edge of town and find the single goblins standing around. Tab to target one of them, move closer slowly until the distant shot icon becomes available and then start shooting. Run away if you take damage.
5. If you shoot enough goblins you will start to acquire loot including eventually better weapons and some armor.
KarlBob wrote:
By the way, does anyone know where the term "gish" came from? Githyanki with Prestige Classes.
Quote from here:
Origin of Gish
In the githyanki language, apostrophes (which are not pronounced) separate different morphemes which have been combined into a single word. For example, gish'sarath combines the word gish, or "skilled," with sarath, or "sergeant." Githyanki who have trained with great heroes add the prefix gi' ("student of") to their trainer's name.
Positive changes all in all - sad about no AH fixes but oh well.
Looks like endure elements will get more use.
Mentioning XP changes makes me nervous.
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KarlBob wrote: KoTC Edam Neadenil wrote: KarlBob wrote: What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
Apothecary make Varnish which is needed for Bows.
In terms of clerics Varnish is an essential ingredient of hafted weapons like Axe, Mace and Hammer as well as necessary for the main T1 cleric heavy armor Yew and Iron Splint. That makes sense, too, except that varnish is only one of the many things that apothecaries make. Most apothecary recipes are used for alchemy, not weapon and armor crafting.
I think the Wisdom connection and the desire for trade between settlements are probably stronger factors than varnish. very true.
There is also a lore connection. Clerics heal and Apothecary presumably are the source of heal potions.
NOTE: there is something to be said for the argument that some refiners are essential enough to be present in all settlements.
Tyncale wrote: @Jazzlfraz, Decius and Karlbob
It is more the worry: Ultra-rich dude + boredom = finding extremes on how to break or mess with the system.
That was a major issue in a game I will not name. One particular player had been in an accident and was restricted to a wheel chair and also recieved a very big insurance payout. Being stuck in a wheel chair he was online 24/7 and he literally spent thousands of dolalrs a week on multiple alts and pay to win items. You really did not want to upset him in game, your character would be impossible to play.
He pretty much totally dominated the particular server for a year or more until he tragically died from complications in an operation related to his injuries.
On a slightly unrelated note, do the Cleric Spells Hold Person and Cause Fear do anything at all to NPCs ? They seem somewhat useless in PvE.
Nightdrifter wrote: I've found it better. Haven't had a chance to play a lot, but in that time no desyncs.
In Alpha 8 having 2 instances of the client open to do a trade between characters was painful. I've only done it once in Alpha 9 but it was a lot smoother.
For single items its still easier to pick a quiet time at the AH, offer it for sale and log the other character in and buy it.
With the hoops you have to jump through to see what items are on offer you would be incredibly unlucky if someone bought it before you logged the 2nd char back in.
Duffy wrote:
As to your example I think it's a bigger problem if you buy some goods only to realize after the fact that you can't pick them up for whatever reason. Sometimes you might do it on purpose because of supply/demand issues and work something out to get them move to a safer location, but it shouldn't happen accidentally.
That is working as expected for EVE.
It is quite common to accidently buy goods in losec and have to relist them for resale becasue its impractical to go get them and too expensive to have them shipped.
Tyncale wrote: Looks like remote Buy orders are in then, at least for those with characters that have the ability to browse at a distance.
Quote: When you place a buy order you'll place the price into escrow and when the order matches, your inventory will be delivered to the Settlement where the sell order was posted. I could imagine though that certain Settlements or alliances of Settlements would rather not have their wares visible and being bought by some remote Trader. Maybe that Trader is not even planning on collecting the goods he buys, but just wants to mess up some local AH.
Some of these people will be so rich that coin does not matter.
So I am wondering if Settlements may be able to put restrictions on what remote buyers can do in their AH. Since physical presence is not needed, a lot of gamemechanics are being circumvented, like Reputation, Alignment, Faction, Wars and Feuds. At least for the buying character (not so much for the collectors/transporters).
Seems to me the settlements with AH are the craft heavy ones that actually want to sell stuff. If everythign yu put on your AH sells to some remote rich character regardless of how inflated the price what is the issue ? You can always direct barter with players from your own settlement.
The main issue I have had with two weapon stuff is the way it fits in the UI. When I try it the second weapon/shield seems to replace the secondary attacks of the primary weapon. Ideally we should be able to mix and match 6 attacks from any of the primary or secondary attacks of either weapon.
I am all for Stand and Deliver if this is the typical bandit:
http://www.thesteampunkempire.com/photo/steampunk-bradford-industrial-museu m-5-1
Thod wrote: I can only confirm the heat issues. The laptop would get VERY hot. I'm now using it no longer flat but raised to allow better air circulation below it as I was afraid I would just fry the whole system.
I have done the same.
On "fastest" my laptop was fine. On "simple" (because of texture bug) it gets very hot but works and on "simple with two clients loaded" to offload stuff from one char to another it can overheat and randomnly shutdown and power off, ( Win8/64 8GB i5 nVidia 720m).
I have noticed with dual graphics laptops setting the game manually to use the non-intel GPU can occasionally help performance.
KarlBob wrote: What's odd to me now is that Apothecary has been assigned to Cleric settlements. Do the Arcanist and the Iconographer use a lot of extracts? From what I've seen, the more natural combination would be Apothecary and Alchemist.
Then again, maybe poorly matched refining and crafting facilities in the role-oriented settlements are meant to push most crafting activity into the crafting/auction house settlements.
Apothecary make Varnish which is needed for Bows.
In terms of clerics Varnish is an essential ingredient of hafted weapons like Axe, Mace and Hammer as well as necessary for the main T1 cleric heavy armor Yew and Iron Splint.
TK still sux in places at busy times but otherwise it is much more stable.
I am not sure if its a programming change or coincidence but i now get lag in combat rather than a total desynch which, while still annoying, is much more acceptable.
On the down side running two alts at once on the "simple" settings on my laptop (8GB Win 8 I5 nVidia 720m) will eventually overheat afer 30 minutes or so and shut the laptop down which in my case brings on the famous Win8 infinite repair loop on startup bug (needing a power down and battery removal to get out of).
KarlBob wrote: Global price knowledge, but no teleportation of goods. That sounds like the plan as I understand it. Without global pricing the solo players/small settlements will be at a huge disadvanatage compared to larger coalitions/cartels which will maintain out-of-game price checking websites to fill the gap.
The big downside I see to make every alt totally dysfunctional unless paid for is it can easily lead to pay to win.
Not sure why you would bother with SAD when anyone in a crafting or AH window has no visual queue you are attacking them though sound is a give away.
Just sneak around town and kill the crafters :D
celestialiar wrote: Yeah clerics go hard as melee because their heals are not bad... but the real issue is that they can protectively enchant themselves and it really affects damage with nice armor on.
You'll be taking a lot of damage from like those red skeleton mobs with an archer, a skele mage, a goblin mage... like you couldn't go in on that mob solo, but you could somewhat tank it.
In terms of lesser mobs or even pvp, I think that's one of the best melee builds.
Again, until they make it so that you can't mix and match everything (or until spec is much more powerful), you may find that self healing, mild clericism will be a staple.
Level 2 buffs like divine endurance and aid make a massive difference - the 350 point self heals from lesser cure also help providing you can get them to fire off in combat. Endure elements helps a lot against Shaman types.
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To be quite honest if i had to pay a sub every month for a crafting alt I used for 10 minutes a day to fire off a few craft jobs I simply would delete the character.
Especially if it is not my main crafter and all the sub is doing is gaining XP the particular alt does not need as it can already make his +3 staves or whatever it was built for.
People seem happy for an alt to run around and gather and kill stuff without subbing but not craft.
I simply cannot see craft alts below level 10ish making enough per month to justify the real dollar sub.
But hey, who knows people may go for it, try it and see :D
T7V Jazzlvraz wrote: Thanks for clarifying, Ryan, but ow. My second and third characters, who've only been sitting and saving XP since Alpha 8 went live, are now deletable.
No testing alternate Roles for me until Destiny's Twin, I guess.
Unless Ryan has objections to multiple accounts per person - you could still start one by sending yourself a second invite.
Ryan Dancey wrote: Yes, we deployed a change that caused problems with XP. This is an Alpha problem and not something that we would allow to remain in Early Enrollment. If we accidentally affect character's XP in Early Enrollment, we'll fix it. So if we have saved XP waiting for Alpha 9 should we stay out of game waiting a fix ?
... or is it a case of login and see what you get ?
EDIT: seems all previous XP was wiped ? If so that is a big setback for characters that were saving several days XP in order to get the XP needed for a next role or craft level ?
The "one character gets XP only" change is reasonable though this will advanatage the people in server that sent themselves 3 or 4 invites.
Thod wrote: I thought I add the latest bit to the saga - this is not PFO related.
Three weeks ago I decided to upgrade to fiber and a better router. Some of the throttling issues were only discovered afterwards - so I canceled the upgrade before it came alive to ensure I'm not locked into a new contract for 18 or 24 month.
But seems I rolled a natural 1. Instead of canceling it I got an e-mail on the day of the planned switch-over that I was upgraded. Neither fiber nor Broadband is working since and still 5 days to go before I should be reconnected.
Never touch a working system - or I should have just gone for a new supplier. Not done much gaming since :(
Yeah took ages for me to get fibre working here. 6 Months after the cable was layed finally works.
Though the issue here was it was a political issue and cost saving efforts by our previous government to keep the neo-lib press off their back meant low contract rates and hence dodgy contractors.
I am grateful to have fibre at all, our current government is spinning a line that it can get fibre speeds over WWII vintage corroded copper using some untested new tech that gets high speeds over brand new copper in lab.
interesting - so its no longer the case that all character have xp back to the start then
I presume a brand new charcter is getting 1000 XP and this issue is with the older characters
I get operation has timed out on the patcher.
I know of one person that gave up and started to download the full installer. Is this likely to be helpful or just create issues for yourself?
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Seeming as you are wearing them for the first hour or two whats 4.8 minutes to make better use of them. Seems a good suggestion.
Though there is the possibility in 8 years time when you show someone your character they will say "you lied, you said this was an optimised power build and you wasted 4.8 minutes right here on this clothing feat" :D
Kobold Cleaver wrote: The game does need bandits, and it's good to get cracking early. EE is not meant to be a "grace period". Seems to me with the amount of valuables crafters need to hold just to do the job, the way the craft interface completeley blinds the crafter to the outside world including presumably any hitpoints he is losing (bank and AH do the same thing) - combined with the ease with which you can stealth past Thornguard into towns - there is plenty of scope for creative banditry :D
Yuo could try 2020 or snagit, they are both free screen capture utilities.
Even more frustrating when (as is usual as the server is unattended for long periods on weekends) it occurs at the end of a weekend of hard work.
On the plus side I have posted in another thread pointing out apaprently lost recipes can reappear if you retrain the level necessary to use them (thanks to keeper Kaziil for her observations on that).
Of course if you just banked all your good stuff before the crash you get double copies :D
There are a number of situations in server crashes where stuff genuinely disappears. For example if you trade just before the crash the item seems to be removed from both the giver and recievers inventory after the crash. In contrast if you bank an item just befoe a crash you seem to get two copies after.
With trained recipes, people often talk about an item still being in production after the crash but the recipe which was used to make that seems to be gone. However lately I have seen a number of cases where these trained recipes which have disappeared from the craft window come back after the player levels that craft up.
My theory on this is the player lost the craft level necessary to use the recipe in the crash and hence the recipe was invisible until they trained the necessary level back.
KotC - Erian El'ranelen wrote: KoTC Edam Neadenil wrote: KarlBob wrote: I always thought that calling it "Abaddon credit" made an odd statement about the connection between money and evil... Abaddon traditionally was the Angel of the Abyss from Revelations, guardian of the bottomless pit and hence not actually Evil.
The D&D/PFO lore seems to have switched it around. Heh, not Abaddon...it's Abadar yeah but the bank interface currently says Abbadon Credit :D
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Well you could always combine the two issues and have achievements grant ability increases but people would find reason to be unhappy with that as well.
It is pretty simple really, the sort of player who wants to be able to just login, create a character, ramp it up to max level using some min/max formula build and then go out and harass other players for tears generally is also the sort of person who is very loud and aggressive on the forums. So anything that limits the ability to login, max your character and go kill people will meet with loud complaints :D
That does not necessarily mean (without some way of testing the player base and crowd forging is way too biased in favor of the loud and obnoxious) that a majority of players have an issue, it may just mean the aggressive pushy loud part of the player base have an issue.
I suppose the PvP main consequence is if you get known as "that guy who sneaks into town and kills the crafters" as they will get early warning of you logging.
As far as location goes in EVE you pay agents for that info. Its an essential feature of bounty hunting.
In PFO the equivalent would be paying an NPC divining type to cast a location spell for you.
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