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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. ![]()
![]() 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... ![]()
![]() 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... ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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.) ![]()
![]() Savage Grace wrote:
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. ![]()
![]() Savage Grace wrote:
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. ![]()
![]() Savage Grace wrote:
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. ![]()
![]() 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. ![]()
![]() 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). ![]()
![]() Savage Grace wrote:
Someone has to be a spectator sometime, that's the way of these things, we can't all participate in everything all the time. The key is to not make it the 'defacto' way to solve everything. I totally want at least one decisive PFO battle to be decided by champions. That would be a great story. Certainty is a problem, but I don't think there is much we can do with such an early and still being heavily developed game but bide our time and offer our views. I think rushing to try and force it with half baked mechanics is just as a bad as taking a year to deliver a conflict focused mechanic. It would be kind of hilarious if they introduce the first conflict mechanic and we somehow tear through all our supplies to discover we were not nearly as prepared as we thought we were. We should avoid freaking out though, less fire and brimstone, more reasoned out logic and examples. Math is good, math speaks the truth. ![]()
![]() I've seen it mentioned before and I think I agree that scale of conflict is an issue. If we're all fighting full on wars against one another at the same time, all the time, that's pretty ridiculous. There needs to be an ebb and flow to large scale conflict, it can't be constant, much like constant peace can be bad. Periods of fighting need to be followed by periods of quiet to rebuild, recoup, and plan. Even if the entire game was in a 'peaceful' state we would still need to be doing things around the world, gathering resources, moving them, putting down escalations, etc... Those are all opportunities for small scale conflict and that's what the majority of the day to day conflict should be, minor skirmishes or robberies, not wars and capturing territory. The downside is this also requires enough population density that you have a decent chance to find someone if you are looking for a random person, but not so crowded that you can't move 10 feet without fighting someone else. Also, winning a 'fight' with words is just as valid as winning with arms, some people focus so much on the act of fighting that they will look for any excuse to fight, even if they don't really need to, just to get the rush of beating someone. That mentality is just as bad as the one unwilling to fight at all. And yes I agree WoT did not end up mimicking any of this, primarily because there was no ebb and flow aspect. It was all or nothing, but it was too easy to counter attack, and it didn't even matter that much due to population issues. ![]()
![]() Starting tomorrow Canis Castrum will be keeping our Auction House stocked with everything we deem 'spare'. This will include raw materials, finished items, and spare recipes from our collection. On the note of recipes we have a fairly large T1 stock but are still missing some here and there. If you are interested in swapping some recipes PM me and I'll give you access to our tracking sheet so you can take a loot at what is available. ![]()
![]() The nice thing about Tier 1 materials is that almost anyone can gather them to some degree without any training at all. The general pool of possible Tier 1 gathers should always be a lot bigger than the pool of Tier 2 and eventually Tier 3 gatherers. That said I'm already halting my secondary gathering characters and have only allowed my primary hauler/gatherer into Tier 2 for the time being. Gushers may very well change some of this up. ![]()
![]() I would also say it's a tough call on what GW should focus on. On the one hand the big group content is a large part of the game in the long run, but on the other hand I feel like what we currently have is going to get old quick as we just don't have the population to make it tolerable for months. And I don't feel like it's going to grow the player-base enough if it continues to be tedious or the activity dies out after a month or two. I'm starting to think they should focus a bit more on the smaller group content and systems combined with settlement building and POIs. Push back the giant war stuff and focus on more intimate systems, have enough things to do that everyone can hop in game and have a few options for activities without burning them out on the same content they must do everyday. Once or if the population starts to explode they can start gearing back towards the large scale content again as the numbers start to fully support it. Also I by no stretch blame GW's inital decisions, the data they had said or still says they had potential for this to work out, unfortunately it isn't quite panning out yet. Plenty of us were surprised by the number of empty settlements. Maybe another week or two will give a better picture. But they can either push on and hope things stay level and eventually increase or they can refocus a bit in a bid to keep the current players invested and interested enough to help bring in new players. We're mostly all sold for at least a couple of months regardless, the question is what about everyone else who would be interested? ![]()
![]() Honestly the babysit your towers every single night mechanic with no idea when or where an attack may come is riddled with problems. While having much larger numbers of players active would fix some of it, it's still a boring and tedious job that requires diligence and wasted time over activity spent building towards something. But alas it is intended as a temporary state so I cannot harp on it too much. Future Musings: I think what I would ideally want to see long run (and I feel some of this has been hinted) is that things classified as 'raiding' behavior can be done somewhat regularly and probably everyday against POIs or Settlements. But raiding behavior should not be an all or nothing activity, it should decrease some effectiveness of the target and gain the raiders something but have no lasting permanent effects. To wipe something off the map or take it over should require something akin to a mutually agreed upon battle time (I feel like EVE does this to some degree yes?) that results in an organized player battle that will be rarer (thus not a boring daily upkeep activity problem) but the outcome of which will be very important. This sort of setup makes it much easier for more people to participate in these sorts of activities because we can now vaguely plan for them. It's much easier for me to say 'Thursday will be the day I must be on for the big fight' instead of 'I need to be on every single day no matter what or risk losing something we have all worked towards'. Scaling numbers help some of this but only if you blatantly outnumber whoever your opponent is. ![]()
![]() I wonder if dropping everything that wasn't destoryed creates too much of an incentive for griefing scenarios and camping. Perhaps destroy 25%, drop 50%, and keep 25%. (Maybe swap the keep and drop) This makes it a more interesting choice now, do you risk recovering what you have dropped or is it good enough to run with what you have left? If you keep going back you keep dropping more but at a reduced rate compared to that first death, somewhat mitigating your desperation but now you are strongly encourage to bail after the first (or first few deaths). With the surviving 75% inventory drop you have a very big incentive to try and get it back, which leads to potential frustrating and griefing like behaviors as you keep dying or comically killing each other and trying to collect the husks. Some food for thought. ![]()
![]() Settlement: Canis Castrum
The Gold & Steel Trading company is the primary business arm of Canis Castrum. We employ gatherers, refiners, crafters, and haulers of any and all varieties. Our network of trade partners, allies, and crossroadss location insures that we can provide a multitude of resources and services to the majority of the River Kingdoms. As a company of an Aeonian League settlement we are also entitled to all the benefits of membership, including but not limited to safe passage within a large swath of territory and access to training for every role. Participation guarantees reward. The G&S Ledger is kept to insure that an individual's efforts are rewarded; not only are you helping the company make a profit and improve our settlement, but you're working for yourself. Gain Ledger credit by completing tasks for the company or donating resources, and cash in that credit for resources, items, and dividends! Together we can accomplish more. Independent companies (and existing directly allied settlements) that would like to work regularly with G&S are also eligible for Ledger credit, consult Thannon Forsworn to discuss details of a such an arrangement. If you are a dedicated tradesman and are interested in joining a growing economic settlement contact Thannon Forsworn via PM on these boards, at Canis Castrum, at thannon.forsworn@gmail.com, or via whisper in game (also Thannon Forsworn). ![]()
![]() While we're doing a brisk trade at the settlement level we'd like to get our goods to everyone and unfortunately it's a bit time consuming for folks to run from auction house to auction house checking availability or cold call everyone who might be trading. Therefore we'll be listing our available trade goods and refining/crafting services on the Crusader Road Trading post. Save yourself the hassle and a trip by taking a look to see if we can perhaps provide something you need before you wander all over Golarion looking for it! We'll be updating regularly as additional goods and services become available. I can be contacted for inquiry concerning availability, delivery/pickup, and prices/trade value via PM here, on the Crusader Road Trading Post, or via email at thannon.forsworn@gmail.com, and of course via whisper in game as 'Thannon Forsworn'. ![]()
![]() @KarlBob (Or anyone else in the NW corner) At the moment, I only have a small group of 4 people with around 7 characters doing all our gathering/refining/crafting work and we're making decent progress, pine and coal are the only thing we're churning through like there's no tomorrow. If you or folks up your way need raw resources (or refined we can do some of that too) you can contact me directly via PM here or email at thannon.forsworn@gmail.com with your inquiries. We take almost anything in trade aside from +0 equipment. ![]()
![]() If other games are any sort of sign NPC auction houses will become the defacto place regardless of distances unless some other factor severely limits them. While PFO is structured to encourage more reliance on your neighbor an NPC AH will always be impartial and available comparatively. While players might be able to carve out a tiny corner I think it would be just that, tiny. The only sure way to encourage diverse markets to pop up (and have them impact the political atmosphere) is to not let NPCs offer superior services. Since they aren't doing that with the training, the core mechanic of the game, I will be surprised if they do not do the same for the economic portion. But time will tell either way. ![]()
![]() Dario wrote: Put differently, a crafting focused settlement is useless until the demand from Role-focused settlements outstrips their internal production ability. Considering that you would currently need access to at least two role based settlements to be able to craft all your own gear (for both access to training and crafting buildings) I think it will still end up serving a purpose. A centralized crafting hub that has all the required crafter buildings and also has a built in auction house that no other template gets could end up being a big deal. Otherwise you need to run back and forth between at least two settlements to make your items and then you have rely on trading in person or from a shared bank. I'm also ignoring that the odds are good most people will not train every crafting profession that is required to make a piece of gear. So they would need to trade for the parts they can't make/refine themselves, which is way easier with an auction house. Considering how much effort goes into one item, and who knows what the rate of item removal will be at this point, I wouldn't be horribly surprised if it takes quite awhile before people are continuously running around with just slightly better than starter equipment from mobs. Especially if there aren't that many full crafting settlements churning out gear and selling via convenient local auction houses as fast as they can. ![]()
![]() We already have 33 settlements on the map, assuming none of them totally disappear there are around 10-12 roles in the foreseeable future? If you can easily cover around 3 it only takes 3-4 settlements to support them all (less if some dedicate to just training and supporting roles instead of refining, markets, resource production, etc...), you only need 4 allies or friends out of the starting 33 settlements. This game is not supposed to be about you and your buddies making an uber settlement that stands as a lone bastion, it's about a lot of inter-connectivity. While yes easing such restrictions would make it easier on personal groups of players it would create negative aspects for the community and the game environment as a whole. And just because you and your buddies might not belong to the same settlement doesn't mean you can't play together. Nothing but your settlement's own rules can prevent you from doing almost everything together anyways. The only prohibition would be on some direct settlement interactions, but nothing stops you from indirectly supporting each other's settlement efforts. I'll stress it again, it really helps to stop thinking of your settlement as a lone entity that must do everything for you and yours. Once you embrace that concept and make some arrangements it's far less of a problem while opening up a lot of game-play options for the community as a whole. ![]()
![]() It prevents Settlements from being self-sufficient juggernauts, a lot of there mechanics are aimed at this endeavor. Getting training is relatively easy, but maintaining it is a long running endeavor. I believe it was stated that it takes a month for your support to finally 'expire' after leaving or losing a settlement. ![]()
![]() As part of our new initiative to reach different groups within the River Kingdoms we at Canis Castrum (RBL) are announcing the opening of our Bazaar! While we are working to build settlement level trade agreements and alliances, we would also like to open our doors to the crafters out there, whether dedicated individuals, companies, or settlements we invite you to plan on bringing your goods and services to our centrally located bazaar with no strings attached! This offer does not require any sort of membership with our settlement (but we're happy to have you if you're looking for a home), require any costs or upkeep on your behalf besides showing up to sell your goods, and if you're accepted as a regular sanctioned member comes with an incentives package. Organized groups and dedicated individuals can contact me to discuss signing up and the details of our incentives. For everyone else plan on swinging by Canis Castrum for all your market needs! ![]()
![]() Give me your tired (and your well rested),
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