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Arg - the forum swallowed my first post ... so second try!

I created a first version of a character planer using the shared dev data which tries to incorporate all dependencies.

https://drive.google.com/file/d/0B8AJSqfiX8Wxdy05eFp6T2g2eDg/view?usp=shari ng

Achievements are treated as feats you need to train at 0 XP value. The planer is a calc sheet using LibreOffice.

a) install Libre Office
b) Add a trusted folder to work around Macro security: Menu Tool/Options - LibreOffice - Security - Macro Security - Trusted Sources - Add Trusted File location
c) copy the file to trusted folder just created
d) restart LibreOffice, load the downloaded file
e) click on the button "MainDialog", a dialog opens after about 5-10s
f) on the left side you see feats/achievements trainable without any prerequisites. The right grid contains all available options(about 750).
g) to filter the many options click on the selection boxes - then click "Update". Please note, doing an update takes a few seconds to complete - it's rather involved.
h) on the left grid select one or more items, then click "Update"
i) Button "Reset" removes everything you can start from scratch
j) Button "Undo Last" removes the last entry
k) Button "Exit" closes the Dialog window
l) The resulting list of feats is on sheet "Main" starting in row 30
m) restarting the MainDialog allows you to continue working on your character

I'd welcome any type of feedback. Error reports, suggestions for improvements, comments if it's (un)usable....

If there is an error - please save the sheet, and tell me in a PM
I) where to download the file
II) and how to reproduce the error

happy gaming
Rauxis


DeciusBrutus wrote:
New players will gain no additional training for at least several months, because it will take that long to train to the point that all settlements support and NPC settlements train. At that point they need only the lowest bit of additional support.

But at some point they will need/want to train past the level NPC settlements can do and join a player run settlement. Why should they choose to side with a small settlement, that is not even able to provide training to lvl 20? Not withstanding the argument "it's PvP, I'll always be safer with the big guys"?


Caldeathe Baequiannia wrote:


4) Political entities that don't serve the needs of their citizens inevitably collapse.

If you want a discussion on this topic please send me a PM, but please not in this forum.

Caldeathe Baequiannia wrote:


2) The map is big, and will be a lot bigger.
3) Groups will be hard-pressed to wage war at great distance.

That would indicate that you "only" have to go to "your corner of the map" and form a settlement and no one will be there to challenge you .....

... which I do not think is the case

You have a difficult problem here
a) most players want to go the "easiest route"
b) you want to create conflict, because that is at the heart of the game, but players in general will try to follow (a)
c) for conflict to exist you must hand advantages to the small group, or the large one will always win creating the "most easy route"
d) you do not want c) to minimize grieving

it will be interesting to see if the Goblins manage to break this knot, but with this type of training scheme I doubt it

*is hit by a Goblin hammer and resurrects at the next Shrine*


My 2c: on the downside this will mean people flocking to settlements already strong, reinforcing them .. until only a few survive. Those who will not find a place within the strong and mighty are very likely to move to other games. You have to give small upstarts both incentive AND a fighting chance, otherwise why should they even try to compete?


I'm in Thornkeep and as of yesterday I could not get even Power 9 training - maybe if you are member of a settlement you have more luck?


T7V Jazzlvraz wrote:


I can't think of the right keywords to find a quote, but I seem to recall Ryan telling us that if it became that static, they'd find a way to shake things up.

They'd have to :)

... I think for EE I should name myself "Doomsayer" :D


Caldeathe Baequiannia wrote:
I don't know about anybody else, but I anticipate that by a year from now, there will only be perhaps a dozen player settlements that are viable, and they will by spread more organically around the map, as opposed to the current random distribution. If the population grows a lot, that might change.

Looking at EVE ... my bet would be TWO


Caldeathe Baequiannia wrote:

That is the point. They want us to fight over towers.

....
That is, in fact, the underlying intent. Part of the anti-griefer mechanism is to make it difficult to beuild a strong character without being part of a group. But don't assume it's just spellcasters. Rogues and Fighters will also be blocked from accessing higher feat training if they aren't members of a strong group.

Thanks for the pointers

But I don't think the concept of "fighting over towers" will work out long term. My theory is this works only as long as you have a number of groups of equal strength fighting over limited resources. As soon as a few of those settlements have an advantage offering to newcomers, those newcomers - and probably also members of other settlements - will come to the already strong Settlements to get the most basic reward in an MMO - training! Or, if they don't get this, simply leave the game. People in general are lazy. In most cases I have experienced they will take the easiest route to get a set reward - why make it difficult?

So what am I missing? I can't imagine this line of thought has not already been discussed to death on the forum?


Nihimon wrote:


No. Power 16 is Tier 1 "Level 8" training.

*headscratch* that makes sense - but then why was the trainer in Thornkeep telling me "no, I can not provide this training, I'm only in a lvl 8 settlement"?

intended or bug?


Thanks for the answers

"You need to be a member of a more advanced Settlement that has control of enough Towers to offer higher level training. Phaeros currently offers up to Power 16, for example. "

Interesting point - but won't that lead to a lot of imbalances? Settlements with a lot of towers (and therefore power) will attract more players simply because no one else can offer high level training, which again re-enforces the status of the settlement.

"Try a player settlement WITH cleric training."
.... would mean I have to find one first, which so far I did not manage to do :P - and even if I do find one, according to Nihimon that would not help unless I join a Settlement.

"If you are not in a company then the intended default of 'lvl 8' is essentially when Tier 1 is over for almost everything (gathering, refining, crafting, training). However, role achievements Cleric and Wizard require twice as much power as Fighters and Rogues."

so clerics and wizards (or probably spellcasters in general) are screwed cause even if being member of a settlement they will always fall behind (unless the Settlement is strong enough to provide Power 40 training)?


Trying to get training in Power9 (needed for Cleric 5) both trainers in starter settlements and Thornkeep tell me "Only a lvl 8 settlement this server day". The few company settlements I visited did not offer a temple.

Any advice ... please?


thanks for all the answers

good hunting


I actually looked at them - or rather - looked at the V0 version. Looks like there are updates *headcrash*

is 46 the latest version?


probable already answered before ....
but I can not find anything :(
so sorry for posting (again)

a) is there a some list somewhere where you might be able to find specific monsters? Specifically I'm looking for hordes of skeletons and cultists (cleric build)
b) is there anything like a character builder (allows you to select available feats depending on the prerequisites)?

thanks for answers


@Daeglin

Yes and no - it explains why the link in the mail showed differences between Link and "displayed information". I only pointed out that this is a standard tactics in spam mails and does not increase the trustworthiness of the mail.

goblinworks.us3.list-manage1.com is an address not directly linked to Goblinworks - so again not something that you could directly trust. These 2 items alone are already a good enough reason for a spam filter to get alerted.

Interesting enough - you CAN download the file directly from http://cdn.goblinworks.com/install/PFO_Installer_9_1.exe. The list-manage address is probably done to track downloads, but again - tracking points to spam, and creates a third point for a spam filter to worry about.

Just to clarify - I have little doubt that the mail I got was original. But I have no way to check the downloaded file has not been tampered with. As I currently have only my company laptop this is a risk I can not take.


1 person marked this as a favorite.

Having high hopes for the game I was happy to receive the invite last weekend - but I was very disappointed with security issues. Please let me explain:

a) the installer shown as http://cdn.goblinworks.com/install/PFO_Installer_9_1.exe actually has a link http://goblinworks.us3.list-manage1.com/track/click?u=.... - this is a technique very common in spam mails
b) the downloaded installer is not correctly signed - the publisher is listed as "unknown" instead of "Goblinworks, inc"
c) you did not publish a checksum (or better a pair of checksums) for the file on your website.

At the moment I have no way of knowing if the file I received is the real thing, or some hacked version. NSA et al aside - your game is a valid target for groups who make a living by hacking systems. If they manage to break into your distribution method, this would be a long term win to get thousands of systems under their control.

Now please call me paranoid, but with 30 years experience in IT I know too well what can be done. I already sent an e-mail to your customer support, but did not receive any answer. I hope you take this serious, thanks for reading :)


some random thoughts....

I understand the "you find a corpse you can loot it" - though I have no understanding why then instantly all other possesions should disappear.

On the other side I'd understand that over time more and more items disappear.

Generally I'd distinguish between "soulbound" and "tradeable" items. Only the later should be lootable. That would remove my biggest issue about loosing quest items. You'd still need to retrieve your items after all.

and - if you loot, you are a thief and should be punished. Not as much as if you kill someone, but maybe you might loose some of your gold next time you come to town?