1.) Are Tier 2 recipes as common as Tier 1? We've only found one so far but we're not as actively engaging in higher level escalations as other groups may be. Something to remember, Tier 1 is supposed to be more or less throw away common gear whereas Tier 2 will be most of your 'good' gear sets that are tougher to replace. This might just end up being a reflection on resource requirements than a reflection of recipe rarity. In theory Tier 3 will rarely be pulled out or only a single piece here and there. (All of this contingent on Threading working as previously discussed) Queue management will also become a bigger deal once you need to sink more xp into a crafting skill. We already have armor taking 4hours to craft, I expect that to only get worse. 2.) Not a bad idea, except that it eventually will compete for crafting queue time. Might let some niche folks fill in while primary crafting characters would focus on a settlement's power projection needs. 3 & 4.) Wholeheartedly agree.
Giorgo wrote:
Granted. Theoretically there is a point where you have no choice and any additional setbacks will push you into risk territory, but even in the bigger conversation it seems an interesting thought and somewhat ironic advice. @Jakaal I'm aware and have played EVE enough to follow the mantra myself, but to me it's still a bit of a weird statement to give as general advice since it implies some things that are not really true or accurate in my opinion.
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'.
Gathering nodes vary by hex type, region, and even monster hex or monster home hex to some degree. Drops vary by type of monster to some degree and are supposed to be effected by knowledge skills, but the only drops you will get are salvage, starter gear, and recipes (the important one). Killing high level mobs won't start netting you +2 swords or anything, but you may get better salvage and recipes.
Capitalocracy wrote:
I'll start posting there tonight, if people start using it I can imagine it becoming a huge asset giving the difficulties of finding/contacting people. I would recommend making a new post about it to get the word out. (Also sorry about thread jacking)
You can also try contacting Sunholm (Kadere is their primary point of contact on the boards here), they are part of the Aeonian League and will have full training access in the long run. They have a sizable European contingent I believe.
@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.
I would say cooperative ventures come in various forms. For example Canis Castrum has already put in our choice to Lee, we will be using the crafting template and receiving combat training via our allies and friends. This allows us to specialize our focus while giving our friends a centralized place to craft and sell goods. By our judgement crafting will be a far more tedious task to split between multiple settlements than running out to a neighbor for combat training every few days. But to even engage in such a level of cooperation we had to form connections with some of our neighbors. While it may have started somewhat out of necessity I would say it has grown to a shared philosophy. Now that we have achieved the bare minimum to operate as desired I hope that we can grow and spread our philosophy with others who may be interested in working with us.
Greetings Axi! While your current alignment will in the long run not be compatible with us, we at Canis Castrum have already picked the Crafting Template and aim to become an economic hub with the help of our allies and friends. If you are interested in working with us, even if temporarily until alignment restrictions are added to the game if you do not wish to change, please contact me via PM for further discussion.
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.
I like the code of conduct and for the most part can't think anything significant to add. On the topic of being non-partisan I think it would be a good idea to have a resource we can direct the inevitable questions about companies and settlements that may come up from our day to day activities. This could be especially true for those conducting escorts out to specific settlements. While I could answer questions about Canis Castrum that could naturally arise it would be a bit more ethical if I could direct them to a directory of general information. Such a directory should include basic overviews of settlements and their companies along with a contact to answer their questions (ideally someone who is not a Guide).
It kinda makes a lot of sense to me. If you could be close to self-sufficient enough by yourself, and definitely self-sufficient with a buddy or two, then it discourages ever leaving your hometowns and dampens the general political atmosphere. My current thought is that you might be able to set up what is essentially a local NPC vendor for whatever craft skills you directly train, or maybe a highly specialized vendor or two in the medium to small slots. If you want the full blown everyone can come in, browse, trade, sell their stuff, set up buy/sell orders, contract, etc... you're going to need to dedicate substantial space and thus trade-offs for it. That encourages more interaction between distinct entities that may or may not even get along.
Guurzak wrote: Ryan posted that a closed system will inevitably lead to all the coin sitting in the banks of the elder players- he sees coin faucets as a necessary part of supporting new players, and coin drains as a necessary part of ensuring that old players can't trivialize the low level economy. Hmm that's an interesting take. It should only be a problem if there's no reason for the Elder players to put the money back in circulation. If they are just accumulating coin but never spending it the system failed somewhere long before that. But I can see how it might happen and as an easier alternative they should just try the faucet/drain technique. Another weird finite money side effect is that players could just quit playing and tie up large sums of money in their banks. That alone might be reason enough to not do it, aside from the previous mentioned Elders accumulating all the money thing.
As long as the system allows coin to be removed from it entirely, there should be ways to slow inflation down. If coin can only enter the system but never actually leave it, then inflation will climb at some rate. The other option is to carefully control the money supply so that the amount out there is finite and just being circulated between players as they do business and trade accumulated resources (which are spontaneously created in the system and spontaneously removed from the system via destruction). It's just a quantified barter system at that point, which is what fiat currency is.
In EVE they have minimum lot size for buy orders, so if they did something similar it would only buy lots in the correct size. Generally speaking I do like the idea of different ways to generate revenue from a settlement's markets. Granular control over the numbers and who they apply to will be key. However I expect a breadth of options will most likely be ignored for the most efficient/least intrusive at least for primary hubs. True edge of the world wilderness markets might get away with other options just from a lack of competition. Edit:
Are you looking for an open-market driven settlement to ply your trade and services? Join our Bazaar and make some gold! Do you have what it takes to keep your lands clear of bandits and monsters? Join Caninus Security and take a bite out of crime! Do you want a settlement that's building itself up for you and gives you a voice? Then you've found it! Join Canis Castrum today!
@Albadeon Continuing the same example: If you don't commit evil or chaotic acts then you are actually Lawful Neutral or Neutral Good not True Neutral. NG if you commit good acts instead, Lawful Neutral because your have code that prevents you from doing Evil but not a firm stance against it like LG would be. TN is tough alignment, it's often used as a cop out, "I can do whatever I deem necessary to get through this" alignment. But I always find it to be more about keeping the balance than allowing you to do whatever you want. In PFO mechanically picking TN is going to make it very hard to utilize both sides of the spectrum when building up your settlement, you will probably end up favoring one direction or another a bit as I feel like too much diametric opposition is probably going to gimp your settlement's growth.
@Albadeon There is way more nuance to Alignment. LN is tolerated by LG as long as they do not commit evil. You can be LN without committing Evil acts, you just might turn a blind eye to it. Yes LN in itself allows evil, but its the Lawful part that allows Paladins to possibly work with LN characters. Same is true of NG, they generally follow the rules and are good. CG is still good but their chaotic natures makes it hard for them to work at all in a Lawful environment. The thing about TN is that it's entirely about balance, it's very hard to define TN in a manner that isn't 'do what I need to do but try to keep it balanced overall', that only overlaps with the 4 Neutral alignments. To LG or LE, TN characters are almost as bad as their polar opposites, they refuse to commit one way or another.
Lee Hammock wrote: Also at this point I was expecting more consolidation. I know I harp on this every time I talk about the Land Rush, but all the guilds with 5-6 people need to find someone bigger to join up with. This is a contest where coming in 31st place (or 34th depending on how you look at it) gets you nothing. I don't think any guild in the bottom fifteen would turn down another five or six people in their ranks. That would be nice, but the biggest problem is getting a hold of these small groups. On top of that there are plenty that don't really 'get' what the Landrush list is or the full intended mechanics; and they aren't participating in the forums or keeping quiet if they are. There are still new groups being created with few people in them.
They're little today...when they have direct access to the tiniest population of the game. Under your logic there should only be (according to my quick math) around 10 maybe 12 settlements coming out of the landrush based on the numbers we're seeing? We understand 12 people are not going to be enough to run a settlement, but we aren't going to have real settlements for months after EE starts, just these quasi invincible things that won't even offer much more than NPC settlements for quite awhile. But during that time we will have thousands coming in and even more during OE that aren't available to be recruited via this board. If we or they fail, so be it, at least we can say we tried.
Yea, a lot of people are either panicking or doomsaying but ignoring the fact that these forums consist of what somewhere between what 100-200 active people at most? Most of the bigger guilds are either general gaming groups that jump from game to game or formed out of people way back during the initial rush. There will be plenty of time to find out if your settlement is going to live or die, but it shouldn't be a huge concern until OE or sometime in EE as Guurzak said. Closing shop and joining someone else would just give an even smaller group a chance at a settlement, where is the logic in that? Not to mention those other 150+ even smaller guilds that aren't getting a settlement will need someplace to go. What's the current time frame estimate before players will surpass what NPCs can offer? That would indicate how important WoT is just for training. As far as WoTs boost to your DI and starting buildings, the devs said it was going to be minor unless they've changed their minds since I saw anything about it.
Well that's not entirely true Krispy1, you have to declare a vulnerability window and the size of the window is directly proportionate to how big and developed your settlement is. If you remain fairly small you can keep your NPC guards up and have a small window of an hour or two a day, but you won't be getting very high up in training in exchange. Also the NPC guards can be overcome, they are not designed to be invincible (according to the devs). They should prevent anything but a direct attack by a larger group that has declared war. And while griefing actions will be rare in most cases, raids and feuds will be cheap and not inflict rep loss. A settlement is a bigger risk then just being a player out in the game. Good luck though! If you're interested in trade and diplomatic discussions with RBL(Canis Castrum) you can contact me or Omnipotentseal.
Audocet wrote:
Under the current system you can build all support buildings if you want, that is an option, doing so would probably let you cover everything but opposite alignment restricted things with the caveat that training needs to be found elsewhere. The downside to allowing easy access to full support is that while specialization could be a thing, it doesn't need to be a thing. So instead you would probably have one settlement handle the majority of their needs and only build a new settlement to handle all the special cases, reducing the need of multiple settlement to only 2 or maybe 3, in the case of splitting along alignment restrictions. Every nation would only need 3 settlements to support everything in the game then.
It doesn't matter how I get access to that spot, I could join them, I could buy access, I could make a temporary alliance I throw out when I'm done, hell I might be able to disguise myself and sneak in. The point is it only matters for the single moment it takes me to press the button to train. After that it doesn't matter what happens as far as training is concerned. Not saying some of those options won't have repercussions, but it does not affect my ability to train. That's part of the problem I'm trying to point out, you're assuming everyone is going to be very closed off and yet still remain super successful. That should not be an option for success. Being 'closed' should inhibit your growth both settlement and character wise with the trade off of security. Being open should increase your growth and character development options while being less secure. If you want to remain very narrowly focused, closed can work, but if you want to be broad reaching you're going to need to be open and work with other open entities. Isolationism should not be the road to a breadth of success at any juncture. Two to three settlements cross training with each other and locking their doors otherwise should not be the path to success.
Gol Phyllain wrote: There is definitely a long term commitment to training. A two year long commitment. Yes you could buy one fighter ability and then never bother going back and training that again but if you want to cap that class out you need to maintain good relationships from tier two skills all the way into tier three. Nothing says I have to get my training from the same place, yes it takes 2 years to max out, but in that two years I can train from a different settlement every single month without any repercussions from doing so. Why is that a long term commitment between 2 settlements?
Gol Phyllain wrote: You seem to have completly missed most of the things I said. This isnt about training. I get the training restrictions. I think that is an amazing idea. But to use that training your city has to support that class. No city will be able to support every class to max level currently. I was entirely talking about support, please reread my post. Training is cheap in terms of commitment, you do it once for each feat and you're done forever. I can probably get access to every trainer I will ever need without too much hassle. That is barely a factor in anything, it's at most a slight inconvenience. Supporting however requires me to have a long term home, and if my friends want different roles they might need a different long term home, but since we want to play together we end up forming a bond between our two homes. This creates a diverse environment because in the long term you need to support each other to continue. When it comes to just training there is no long term. Once you have what you need there is no reason for you to maintain anything with the training entity.
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.
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