I agree with Bluddwolf. I play very nearly every day, and I believe we already have an environment where people play without harassment. A troll pops up every now and then, but it is handled effectively by the system already in place. There are much more important things for the devs to be doing. Ryan has already stated that they are working on a mute function, and has also indicated it is not the top priority. Everything seems to be chugging along at a correct pace.
If you're affixed to a location, develop skills that exploit the resources in that location.
If you're affixed to a skill, go to the places that have the resources you need.
Russia would love to produce wheat, but the reality is, they're not in the right place for that. I'd love to be a kangaroo rancher, but here in the States we don't have those resources. And that appears to be working as intended.
I just read the new blog about the plans for the alignment system. I believe I'll be content to let the game mechanics keep track of other peoples' alignments without feeling any need to question whether they're portraying their declared morals accurately. I have found in TT that my opinion on Chaotic vs Lawful is not always in line with the populace at large.
OOC (not to imply that the above is IC), I have found Golgotha to be a surprisingly good neighbor. They provide a sufficiently dire threat over the horizon to keep me from getting too complaisant in my PvE focus, but have not done anything I would consider "griefing" in my area of the map.
We cleared the Bonedancers north of Talonguard. That's a fairly easy Yellow/White escalation. As soon as it completed, the hex filled with full-on red and purple Ogres. The portion of our escalation loot lost to escaping the newly "cleared" hex was not small.
Mob density aside, restocking a hex after clearing its escalation should be a gradual process.
The Cathedral in Tavernhold is open for business. Training is available for anyone seeking to follow Cayden Cailean. By "training" we mean, you are encouraged to partake of adult beverages while otherwise participating in the implemented aspects of PFO which do not currently include any support for the Accidental Church. We do have Cleric and Fighter role trainers, though.
We have also implemented an arcade-style shooting gallery. Note the bowls of peanuts located at each of your tables. Now look to the kobold on the balcony. And.... Begin!
I've recently discovered I missed an Armorcraft recipe when I was collecting them. If anybody has one for Novitiate's Scale to trade, I still have most of the recipes I listed a while back, and I am also willing to trade in raw mats, smelted goods, or crafted armor. Until the value of coin is better established (i.e. until the coin price of training is discovered), I am sometimes willing to accept it, but seldom willing to spend it.
Caldeathe Baequiannia wrote:
I have:Disciple's Anarchic Charge
The Tier 2 recipe needs to go for a similar Smelter or Armorcraft recipe, although for the good of the settlement, I could see trading for a second-tier bow or non-smithed armor recipe as well.
Caldeathe Baequiannia wrote:
I need the Steel Ingot +2 recipe, but I don't have any of the items you've requested. I can trade a load of raw mats, or a batch of refined (smelted) goods for it, though.
Dalmos Keldragon wrote:
I have some of the recipes you want, but you only have one from my list. Your list does imply that you have access to the items which are not included. Perhaps we could trade my 3 recipes for your one plus two batches of Basic Hide Sheets +2?
I am currently in Talonguard or Tavernhold depending on where I'm gathering on a given day. If you're close by, I can do the legwork. Otherwise a halfway point can be negotiated.
I have obtained quite a few recipes which I'm interested in trading for equivalent level one in my own crafts. I'll list what I have and what I want, but I am also willing to give them freely to any member of Tavernhold who is able to use them, or has arranged a trade for one they can use.
Essentially, I just want to trade a stack of paper for actual skills that can be used immediately by somebody in my settlement.
Obviously, I would love to have any Tier 2 recipes as well.
Every time something like this is proposed, somebody comes up with some new method of support. Generally, although these frameworks are effective in lifting the organization, there is a concurrent degree of separation between the major factions. As the factions are thus lifted and separated, attention is inevitably diverted away from the actual substance, toward the rift that divides each side.
The practical result, of course, is that B-List organizations end up receiving more publicity than might otherwise be the case, without substantially altering their actual effectiveness in their own right. Padding out the support framework has also been known to be effective in raising awareness.
Doc || Allegiant Gemstone Co. wrote:
First, I really don't see this as anybody's business except the two named settlements.
Second, odds are good there are enough players who seem entirely unable to handle the idea that not everybody wants to be in a constant state of general warfare that they will seldom lack PvP opportunities close to home.
If this is a Northern thing, why is it being brought up in the global Paizo forums for general consumption?
I have a leadership role in Tavernhold, and will attempt to attend if a meeting is scheduled at a time I'm available, but Bringslite does have ambassadorial status on our boards at www.tavernhold.com, and several of our other leaders are active there. For that matter, most of the Northern settlements have at least one ambassador on our boards, and I'll happily recognize some new ones if necessary.
However, low level players will be a minority in the game in the long term since they will generally move out of T1 within a month or 2.
You can always make an alt, level him up to 6 in all gathering skills, then return your primary to training. Seems to me that high-level crafters are likely to have low-level specialist alts just to grab raw materials and perform other basic functions.
To me it seems it is most Diego who complains and the rest of use defending the system...
To me it seems several of us have expressed concerns about the encumbrance system, but because we've done it one at a time, you have been able to use schoolyard call-outs to ignore any points we make.
So, having had a chance to play a bit with the new encumbrance levels, I would like to acknowledge that things are not as dire as I feared. With an empty inventory, heavy armor, and a single weapon, my encumbrance bar is lower than it was on the previous build. I am able to carry about 23 arbitrary encumbrance units worth of stuff before going into the next bar, which is easily enough to allow the adventuring goals I mentioned earlier.
I am not a min-maxer, and I don't appreciate the eye rolls, "don't get it" snark, and min/max accusations.
Not adding encumbrance to a degree that would prevent people from being able to forage and carry tons of stuff while also wearing heavy armor - would be analogous to somebody in EVE mining asteroids with a battleship.
I'm not talking about mining here. I am talking about the basic spoils of war. I've never played EVE, or any other MMO. Perhaps I have an unreasonable expectation. Can your battleship capture cargo when it defeats an enemy? Can it get that cargo back home without dedicating a carrier for pure shipping?
They could have left out the reduction in overall Inventory and just used Encumbrance to accomplish their Design Goals, but then it would have been even more punishing for you to carry a backup set of Heavy Armor.
They could reduce the encumbrance for distributed gear. I've worn armor, and I've carried it. Wearing it is a lot easier. Also, if wearing it takes up less encumbrance, a player who strips to run away may find himself slowed by the added encumbrance of the armor he just removed.
Fighters in heavy armor, are fighters. They are not going to be fighters in heavy armor and pack mules.
Agreed. I am not trying to load the fighters down to carry stuff from town to town. I'm just saying that if I want to walk from Tavernhold to Forgeholm without stopping to do any gathering or mining, but perhaps fighting some mobs as I see the opportunity, I should be able to get at least to Alderwag before I start having to throw loot away to keep moving.
Yes, it's totally unreasonable for me to want a fighter to be able to fight. My points are:
1) Heavy armor is already heavy. It weighs 10 arbitrary encumbrance units, compared to 7 and 4 for medium and light.
How many "squires" do you suppose there will be? I am planning ultimately to use a commoner build, so perhaps the heavy armor won't affect me directly after EE. But do you really a large number of the available players are going to want to be Nodwicks? I see lots of people saying they'll use their DTs for crafting and gathering, but very few who want that to be their primary role.
The cooperation idea is great - we'll take our max party size of 6, include a squire for the
As we wander the countryside, we'll pause, change our armor, slot our feats, and have some ranged attack pull aggro to us. Once everything we can reach is dead, we'll take our armor back off, hand our loot to the squires, move to the next hill, put our armor back on.... Periodically we'll find bandits who will shoot us as we're healing from the fights. We'll have made them happy by taking our armor off. If they time it right they can start combat while we have no feats slotted at all. Since you can't change equipment during combat, they'll get our armor off our husks, although I suppose we may keep the weapons in place.
Any system which requires a complete change of equipment more than once leaving town and once returning is going to get very old very quickly.
I'm pretty concerned about the new encumbrance system. The release notes state that heavy armor will reduce encumbrance to 67%. With nothing in my inventory except my slotted gear, I am at about 67% of the first encumbrance bar. Does this mean that wearing heavy armor will automatically impose movement penalties?
Yes, I know there are encumbrance feats sold by the Commoner trainer. I've got them both up to the highest available level. You shouldn't have to buy these out-of-role feats to be a fighter.
Under this system, if I go out to fight escalations - which is the function of fighters after all - I will have to crawl back to town after only 5 or 6 fights unless I want to simply discard all of the loot. This will certainly change my mind about banditry - it will be a public service. They can come rob me, and an hour later when I'm done fighting, I can catch back up to them as they're still inching out of the hex. Weeks later, we'll still be taking turns heading back to the bank 10 items at a time while the other stands rooted by the weight of the backpacks.
Since Toolkits and Hold-outs already exist, can we hope to see Commoner and Expert expendables soon? Or a feat progression leading to Commoner 7 (perhaps even a more specific "Miner 7")?
What constitutes an expendable for these classes? Since those are by definition combat actions, it has to be something that that takes place in battle even though these are not combat classes. I'm thinking of stuff like:
Appraise - a ranged action which has no effect on the actual combat, but improves loot drops for the targeted mob if it is defeated. This represents the Commoner hanging back in battle but observing the mob's stash of equipment. It makes having a Commoner in your party more attractive (important if the party limit remains 6)
Flee - Much like a charge, but away from the mob. It would have a longer range, but leave the character flat-footed at the end and would not end with an attack.
Play Dead (I still want to call it "Possum") - Knockdown on self, and mobs lose targeting on the character. Obviously, if there is no other target nearby, there's nothing preventing the mobs from reacquiring the target once the effect ends, but if you've dragged them from their starting point, they may return home.
Another thing to keep in mind is that Gold is Tier 2, so it's really not appropriate to compare it to Iron. It's not like your chance to get Iron is going to decrease your chance to get Gold.
His point appears to be that ultimately his chance of getting gold is decreasing his chance to get iron.
Finally made it home after several not-teleports. Emptied my inventory and paperdoll, then added only slotted equipment. That is a very heavy trophy charm I'm carrying. Is it a bronze bust or something? Wearing pot steel +2, carrying a battleaxe +1, pine buckler +2, trophy charm +2, and 18 tokens, I'm 2/3 through the first encumberance bar. That's after buying encumbrance 4 and slotting strong back 1.
I visited Talonguard and Stoneroot Glade, but didn't get any achievement. Went and knocked on the keep doors at both places.
My bull rushes consistently get me into close quarters, but there is no apparent strike at the end, so I arrive carrying opportunity and get smacked. I certainly don't seem to cause any knockback. It's especially annoying with wolves and dogs. I can't find a way to get the first hit on them. If there's a dog in the mix, I have to stand there and get hit at least once by everything.
So, when Deacon Wulf gets his pets, I'd like commoners to get a faithful dog to hunt for truffles and hamstring bandits. Except the Deacon's, of course. 'Cause I doubt those guys will have hamstrings.