Rolan

<Flask> Ulf Stonepate's page

124 posts. Alias of Rochefort.


RSS

1 to 50 of 124 << first < prev | 1 | 2 | 3 | next > last >>
Goblin Squad Member

GripGuiness wrote:
Again I repeat ... the player was NOT banned ... his name is Grim Reaper

And has he repeated his troll behavior? Is he even the same player? A buddy account might have gotten passed to another friend when the first turned out to be unsuitable.

Either way, if he has not repeated his obnoxious behavior, the problem is as solved as if he had been banned, and he still may give GW some money, which is the best of all outcomes.

If not, banned or not, the buddy account will expire and he'll be gone.

This is simply not the highest priority for developing this game.

Goblin Squad Member

2 people marked this as a favorite.
GripGuiness wrote:
Bluddwolf wrote:


I will reiterate my opinion, this is not a big enough issue for GW to dedicate any development time to. There are far more important systems and fixes that need to be done first.
There is no more important development issue than creating an environment where people can play without verbal abuse and harassment. I play the game almost every day and those of us who do actually play need it done.

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.

Goblin Squad Member

Diego Rossi wrote:
Actually Ukraine was a great wheat producing area.

Ukraine is not Russia. Except the parts that are now, and maybe a few more that will be.

Goblin Squad Member

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.

Goblin Squad Member

It is well known that deadlines and hangovers are ingredients in Tier 2 writing. Our refiners are hard at work producing those materials.

Goblin Squad Member

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.

Goblin Squad Member

We may have a few individuals providing wares to the Cathedral who are less than diligent about paying the applicable taxes. They may also be a bit territorial about the locations of their distilleries.

Goblin Squad Member

1 person marked this as a favorite.

Not the first time somebody has mistaken earth for sky upon leaving Tavernhold. If anybody sees Locke by the side of the road, please just roll him home, and we'll take care of him.

Goblin Squad Member

In the case Ravenlute mentioned, I was close enough to require stealth to avoid pulling early, and I fired one of the first shots, so I was definitely one of the active fighters when the loot dropped. I got nothing for that fight.

Goblin Squad Member

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.

Goblin Squad Member

Seems like the easiest fix is to scale them back but make them trainable past level 1.

Goblin Squad Member

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!

Goblin Squad Member

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.

Goblin Squad Member

Caldeathe Baequiannia wrote:
<Flask> Ulf Stonepate wrote:
Caldeathe Baequiannia wrote:

Looking for Azure Crystal +3 or Golden Crystal +3 (or some other T1 Uncommon +3 to complete my achievements)

At last check, had the following available to trade (no guarantees things haven't changed in the last 24 hours):
** spoiler omitted **...

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.
I'm also interested in unusual tailor and Iconographer recipes, if you have anything in that vein?

I have:

Disciple's Anarchic Charge
Stocking Cap
Cotton Cloak

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.

Goblin Squad Member

Caldeathe Baequiannia wrote:

Looking for Azure Crystal +3 or Golden Crystal +3 (or some other T1 Uncommon +3 to complete my achievements)

At last check, had the following available to trade (no guarantees things haven't changed in the last 24 hours):
** spoiler omitted **...

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.

Goblin Squad Member

Dalmos Keldragon wrote:

I am looking for the following:

...
+2 Cold Iron Blank
+1 Weak Flammable Extract
+1 Weak Irritant Extract
...

I have the following to trade with:

...
+1 Steel Plate
...
** spoiler omitted **...

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.

Goblin Squad Member

Except that you will not be able to switch between Healer/Archer or Travel/Bow during combat, so you'll only be getting the full benefit of your levels in one or the other.

Goblin Squad Member

Well, if it's out there, I want it.

Goblin Squad Member

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.

I have:
Alchemist 1 - Apprentice's Smokestick
Apothecary 1 - Weak Aromatic Extract +1
Apothecary 2 - Clerk's Ink +2
Apothecary 3 - Weak Flammable Extract +1
Apothecary 3 - Weak Tonic Extract +1
Apothecary 4 - Weak Irritant Extract +1
Apothecary 4 - Weak Varnish +3
Armorsmith 2 - Yew and Iron Splint
Armorsmith 4 - Soldier's Scale
Gemcutter 5 - Lesser Consonant Gem +3
Iconographer 3 - Disciple's Anarchic Charge
Jeweler 1 - Costume Chain Belt
Jeweler 1 - Costume Circlet
Jeweler 3 - Costume Ring
Jeweler 4 - Fine Chain Belt
Jeweler 4 - Fine Circlet
Jeweler 5 - Fine Necklace
Leatherworker 1 - Simple Belt
Leatherworker 1 - Warm Gloves
Sawyer 2 - Pine Haft +1
Sawyer 3 - Pine Post +1
Smelter 1 - Steel Blanks +1
Smelter 3 - Cold Iron Ingot +1
Smelter 4 - Cold Iron Blanks +2
Smelter 4 - Silvered Iron Blanks +1
Smelter 4 - Steel Plate +3
Tailor 2 - Stocking Cap
Tanner 2 - Basic Strips +2
Tanner 5 - Parchment Sheets +3
Weaponsmith 2 - Steel Light Hammer
Weaponsmith 3 - Steel Short Sword

I need:
Armorsmith 1 - Pot Steel Plate
Armorsmith 5 - Segmented Lorica
Armorsmith 6 - Singing Iron Shirt
Smelter 2 - Steel Plate +1
Smelter 2 - Steel Ingot +2
Smelter 3 - Cold Iron Blanks +1
Smelter 3 - Silver Bar +2
Smelter 3 - Steel Blanks +3
Smelter 4 - Silvered Iron Ingot +1
Smelter 4 - Steel Wire +2
Smelter 4 - Silver Bar +3
Smelter 5 - Cold Iron Ingot +3
Smelter 6 - Silvered Iron Blanks +3
Smelter 6 - Silvered Iron Ingot +3

Obviously, I would love to have any Tier 2 recipes as well.

Goblin Squad Member

DeciusBrutus wrote:
Greetings shrubbery. Now please tell me what you told the botanist about what the kobold did to you.

Can you show us on this celery where the kobold touched you?

Goblin Squad Member

3 people marked this as a favorite.
Ravenlute wrote:

We'll need original ideas that fit the status quo to make this work. We'll really have to think outside the box using a set of parameters determined by a veteran team of solo players.

"The United Anarchists Front" is a great start, though I think "The United Anarchists Sideboob" would garner more attention.

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.

Goblin Squad Member

2 people marked this as a favorite.
Cald Heurad wrote:
Single, Dwarven, Guardian seeks new home. I'll miss you, Guardheim.

Tavernhold would be happy to have you.

I think I have a few of your arrows, anyway. Come by and trade back? By hand is fine - air mail postage is too high.

Goblin Squad Member

I had an item queued with about an hour left as I left town. Later I noticed I had not received notification that it was completed, and it was not in my inventory, vault, or crafting queue.

Do items that don't even exist yet disappear when you get killed, or is there a new crafting glitch?

Goblin Squad Member

Doc || Allegiant Gemstone Co. wrote:

They're both lawful settlements right? They both seem to have the bulk of players up in the north. The numbers distribution up there makes them excellent opportunities to be rivals and have something to do. But are they both playing good aligned and are in this highlander thing.

Seems to me if you all choose to be buddy-buddy up north, you'll have a long way to go to do anything other than harvest and do escalations.

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.

Goblin Squad Member

Running away while spamming heal has saved my life a number of times, but I have to admit the strategy will become extremely expensive when charges get implemented, even if they don't impose some kind of "quiver of charges" concept to limit the number available at any given time.

Goblin Squad Member

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.

Goblin Squad Member

I'm looking for any Armor recipes requiring Armorsmithing 5-7. I was disappointed that no recipes came with those levels.

Goblin Squad Member

1 person marked this as a favorite.
sspitfire1 wrote:


You may simply and humbly refer to me as The Goat King.

But no fauning.

Goblin Squad Member

Nihimon wrote:
Was your Vault relatively full?

Is there a limit on the vault?

Goblin Squad Member

sspitfire1 wrote:
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.

Goblin Squad Member

Schedim wrote:
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.

Goblin Squad Member

1 person marked this as a favorite.

If the AH insists on including all items whether present or not, it would be helpful to have additional search options, such as "raw:acidic" or "craft:leatherworker". If I have to sift through every grain of sand in the bucket, at least let me select a useful dune to scoop from.

Goblin Squad Member

1 person marked this as a favorite.

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.

Goblin Squad Member

Schedim wrote:

*eye roll*

You still don't get it, you can fight without max armour. You just have to sacrifice something to get something.

But I guess it hurts in the min/maxer gene...

I am not a min-maxer, and I don't appreciate the eye rolls, "don't get it" snark, and min/max accusations.

Doc wrote:
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?

Nihimon wrote:
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.

Bluddwolf wrote:
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.

Goblin Squad Member

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.
2) Wearing it reduces your total allowable encumbrance.
3) Taking up more space and also reducing the size of the space is essentially a double penalty. If I could ordinarily carry 60, but wearing my armor takes me to 10/40, then the armor essentially weighs 30, not 10. That makes it unreasonably heavy, and since it's a percentage loss, the offsetting encumbrance feats will not be effective.
4) After the armor, there are the slotted weapons and shields, meaning that my actual base encumbrance is more like 20-25/40. They might as well go ahead and impose the movement penalty for heavy armor instead, because essentially this will ensure that anybody who's wearing this will be at least half encumbered.

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.

Goblin Squad Member

The settlement maps need the commoner and expert trainers added. Also, perhaps a north-pointing arrow next to the settlement names, since while all settlements of a particular type have the same layout, they don't seem to have the same orientation.

Goblin Squad Member

Schedim wrote:

Or perhaps Ulf, if you go the Heavy path, you need a squire .... or two ...

You know, the cooperation idea?

And you could shift out of the armour after battle to move a bit faster....

The cooperation idea is great - we'll take our max party size of 6, include a squire for the tank fighter, another for the healer (clerics use heavy armor too, after all), let the wizard carry his own stuff, and have a third Commoner Freeholder to actually do the node harvesting. There's no room for a rogue, but as you've noted, there's no function for one either so that works out.

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.

Goblin Squad Member

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.

Goblin Squad Member

2 people marked this as a favorite.

Time to high-tail it back home to Tavernhold while I'm still able to move....

Goblin Squad Member

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.

Goblin Squad Member

I plan to be on for a few hours Saturday from morning to later afternoon Central (GMT-6). Sunday morning and early afternoon are also a possibility.

Goblin Squad Member

Nihimon wrote:
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.

Goblin Squad Member

If I can get internet access established by then, I'll be available all day Saturday and Sunday. I'd love to exterminate the Razmirans emanating from the badlands between Tavernhold and Talonguard.

Goblin Squad Member

Possibly commoner. Chameleon will be useful for dedicated gatherers.

Goblin Squad Member

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.

Goblin Squad Member

It seems the best solution would be for low-rep characters to respawn in low-rep settlements. If Cal were popping up in Rotter's Hole, the situation would resolve easily.

Goblin Squad Member

KarlBob wrote:
Schedim wrote:

I assume this is applied if you are a member of a settlement or ...?

Ryan wrote:


Achievements

•Added settlement achievements that you get by going to the keep of a player settlement template. There is one per player settlement template, so you get it for going to the first of a given template you visit. They all reward two achievement points of various categories useful to the players of that settlement.

I don't think you have to be a member.

It sounds like the achievements would go like this:
Visited a Crafting settlement
Visited a Rogue/Wizard settlement
Visited a Cleric/Fighter settlement
Etc.

If you visited two Cleric/Fighter settlements, you'd still only get the achievement one time.

Note: If you lived in a Cleric/Fighter settlement when these achievements went live, you would still get credit for having "visited" a Cleric/Fighter settlement the first time you approached the Keep in your settlement.

I visited Talonguard and Stoneroot Glade, but didn't get any achievement. Went and knocked on the keep doors at both places.

Goblin Squad Member

I couldn't get any of my reactives to slot last night. Their positions on the paperdoll wouldn't light up at all.

Goblin Squad Member

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.

Goblin Squad Member

Yeah, those ice grenades are really expensive compared to fire, and the numbers don't justify the extra effort.

On the other hand, I think I've got some +1 azure crystals around here somewhere.


Sign in to create or edit a product review.