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sspitfire1's page

Organized Play Member. 1,310 posts (1,374 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.


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TEO Cheatle wrote:

Does it have to be roleplay-y?

We already worked on one of these for Brighthaven for GW, can we use the same? Or at least a shorter version.

No, it does not and yes, of course you can. Lack of roleplay-ness will get you knocked lower on the list, however.


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ZomoZ wrote:
I demand a we love Golgotha month

This is basically what I took away from the OP. It seems to me what Guurzak is saying is that Golgotha (NC) cannot sustain its status as everybody's favorite bad guy and it doesn't have to try to keep sustaining the status given the level of ungratefulness that gets tossed around for them at times (yes, I know, I know, that was me 3 or 4 days ago).

One of the reasons I want EoX at the number 2 spot in the settlement list of my guide is because they need more people- right now they are outnumbered 3 to 1 by TEO and TSV alone (not always on the battle field, mind you; but off-the-field numbers matter more in many respects). If the "bad guys" are going to remain a viable "bad guy" group for the game, they need to be at least at 3/4:1 of EBA+Northern Alliance- preferably 1:1. Another reason I want EoX at the number 2 spot is to help destigmatize playing an "evil" character in the game.

Yes, Golgotha is going to have the highest concentration of hyper-aggressive, a-hole players in the game due to their "evil" alignment- that's just the sort of folk they are going to attract and everybody knows that. Yes, they are going to, as a settlement, do things that piss us all off- and no they should not be allowed to do such things without in-game repercussions. But I agree with the general premise that a "We love Golgotha Month" is needed- partly because I would like to see Golgotha keep trying to take TSV's towers so we can mop the floor with them some more have some more good throwdowns. ;)


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Al Smithy wrote:
Quote:
In other words, it reads that traveling through EBA territory is a totally safe prospect so long as we don't see you clearing our escalations, harvesting our nodes, or occupying our holding-spaces. Doing one of those 3 actions without our permission in our territory means you are taking your life into your own hands. As such, the policy really does read no different from Golgatha's, with the exception that we clearly grant safe passage to passers-through without them having to declare their intentions (Golgatha may not require a declaration of intention, but it has always been heavily advised). That's the "friendly and welcoming part."
Lawful Evil.

Spongebob Squrepants.


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Nihimon wrote:
sspitfire1 wrote:
... when we see a character we don't recognize in EBA territory doing things without permission and whack it...

Please understand this should not happen without warning unless you're a known ally of Golgotha, or another known enemy.

As I said above - and I really hope this messages gets through all the bluster - the EBA is friendly to strangers and welcomes visitors.

TL;DR: If the EBA also intends to be "friendly" about characters found performing "hostile actions," then we need to clarify that alongside the "don't do this" part of the policy.

I'm a lawyer, not a diplomat.

The policy clarifies one thing and one thing only: what is a "hostile action." It does not state how "hostile actions" will be dealt with. This implicitly leaves open the option for non-EBA characters in EBA territory committing "hostile actions" to be summarily killed without warning.

In other words, it reads that traveling through EBA territory is a totally safe prospect so long as we don't see you clearing our escalations, harvesting our nodes, or occupying our holding-spaces. Doing one of those 3 actions without our permission in our territory means you are taking your life into your own hands. As such, the policy really does read no different from Golgatha's, with the exception that we clearly grant safe passage to passers-through without them having to declare their intentions (Golgatha may not require a declaration of intention, but it has always been heavily advised). That's the "friendly and welcoming part."

Separately, choosing to place the "hostile actions" part of the message before the "all are welcome" message also sets the tone of the whole thing in a rather unwelcoming light.

@Good versus Evil: The policy is Lawful Neutral. I would add the distinction between a Good and Evil execution of the policy depends on how much mercy is offered transgressors.


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Phaeros is a blowfish settlement. We puff up real nice and spikey-like whenever a hostile character gets near us. Then we blow them up. :)


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Simply tossing a 6 second cooldown on the LB exploit is a good start, IMO. Not so sure it needs to be nerfed. My build doesn't use it and will kill any longbowman who *is* using it, whatever tier armor they are in.


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My understanding is that absolutely no plant node goods drop in scavenge. If that is not meant to be the case, then it is a bug. I suspect it is working as intended, though.

What you can find in Scavenge nodes:
Anything that drops in Rock nodes
Hemp, Wool, Cotton, Silk exclusively in Scavenge nodes
Animal Pelts, Beast Pelts, Monster Pelts, Creature Pelts exclusively in scavenge nodes.


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I laughed out loud big time when I saw that :) Happy Birthday, Pyro :)

@"May it come true sooner than later": Oh it will! It was in the "Will Do" list and the only item under Environment! I'd look for it in EE4 or 5, at the latest.


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Long story short, I am getting off of some meds and it is making me very.... annoyed, among other things. Reflecting on my posts the past few weeks, I think this is occasionally coming out a little sideways. I'll try to keep a little more towards the friendly side; but I can't make any guarantees for the next month or two.

My apologies if you feel you have been unduly kicked in the shins by me in the past month or so.

Sspit


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Thod wrote:
I wonder what the going rate for a Dwarven Steel Banded +1 is.

*grinning ear to ear* Are you ready for walloping of priceless information about pricing?

[walloping]

First things first, you wouldn't sell it. Or, more accurately, no one will be able to *buy* a Dwarven Steel Banded +1 (DSB+1) on the open market right now or anytime in the near future. The suits that are being made now and for the next few days to two weeks will exclusively go to the combat alts of the crafters, their settlements, and their friends under the current socialized system "trade" in the game. Towards the end of this period, we will start to see some bartering for the armor begin to happen; but not much. Finally, there will be such armor for sale on the open market; but not for the next 2 weeks to a month, is my bet.

So, in this context, the answer is "priceless," unless you are thinking the economy should switch to the coal standard instead of the copper-piece standard.

But lets look at the numbers, anyways :) I think you will all find this highly informative.

For comparative purposes, lets look at a Pot Steel Plate +1. Also, we will ignore any transportation costs associated with getting raw or refined materials to the place of crafting.

Pot Steel Plate +1
Crafting time for Rank 8 Crafter with 100 Quality Facility: 36 miuntes
Crafting Skill Cost: 19 copper
Refined Component Cost: 251 copper
Final Cost: 270 copper or 2s 70c

Percent of Final Cost that is Skill Cost: 7%

Dwarven Steel Banded
Crafting time for Rank 8 Crafter with 100 Quality Facility: 82 hours
Crafting Skill Cost: 2,644 copper or 26s 44c
Refined Component Cost: 622 copper
Final Cost: 3,266 copper or 32s 66c

Percent of Final Cost that is Skill Cost: 81%

The component cost increased by about 150%, but the Crafting Skill cost increased by 13,815%. Now why the hell did that happen?

The Base Crafting Time for the PSP+0 armor is 22,000 seconds, and the base quality is 10. The Quality of the +1 Pot Steel Plate is 28.

The Base Crafting Time for the DSB+0 armor is 220,000 seconds, and the base quality is 80. The Quality of the +1 DSB is 104.

The crafting equation is...

(Base Crafting Time x Square(Quality)) ÷ (Skill x Facility Quality)

So between that T1 armor and that T2 armor, the Base Crafting Time increased from 22,000 to 220,000- or 10x.

The Quality of the +1 armor jumps from 28 to 104... but since we square it, the actual effect on the crafting time is much much worse.

28^2 = 784

104^2 = 10,816

That is an increase of 13.8x over the T1 armor. So it all goes something like this:

10*22,000 x 13.8*28^2 = 220,000 x 104^2

OR

138 x 22,000 x 28^2 gets you from T1 armor crafting time to the T2 armor crafting time. 138x! And what does that translate to, in percentage terms? 13,800%. Where have we seen that number before???

So the jump from T1 to T2 is HUGE in terms of time (skill) costs. If you were worried about us not having a sink of the value of T1 gear inflating drastically before, I think it is safe to say that that may be a slightly premature concern given the cost of making T2 gear.

Buts lets continue. There are more lessons to be learned, here!

So the guy making the DSB+1 "earns" 26s off of the sale of the armor. How much does he actually make per day?

Well, if he is using our standard 100 quality facility, the armor takes 86 hours to make- or 3.6 days. 26s divided by 3.5 days means 7s (700 copper) per day. Not bad for not really having to do anything, as a player, right?

But lets say that crafter is still married to their starter settlement (Rathglen, Ossians Crossing, Rathglen, Marchmont, Rathglen, or Kindleburn, or Rathglen). The facility quality there is 50, if I am not mistaken. 50 being 1/2 of 100, and the facility quality being divided directly into the crafting time equation, we get some very simple but very revealing results:

Crafting Time: 82.6 hours -> 165.2 hours or 3.5 days -> 7 days
Crafting Skill Cost: 26s -> 26s (sorry, making it slower doesn't mean you made it better ;)
Earnings Per Day: 7s per day -> 3s 50c per day

Oh and, also, you are at greater risk for LOOSING money on the slower crafting time because you will not be able to react to sudden shifts in market prices due to all the faster crafters around you cranking out the *same* quality armor in half the time as you. Put another way, you will start crafting something expecting to sell it for Price A only to get it back in a week and find out you can only sell it for Price B, which is painfully less than Price A. I think its time for some folks to consider filing for a divorce.

[/walloping]


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lol@KC

Seriously, impersonating should be allowed so long as it is tied to the bluff skill and the player has a "real" name, and can only impersonate using an alias. But that is a thread de-rail if ever I saw one :)


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I wonder how many people would block me :) Favorite this if you would block me! :P


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Giorgo wrote:
When is next blog?

BLASPHEMY! THOU SHALT NOT ASK WHEN THE NEXT BLOG IS! COMMAND-R AND F5 ARE THE ONLY ACCEPTABLE FORMS OF INQUIRY!

/SHUN


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Relevant to this forum and the game on many levels. Enjoy!

http://www.bbc.com/future/story/20150130-the-man-who-studies-evil


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And one crazy goat. Try not to let him chew on your coat.


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TEO Pino wrote:

•Fixed a bug where creatures were not properly getting their Perception value set. NPCs, especially Thornguards, should be more alert now to Stealth.

Gatherers , watch out !

HELL F$$%ING YEAH! I'm so happy I could cry! In fact, I think I will cry :0

/cry

Now the word "Scout" has some actual meaning in PvE :)


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Those of you who are more concerned with mobile resource nodes than stationary ones can skip this thread. The rest of you, read on!

Here's what you need to do followed by why:

What:
On your dedicated crafter, refiner and combatant, pick a single gather skill (preferably Miner, Forester or Scavenger) and train it to rank 6 (or 4 or 2, if you are a real mizer with your exp.)- but NOT- absolutely NOT rank 7. Ever. Period.

For reference, here are the cumulative Exp costs for each rank (days in parenthesis):

25 (0.0)
224 (0.1)
894 (0.4)
2,483 (1.0)
5,587 (2.3)
10,950 (4.6)

I recommend Rank 2 across all gather skills in all your non-1,000 exp characters simply because it will save you a lot of time in actually sitting through the gathering animation.

If you want to get serious about it, then train one all the way to 6. Miner is good for combatants as it will add an extra 0.261 points to your Constitution score (which is hard to come by no matter what role you are!) and it is vital for our access to coal and iron.

Why:
In 2 words, Tier 2. When we hit Tier 2 crafting, our global demand for Tier 1 raw materials is going to double in a lot of key resources, not drop off. To give some examples:

Yew Stave +0 requires 5 Yew and makes 2 staves
Composite Maple Stave +0 requires 5 Maple and 10 Yew and makes 5 staves

Steel Wire +0 requires 10 Coal and 10 Iron and makes 25 units
Dwarven Steel Wire +0 requires 10 Lodestone, 20 Coal, and 20 Iron and makes 25 units

Don't let the fact that Composite Maple Staves make 5 units instead of 2 fool you. We are going to need WAY more T2 Bows than we ever will need T1 bows because the vast majority of the player base, at any given time, will be in T2 (remember, it only takes 1 month to get fully out of T1!). And don't even get me started on apothecary mats! (WE NEED MORE TANSY LEAVES!)

By contrast, those of us who have dedicated gatherers and are taking those gatherers into T2 range (Rank 7 and higher) are seeing our T1 gathering PLUMMET- anywhere from 1/2 to 1/4 what it was before hitting T2.

That creates a huge deficit (gap, whole, crater, chasm, kobold) in the economy where we need- and I mean really NEED- more T1 stuff but find ourselves harvesting far far less of it.

And that creates a wonderful opportunity for your dedicated characters out there to seriously earn some coin AND help keep the cost of T2 gear low (aka affordable).

So do it! Then go gather stuff! We need it! You need it! And you'll thank me later, I promise ;)

(And yes, gushers will help with this; but since we do not have a timeline for those and we are on the verge of T2 crafting, I'm thinking waiting is a bad idea.)


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Stephen Cheney wrote:

Per my discovery and mea culpa on the Goblinworks boards, consumables are, indeed, currently bugged as Spitfire suggests. You won't see any improvement until +4 or +5 (and then, significantly less improvement than they're supposed to have).

This should be fixed for T1 items in the EE3 patch, with the fix for T2 and T3 coming hopefully shortly thereafter. But until the EE3 patch, you're well advised to hold onto your consumables of higher than +0.

(Tokens are always +0, but Greater Tokens should count as if they're matching 3 keywords... however, they'll act like they're matching 0 until the full fix.)

That still doesn't address the issue of the 4.5 second timer. I time it at about 4.5 seconds even with no armor on. But one step at a time!

I'm just glad we can start using our +X T1 goodies again in 10 days or so :)


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tinyurl.com/PFOguide2 - Part 2: Advanced Feat Training: Feat Types: Skills

Grand Lodge

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tinyurl.com/WWpvpreport if you would like to report the braggerts for future justice ;)


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DeciusBrutus wrote:
They draw too much water for the Sellen.

I was thinking more along the lines of sky-ships so light even a butterfly could lift them into the high blue-yonder.


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Guurzak wrote:
It's not MVP; we'll see it when it's ready.

We'll see it when the PVE players successfully get their voices heard over the PVP players' demands. I can't put hands on the quote from Ryan (Nihimon?), but PVE is meant to be as minimal as necessary, "necessary" being determined by the players.

That said, there are a lot of game systems that need to get put in place before significant work on PVE elements like Dungeons can be done.

I think one of the big disappointments players like Scorchbark have with the game in its current state, however, is that severe lack of NPC story, lore and other content. The game is currently almost purely PvP.


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-Aet- Charlie wrote:
Robert Hodgson wrote:
I found no one guilty, nor innocent. That's Customer Service. I run QA. I care about fixing the underlying issues with the game, not the players. :D

Thank you for the replies, the investigations, and the way the results were presented.

I thought your explanation was pretty straight forward:

Robert Hodgson wrote:
It does not point to cheating on the part of a single individual.

Emphasis mine.

If further digging does point towards cheating, I hope you post again with the findings. I think everyone in this thread would appreciate the information.

Ditto.

In the mean time, for future reference, this.

Dont cheat.

If you find some condition, combination of actions, location, or feature that is broken or provides you an advantage you should not have due to a bug, don't do that thing. Report it.

'nough said.


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Doc || Allegiant Gemstone Co. wrote:
As far as I'm concerned, the guy has at the very least revealed some glaring issues with the combat system. Should all be thanking him rather than trying to lynch him for supposed "hacking".

That implies that it was his intention to do so. It seems pretty clear from his self-aggrandization that his intention was anything but helping the game.


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Thod wrote:

@Spitfire

But I think you go wrong in your accusations of Slammy. His video is helping to advertise PFO and to help making it better.

In which case it would be false advertisement since he is using an exploit to manipulate the game mechanics and *appear* to have skills in combat. As for "helping to make it better"- he's not.

Thod wrote:
If he uses key bindings then this is not illegal.
He is using something to deliberately break the game mechanics and give himself a significant edge in combat that no other players can reproduce- or they are unwilling to because they know it for what it is. Keybindings, "skill," or bug, his repeated exploitation of the game system is cheating- whether GW would like to call it that or not, is another matter.
Thod wrote:

If he uses a bug then we can only accuse him if he tries to hide it / tried to exploit it. And if this is the case then he would have been stupid to generate the video to give evidence to others.

What you can accuse him of is gloating about his opponents or taunting them.

I would not under estimate Slappy's arrogance in thinking we would be too dumb to spot the issue in his video. And I would not be convinced if you or anyone tried to tell me that someone as aware about the game and disreputable as he did not notice on multiple occasions that they were not provoking at times when they should have been, but then tried to pass it off as "skill."


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At 1 minute 47 seconds or so Slappy takes damage while in dead sprint. Regardless of all circumstances, if he is moving any faster than a walk he should gain the provoking condition after taking damage. He clearly does not gain provoking. I am calling hacks if no one else will. I'm sure the devs are looking into this now.

In fact, the entire fight against Cheatle in the early part of the video (Cheatle has the cleaver), Slappy is both moving AND taking damage AND attacking- but never provoking. Whatever Slappy is doing, it is not skill. It is illegal abuse of the game systems. I hope he gets a good slam in the face for it by GW.

But if you really want to see proof that something is going on behind the scenes, skip to 4 minutes and 20 seconds. It will cut to a new scene where Slappy is seen charging forward with his spear. He is provoking opportunity! Not 6 seconds later in the video he is still running around attacking people with the spear, but no longer provoking.

At 5.14 you see Slappy provoking while moving again. Whatever it is that Slappy turns on to negate provoking, he forgets to reactivate it here- or doesn't think he needs it to win. During that time he suffers the first stun we see affect him in the video; but not, apparently, the first one that is directed at him.

At 8.50 we get back to him moving, attacking and not provoking again- coincidentally also when he has people who have managed to target him and are dealing damage.

The final nail in the coffin is this: If Slappy is pulsing q/e back and forth in rapid succession, the movement in his character is imperceptible to the human eye- if the movements are even registering at all by the game. That requires machine speed and precision. Human fingers can't sustain that kind of activity for prolonged periods without the cadence breaking down, at the very least.


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Doc || Allegiant Gemstone Co. wrote:
Quote:
That's not griefing. That's T2 players being foolish and not logging their characters out while afk.
I don't think its griefing either, nor half of the stuff that will probably get reported as griefing when people QQ.

Yes and the players who report it will be sorely disappointed when their "griefer" is not labeled as such while simultaneously learning a hard lesson about what Open PvP and Meaningful Human Interactions means.


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Three lists could come from this information:

Most Wanted Bandits - I would expect Bluddwolf to be at or near the top.

Aggressive Characters - Folks like Commander Nefarious and Bows would certainly top this list. Bluddwolf might also make it, depending on how aggressive his banditry tactics are. These are characters who are exceptionally aggressive. Characters on this list may be KOS in some areas and welcomed as heroes in others (Bows, for example).

Confirmed Griefers - This would be a list of characters that have been confirmed by several settlement and community leaders to be actively griefing players, whether it is from first hand encounters by the leadership or players in their communities complaining of griefing. This list would be hard enough to get on to earn the character a KOS status across the game, even from the least care-bear-like among us. Characters that make this list will likely have already caught the eye of GW and be under their scrutiny, as well.

Grand Lodge

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That Bluddwolf is detracting from the system means he is threatened by it. Specifically, he will have to hunt a little harder for his food while avoiding arrows of justice from my bow. Working as intended :)


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Kakafika wrote:
I think Scorchbark had more to do with his embarrassment than sspitfire did.

I deliberately drew direct attention to Scorchbark's posts on the AoE forums. That was *my* part in his humiliation and the part I have control over that. The his behavior is, in itself, embarrassing I have no responsibility for.


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I won't name names, but the player that was "booted" actually left of his own volition when the leader proved to be an assEDIT: very unpleasant and un-coopertive in the player's sincere efforts to help with the settlement and enjoy the game. ;)

Also, a little birdy tells me that Gale intends to do exactly that: rally others to the cause and pressure leadership to change.

I think, "Working as intended" is the key phrase here :)


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Kadere wrote:
Caldeathe Baequiannia wrote:
KarlBob wrote:
Caldeathe Baequiannia wrote:
Audoucet wrote:
Nihimon wrote:

-snip-

Your idea sucks.
Now that, that is irony.
Is it like rain on your wedding day?
No. That's a coincidence. Audoucet thinking the idea of someone complaining about the raw state of something they paid to watch prepared isn't really irony either, but it's so close I can taste the blood in the meat.
But did you get to watch the meat get slaughtered?

Dammit. Now I want fresh slaughtered, slow aged meat and I WANT IT NOW! Cure you, Nihimon!

Edit: Or perhaps cure you...? Mmm... elf steaks....

Grand Lodge

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If it goes to redistribution, then I will just have to retake it in the 2nd Land Rush. That is still a better outcome, in my book, than the status quo.

Grand Lodge

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Also, I have the beginnings of a Shivtr site for Blackfeather Keep, now.

http://blackfeatherkeep.shivtr.com/

Grand Lodge

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On that note, anyone interested in joining the cause, feel free to PM me. Right now, what Blackfeather Keep needs most are dedicated gatherers and folks willing to sit on towers. Tower capture will be a strictly non-violent affair, however. It is my hope to avoid bloodshed in this matter- at least on the part of the Wilderness Wanderers.

Gatherers and tower sitters will be paid 1s per week for their participation in developing the community, in addition to anything they may earn selling goods on the AH.

Grand Lodge

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I missed that post, Nihimon. 3 things:

1. If they cannot hold towers now, then they are not going to be able to defend POI's in the future. So if they don't like defending towers now, then they need to move on since this aspect of the game, effectively, is not going anywhere - even if I stop my raids.

2. They're enjoyment of the game, such as it is, will be severely limited since they will not be able to train out of Tier 1 or low Tier 2.

3. All Sorchbark has to do is turn settlement control over to me. After that, he and his are free to do whatever they want, including staying in BFK and enjoying the game on their terms. Right now, however, enjoying the game on their terms is impeding the enjoyment of the game on other players' terms due to AoE's lack of involvement in anything (OOC: but lets be honest, they are also providing us with a little fun and excitement too, if all too unwillingly :).

Grand Lodge

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Kadere wrote:
Called it.

Me too after I got a good night's sleep. In particular the, "That's part of the game." Plan B: Take towers until they yield and continue with the settlement development plans.

Grand Lodge

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Ryan Dancey wrote in email reply wrote:

Hi Gale,

I'm in contact with the designated leader for Blackfeather Keep and as far as I can tell that person remains legitimately responsible for the Settlement.

If you think there's a significant number of people who want that person removed of the people who participated in the Land Rush promotion, please prepare some kind of documentation to that effect, with names and contact information for the people who think the current leadership is engaging in a fraud. We don't want to have a Settlement that is sitting idle because someone refuses to participate in the game, but we also are not going to get involved in resolving internal disputes within groups over leadership and control of Settlements. That's part of the game.

Grand Lodge

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Amendment to Key Guiding Principles:

Community leaders shall be known as "Guides." Their role is to guide the community's process, not its actions or outcomes.

Grand Lodge

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IC: Durin, thank you for communicating Forgeholm's stance on the matter. As it stands, I have no direct line of communication with Scorchbark. I have missed him on the rare occasion he has been around and have no other recourse. I appreciate any assistance Forgeholm can provide in broaching a peaceful solution to this situation.

Cal, I appreciate Ozem Vigil's adherence to the law in this matter. To my knowledge, I am the only representative of Blackfeather Keep that will be in attendance of the meeting tomorrow. If this is the case, I question whether the Agents of Erastil would actually call on any support.

Brinslite, simply "Gale" will suffice :) I agree wholeheartedly that the Agents of Erastil and their leader should have every chance to communicate and participate in this process and the game, as a whole. That said, my plans and my actions have been prevalent on this space for a week or more now. Now that Forgeholm has contacted Scorchbark directly, hopefully we will have an opportunity for an open discussion of the matter.

I agree that the free company "work around" is an issue and one we might discuss tomorrow and on Saturday. I am willing to adjust my plans, as needed.

OOC: If they did actually call on support in maintaining control of their towers, then I would say Scorchbark has actually joined the game instead of occupying space. That would be an improvement over the status quo :)

Grand Lodge

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Greetings community! As I am doing something rather unorthodox here, I would like to be transparent on my process and my intentions. A few points of clarification are in order first.

1. I fully accept that what I am trying to do, seize leadership of Blackfeather Keep (BFK), does not fall in to any definition of the word “nice” that I am aware of.

2. That said, I would like to do this as fairly as possible. This primarily means giving Scorchbark and the Agents of Erastil the opportunity to actually show up in the game and make use of the space they possess in a manner constructive to the larger PFO community. My primary mechanism for this comes by way of limiting my harassment of their towers. Specifically, I will take 1 tower a week, up to the point of possessing all 6 core towers around BFK and any other towers the Agents mean to hold. The simple logic is that if they cannot spend enough time in-game each week to hold what they have, then they do not deserve it. And this is the way of the River Kingdoms.

3. I sincerely believe that Scorchbark is unfit to have leadership of a settlement at this nascent, vulnerable and vital stage of PFO’s life. He is leader of a settlement that is dedicated to Erastil, the God of Community. Yet he makes no effort to actually cultivate community within his own company, much more the entire settlement. Further, my own efforts to engage the settlement many months ago and get a recruitment plan put together were met with toxicity rather than support. Such a response is the opposite of what would be expected of a true community leader and devotee of Erastil.

4. If the community leaders from other settlements active in the game right now are overwhelmingly against my efforts to take over Blackfeather Keep, I will cease and desist. The members of the Northern Alliance have particular sway in this matter.

5. I have nothing against the Agents of Erastil. They are welcome to remain at Blackfeather Keep. I have nothing against Scorchbark. He is welcome to remain at Blackfeather Keep. However, I take exception to Scorchbark remaining the the sole gatekeeper (or any gatekeeper) at Blackfeather Keep. That is the primary change I seek to precipitate.

Working Vision for BFK
My current working vision for BFK is that of a relatively safe base for PVE and RP-focussed players and companies (guilds) as well as a safe home for dedicated crafters and gatherers in the North East. BFK will maintain its dedication to the god of farming, hunting, trade and family, Erastil, with a particular emphasis on Community.

Action Plan
1. Continue to develop trade relations with other settlements in the game. Continue to support other settlement’s in their acquisition of key resources.

2. Maintain a firm but peaceful presence in Blackfeather Keep.

3. Recruit new members to the Wilderness Wanderers, Blackfeather Keep and PFO via MMO websties such as Massively and MMORP.com as well as on the Goblinworks and Paizo boards.

4. Work with incoming members to more fully develop both the vision for BFK and the resources and structure needed to manage the settlement.

Key Guiding Principles
Participation is the key to harmony.
Leaders are but trusted servants; they do not govern. There is but one authority, the community’s conscience as it expresses itself in community meetings.
Individual self-care will be encouraged and respected over self-sacrifice. The health of the community depends upon the health of its individuals.
More to come as the process requires.

Best Case Scenario
Scorchbark willingly turns settlement control over to the Wilderness Wanderers.

Worst Case Scenario
Scorchbark and the AOE occupy BFK just enough not to trigger any redistribution action on the part of GW. Wilderness Wanderers begin an aggressive campaign to occupy all towers until Sorchbark sees fit to yield the settlement.

Middle Ground Scenario
Scorchbark and AOE give up on the game in short enough order to warrant redistribution action by GW. GW either directly transfers the settlement over to the Wilderness Wanderers or we take it in a second land rush.


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Trigger warning: This thread is a total fanboi RP thread.

So I was trying to think of a way to justify Gale equipping Cleric Domains from an RP standpoint (so that I feel a little less weird slotting Fire Domain for combat benefit). I came up with one idea for a "Rite" Gale could perform before slotting the Water Domain, Fire Domain and Community Domain. Feel free to share you own!

Fire Domain:
Sarenrae, Asmodeus

To perform the rite, the individual must place a bowl on the ground and fill with it oil, then set light to the oil. The individual then prays to their deity of choice before placing both hands in the burning oil. The hands are then withdrawn and the oil allowed to burn off, leaving skin and clothes unsinged. The rite is then complete. In the absence of oil, the individual may use a hot fire, grasping the burning coals instead of the embers. Those praying to Asmodeus may feel the burn of the hot fire at first while those praying to Sarenrae may feel a warm and welcoming sensation.

Water Domain:
Gozreh, Pharasma

To perform the rite, the individual must spend a period of time meditating and praying to their deity of choice minimally clothed in the bitter cold. The amount of time spent in the cold and the depth of the cold required are directly proportional to the size of the benefit from the domain. Suitable places in the temperate environment of the River Kingdoms for performing this rite include the various snow-capped mountains in the region. In a pinch, an individual may strip naked and substitute an Alchemists Ice for the cold environment, uncorking the bottle while holding it in their lap (attacking themselves with it).

Community Domain:
Erastil

The rite for the Community domain cannot be performed by one's self*. At least one other individual is required as the focus for the rite. In rare cases, one or more animals may also serve as the focus. To begin the rite, the individual must state, "Erastil, help me be of service to ________ today." This designates the focus of the rite and begins the process. Next, the individual must complete one act of self-care. This act cannot be symbolic; it must be a genuine act of self-care. Acts of self-care include eating a meal because the individual is hungry, getting a good night's rest, or even simply saying "no" to another's request for assistance when the individual cannot give it. Finally, the individual must perform one act of service for the focus of the rite. This can range from something as simple as doing the dishes or gathering a necessary resource to something as significant as sacrificing one's life for the betterment of the community.

*In times of personal stress, the rite may be performed with the individual as the focus by stating, "Erastil, please help me be of service to myself in this time of personal difficulty." The individual must then perform two acts of self-care. "Times of personal stress" include being extra-ordinarily busy, grieving from a loss, and suffering from illness.


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Doc || Allegiant Gemstone Co. wrote:
So the NAP stipulates that you can't raid gatherers within the core six towers either? Not just leave those towers alone, but basically don't conduct any warring of any kind within those six hexes?

No. If your core 6 are not taken, then other players can come in and kill your gatherers consequence free all day long. With your towers taken, that danger window is limited to your normal tower PVP window.


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Bluddwolf wrote:

GW (Ryan) in particular had insinuated that unlike other MMOs the reigns of power would not be held by one person. I certainly expected that it would be the same as all others, and now we will have to wait and see if GW can come up with a solution.

If they did really intend to have it different, they should have designed it that way from the get go.

I agree. I am a little surprised they did not build the system to allow multiple people to manage a settlement from the start. One person having to do all the work is just plain annoying and also ripe for the sort of issues Doc is complaining about.


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Personally I think it is a good thing to have an area of the map dedicated to not doing PvP all the time. A lot of paying customers will welcome it.


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Shading and lighting effects when running though a lightly hilly place at sunset or sunrise. Gorgeous.


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From an "Occupying their settlement" standpoint, the members of Blackfeather Keep are, technically, not AWOL (maybe). From a "playing the game" standpoint, the members of BFK are no where to be seen or heard. Their leadership's latest post on their website (on the 12th) was to call the war of towers, "a green s*#& stain of a bad idea." So we'll see.


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Don't make potions or grenades higher than +0 right now. The keyword tech on this is not working. A +0 Alch Fire will deal the same amount of damage as a +2 alch fire, etc. Presumably this means that a +2 Ward Gel will act the same as a +0 Ward Gel in terms of duration.

~Sspit


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@Kradlum and Thod: I love yall :) I'll buy Tansy Leaves off yall for 2c apiece instead. Everyone else its just 1c, though. Price discrimination ain't illegal in this game :)

.....

@Travel Time: Its less important the lighter weight the goods. My gatherer can easily carry 1,000 Essence. That means, in theory, she could head out into the field and gather for 8 hours, then head home to Blackfeather Keep on the opposite side of the map, and not hardly notice the travel cost- nor have to account for it when posting her goods to the AH.

Moving pine down south, on the other hand, has major travel costs. I can only carry 100 units of that at a time. That means I have to make 10 round trips from BH or Phaeros, at around 1 1/2 per trip. So 1 hour in the field has an additional cost of 1 1/2 hours traveling. Thus we could reasonably expect the price of Pine Logs in Hammerfall or Keepers Pass to be 2.5x that of what it would sell for in Guardheim, which is surrounded by pine. Of course, local markets will influence that pricing, and that pricing for Hammerfall does NOT take into account the risk of loosing your harvest to bandits- or the cost of hiring an escort.

.....

There is another factor here. Say you want moonstone, but in order to get moonstone you have to harvest 40 iron (sorta like it is right now around Keeper's Pass). If folks chasing after moonstone around KP don't throw all their iron ore away, then the value of iron ore around KP will be squat. Conversely, the value of moonstone will be much higher due to how hard it is to harvest around there.

An interesting note, at this point, however, is that when I tried to trade TEO moonstone for Ordered Essence today yesterday, they wouldn't do the trade! They have no real demand for wizard goods but tremendous demand for ordered essence for their +2 and +3 crafting process. Yet about a week and a half earlier, they wouldn't trade or sell me moonstone because it was too scarce! Love it! (I mean, it was annoying as hell at the time; but in hindsight, its a beautiful thing.) Of course, I could head down to Hammerfall and trade Phaeros the moonstone since they need loads of it for their wizard gear; but I know Nihimon is out making sure they have enough already :)

.....

I am looking forward to seeing how this economy grinds into action. My biggest concern right now is that we won't have enough players willing to haul goods from one end of the map to another, or gatherers to gather it, because they won't know how to make money off it. That was the impetus for this thread. If we can figure how to value time in-game with in-game currency, I think it will go a long way towards making it easier to get players into the merchant business. Oh, that's also why I am buying and selling with coins a lot. Someone has to get yall doing it!

TL;DR: I am buying Tansy Leaves for 1c apiece.

EDIT: @Tynnacle, I saw that! But not until 2 hours after I started this thread :)

EDIT: @Thod, I did time it. 15 minutes exactly. No deaths and not too many run-ins with mobs combined with a really high, clean node incidence rate made for fast gathering. Plus the skillz.


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I think one answer is "Dedicated crafters/refiners" - Characters that are not splitting their exp across different areas but instead focusing strictly on one skill.