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Goblin Squad Member. Organized Play Member. 213 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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Goblinworks Game Designer

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A few. I'm super-tasty.

Goblinworks Game Designer

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Yeh the search function is borked. It is meant to be paginated but there is currently only 1 page... This means you only get the top 50 results of any search. Which is strangely inconsistent.

Bug filed.

Goblinworks Game Designer

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Phew, thats a lot of questions. Ryan is correct - a lot of this is TBD. I'll have a whizz through and answer what I can...

1) Keep and auction house are large. Taverns are medium.
2) Nope. Slots are fixes sizes. NO SUBSTITUTIONS!!
3) Nope. Possibly in the future, but it is unlikely.
4) No/yes/no. Probably not in the short/medium term.
5) At EE they are in set locations. Once we get to beta you pick where everything goes.
6) 10 is the limit. There will likely be more that 10 possible slots in a settlement all organised in a way that looks nice and you can pick which 10 to use as you build.
7) Current look until art can make more. That will be a while.
8) Nopey. But I hopefully will be able to in the next few weeks. Its somewhere down Mike's art list but pretty far down.
9) It will be a while before walls appear. Likely not until we have settlement PvP/war in.
10) Yes.
11) No - they have their own '20th' slot.
12) Very few. Basically EVERY building with cover some training of some kind.

Then onto the next lot...

1) Architect: Keep (large)
Officer: Barracks (large)
Seneschal: Keep (large), Guild House (medium)
Soldier: Barracks (large), Training Field (medium)
2) I cannot. That stuff is WAAAAYYY off to be honest :/
3) That seems correct to me. There are more and eventually we will release a building list but I'm forever tweaking it right now so you'll need to wait a bit on that!

PoIs and Outposts

1) I'm not sure what you are referring to...
2) Still working on those!
3) Yes.
4) POIs are designed for companies of between 10 and 20 people to run. It will be some weeks of gathering/building to complete one.
5)I believe so. That is a very hard question to answer at this stage. Projections say yes.
6) Yes, probably. The difficult part would be defending these and managing upkeep for both settlement and PoI. You would also need a pretty big company (20+ members) to run a PoI AND 2 outposts.

Sorry to be vague on some of this but lots of it is pretty TBD/outline only.

Goblinworks Game Designer

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Suma3da wrote:

Géraud Soulié released some of the artwork he was commissioned to do for the ACG.

From that we also know that:
Animist=Shaman
Blade Adept=Arcanist
Counterfit Mage=Rogue
Ecclesithurge=Cleric
Grave Warden=Slayer
Hex Healer=Witch{?}
Primal Hunter=Hunter
Spellstorm=Bloodrager(?)

These are unreal. Absolutely incredible.

Goblinworks Game Designer

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Caldeathe Baequiannia wrote:

Thanks Tork. I'm sure most of us appreciate that there are tradeoffs in this process. As a possible alternative to adding more deities or domains, how complex would it be to maybe have the domains that exist made accessible to the alignments that can have them, even if not under the specific gods that exist now?

That would allow (from RHMG Animator's post) the NG cleric who might one day want to worship Kurgress to take the Strength domain now, to more closely fit what they want to be if/when that god is available?

That doesnt meet our intended design goals really. I get what you are saying, but I think it is more likely that we will make it somehow easier to switch to new deities when they are released rather than train players incorrectly from the start.

That said... and dont quote me on this (someone totally will, I know it ;) ) but secretly its very likely that ALL domains will just end up being available to EVERYONE in early enrollment. The faction system is not scheduled for EE - so there will be no way to distinguish between clerics at all! Even alignment doesnt come in day 1!

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EDIT : Temples can support up to 3 deities IN TOTAL with upgrades. The one you pick when building it and then 2 more as upgrades.

As with ALL the large Role structures right now the Cathedral a bit of a weird sell since it only trains Clerics but it takes up a large plot. ITs the same for all of them to start though... The University for example will eventually cover Bards, Wizards, and Sorcerers, but to start with it ONLY covers Wizards. On paper then you may as well JUST build the Academy, which covers Wizards alone... But in the long run (and for the other settlement benefits they offer) the large structures are a much better bet.

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Guurzak wrote:

Hi Tork- thanks for this really great explanation of the cleric role and training scheme. I have one question about variety, though: a settlement that builds a Temple can only support one deity and thus 2 domains. A Cathedral takes up a large plot and can support 3 deities / up to 6 domains. If we compare that to Fighter, a medium fighter trainer can (I'm assuming) train every weapon specialization, and a large plot fighter trainer can train every weapon specaialization plus 2 more whole roles.

So I guess what I'm asking is, do you think the tradeoff at the settlement level of buying a cathedral to add 2 more deities and their domains is arguably worth giving up training 2 whole roles? Is a temple with only 2 cleric specializations an approximately even buy with a fighter hall which supports every standard option for that class?

Would you be open to considering some kind of options for expanding deity availability- either by adding deity slots to Temples and Cathedrals at a DI cost, or possibly creating a small-plot shrine which would support an additional deity if a settlement already had a Temple or Cathedral?

A Cathedral (which is actually the large Cleric building, not the temple, my error) can have either additional deities added OR paladin training added (subject to alignment) Further down the line there will be other classes that may end up on the Cathedral too (its possible you may like to speculate on what those will be ;) ). So it supports 2+ classes vs. the 3 that others can.

Temples (which are the medium Cleric structures) can also support up to 3 deities as upgrades (again, subject to alignment). So thats up to 6 domains initially, and 9 when each deity gets its 3rd domain.

Each faith is not a role. There are not 9 roles for clerics and there fore 12 roles at launch. However, faith in Golarion is important and so it is reflected that way in our design. Settlements will be flavoured not just by their class choices but also by their faction choices and a large part of that will come from deity selection.

So your question is tough to answer. If a settlement wants clerics of a diverse number of deities then sure! Its totally worth it! If a settlement is more concerned with a diverse breadth of classes then they are probably going to have to choose which (smaller number) of deities best represents their settlement (and are compatible with their alignment.)

In short, we believe that this system is both fair and represents religion in Golarion. Being a cleric is not like being a Priest in WoW. You are not just a 'wizard that uses divine magic'. You are a devoted follower of a particular living deity, and as such you must make forsake the worship and associated abilities of other deities if you want to gain power.

Goblinworks Game Designer

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Lam wrote:
Tork Shaw wrote:

I'm not following what is going to be problematic? Can you elaborate? Your best bet for your settlement is to build a temple to Desna (ugh. Butterflies) and live with the Luck and Travel domains. Alignment wise you are all set up for Milani and Cayden when they come along and you can add up to 3 deities to a large cleric structure. There's space for them all in there - and they even share alignment! Perfect!

Mechanically you can worship only one of the core 9 deities at launch. You can only gain faction rep with them, you can only build structures for them, you can only learn domains that they cover, and only their favoured weapons (unless they just happen to be in the generic weapons we include) will be included.

This only adds to the comments I have made before. GW plan of training requirements for clerics makes it a harder role to support. Now you suggest that the 3 religion cathedral be used to support one alignment.

Compare, wizards do not need separate learning sites for different schools. There are multiple fighter schools, but mostly so that dreadnought can support multiple roles (barb, cleric, rogue, wizard, … ACE?).

Once again, there are not 7 starting roles but 15 (wizard, fighter, rogue, Aristocrat, Commoner, expert and 9 cleric roles). As additional deities are brought in, there will expand to 18 and then over 20 clerics, which LARE sites can support 3.

Additionally, while TT clerics have 2 domains and domain spells, PfO only support one domain at a time and no spells. It is not clear how the combat capabilities will be supported, The combat skills recently listed were rogue or fighter roles while arcane were wizards and divine are cleric. No combat skills are cleric based (some armor are).
Reduced domain skills, needing to learn fighter roles to get combat skills (forget role dedication bonus), 9 roles (expanding to 20 roles) versus 1 for the other 6 initial roles. Cleric attack spells are weak.

THis is supposed to be settlement vs settlement...

I have covered this before so I'll just whizz through it once more.

Cleric domains are a TINY fraction of what makes a cleric. MOST cleric abilities - I mean the VAST MAJORITY of them are generic. Spells, orisons, save bonuses, armor feats... the list is endless. The Seminary is the 'generic' cleric building and together with the temple will cover most of what you need for being a cleric. The domains (and eventually faction abilities, which is the same for evey class) are the only thing that is restricted to individual deities/temples associated with those deities.

In addition - yes, you are correct - playing a cleric is differnt from playing a wizard/fighter/rogue. That is how Pathfinder works. In Pathfinder it is nigh on impossible to switch your cleric abilities and those available to you are extremely limited by your alignment and deity. In PFO you can change alignment and faction rep MUCH easier, making switching between deities much easier, but PFO is an online Golarion where your religious dedication matters.

This does not gimp or nerf clerics. This does not make their advancement harder than other classes. This does not give them fewer options than other classes. This does not introduce any additional XP tax on clerics than on any other class.

EVERY class must choose between feature feats and must by each of them individually. Clerics must source these feats from settlements with compatible alignments. This is the major difference between Cleric class features and those of the fighters/wizards/etc. This is a feature of Golarion and it is a feature we are deliberately mirroring in PFO.

PFO is not WoW. It is an MMO set in Golarion. Alignment and affiliation matters - it has consequences and benefits for your character, your settlement, and your dreams of conquest.

One last quick note - your understanding of clerics and their combat ability seems skewed. I get that you are probably just venting some concerns framed as fact, but I'd hold off until we release more about being a cleric or at the very least you get to play as one with all its skills and abilities in place. I play a cleric every day, by choice, when testing the game. Its awesome.

Goblinworks Game Designer

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Bitter Thorn wrote:
Bringslite of Fidelis wrote:
I suppose that an important question for clerics awaiting a preferred Deity is: Are the available domains required for level advancement in the generic (waiting for a diff God) "Role" that is available now?

In my case, if the travel domain works for Cayden down the road, then what feels like a resource tax to me may be trivial. I'm not really sure.

On the other hand if I really had my heart set on playing a cleric of Milani with liberty and healing domains then the demands of training two new domains whenever minor deities like Milani get support might be non trivial. Those might not even be domains in the works. Again I'm not sure.

I'm sure this applies to lots of other things like folks who love to play rangers, barbarians, inquisitors, paladins, sorcs, and so forth.

The devs have finite time and resources, and I'm sure that a lot of awesome stuff will be released as the game grows. It would be cool to have some way to re-spec so one could change their fighter/cleric character from beta into a paladin (for example) when that comes out, but I expect that would be God awful difficult.

Ok, two things -

1) You are correct. Those domains may not be in the works. As far as I know, in fact, NO domains other than those of the core 9 are 'in the works' because until we get to the point when we are considering introducing new domains we are thinking about other things. This will be in part a crowdforging issue - we will probably need to add 'packs' of deities (and domains) according to their popularity in crowdforging.

2) The cost of domains is minuscule compared to the overall cost of all the other things you need to have purchased to become a cleric. You will have next to no trouble purchasing at least 1 of the domains you want when it becomes available, particularly if you choose to hold onto some XP for that purpose. Holding on to / banking some XP will NOT MAKE YOU LESS POWERFUL but it will mean you have VERY SLIGHTLY fewer character options until the domains you want come out. You might have to take just 2 crafting skills instead of 3. Or take ONLY the travel domain instead of Travel and <whatever> to start. Since you can ONLY slot ONE domain at a time this will not affect your character's power, only his options.

On a related note - although you want Liberty and Healing you can ONLY SLOT ONE at a time. Clerics in PFO do not work the same way they do in PF, so its worth keeping that in mind from the start. You will find it very hard to mechanically build an existing (or imagined) PF character in PFO - but of course you can, and we encourage you, to role play with as much conviction as you can muster!

Goblinworks Game Designer

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T7V Avari wrote:
Bitter Thorn wrote:


Does this mean that in alpha and beta we will have to select one of the 9 deities and we will be limited to their two domains?

When or if our preferred deities become available later will we be able to switch?

If it gets left up to crowdforging (very likely), the scream will be for new classes ahead of new Gods for the existing ones so be prepared to wait a while for Cayden & the gang.

There will be only the opening 9 deities for a bit. You can switch deities with relative ease provided you keep you alignment on track. Faction rating will be relatively easy to gain, particularly if you are a cleric. It will not take you long to switch deities.

It is also possible (it has been discussed but only in outline) that there could be ways to trade in faction rating when if we introduce new theistic content.

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Lam wrote:

In TT(PnP), clerics must have a diety. Most deities have 4 domains, often one of those is related to alignment (Law, Chaos, Good, Evil) but there are usually others. Clerics can pick only two domains, say Sun and Trickery. Both are active and provide access to domain spells, but there is only 1 domain spell slot per level (I believe the domain spells can be slotted as regular cleric spell, while regular spells can not be slotted in domain slot). So basic first level is 1 clerical spell and 1 domain spell which is choice of one of two offerings.

In Pfo, how many of a deities domains may a cleric pick? (2 in TT)

In Pfo, how many domains benefits (e.g. increased perception or increased bluff) are active at a time? (2 in TT)

In Pfo, how many slots added per spell level? (1 per spell level in TT, spell level increase every 2 class level)

a) Each deity offers 2 domains (to start). You can learn both of these but domains are the cleric class feature, so they can have only one slotted at a time. Much like fighters can purchase weapon specialization in multiple weapon groups but can slot only one at a time.

b) Only one domain benefit is available at a time. Domains only provide passive bonuses. They do not provide additional abilities.

c) None. Domains do not provide additional spells/power per day.

Each cleric in PFO picks a deity.
This deity must be compatible with their alignment.
Each deity has 2 domains.
A player can only slot one domain at a time, but can purchase as many as they wish.
To slot a domain you must have both the correct alignment AND a high enough faction rating with the deity who provides it.
This means you can potentially OWN all the domains but can switch back and forth between dissociated domains only when you are able to move your alignment and faction rating enough to fall into the bracket offered by that deity.

Example:

I'm a neutral good Cleric of Iomadae with a positive faction rating with her church.

I have the Glory domain and the Sun domain. I can switch freely between these domains when I like.

I decide I want to Worship Gorum (or get the strength domain if I am playing in a totally cheesy non-role play way.)

I need to move my alignment to something compatible - true neutral is probably easiest (Gorum is CN).

I also need to raise my standing with Gorum's faction (which will in turn reduce my Iomadae faction).

Now I can go and buy the Strength domain from a Gorum temple.

Now I own Strength, Sun, and Glory domains. I cannot slot Sun because I dont have the right faction rating or alignment for it, but I do have the right features for both Glory and Strength (since Gorum offers both).

I can still only slot one of these at a time, but I can switch freely between them when configuring my character.

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Kemedo wrote:
Dakcenturi wrote:
Having a link to a diety is pretty core to a cleric, otherwise you are just an oracle that can't spontaneously cast. I think this should be something you have to define, if you can just pick as many domains and swap them out as the need arises I think it un-balances clerics and it also makes it so evey cleric is a cleric of everything, rather then having different clerics of different things.

As long I understand and agree with the flavor of Cleric of a Specific Deity, clerics were not only bound to one god, there is the option to follow something different.

Cleric Description wrote:
While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

The main reason for my previous idea is exactly to balance the cleric option in pair of others 3 roles. If the role system are made to not hold a character from change to rogue to fighter, why should hold to change from specific decisions of determinated role. If it does so, will the game have 9 (or more) differentes roles of clerics?

Another statement is about archetypes of others roles and specialists of arcane magic. They are all part of their roles.

Someone with better forum-fu than me might be able to find it, but in Golarion there are no clerics without a deity. Its in the core rule book because the core rules are not Golarion specific, but James Jacobs has clarified that in Golarion all clerics must have a single deity who grants their power. This also means they will all have to select appropriate domains.

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*pops head above parapet*

I am into this. I'll have to have a bit of a think about the implications, but it could work if it were super 'spensives. One of the advantages of the Feud system is that the cost is variable according to the power discrepancy between feuder and feudee. This helps prevent too much 'bullying' by larger companies. Allowing feuds against unclaimed hexes doesnt have this balance factor which might be sticky...

I'll have a think and watch this thread for the inevitable back and forth!

Goblinworks Game Designer

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Mbando wrote:
Could Ryan, Lee, Stephen, Tork, somebody share the rationale for limiting support?

Probably not any clearer than we have already, heres a summary since some of these points are spread out across different threads/posts.

1) Encourage inter-settlement communication and travel- Specifically we want to encourage settlements to keep their gates open, at least while their PvP window is closed.

2) Encourage friction within settlement management - dont like the way your settlement is run or the choices they have made? Go and make your own, get elected to the leadership, or campaign for a leadership role in another settlement. Politic. Backstab. Organise a coup.

3) Encourage diversity in settlement creation - Alignment, faction interest, and reputation are mechanics that affect what a settlement can do. Social pressures within management, settlement location, and alliances are all external, non-mechanical pressures that will push each settlement in a unique direction.

4) Create interesting economic and social implications for Settlement - See a niche in the available training in-game? Fill it in your settlement and reap the rewards. First settlement to reach X% standing with a particular faction? Capitalize on that by being the first and only settlement to offer their specific training. Find yourselves in a relatively safe location and able to maintain some good alliances? Go crafting crazy and corner the trade market!

5) Create dependencies beyond the settlement - your settlement cant do everything and there are going to be gaps to fill... Maybe thats martial so you need to hire some mercenaries now and again. Maybe that crafting, so you need to ship in raw materials. Maybe thats gathering/harvesting, so you need to swap all your excess ore for some corn. Whatever the pressure, a settlement should not become a closed entity.

6) Create interesting mechanical balance and imbalance between settlements - settlements should be like characters. A mage can blast you from a distance but will come apart when you get up close. A cleric can play a long game with healing, buffs, and status effect removal for a long time but will struggle to close a battle...
We want this in settlements too. If your enemy is strong in X, develop Y. Every choice you make in PFO will close off other choices and that WILL make you vulnerable to certain kinds of attack.

Over all the answer is "your settlement should not be able to do everything". That is the driving principal within settlement systems. I hope from the above you can understand why, but I appreciate that there are players who will always say 'but I want to do X AND Y AND Z'. That, a good game does not make :) This is not a single player game and this is not WoW. You will not be the best at everything, even though you are paying to subscribe to this game. I know that for some players that is a frustrating prospect but that is the nature of PFO. That is the game we are setting out to make.

Choices and consequences.

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Audoucet wrote:
FMS Quietus wrote:
Audoucet wrote:
Brighthaven because I want to be cleric, and my friend in Phaeros, because he wants to be a roguee. These are not opposed roles, and I would consider it very bad design to discourage it.
But you don't have to do that. You can have your friend live with you in Brighthaven, as long as it offers support for rogues. He would just need to go to Phaeros to train up his rogue.
Well yeah, except if phaeros doesn't support cleric, because it needed something else.

Yes. In in the remarkably unlikely situation you describe you would have to find another settlement to join together.

OR, since this is a game about interaction you could lobby for Cleric support. If this really is the settlement full of all your friends you should be able to get some good sway going. Hell, you could even often to take your friends out adventuring to raise both the DI (through trophy capture) and the resources to cover the cost of the Cleric structure yourself. If, however, you are living in a settlement where a) your role is super-niche and contrary to their focus and b) you are being ignored by settlement management, you might want to consider a new home anyway.

So in this example we can hopefully see the opportunity for both social interaction and meaningful choices.

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Crash_00 wrote:
Tork Shaw wrote:


All settlement buildings have the same reputation requirements.

That's probably where the disconnect comes from. A lot of us were probably thinking of the Alignment and Reputation blog. It had this part in it:

Quote:
Higher end structures, like tier 2 and 3 training and crafting facilities, require the settlement have its minimum Reputation set to certain levels to function. So if you want your town to have awesome training and crafting facilities, you have to set a high minimum Reputation to enter the settlement. This means characters that do a lot of PvP outside of wars, feuds, and such will be forced to visit less developed settlements that are wretched hives of scum and villainy.
I didn't realize that it had changed, so the two did feel not so much connected but that one compounded on the other quite well.

There hasnt actually been a change, its just that the original quote wasnt quite as clear as it could be...

Each tier of structure has a minimum reputation requirement to build. But a settlement's reputation requirement is set settlement wide.

So if you want to build high tier stuff you have to have a high settlement reputation minimum. That minimum applies to ALL settlement structures, even if they are crappy. There is only ONE reputation minimum per settlement even if you have structures of diverse tiers in that settlement.

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<Magistry> Toombstone wrote:
Tork Shaw wrote:
A settlement can potentially support nearly EVERY role up to the max level. Members of classes will have to travel to train but will hold onto any of the skills their home settlement supports. Let me say that again - A SETTLEMENT CAN SUPPORT NEARLY EVERY ROLE UP TO THE MAX LEVEL.
At what cost? How much of a settlement's DI and structure slots must they devote to achieve this? If it's *possible*. with an astronomically high cost, it doesn't solve the problem for those who are concerned.

At the cost of other settlement options. This question feels a bit meaningless. Your settlement cannot do everything, just like your character cannot do everything. If you want to have loads of classes supported you'll have to sacrifice crafting and special upgrades. If you want to support loads of crafting you'll have to sacrifice crafting and special upgrades.

This is how the game works. If its not for you, its not for you.

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This thread is pretty all over the place. There are a number of different goals and agendas at play and thats making it very difficult for this to become a genuine discussion. I'm not going to wade in on any side or direction, but I am going to summarize what I think are the specific complaints and than address them.

Friends who want to play different styles/roles/alignments/reputations will NOT be able to:

a) play together : Incorrect.
Players can be members of multiple companies. Companies have the most minimal restrictions on membership, particularly non-sponsored companies. A diverse group of players could run together and even own a PoI together. Associating with players of violently opposite alignments may have implications for your own alignment, however, so Paladins and Assassins are unlikely to find it easy to work together.

b) live together : Incorrect.
A settlement can potentially support nearly EVERY role up to the max level. Members of classes will have to travel to train but will hold onto any of the skills their home settlement supports. Let me say that again - A SETTLEMENT CAN SUPPORT NEARLY EVERY ROLE UP TO THE MAX LEVEL. Players with vastly different reputations, however, will NOT be able to live at the same places - reputation will limit which settlements allow you to join.

c) Train together : Correct.
While a settlement can support nearly EVERY role it will only be possible to train a max (at the current revision) of 9. This does not affect their ability to LIVE together and get training elsewhere (see above). Players with vastly different reputations, however, will NOT be able to train at the same places - reputation will limit which settlements offer you training.

I'd also mention that the reputation system and the role/class/skill limitation system on settlements are ENTIRELY SEPARATE and designed to achieve separate goals. The reputation system is designed to discourage undesirable behaviour. The settlement limitations are designed to encourage interaction between settlements and players. These systems are not connected in the manner implied by much of the above discussion.

Hope this helps!

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FMS Quietus wrote:
<Magistry> Toombstone wrote:


What differences in basic combat can you be envisioning that would make them very different from theme park combat? It's the same stuff. Even just conceptually, what could be all that different from Everquest, SWTOR, LOTRO, WoW, any of them? You aggro some mobs and use various abilities to kill them. They usually run towards you and try to hit you. You either stand toe to toe with them, or kite them, or CC them, or root them, or AE them, or whatever.
What's going to be different?

I don't know what they're actually implementing so I can't say for sure.

But perhaps certain mobs are programmed to go after healers because they are a little smarter and know that the healer is the threat. Or maybe not and they have animal intelligence.

But to your specific point, this game will not have a point person to hold all the aggro so everyone else in the group doesn't have to worry about being attacked.

The difference between those games you mentioned and PFO is that PFO is intended to be a sandbox game. The ones you listed are Theme Park games and all use Trinity to balance out their scripted boss fights.

This feels like something of a debate so I'm only going to pop my head in briefly to say:

"What differences in basic combat can you be envisioning that would make them very different from theme park combat? It's the same stuff. Even just conceptually, what could be all that different from Everquest, SWTOR, LOTRO, WoW, any of them? You aggro some mobs and use various abilities to kill them. They usually run towards you and try to hit you. You either stand toe to toe with them, or kite them, or CC them, or root them, or AE them, or whatever.
What's going to be different?"

With a definition this broad it is very difficult to say what will be mechanically different - what you are describing here is every killing mechanic in every game ever. However, if we narrow the definition to be more useful, as Quietus does:

Its about tactics. The important goal we have for PvE is that the monsters do not behave significantly differently from the way that players would behave - much like monsters in tabletop which are controlled by the GM (effectively an omniscient player). Our monsters will have tactics of their own as well as responding to the attacker's tactics. They will not blindly follow aggro lists, but instead will react to certain types of play. Its impossible to see this in the current builds because there is very, very little AI right now. I believe they currently have ONE aggro list for each encounter, passed between the monsters. So first player to tag a monster is going to get them all on him almost indefinitely.

What we want to achieve with monster AI is a system where playing the PvE game is not radically different from playing the PvP game. This is where the distinction lies between PFO and the games mentioned above.

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<Magistry> Toombstone wrote:
Tork Shaw wrote:
Yes its true that you will not be able to be in a settlement with EVERY class. This is a deliberate design choice.

2 questions, if you don't mind:

1) How do nation-level structures impact this?
2) Is there any power level disadvantage at all between a character who can train their class in their settlement, versus a character who trains with an ally and has a support structure in their settlement? Meaning, can support structures support the entire range of abilities that can be trained?

Thanks

Quick answers, sorry, I'm just doing some bug writing!

1) TBD. In principal the only advantage nations have is that they can freely move between/train between/and gain preferential training rates between associated settlements. Each settlement will still need to provide support structures for their members.

2) A quick example : The Cleric training facility is the Temple. It is a medium sized structure. The Temple can be leveled up to offer Cleric specific feats up to 1st, 2nd, then 3rd tier.

The Cleric support structure is called the Graveyard. It is a SMALL sized structure. It too can be leveled up to support Cleric specific feats to 1st, 2nd, then 3rd tier.

The building that trains Cleric (and paladin and likely druid/ranger/oracle) orisons/spells is called the Seminary. It is a medium sized structure. It can be leveled up to offer Wizard specific feats up to 1st, 2nd, then 3rd tier.

The support structure for the Seminary is called the Mission. It is a SMALL sized structure. It too can be leveled up to support Seminary skills (including all the classes the seminary supports) specific feats to 1st, 2nd, then 3rd tier.

SO - a settlement who wants to fully trains Clerics needs a Seminary (medium) and a Temple (medium).*

A settlement who wants to fully SUPPORT clerics needs a Graveyard (small) and Mission (small).

In both cases to support them fully they would need to upgrade those buildings with tier 2 and 3 facilities.

The only way there would be a power disadvantage would be if your Settlement was too stingy to spend the DI on the upgrades to support your class all the way.

*Note there are also large structures that can train clerics but I'm keeping this simple for now!

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Bringslite of Fidelis wrote:
FMS Quietus wrote:

We had a discussion about this already. We will be offering support outside of our focus absolutely. Specifically the Rogue was mentioned to alleviate concerns on that front. Since details are few and far between, it's a very fluid conversation. We can't make any promises now on what priority will take place at this point.

That being said my understanding is that Tier 1 and 2 are available even in NPC towns for training. 3 and 4 require settlements with more advanced training. I could absolutely be wrong about this, but that is what I thought. I also thought they said we wouldn't get to tier 3 and 4 until a significant amount of time has passed. Well past the Tower War thing would of ended.

The thing that has me curious is the support structure not allowing access to players full range of skills. I thought when you trained somewhere else and had a support structure at your settlement- you were good to go. What disadvantage would someone be placed at?

Having people buy services for lesser results than having training in their own settlement seems counter productive. It discourages you to sell training and encourages settlements to do it themselves. That doesn't encourage commerce or interaction with other groups of people.

That may be true after the WotT, possibly. But during, it will be something like this:

Lee Hammock wrote:

For example, Torkville controls 6 towers and is a cleric/fighter settlement. It can train up to level 8 fighter and cleric related skills, feats, etc. It cannot train any wizard or rogue skills, but can support them up to level...say 5 (note I am pulling approxmiate numbers here, so if anyone tries to hold me to them in six months I will laugh and laugh). So people in the settlement can train and use up to level 8 skills for fighter and clerics, and if they train wizard and rogue skills somewhere else they can only use up to level 5 of those skills while being a member of that settlement. This is to stop people from...

A quick note on this... The level of support offered by the 'kit' settlements is still a little in flux. It is very possible that in fact support will be to the full level of the trained classes in each settlement. In fact I think it is likely. As Lee mentioned he was still spit-balling a bit about exactly how that would work and we're still hammering out the deets. I've been drawing up the sample settlements and it seems likely we will end up with full support for non-trained classes.

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Nihimon wrote:
Guurzak wrote:
Lee (or possibly another dev) clarified that PoI-based support was almost exclusively for Skills, and that Feats would need to be supported out of your settlement.

Doing some research on this.

First, I attributed the quote above to Lee, but it's actually Stephen Cheney, and I missed the window to edit it by 4 minutes.

Okay, I see what Toombs and Guurzak are saying and I think y'all are right. I originally read Tork's statement as a distinction between "training" and "support", but I see now it's more likely he was distinguishing between "feats" (I assume these are Adventuring Role-based skills - Fighter, Cleric, Wizard, Rogue) and "skills" (I assume these are non-Adventuring Role-based skills - Aristocrat, Expert, Commoner).

Sorry for the confusion. Although Merkaile should still take comfort that Ozem's Vigil can build Support Facilities for his Role - of course, they may not want to...

Eep, sorry for making you dredge back through it all Nihimon - I was busy doing a wee playtest with Stephen and Bob. Which went well, you might be interested to know! I think Bob was the only one to die...

To clarify - PoIs are almost exclusively going to train skills. There will be SOME feats available, but they will only go to Tier II and they will likely be limited. There is a possibility that there will be some Role/Class training included in those feats but it will be pretty minimal.

The example bandying about right now is that Inns may be able to train SOME of the Bard feats (eventually). In this example it would only be to tier II and it would most likely only be a subset of those feats or potentially specific faction based Bard skills that went well with the inn in question.

Obviously this idea could expand out to things like fighter feats for towers, rogue feats for hideouts, etc. (Note those are theoretical - the PoI list is still fluid!).

This means that SUPPORT for skills is pretty much confined to settlements right now. Once the support tech is in place it may be possible (and desirable) to expand some kinds of support to PoIs, but that is unlikely to be the case anywhere in the near future.

The important thing to remember is that support structures are cheaper (significantly) than Class/Role training structures. As I think I demonstrated in those example settlements there will be NO settlement that can train or support ALL the (eventual) classes/roles. An average settlement can train well over half, however, and a Class/Role focused settlement can nearly support them all.

Yes its true that you will not be able to be in a settlement with EVERY class. This is a deliberate design choice.

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Tinalles wrote:

Question: do we need somebody online to hold a tower even if it is not assaulted during the PvP window?

That is, if the PvP window opens for a tower controlled by a company, and there's nobody there the whole time -- crickets chirp, deer graze peacefully in the distance -- does the tower revert to an "uncontrolled" state?

Nopey. Towers only change hand with action.

If you leave your tower undefended and no one bothers to come scoop it up it will still be yours when you get back from cancelling your subscriptions to all your other MMOs because you've just realized that PFO is the only one you need. (That is the only reason I can think of for you not being online in PFO the whole time).

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So these are our current contenders. I think the only one to get a second so far is Auxiliary Structures.

Morale Structures
Decoration Assets
Decorations
Auxiliary Structures
DI Structures
DI Boosters
Index Enhancers
Ornaments
Infrastructure
Index Assets
SSR Structures
Civ Features
Settlement Enhancement Structures
Settlement Features

Just to maybe add a bit of fuel- the current list of structures serving this purpose is as follows. Its a pretty diverse list of things and the terms should really take that into account. Not least cos it will be fun to come up with even more diverse ones in the future... I'm in LOVE with the idea of 'heads on spikes' - a kind of 'Garden of Skulls'.

Warehouse
Public Garden
Philosopher's Statue
Heroic Statue
Silo
Well
Guard Post
Religious Statue
Guillotine

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Kobold Cleaver wrote:

I think I understand this. He posted about it early on—I didn't get it, either, until I noticed the context.

KCtown, the best town of all, has no towers. They're sticking to a closed PvP window while they assemble.

KoboldKompany, on the other hand, has just captured a tower. They seek to declare it to be captured for KCtown. Can they do this without KCtown's agreement? Can they give KCtown a tower without KCtown even wanting one?

Oh I see.

No. Pledges must be mutual. Just like settlement membership or company membership. All individual applications must all be 'accepted'*.

*you can all call me a liar when you hear about the option companies and settlements will one day have to offer 'open enrollment'.

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One more quick point:

Lee mentioned yesterday that the success case for settlements in the WotT would be to win buildings at early enrollment. This is not quite true as written. I think Lee was suggesting that you get specific ROLE or CLASS buildings, but in fact the rewards will be support structures.

Just to confuse matters that doesnt refer to 'structures that support classes and skills' - we have been using the term 'support structures' before that system came in. These 'support structures' to which I am referring are actually things like statues and wells and grain silos - decorative or utilitarian structures that actually provide a very minor DI bonus instead of costing DI like normal settlement structures do.

This means that a settlement who does well in WotT will end up with a small bonus to their starting DI in EE. They will still need to manage the upkeep of these support structures to keep that DI bonus and they will still need to get their mitts on all the building materials to build whatever it is they want to make to fill their bonus DI.

In short, the advantage to settlements who do well in WotT is that they will start with the ability to build more structures on day one (ability, not the materials), and will therefore potentially be able to ramp up their settlement slightly faster than others.

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Gwalchmai ap Langolan wrote:
Tork Shaw wrote:
do bear in mind that preventing exploits to these systems is sort of my angle

Which is exactly why I'm asking now, instead of waiting to find out.

But did you actually answer the question about whether a group could "force" ownership of a tower onto another group in order to widen their window?

Cause it would be good to see that possibility plugged.

I'm not following... Could you phrase it as an example with 'group x does y, group b does z'? I'm not all that bright :/

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TEO Alexander Damocles wrote:
Is there a way to declare yourself a defender of a tower? So that two groups could help each other hold towers, for example Golgotha and Aeturnum. Golgotha has its PvP window set up, and Aeturnum has a few folks show up to help out. Is there a way for these characters to count as helping the defenders even if they are from a different company/settlement?

I think I just covered this in an answer that I was typing while you were typing this :) No - allies trying to take a tower together will have to coordinate in a such a way that only the one they want to succeed earns points towards capture. This should be relatively easy because of the layout of the capture areas.

I should say - there are many, many additional systems we could add to WotT to allow alliances, more complex capture mechanics, mercenary play, etc. However, WotT is only going to last for a few months. This system is designed to be an introduction to settlement/PoI warfare in PFO. Its not perfect, its not comprehensive, but it wont be around for very long. It is designed to direct PvP play and to provide a platform for the alliances, politicking, and territory control mechanics that are the core of the PFO MMO.

Believe me I have a gazillion sketches of how we could make this more comprehensive and a thousand additional features we could add. We discussed many of them and their technical implications and decided that the minimal subset workable areas described in the blog. Each additional feature we add to WotT is time taken away from completing the final product and while some of these may seem super-trivial they tend to bring with them a rabbit hole of cornercases and UI requirements that make them unfeasible as part of a temporary system. Them's the breaks :/

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TEO Malvius012 wrote:
While you work on waterproofing the system, might we get an explanation of how 1 company claims 1 tower will then factor in that company helping attack another tower. Do they not count at all and just help pacify the area? I could also see some groups going for an exploit type system where they lock down towers then dump all but one player who is now a company of 1 with a tower and start a new company to continue rampaging. If there is no downtime between being in one company vs another this seems to open the door to zerg like behavior.

After leaving a company a player must wait 24 hours before joining another. That is actually not War of the Towers specific and will most likely persist in the full game.

Companies cannot 'assist' each other in scoring points when capturing towers - they can only assist as combatants.

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Gwalchmai ap Langolan wrote:

So a large group doesn't have to hold more towers than they can use, but can ride in, take the tower, release it and lock it up for an undetermined period of time?

How long a cool down?

Does it apply to expanding their open window during its cool down?

Does a settlement have to "accept" my company's allegiance, or can I declare for them and then take a tower?

Mechanically, yes. But when you get into the world you will see why this is wildly, wildly impractical.

A huge alliance however... That could be a formidable issue. And thats exciting. When The Empyrean Order, Talonguard, Keepers of the Circle, and The Seventh Veil all become best pals - then you have to worry.

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T7V Jazzlvraz wrote:
How frequently is the "PVP window is open based on how many towers you have" factor recalculated? If it's immediately upon taking or losing a tower, we need to react one way; if it's each day at midnight (or the beginning of Redmond office-hours), another.

24 hours after capture/release.

I feel like I know where these questions are going. I think you are all asking about how a settlement and their allies could exploit the windows/benefits/pledges system to benefit their warfare agenda. I appreciate your smoke-tests and I completely understand why these are fun questions to ask, but do bear in mind that preventing exploits to these systems is sort of my angle - so I've already run the smoke through a couple of times. These systems are still in development so any numbers that come out will be tweaked up to and beyond implementation. I cant get them right first time - I'd like to say no one can - thats the nature of iterative game development.

That said, I believe the system to be sound/water-resistant, if not yet waterproof.

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albadeon wrote:
Ryan Dancey wrote:

Just to clarify a thing that seems obvious to us but may not be obvious to you.

Settlements are not Companies and Companies are not Settlements.

Lets say we have the Settlement of Ryanhome.

The members of Ryanhome are potentially also members of Companies. They need not be members of the same Company. They may be in Companies with characters who are not members of Ryanhome.

Ryanhome may be indirectly controlling Towers via Companies that are comprised of characters who are not members of Ryanhome. Characters who are members of Ryanhome may be in Companies that are controlling Towers that are indirectly supported by a Settlement other than Ryanhome.

Companies are not Settlements. Settlements are not Companies.

Yes, that seems to be a highly confusing issue. It doesn't help that other terms, such as guild, are being used occasionally (e.g. in the land-rush process, but also during the 2nd kickstarter, where the crowdforger guild pledge level promised "Patrons at this level will be invited to join Early Enrollment as a guild of six in the order that they pledged this level. Patron guilds will receive a Guild Starter Pack of in-game items, and have the right to reserve their guild name." Is that that guild same thing that's now called a company? Or landrush guild? Or something else?)

Let me see, if I got the organisational structure right (and ask for a few clarifications along the way):

- The general organisational structure is PC<company<settlement(<kingdom)
- As a newbie, I start play as a single PC.
- If I meet a few like-minded others, we can group together to form a company (Questions: Are there any limits to company-size? Is this supposed to be more like an adventuring party (4-6 PCs), a military platoon (20-50 PCs) or a map-spanning conglomerate (100+ PCs)? Or any of these? Can I be a 1-PC company? What do I have to do to start a company, i.e. buy a "guild starter kit", or just register with some in-game registrar. Can I be in several...

Lee and I are going to whip up a company/settlement (text) blog in the near future to cover all this. Much of this has been stated but its all mixed in across a bunch of blogs/posts/etc. Its probably valuable to consolidate this all into one place.

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TEO Alexander Damocles wrote:
Tork Shaw wrote:

For the duration of the War of the Towers characters will only be able to be members of ONE company.

In the long run players can be members of 3 companies, but the War of the Towers will be over by then.

Well, that was unexpected and changes quite a bit of planning.

You may want to put that in the blog, because that is a very significant change to how things were set up.

I will admit we actually had 3 different possible solutions to the complexity of multiple company memberships. At the time of the blog multiple Tower ownership WAS permitted (in a form) but we can save on a bit of tech my simply restricting company membership to one company in the short term.

Please note, however, that in any case a player can only be a member of ONE sponsored company, and pledging a tower to a settlement would have been the equivalent of 'sponsorship'. The effect is almost identical, therefore, except that players can no longer be members of one sponsored company and two other 'social group' companies. You will unfortunately need to manage you non-mechanical social groups externally until after the war of the towers and band together in companies along territorial/alliance lines.

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Yebng wrote:

I asked this once but it got buried.

What if you belong to multiple companies?

Will you always count as your primary or once your primary has a tower under control if you stand in another capture circle are you gaining points for your secondary?

Can a group be in 3 companies all tied to the same settlement, thus having 1 group (if its large enough) pull 3 towers (one for the primary company, one for the secondary company, and one for their third company)?

edit-great minds warstein...

For the duration of the War of the Towers characters will only be able to be members of ONE company.

In the long run players can be members of 3 companies, but the War of the Towers will be over by then.

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Cal B wrote:
DeciusBrutus wrote:

To put a small rephrasing on what I expect to happen: Everybody knows precisely when and where the big PvP events will be. People who want to participate will be there, and people who don't want to participate probably won't be.

I didn't see anything that implied that training wouldn't be available at NPC settlements, or that zero training would be available at settlements that controlled zero towers.

A) everybody does NOT know. If a groups has six members and six towers they have to put one person at each tower. At worst, a group needs ten or 15 people to take most of their towers away.

Ok. Really. I cant say this enough times so I hope I make it clear this time:

Towers are owned by COMPANIES.
A settlement with 6 towers MUST HAVE 6 ALLIED COMPANIES.
Therefore a settlement will have SIX COMPANIES to defend those SIX towers.

If your group wins a settlement in the land rush it comes with NO FREE TOWERS. Your company can capture one, and then you MUST make alliances with AT LEAST FIVE other companies to secure your other 5 adjacent towers.

This BENEFITS small companies and is an absurdly beneficial arrangement for the really small companies that happen to win a settlement in the land rush. There is NO WAY a small company of 5, 10, 15 people can hold a settlement in the real, full game. The ONLY scenario in which they can do so is in the land rush. If they do not gather members and alliances between now and the full system they will not survive. War of the towers forces alliances and will hopefully make this easier for both companies and settlements.

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"The Goodfellow" wrote:
Cal B wrote:
FMS Quietus wrote:
Cal B wrote:
This is going to seriously disadvantage the smaller groups. Especially if they have to hold their surrounding towers. Some groups will be hard-pressed to put a person in each immediate hex if even a single player or two aren't online.
They said small groups were never intended to hold a settlement. They mentioned in a post mentioning hundreds. This definitely will play into that.
As I said elsewhere, they also said we'd have months to get to that number. Now we don't. If we don't have dozens of members on day one of EE, we will not be able to hold any towers, thus shutting down our settlement's ability to support training on day one of EE.

...

A few questions, most have already been asked above but I haven't seen an answer yet so I will echo them (Though I understand much is TBD right now, but any info would be great. Even if is it speculative like the very early blogs):

More info concerning the towers' effect on training. How does gaining another tower or losing one affect training in the settlement.

What exactly do you mean by "can train 2 class/roles but support them all." Does that mean we can train fighters and rogues, but only have spells for sale without the training to use them?

A few answers!

a) Each settlement can train X things up to level Y. X always remains the same and is determined by which prebuilt settlement you choose. Y, however, is determined by the number of towers you have.

Basically, every ability/skill/feat in the game has 20 levels. Every tower you own adds another level to the training available in your settlement.

b)This harks back to a previous post. So - being able to TRAIN means that there will be a structure in the settlement from which a player can purchase skills for that class or role. Being able to SUPPORT means there will be a structure in that settlement that can maintain the training gained for a player's class or role (i.e. it will not get turned off/decay), but cannot actually sell any skills or abilities.

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Laik wrote:
Tork Shaw wrote:
Laik wrote:
Tuffon wrote:

You have to basically follow the anaconda snake path to get from one end of the map to the other to ensure you don’t enter a reputation free kill zone…

PvP has always been a bit of a concern for me(and a few others id imagine), I heard enough reassurances from folks here that the rep system and other things were being introduced to curtail toxic behaviors.. Now a month or so before EE you guys decide 30% of the map should be a free for all PvP reputation free murder fest? What gives…

Yes, and even worse: this 30% free murder zone actually rewards the otherwise "low-reputation" behaviour, granting long-term bonuses (currently of unknown value). And after such game mechanics enters the field, killerfolks will surely know, that they can urge GW to remove "hindering" reputation and probably alignment mechanics, if the say they are "bored", thus effectively robbing the game content from people who are NOT bored when they do not PvP. It happens at start? It sure can happen at any time.

I'm not sure I'm following you here... Can you restate the issue?

Only PvP during the window is rewarded - sanctioned PvP. Sanctioned PvP is NEVER low-reputation behavior - its the core of PFO (feuds, warfare, sieges, faction combat, etc).
The settlements do not actually get a choice initially whether to engage in war - they are automatically engaged into war with everybody from the beginning, even if the general settlement style is "specialized raiders of the nearby dungeon" or "dwarven crafting guild". Every settlement is completely surrounded with towers, and, depending on the size and placing of the PvP window, the situation can just develop into "every commoner going out of the city to harvest is automatically a viable targeet for anyone except for people from the same settlements". We cannot say in advance, how many wars a settlement would wage (it depends on people playstyle, alignment etc.), but with...

I think you concern might be based on a slight misinterpretation of the full settlement system.

Settlements (in the full system) cannot maintain their structures without upkeep. Upkeep requires the ownership of multiple hexes. Thus, a settlement cannot survive without capturing and holding land around them. Just like with War of the Towers. That has always been the case - settlement warfare and land control is the central system to drive PvP in PFO.

Now I should point out that 'every commoner is a viable target for PvP' ONLY when the PvP window is open for that hex. This commoner will know when the PvP window is open and can therefore choose to visit another hex. If a player is not interested in PvP they can make their home in one of the NPC settlements and visit any hex they want that is either not a tower hex, or a tower hex whose PvP window is not currently open.

Is that clearer?

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Cal B wrote:
FMS Quietus wrote:
Cal B wrote:
This is going to seriously disadvantage the smaller groups. Especially if they have to hold their surrounding towers. Some groups will be hard-pressed to put a person in each immediate hex if even a single player or two aren't online.
They said small groups were never intended to hold a settlement. They mentioned in a post mentioning hundreds. This definitely will play into that.
As I said elsewhere, they also said we'd have months to get to that number. Now we don't. If we don't have dozens of members on day one of EE, we will not be able to hold any towers, thus shutting down our settlement's ability to support training on day one of EE.

I'm still not sure I'm making this clear...

You and your settlement will not be able to hold ANY towers (well, your company can). You will NEED to ally with OTHER companies to hold towers. Only companies can hold towers. Everyone will need allies. A small company will certainly be able to hold a tower - and if they are worried about defense they would be wise not to pledge it to a settlement with a huge PvP window unless that settlement can offer defensive support.

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Doggan wrote:
Tyncale wrote:

@Doggan

I feel that characterslots will be scarce at the start of EE, or that there is some cost attached to using more then 1. Also, there are no FTP accounts yet, each account that can participate in EE will cost someone a hunderd dollars.

Right, I know that this system is supposed to get more complex later on. I just worry that it... won't.

Oh heavens I hope it does. I've been working for 12 months on a kookoobananas complex settlement warfare system. I'd be very put out if it doenst make it in ;)

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Mbando wrote:

Tork, where are you from? I heard a lot of the same phonological features in your speech that I hear from James MacAvoy, so I'm guessing your Scottish? What region did you grow up in as an early speaker, and is there a name for the way you talk (e.g. Received Pronunciation, Geordie, etc.)?

"Ok Dungeon Master. My spell of light blinds the monster."

"Is there a name for the way you talk?"

Properly? ;)

I am indeed Scottish. I come from the Western Isles (the middle of nowhere - the Isle of Seil, specifically) but I spend about 10 years between Glasgow and Edinburgh and then about 8 years in London. So my accent is pretty neutral now. Scots think I am English, the English think I'm Scottish.

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Cal B wrote:
This is going to seriously disadvantage the smaller groups. Especially if they have to hold their surrounding towers. Some groups will be hard-pressed to put a person in each immediate hex if even a single player or two aren't online.

One important thing to remember - I'm not sure I got this across strongly enough in the video - towers are held by Companies and then allied to settlements. Settlements themselves cannot be attacked. So defense of the towers falls to EACH COMPANY that owns them with the support of the settlement to which they are pledged.

Make the right alliances and size will be much less important.

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Guurzak wrote:

Will the settlement templates allow for balanced or multirole development, or will each settlement have to specialize in just one character role?

Can players change their settlement's template, or is that a permanent one -time choice?

Will the settlement template model have any lasting effects post-Great Cataclysm, or do we start from scratch at that point?

1) The settlements will train at least 2 of the 4 (alpha base) classes, but will support all of them. This means that Settlement A may train Wizard and Cleric but it can have fully supported members who are Fighters, except that they will have to visit another settlement to train new skills.

2) Nopey - in order to get settlements out in some form we have had to simplify them significantly. The only management will be of PvP windows (a more detailed answer on that is imminent!)

3) Not really... The impact of this system on settlements post-cataclysm is still being tweaked. The JIST of it is that holding towers will earn your settlement's some sort of credit (basically a bonus to starting DI). I dont want to say too much about that because we are really still working out how that will feed back into the system.

To be brutally honest when I was designing the settlement/DI systems I did not anticipate us doing the War of the Towers first (no-one did!) so I am working out the best way to feed it back into the long term system.

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TEO Pino wrote:
Quote:

1.) Can the founding company of a settlement share control with other groups, mechanically, other than by adding them to the founding company?

The act of creating a Settlement creates a new entity separate from the company. The two entities then diverge as their members desire. Companies don't run Settlements.

***

Re: membership in the entity that runs a settlement:

1)Is there a hard limit to how many of these you can belong to, like companies ? or a flexible, skills based limit ?

1a) Does it count against your 3 companies? I assume not, but I'll ask.

2) Can you belong to the entity that runs a settlement even if you are in zero companies sponsored by the settlement ? i.e. can being removed from a company remove you from control of a settlement ?

3) I *assume* you must meet the alignment and reputation restrictions of a settlement to run it, however, if you should slip and fall outside those restrictions, is the structure of that settlement running entity such that 'succession' will be automatic in some fashion ?
If not, will the 'second' rank just have to fight it out via 'demoting' the competition to make 1 person supreme?

(more as I think 'em up ; )

1) You can only be a member of ONE settlement. The entity that runs the settlement is the SETTLEMENT.

2) You can be a member of the settlements rulers without being in any sponsored companies. Membership in settlement leadership is INDEPENDENT from company membership.

3) This question is about functionality too specific to discuss at this stage. I'm up for going over the conceptual top-level stuff about settlements but there is no sense in giving answers about individual functionality until the top-level stuff gets locked. Soz.

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Ryan Dancey wrote:

Caveats – at best this stuff exists in a design doc, with no implementation at this time. At worst, it's a series of ideas in various people's heads that have yet to be reconciled and reduced to a plan. So take these answers as very provisional.

Quote:
1.) How easy will it be to enter and exit a company?

Entering: Someone will have to approve or issue an invitation

Exiting: Should require nothing more than a button press and a confirmation dialog.

Quote:
Since we can be in three at once, with only one sponsored, how does that effect POI ownership?

I think the plan is for companies to own POIs and not individuals.

Yeh PoIs are owned by companies. This is a slightly misleading statement of course because companies can be run by individuals. See the next question for how this pans out...

Quote:
2.) When you are in multiple companies, do you gain each of them influence? or do you choose which group gets the influence?

I think the answer is that influence generation is not limited by membership in other Companies.

Characters can be members of 3 companies. Your primary company (determined by the player) get 100% of your influence gains. Your secondary company gets 50%. Your tertiary company gets 0%. If you are in charge of a company that owns a PoI this MUST be your primary company.

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3.) Other than Achievements how do companies gain influence?

TBD

Successful conflicts, completed contracts, escalation cycle and dungeon trophies, and special game events, are all slated as POTENTIAL additional ways to gain influence.

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Can you clarify diminishing returns after you have reached 50 members?

No. Can't clarify at this time.

The soft limit of 50 members actually more references how much Influence a company can hold at a time. Max holdable influence factors in company size and the way the maths work having more than 50 members does very little to increase max.

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4.) How many people can a company hold?

TBD

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Are there any other drawbacks to having a large company other than Diminishing returns?

Probably not.

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5.) Can you give us some more specific examples of how influence can be used,

No, not at this time.

Your list up there is pretty comprehensive.

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6.) It has been stated that one company might be able to control 1 POI and 2/3 Outposts or 2 POIs with difficulty. How many people were you

considering a part of that company?

Answer hazy, ask again later.

My maths is all running off the assumption that companies will have a max of 50 members. I am actually assuming that even 'big' companies will be more like 30-50 members, since outside of the really large meta organisations coming into PFO it is much more likely for social groups of around that size to make up the majority of the 'larger' companies.

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7.) If some block of individuals belong to one sponsored company and one unsponsored company at the same time, can they hold a POI with the unsponsored company so the POI is not part of their sponsoring settlement?

I think the answer is yes.

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8.) Is there a hard cap or ceiling to how much Influence a company can
...

Ryan has covered pretty much everything here. I have added a tiny bit of detail above where I think it is useful. Remember that although I have all of these systems planned out none of them will be implemented for some time, so all these designs are subject to change.

Goblinworks Game Designer

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Lhan wrote:
Just a quick post to say thank you to all the devs who have posted in this thread. I think I speak for all of us when I say that it really is appreciated.

Sure! Its equal parts frightening and fun to keep you all up to date. You never quite know how folks are going to react! Its very helpful to get feedback on these systems though - positive or negative. And this place is a damn sight less frightening than the Darkfall forums... There be dragons.

Goblinworks Game Designer

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Two speedy answers:

- A settlement will most likely eventually be able to set prices on individual structures. This might be in later patches (because settlement UI is going to be such a beast it will very possibly come out in fits and starts).

- Members of settlements do NOT get PoI benefits unless they are also members of the company who owns the PoI. They can train at PoIs if the PoI owners let them (which is VERY likely of course, if they are allied) but the settlement itself will need to have a support structure to cover the skills trained at the PoI for those who are not members of the PoI company. This may be subject to change in the future, but bear in mind that PoI training is mostly skills (few feats) which are trained by so many structures that most settlements will end up covering most skills without even trying.

Goblinworks Game Designer

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Tyncale wrote:

Some things are still unclear to me. I will just put it up in questions, hopefully Stephen, Lee or Tork can answer them.

1) When you form a Company that is not chartered to a PC Settlement, and does not have a PoI yet, does the Company and its members default to a NPC city?

2) When the Company has a PoI but is not chartered to a PC settlement, is it still linked to an NPC settlement? (I am thinking no)

3) Can a player be a member of a PC settlement without being in a Company? (I think yes)

4) Can a player that is not part of a PC settlement in any way (directly or through a chartered Company) actually buy new skills and feats from a PC settlement (alignment, rep, xp and prereqs allowing)? Or does he first have to be part of a settlement or PoI that supports it (but not sells it)?

5) Is there a difference between buying a completely new skill or Feat, and upgrading such a skill/feat from skill level 1 to skill level 2? I am asking this because I am not sure what "maintaining" a skill exactly means(the thing that support buildings do and PoIS). Does this just mean that your skill (at whatever level it is) simply works when you are allied to this building through membership, or does it mean you can also buy an upgrade to an existing skill (but not obtain it as a completely new skill)?

I think the answers you got to these questions were correct above, but I'll provide a quote so you can hold it against me later ;)

1)A company does not default to anything, since a company does not need to be sponsored. A player DOES default to an NPC settlement. Discussions are on-going about exactly how we determine to which NPC city a person/new player is allocated.

2) Nopey. The PLAYERS are still linked to their NPC settlements AND to their PoI (if it offers any skills), but the the Company itself remains independent.

3) Yes.

4)Yes, he can. Settlements can determine WHO can buy from them. This allows them to set additional restrictions for outsiders making purchases (like higher Rep or Alignment or Factional ratings) above and beyond what is required for membership. They can also set different prices for members and non-members.

5) No. Purchasing skills and skill levels is the same process, except that nothing very exciting happens when you upgrade a skill except that it gets better. By that I mean you dont get something NEW, you just get something better.

'Maintaining skills' refers to being able to USE skills that you have ALREADY purchased. So lets say I buy a tier II skill and a tier III skill in my settlement. I can continue to USE these skills ONLY for as long as my settlement has a structure that can either sell or support that skill. If my settlement gets destroyed I will default back to an NPC settlement. The NPC settlement will not support my tier III skill (because its a total craphole) but I will lose the use of that skill until I find a new settlement who does support it. In the mean time, however, I can continue to freely use my tier II skill to smash faces with.

Goblinworks Game Designer

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Pax Keovar wrote:
Tork Shaw wrote:
A paladin and barbarian could not be in the same settlement since they have conflicting alignment requirements (lawful/chaotic).

Unless you're rewriting the PFRPG rules, barbarians don't have to be chaotic, only nonlawful. A NG barbarian is therefore allowed, and could be a member of a LG settlement, unless you've removed that 'within one step' rule. Do diagonals count as one step or two, in regards to the settlement rules? I can understand not wanting everyone to try being a NN catch-all, but it also seems a bit weird to have settlement membership just as strict as clergy membership, and neutrality is usually understood to be the 'default' state of many mortal races.

Clerics have to stay within one step of their deity/philosophy, druids have to stay within one step of NN, and in either case, diagonals are not allowed. They lose all supernatural (Su) and spell-like (Sp) abilities if they drift too much.
Monks can be any lawful alignment, and similarly lose their (Su) abilities for falling out of that category.
Barbarians are fine with any nonlawful alignment, but will lose their ability to rage if they happen to chill the F*** out and become lawful. They generally still know how to put a greataxe through your forehead.
Paladins have to be LG and basically become feat-deprived fighters if they slip too far on either axis.

Rogues *can* be lawful. Rangers *do not* have to be good. There's a difference between non-something and actually endorsing it's inverse. I think we'll have enough to deal with adding a third axis (reputation) to the alignment system without dragging in old or confused baggage from other alignment systems.

You're right, of course. In all of this. I think we corrected my mistake a bit further up. Unfortunately some of our restrictions will stricter than in the PFRPG precisely because they are meant to be restrictions.

I mentioned up above that although there is 1 step leeway on most things (and as a result the 'non-lawful' class restrictions become effectively meaningless) there WILL be restrictions on training that go above and beyond the class descriptions in the Core Rulebook. We have much greater granularity than that so while Paladins will most likely be able to live in a settlement alongside Barbarians that settlement they will not both be able to train there. Its likely, for example, that Paladin Chapter houses will only be able to be built in LG settlements. Paladin support structures will probably be allowed in settlements with an alignment 1 step out from that, but the Paladins who live there will need to travel to train.

This is a restriction that exceeds those in the PFRPG, and this is deliberate. Settlements will have to make these meaningful decisions. This is not meant to complicate the issue of alignment, its meant to increase diversity across settlements and to encourage inter-settlement relationships.

Goblinworks Game Designer

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Darcnes wrote:

Wow, that definitely eases my concerns about what we should be expecting. I think I was looking at some of these factors as a constant instead of being more like a curve.

Tork Shaw wrote:
To clarify - a bard, rogue, wizard, and fighter could all be in the same settlement since all these classes can be supported in a settlement of any alignment.

I do not want to put words in your mouth, is this a purely figurative example of alignment? Or could a settlement actually have support structures for a bard, rogue, wizard and fighter and still function reasonably well. Would this same settlement be able to hold a large training structure for at least one of these four classes and still function reasonably well?

Either way, it does seem that this is going to foster a lot of inter-settlement collaboration. I really like how this is developing.

A settlement can function pretty well with NO class training and ONLY class support structures. They can mix and match too! As a bit of a outline idea - I have constructed 3 mock settlements which get adjusted as I tweak numbers. These numbers are still ALL subject to change, but here they are (this is probably a terrible idea, ha!). Each settlement has a total DI of approximately 3000 (Max DI).

Crafting Focused: This settlement focuses on crafting, refining, harvesting, and trade, almost to the exclusion of everything else.

It trains 3 classes and supports 4 more (for a total of 7 supported).
It supports 2 feat schools.
It trains 12 craft skills.
It trains 7 trade skills.
It trains 12 Skills.

Class Training Focused: This settlement focuses on class training only.

It trains 9 classes and supports 3 more (for a total of 12 supported).
It supports 5 feat schools.
It trains 1 craft skill.
It trains 5 trade skills.
It trains 15 Skills.

Balanced Settlement: This is what I imagine a settlement who is trying to cover their bases will do. Its what I'd do, basically ;)

It trains 7 classes and supports 3 more (for a total of 10 supported).
It supports 4 feat schools.
It trains 6 craft skill.
It trains 5 trade skills.
It trains 12 Skills.

EDIT : Removed the profession stuff cos actually at this stage its more confusing than its worth. To me too.

Goblinworks Game Designer

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Broken_Sextant wrote:
Tork Shaw wrote:
I've balanced the DI/settlement plots in such a way that you will ALWAYS have to make tough choices about what classes are covered in your settlement.
So just to be clear, if I'm in a guild with a bunch of friends and we like a variety of classes....we can't all be members of the same settlement together without some of us not being able to obtain proper training? Beyond tier 2, at least?

You cant all be members of the same settlement if your alignments are wildly different anyway. They only time this really comes up is if you want to be in a company with classes with strict alignment restrictions.

To clarify - a bard, rogue, wizard, and fighter could all be in the same settlement since all these classes can be supported in a settlement of any alignment.

A paladin and barbarian could not be in the same settlement since they have conflicting alignment requirements (lawful/chaotic).

A paladin and a barbarian COULD be in the same COMPANY, however, since there are no alignment restrictions on non-sponsored companies. These individuals could be in different settlements (or all be in NPC settlements) and still in a non-sponsored company with each other. So they can still adventure together if they wish - they just cant live together.

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