Man with a Pickaxe

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Dude it is insanely funny that your one...troll...quest for grass succeeded. Follow your dreams!

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Doc || Allegiant Gemstone Co. wrote:

Just a friendly FYI,

Anybody that takes a core tower from a settlement I'm currently working for will receive 100% of my raiding focus.

I've been fairly low-key about it so far, trying to ration out the pain (I sincerely don't want to make people sad) but I can certainly turn it up to 11.

I wake up early and work from home, and as such can log in at any time randomly when I feel like it for 18 hour block of time. I also have 3 accounts, so travel time is no longer a problem.

You can digest that information however you'd like.

I'm pretty sure the towers we can't use right now are less valuable than the gold ore I've been looting off your gatherers.

Ok, Francis. :)

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That's um, that's an interesting rationalization. It will no doubt be fascinating to see the outcomes of your business model :)

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Bluddwolf wrote:

@ Thod,

Yes, I believe our stepping out of the NAP has already shown some positive returns.

We now have two more "activities" that we want to fully explore. The primary is the mercenary work.

The settlement of Aragon has, through its sponsored companies, will be offering mercenary - bandit services beginning with EE Month 2.

How this works?

Any settlement leader can PM either myself or the Goodfellow (both may be better) and secretly hire the UNC.

We will then either depress the harvesting / trade in the target settlement / wilderness hexes with banditry and or tower captures. These activities will take place over the span of 1 day of game playing time.

Captured Towers will be held for one day, and then undefended on the following day. If the employer wishes, they can be transferred to them.

Oh, that's very, very interesting. Fascinating. I'm curious though, how will you accomplish all this when you can't even defend you're own towers? Hmmmmm? :)

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It's all good fun in my mind. You guys were totally within the rules and spirit of the game, and I had a blast :)

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Tyveil wrote:
Great to see this report. As for your comment that a constant presence (having to pvp every night) may begin to feel like work... There are some people that want to spend most of their time in this game PvP'ing. I'm encouraged that we can send those type of people to our borders or on escort missions and they will likely not be disappointed. While the rest of the company stays back in the relatively safer territory to PvE.

Again, that's more my personal take, and not a claim that it's a problem. I think part of it right now is player density. In X months when we have N players, it may be very easy to sort out playstyles and "who's on duty." Right now, we have a pool of about 25 people, spread out over time zones, with significant variation in playtime. So the 7-10 people who might be on during the PvP window are forced by default to be on duty.

This is where the contrast between the offense and the defense is visible. Defense is the strongest in war, but victory lies only in the offense, because the attacker can chose the time and place of their attack. In this sense, a small group that chooses their time and place to strike has an advantage over a larger group, perhaps many times over, because they will always be in the position of having to respond and mass forces.

This is not a problem, and I think it is a good thing in that it makes smaller settlements more relevant than otherwise. But again, it means forcing people to be on duty at lower population densities.

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It's all in good fun ;)

And it was a good learning experience. Most of our group is was new to PvP, and couple were really worried about it--dreading "screwing up" or something. But I think everyone had a good time and learned.

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BTW, we coined a new term in chat tonight--when someone turns tail and flees it's called "gpunking," like "Holy Mackerel did you see how hard he gpunked!"

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Gpunk wrote:
Entertaining for sure. Your math is wrong and you fail to disclose the defenders spawn point is +/- 40m from the tower but that's how it goes. Thanks for the fun! I learned a few new tricks.

1. The math is quite correct :)

2. I forgot about the rez point being farther away for defenders--that does favor defenders.

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So we had our first large scale tower defense. It was a lot of fun, but we also think the PvP mechanics could be changed to make more sense/be more fun.

Blunt Logic obliged us tonight by trying to take one of our towers, and so we broke off our escalation hunt to engage. Some thoughts:

-At first we outnumbered them--we had 7 and they had 4, and so for a while we had the advantage on them. We were able to blast them out of the tower, and they tried to lure some of us out to even the odds, which was a good tactic on their part.

-They started roaming from tower to tower, which forced us to split into reconnaissance elements. Again that was a good tactic. They called in reinforcements, so for a while they had a numbers advantage and were able to repel us.

-At one point they had 9 characters to our 6, and got up to around 680 or so on one of our core towers. When we had 7 to their 9, we charged in, and were able to dislodge them, although we had several casualties. We got two more, and then when it was 9-9, everytime they came in we dropped them like flies.

-I think there was a decent mix of types. They were mostly bowmen, melee, and wizards. We had a similar mix, but also clerics. So it was nice to see there was more than one way the cat was being skinned.

-The big surprise for us was that enemy flagging worked the opposite of what we expected. In a PvP open hex, if you attack an invading group, all your group members get flagged and turn red. So instead of being able to tab target the aggressors who are invading your tower, you tab and attack on your party members. This is particularly a problem because you then can't heal your party and comrades. So there is a huge mechanical advantage to trying to steal a tower, because they defenders can't heal/buff/help each other. I highly recommend rethinking this.

-It was a lot of fun. It was good content, we are happy we repelled the invaders, getting out Player Killer Achievements, and so on. On the other hand, HAVING to PvP every night to keep your towers seems like it might become work at some point. Not saying that's a problem, just may reflect preferences.

Big thanks to Blunt Logic and Allegiant Gemstone Co. for providing content--you are worthy adversaries!

P.S. Gpunk, Atheory, Memory, Pendragon, Ozack, Doc and the three other dudes, please PM me, I have your missing teeth.

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So glad to see you guys active in the game! I am committed to being a good friend and neighbor to Stoneroot Glade and Guardeim in particular--as far as I'm concerned, what's good for Guardheim and Stoneroot Glade is good for Ozem's Vigil :)

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If they're going to fix it, no harm no foul. I just think it would be helpful to say something like "Hey we're going to fix the recently reported problem" so that's clear.

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TEO Cheatle wrote:
They specifically said that they were going to fix part of the exploit in the next patch, and watch people to see if it becomes a problem on top of that. Then they deleted the conversation with all our notes so that no one could produce the exploit.

That would make sense. A line like "Don't worry, we ware working on the exploit raised, thread deleted for security reasons" would be a heck of lot less confusing.

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I just edited my post. Maybe this is common knowledge about bug reporting and I'm just dumb--I would have thought talking about something that isn't live should be talked about openly. It would seem different to me it was on the live servers--then you wouldn't want to say anything.

Anyways, if that thread was deleted on purpose, why not post something simple like "Hey, we want to keep this under wraps while we work on it," then no one would be confused?

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If that was why the discussion was wiped, I apologize. I guess I thought it should be fixed, not tabled.

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The current EE2 client (on test server) <there is a serious bug>.

One of our Ozem's Vigil members (Quietus) posted about this in the EE forums on goblinworks out of concern for this being a potentially game-wrecking exploit in the economy. However, a couple of hours later that whole discussion has been erased--almost five pages of posts.

1) I'm worried about this--<potential exploit> Are you going to fix it? If it's left in, I don't feel good about using it, but if we don't and other settlements do, we are at a serious competitive disadvantage.

2) I don't understand why the thread was deleted--aren't we supposed to actively crowd-forge? I'm hoping this was a mistake--I can't begin to see how deleting exploit-feedback from the community helps the game.

Any insight into this, both the exploit and thread-deletion? Thanks.

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I can't tell if the OP was being truthful or not in their OP. Either way I'm not too worried. I have a lot of confidence that we will get robust PvP over resources of all kinds AND people who get their jollies from someone else's misery will, to quote Ryan and other devs: "suck."

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You have to admit it's kind of funny.

Here's a game where the lead dev has said like a million times that his #1 priority is to not allow people to get their smiles from other people's frustration--that he and Lisa would tank the game before they allowed that to be viable.

The OP may not be the sharpest tool in the shed ;)

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Midnight of Golgotha wrote:

This thread is designed to get better feedback on non-consensual PvP.

3) Based on your experiences, how can Midnight add more tears to future engagements?

Not sure that outing/documenting yourself as a griefer was a pro move there, little buddy ;)

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Great blog but you included a tiny unreadable unzoomable map!

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I've posted about this at the GW forums but had no response--are we any closing to fixing this?

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I've posted about this at the GW forums but had no response--are we any closing to fixing this?

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Currently I'm posting generally here, and only using the GW bug reporting forum, but I know other folks are using some of the other sub-forums there.

I think it would be helpful for GW to tell us, at least for now, to use one or the other.

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Ryan said he would look into how we can spend this.

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TheDarklord wrote:

Hello, are you still looking for more members? I had previously planned on joining The Knights of the Crusader Road, but they seem to have dropped off the map so I'm looking for a new home. :)

My character is Roger Cornforth I'm playing him as a Good aligned Knight, (Sir title bought!) who wants to smite the enemy, but also has compulsive node collecting tendencies, and will likely get minor league into Armorsmith and Weaponsmithing.

Currently Fighter 5, Cleric 4. (He's a bit of a Paladin type of Knight)

Ozem's Vigil looks to be the sort of place that shares his ideals. :)

Cheers,

Daniel.

We're still looking for good people who want to play good characters, if you know what I mean :)

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I can vouch for this lug :)

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Dazyk wrote:

I had a very similar setup, with 8gb of ram, and the same problems. Valkenr suggested I boost it to 16gb of ram, and it's been running great since then (30-60 fps on Beautiful).

2 sticks of 8gb ram cost me $250 ish (CDN).

DDR3 RAM is pretty cheap right now---getting two more 4GB sticks would be like $65-75 right now. I just don't see how 16 GB of RAM would impact gaming performance vs 8GB.

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Thank you, sir :)

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My girlfriend's new PC isn't a world-beater by any means, but it's decent enough that it shouldn't be painfully slow, sticky/jerking in PFO. It plays other 3D games fine, but for PFO it is just terribad.

What's frustrating is that I have updated the drivers and benchmarked the system using 3dMark, and it is performing at similar levels to other systems with the same GPU & CPU. Specs:

-Microsoft Windows 8.1 (6.3) 64-bit (Build 9600)
-Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz
-NVIDIA GeForce GT 720 1GB (driver ver. 347.09 WHQL, released 12/23/2014)
-8GB DDR3 RAM
-Direct X11

I thought at first that the problem might be the system using the CPU on-board graphics, but I have verified that PFO is using the GT 720, and that the core and memory clocks on the card are doubling during game play. The only things I can think of are, 1) The crappy Dell MB only has a x8 PCI-E slot, and 2) The card only has 1GB of memory.

Any thoughts from the peanut gallery?

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My account at the GW store shows a credit, however when I try and buy anything, the interface demands I add a credit card. Is this working as intended?

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Umm, the Apothecary Trainer shouldn't offer Forestry training, right?

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Yea I popped mine open the moment I logged in :)

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Aha, I see. So it's not the case that "for some reason" you can't play. You knew exactly why you couldn't play in EE--you didn't buy it.
Pretty sure flouncing won't help that.

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Friend, if you put even a quarter of the effort into getting some help that you're putting into flouncing, you'd probably be playing right now.

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Very exciting! Congrats GW (and the community at large) on getting to this milestone :)

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Congrats and good news. So I'm guessing EE should start after the Christmas holiday--that's exciting stuff.

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sspitfire1 wrote:
Depending on how heavy settlements are recruiting, most new players will likely stick around town for the first few days to a month, even. More importantly, they will have nothing except the clothes on their back and a club. If they want something more than that, they'll need to buy it at the AH at their starter settlement.

No, they should join a player settlement. Makes much more sense to develop player towns and interact socially.

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sspit, I'm confused by this. I thought the whole point was to encourage new players to [b]leave/[b] starter towns and play with other people, have social interactions, etc. Maybe I'm missing something, but this seems like the opposite of what we should do.

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Are we using Mumble or anything for this? Not sure how to communicate or coordinate with no global chat.

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This is really good--thank you so much. You did a great job designing a truly usable document that will be accessible to newer players (and dumber ones like me). Really impressed.

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You've used formatting to help make hierarchy and chunks more visible to your readers, so they can understand, store and recall all this complex information. That's great--having a high-order category (Managing Characters) visible as a section in bold w/ largest font, and then sub-sections headed in bold with a middle size font, and then entries with italics--all that is great.

-You could leverage that further by chunking through white space. At least on my screen, everything has some the same spacing. But having less white space between things-that-go-together, and more white space between things-that--are-apart, you can help users better cognitively "chunk out" the sections, and also find what they are looking for when they skim through. In this document, I would recommend multiple lines between sections, an additional line between sub-sections, and leave entry sequences (e.g. [/i]Training XP, Destiny's Twin[/i] etc.) as is.

-You might want to use text boxes to highlight "good to know" stuff. Most of the entries are "These are this, those are that," info. But sometimes you lay out implications, e.g. attack of opportunity for ranged attack, or slotting if you equip two weapons. Boxing that text will help user's recognize there is some good to know stuff to be attentive to.

-If you have the time, both a table of contents and a glossary would be helpful.

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I think the single most important thing you can do to make this user-friendly is to add screenshots with labels and arrows. For people with prior experience, "Drag Gear from your Inventory to the Paper Doll to equip it. You can equip two one-handed weapons in the primary..." is crystal clear. For a novice, that may be as clear as mud. A screenshot of dragging an item to paper doll, labeled, would immensely leverage the accessibility of document.

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How do you want feedback? Like comments here, download pdf and make sticky comments?

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A little more testing:

-This is not related to server resets. Currently, /vcinvites only last about an hour.

-I have been logging in, inviting an alt, checking to make sure the invite shows in the Company GUI, and then logging back in at later times: first 4 hours later, then 1 hour, then 1/2 an hour.

-At the 1/2 hour mark the invite still showed, but 1 hour+ the invites disappear.

This has all been during the EST day on Sunday, AFTER server maintenance.

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So today we put together a little testing group for an hour and a half of client and escalation testing. We had 4-6 players over the course of our playtime, and took on one of the baby escalations--mostly white mobs with occasional yellows, all wolves and hunters. Some observations:

-Over that period, we made about a 7% dent in the escalation. So while the mob groups were easier, the process is just as slow as any other escalation. I guess that's working as intended? On a much higher population server I would guess they get whittled down a lot quicker.

-All of our progress was from killing mobs. No quests ever popped over the hour and half of killing. Is that working as intended? Regardless of the rate of taking down an escalation, this is just plain boring.

-I tried to tank, and made the unfortunate choice to leave Whirlwind on my hotbar, and managed to trigger multiple times. What's interesting is that while no one died, I still managed to lose over 2k reputation. That doesn't sound like a well-implemented mechanic--reputation will likely reflect damage management within parties, not social behavior.

-We had Mac and Windows clients in the group. We had one Windows desynch, and the Mac Client would crash about every half hour I would say.

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You are invited to gather on the Golarion Mumble:
Ozem's Vigil Server
Address: golarion.mumble.com
Port: 3093
Password: PFOnline

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There must be some kind of crazy HTML voodoo going on here because I know I wrote 1:30 PM EST in the original post.

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It Doesn't Have to be just monsters...

On behalf of Ozem's Vigil, I'd like to invite folks to do some playing and testing, on Sunday, Noon EST, this time a little closer to the middle of the map so not everyone has to run up to the NW corner of the map: we'll meet in the future settlement hex 2 S from Freevale, 1N+1NE from Aragon.

I will be on at 1200 EST, and hope to see others there as well.

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Was there a reset this morning? If so, maybe that's it.

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Ryan:
I tested this last night/this morning, and it appears that application/acceptance must be synchronous.

-I logged on an unaffiliated alt, applied to OV through the GUI, and immediately logged out/logged in my leader character. Brought up the company GUI, and the application was there, and I was able to accept it. Worked as intended.

-I logged on an unaffiliated alt, applied to OV through the GUI, and immediately logged out overnight. The next morning (8-9 hours later)I logged in my leader character. Brought up the company GUI, and the application was not there. Not working as intended.

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