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The latest blog provides incentive for those who want to PvP to go after the towers and compete over those.
The non-tower spaces still have disincentives and possible reputations hits for PvP. For those who want to avoid PvP, this would be a place to hunt/gather/harvest. Notice the monster hexes are also still available.
Just watch out for UNC.

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I'm really confused where anyone got the idea that settlement vs. settlement and company vs. company PvP were not to be a major focus of development at any stage of this project. That's been clear to me the entire time I've been here.
Your confusion may stem from a failure to understand the number of us who came here because it said "Pathfinder Online Kickstarter" on it, who have no experience with online gaming before. That's who has that idea. Thirty days ago, I could have read the acronym PvP and had no idea whatsoever what it meant
The world is not made up entirely of experienced online gamers. The Pathfinder Online Kickstarter was not exclusive to experienced online gamers. It has attracted a large number of people who do not understand your world, and are now becoming frustrated by that mistake on their part.

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It has nothing to do with experience in these types of games. The vision has been laid down clear at every stage of the process for anyone to read and understand. I knew PvP would be a major feature of Pathfinder Online before I made my first forum post and I made that post months before either of the kickstarters.
It seems like people are acting like GW has gone in a different direction than promised or somehow betrayed their trust. Nothing could be further from the truth.
If anyone believes this game is more PvP focused than was promised it's because they did not read and understand the massive amount of material GW has put out stating the contrary before, during, and after both kickstarters.
The only thing you have to be disappointed in is yourselves.

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I guess the dissapiontment was caused mainly by all the PvP contend released/discussed in foruns and blog.
The game will have PvE contend, a lot. Farming, places to kill mighty monsters, commerce... All among the wars and politicals PvP.
In the end of the day, you can control your actions to not allow any PvP without Rep loss by attacker (or fees by attacked).
It was strange in a sandbox, if there wasn't any kind of dispute between players.
The best strategy of "not doing PvP" (in my opinion) is making alliance with PvPers, you don't need to be envolved in PvP directly, but you can contribue doing another things (commerce, logistical, hexes grind/farm, crafting)...
By foruns, we have a great community here to be relation with, don't go away.
If you feel good, our Company will not be involved in PvP, we will be PvEers mainly. Indeed, our Settlement are recruiting PvE-only Companies. Search for Settlement: Aragon...

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I've acknowledged repeatedly that a large group of us are responsible for our own issues. Repeatedly.
In this one case, we were told, repeatedly, that there would be no consequences to settlements of PvP until after the cataclysm event a few months in to EE. That on that day each settlement would begin on a level playing field. Now, they have changed that. Large settlements of experienced PvPers, that control multiple towers throughout the tower game will start with more and better buildings than the settlements that don't.
Those of us who expected to have a few months in which to learn PvP while it would affect our ability to accumulate gear and recipes, but would not affect our settlements (and, therefore our ability to recruit new players) have lost that window. To new players entering the world after the first few days it will be obvious that the larger groups have not just a size advantage, but also an in-game mechanical advantage to their ability to train and support characters.
That is different than what we were told four weeks ago
I have not once complained about the existence of PvP starting on day one. I have, in fact, repeatedly said that it is newcomers own fault if we didn't realize what we were getting in to. Throughout that, we've been led to believe it would have no effect on settlements while we were getting ourselves acclimatized to the environment.
You are wrong. I have every right to be disappointed in change in what we were told. I have spent four weeks working under a set of rules that have changed. Four weeks that include plunking down an extra $100.00 so that a friend could get involved. That's money I paid under a false premise.

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Cal, it's obvious you're unhappy, and it's pretty clear that arguing with you point by point is not going to fix that. So take this from someone who genuinely thinks well of you and respects your intelliegence: I sincerely believe that once we get into the game that it will turn out that your pessimism was unjustified. I also commit that if the game looks to collapse into a dozen superstates that I will argue vigorously for whatever changes are necessary to keep the game playable for everyone.

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@ Cal B,
I think you might be overestimating the participation level of settlements becoming massively aggressive and expansionist.
Most will have enough to control their 6 adjacent hexes, and that is all. Some may decide, well there is another resources two hexes from us, so we will have 8 or 10 towers under our control. Fewer, which are large enough might go for 10 - 12 hexes. The rare settlement will want to have 24 controlled hexes (towers).
Remember, with each new tower your PVP window is opened by another 1 hour. During that time those hexes are FFA PVP with no consequences. (Yeah!!).
Harvesting in non tower hexes will become dramatically more safe. PVP enthusiasts will be looking for free kills in Tower Hexes.

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I think it would be very hard to push past 12-14 towers based on what we know. Yes the towers will offer a draw to the PvP types but they will still need better gear and there will still be monster escalations. There will probably be some draw on PvP types to assist/guard the gatherers as they do their thing to protect them from the monsters. Any settlement that focused on all out PvP would quickly find themselves undergeared compared to a more balanced approach. Now for those commenting on the unfairness of allowing settlements to gain more advantages before the whole settlement system is active I get it BUT also, so what? What I mean by that is there are always haves and have nots what this will do is disperse those haves out into their respective settlements rather than have EVERYONE clustered in the starting area for training. We don't have detailed info on training but I doubt these tower capping settlements will effectively train better than Thornkeep. Maybe on a technical level they will be able to but I doubt people will be able to train that high in the first few months anyway. Additionally more buildings after the full system goes active will as others have mentioned require more resources so either they will decay in short order or the settlement will be devoting a substantial effort to maintaining them. While I cant speak as to specifics for TEO the general feeling I have observed since the news broke is not grab 24 towers and not deprive the smaller at the expense of the larger. We will react to the situation as it presents itself in game but we are more inclined to spar with the larger groups than bludgeon the small. TEO truly does believe in promoting a positive community and picking a fair fight vs the easy fight at this stage is where our ideology lies.

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Those of us who expected to have a few months in which to learn PvP while it would affect our ability to accumulate gear and recipes, but would not affect our settlements (and, therefore our ability to recruit new players) have lost that window. To new players entering the world after the first few days it will be obvious that the larger groups have not just a size advantage, but also an in-game mechanical advantage to their ability to train and support characters.
What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.

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@ Cal B,
I think you might be overestimating the participation level of settlements becoming massively aggressive and expansionist.
Most will have enough to control their 6 adjacent hexes, and that is all. Some may decide, well there is another resources two hexes from us, so we will have 8 or 10 towers under our control. Fewer, which are large enough might go for 10 - 12 hexes. The rare settlement will want to have 24 controlled hexes (towers).
Remember, with each new tower your PVP window is opened by another 1 hour. During that time those hexes are FFA PVP with no consequences. (Yeah!!).
Harvesting in non tower hexes will become dramatically more safe. PVP enthusiasts will be looking for free kills in Tower Hexes.
I missed the source of the 1-hour per tower window; when was a specific time period established?
In any case, I think that no settlement will control an average of more than 17 towers across the War of Towers. I wouldn't be surprised if one peaked anywhere below 30, but the sustained effort required to keep all of those towers seems unsustainable to me.

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@Jazz
There is something called EVE University that is a corporation designed to teach new people how to play EVE. They have a very robust setup to allow it and most of the corporations leave them to their stuff as they don't get involved in the big conflicts. Has anyone been talking about doing that for PFO?
See The Guide Program. Still basically in the drawing board stage, but it is planned.

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Cal B wrote:What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.
Those of us who expected to have a few months in which to learn PvP while it would affect our ability to accumulate gear and recipes, but would not affect our settlements (and, therefore our ability to recruit new players) have lost that window. To new players entering the world after the first few days it will be obvious that the larger groups have not just a size advantage, but also an in-game mechanical advantage to their ability to train and support characters.
Do you think that PvP experience from other games won't cross over at all?
The well practiced ability to coordinate with other players on the battlefield. To keep calm while another human being is attacking you in game. Also a lot of PvP tactics have crossover from other games. Sure the combat system will be a little different from other games, but PvP skill is a real thing.
Just saying.

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What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.
Not so much a skill as a long list of them, and a complete set of instincts foreign to those whom have not had to use them before. How to work as a team during group combat. How to survive or even pick off a few targets when solo. How to manage gear loss vs. income.
These are subtle skills that can only be learned through practice.

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I'm trying to stay out of this, but, again, there are lots of us who have NO online gaming experience at all, let alone PvP. In the "Environment Experience" I practically have a stroke trying to not walk into trees. Engaging in combat with me really will be like shooting fish in a barrel. Possibly for months.

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The game will be what we make of it Cal B. None if us can offer you a completely PvP experience but with enough people like you we can grow a settlement to the size where you can explore a relatively tame interior and when you want you could go out to the borders and enter the wars. The most vocal in these forum will be your PvPers, they look for any opportunity to engage and right now these forums are the front lines if the game. Look at the land rush boards and try to contact some of those groups.

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Engaging in combat with me really will be like shooting fish in a barrel. Possibly for months.
Amen, brother. As I've said before, my early plans are, when attacked, to take a seat, wait for Pharasma to come have a chat with me, and try to upset my attacker that way, rather than giving him the giggles with my attempts to poke him with a pointed stick.
If I have friends who can release the tiger, or drop a 16-ton weight, all well and good, but who keeps friends like that around all the time? We'll see how much I can learn with a bit--or a lot more than that--of experience.

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...there will be plenty of people perfectly willing to help out the PvP newbies...
I and others honestly do thank you and the others like you for the hours you're going to invest and the efforts you're going to expend on our behalf. One thing I've no idea whether you'll be able to teach is enthusiasm about killing piles of pixels that are more than just algorithms, but are extensions of actual human beings.

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DeciusBrutus wrote:What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.Not so much a skill as a long list of them, and a complete set of instincts foreign to those whom have not had to use them before. How to work as a team during group combat. How to survive or even pick off a few targets when solo. How to manage gear loss vs. income.
These are subtle skills that can only be learned through practice.
I don't think those skills generalize as much as you think they do.

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I'm trying to stay out of this, but, again, there are lots of us who have NO online gaming experience at all, let alone PvP. In the "Environment Experience" I practically have a stroke trying to not walk into trees. Engaging in combat with me really will be like shooting fish in a barrel. Possibly for months.
Ah. General problems with having a human interface I can understand.
You can start training those things now, if you want to. My suggestions vary depending on your hardware, budget, and available time.

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Andius wrote:I don't think those skills generalize as much as you think they do.DeciusBrutus wrote:What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.Not so much a skill as a long list of them, and a complete set of instincts foreign to those whom have not had to use them before. How to work as a team during group combat. How to survive or even pick off a few targets when solo. How to manage gear loss vs. income.
These are subtle skills that can only be learned through practice.
Having experience in multiple similar titles, I already know they do. The skills I learned in Freelancer translated into EVE, which translated into Wurm, which translated into Darkfall, which translated into Xsyon, which translated into Mortal Online.
Sure there were different aspects of what I've learned that were more or less valuable in different titles, but the general principles were pretty darn universal.
No offense but having very little experience in any of these titles or other similar/relevant I don't really count you as an expert on the subject.

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I really have to agree with Andius on this. PVP has a lot of "reflex gameplay" you build with practice. There are certain things that are crucial to success. Interrupts, debuffs, making the best intuitive decision for the moment instead of the best "rotation". Learning how to move, how to disrupt, etc, all come into play. It's partially pushing buttons and partially a mind-game.
There's a reason some players can take others on 1v3 and come out on top, even in similar gear, and it's not the RNG.

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Disappointed, but not silent. I hoped for something completely different from rival settlements and their sordid wars as the primary focus of the world.
Adventure. Not soldiering. Excitement. Not sieges. Monsters to encounter. Not PCs.
IF there is still adventure and wilderness wandering, dungeon crawling and monster hunting then maybe I'll hang around.
Still catching up on my reading here, so I know not whether you have gained an adequate response.
If you already have then I apologize for rehashing what is now an old question. But if it hasn't I don't want to leave it go as I might lose your post.
Ryan said that his intent, down the road and well after Open Enrollment, and depending on community prioritization (crowdforging), the plan is to provide interested parties with the ability to craft volatile encounters in the game. I intend 'volatile' in the sense of 'ephemeral', not permanent, as opposed to explosive. These encounters probably wouldn't have much material reward, rather they would be a viable medium for interactive storytelling. In my understanding of the vision, it would provide a way for those of us who can actually design and finish a complex project to create adventures for players who would purchase your or my adventure module in the game store. It would be like setting up an automated dungeon like a DM might, except I doubt the author would actually DM 'live'. You would design the encounter, provide the script, and assemble game assets provided by GW.
In speculation, after Ryan shared his vision, the community decided that these adventures would become unavailable again after a player's run-through, at least until the module was again purchased. I believe it was the community as well who stipulated that there would be no or little material reward to players running an adventure module (to prevent hypothetical 'pay-to-win' situations).
Finally Ryan postulated that the authors of such adventure modules might gain a share of the proceeds.

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DeciusBrutus wrote:Andius wrote:I don't think those skills generalize as much as you think they do.DeciusBrutus wrote:What do you think it means to "learn PvP"? Is there some skill that you think other players already have but you don't? If not, everyone starts at the same point.Not so much a skill as a long list of them, and a complete set of instincts foreign to those whom have not had to use them before. How to work as a team during group combat. How to survive or even pick off a few targets when solo. How to manage gear loss vs. income.
These are subtle skills that can only be learned through practice.
Having experience in multiple similar titles, I already know they do. The skills I learned in Freelancer translated into EVE, which translated into Wurm, which translated into Darkfall, which translated into Xsyon, which translated into Mortal Online.
Sure there were different aspects of what I've learned that were more or less valuable in different titles, but the general principles were pretty darn universal.
No offense but having very little experience in any of these titles or other similar/relevant I don't really count you as an expert on the subject.
Oh, yeah. General dexterity and communication skills are important. I figured that you were talking about the game-specific skills, like knowing all of the item spawn locations on Left 4 Dead, or twisting four songs while also using every other ability in EQ, or being able to unload a magazine with all headshots in Fallen Earth.

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I'm trying to stay out of this, but, again, there are lots of us who have NO online gaming experience at all, let alone PvP. In the "Environment Experience" I practically have a stroke trying to not walk into trees. Engaging in combat with me really will be like shooting fish in a barrel. Possibly for months.
On the bright side the Mythbusters had quite a difficult time shooting fish in a barrel.
I'm going to just go ahead and extend an open offer to anyone on the forums to join me in my bloodthirsty boogeyman game of choice (EVE), in high-sec, gently working on the absolute basics of not walking into space trees and avoiding accidentally blowing up then moving on from there. I put a link in the "Intro to MMO pvp for non gamers" thread to help anyone get started.
A lot of the trepidation we've seen comes from scary stories and hypothetical fears, which can be quelled with lived successes.

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I think there are two sides to the coin. On one hand it's pretty easy to get into PvP games and learn enough to not die horribly and consistently. There's no reason to fear PvP games if you tie yourself to knowledgeable players and make a real effort to learn to learn the lessons they teach you.
On the other hand you can't bumble into a PvP game, treat it like a PvE game and not expect to die horribly and consistently. It's a completely different style of game and it must be approached in a completely different manner with a completely different mindset.
I think the myth comes from PvEers coming into PvP games, treating them like PvE games and getting scared off before they get the chance to experience the game the way it was meant to be played.

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I figured that you were talking about the game-specific skills, like knowing all of the item spawn locations on Left 4 Dead [2], or twisting four songs while also using every other ability in EQ
Ooo these are 2 of my specialties.
I really have to agree with Andius on this. PVP has a lot of "reflex gameplay" you build with practice. There are certain things that are crucial to success. Interrupts, debuffs, making the best intuitive decision for the moment instead of the best "rotation". Learning how to move, how to disrupt, etc, all come into play. It's partially pushing buttons and partially a mind-game.
There's a reason some players can take others on 1v3 and come out on top, even in similar gear, and it's not the RNG.
I'm sure this will be true down the road, but at first we're gonna have what...3 abilities to use? Even for a beginner I doubt pvp will be rocket science
I'm trying to stay out of this, but, again, there are lots of us who have NO online gaming experience at all, let alone PvP. In the "Environment Experience" I practically have a stroke trying to not walk into trees. Engaging in combat with me really will be like shooting fish in a barrel. Possibly for months.
Cal B I'd really suggest opening up a free WoW or SWTOR account just to get comfortable with basic things like movement, controls, and even low level pvp. I don't think pvp early on in PFO is going to be very different from low level pvp in those games.
If you want to play some SWTOR I'll make a guy and play with you if you like. We can level, play warzones (group, objective-based pvp), duel, whatever you prefer. Hell we can get a full group going if anyone else wants to join.I'll also restate my opinion that a game like SWTOR will be better as a "new to MMOs" experience than EVE, in terms of learning character control and basic pvp.

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Big Daddy Ath wrote:I'm sure this will be true down the road, but at first we're gonna have what...3 abilities to use? Even for a beginner I doubt pvp will be rocket scienceI really have to agree with Andius on this. PVP has a lot of "reflex gameplay" you build with practice. There are certain things that are crucial to success. Interrupts, debuffs, making the best intuitive decision for the moment instead of the best "rotation". Learning how to move, how to disrupt, etc, all come into play. It's partially pushing buttons and partially a mind-game.
There's a reason some players can take others on 1v3 and come out on top, even in similar gear, and it's not the RNG.
I think the lessons described by Ath can be learned anywhere. The things that come more specifically from titles like EVE and Darkfall is knowing things like when it's worth it to press an attack, and when it's not. What's too valuable to be worth wearing into battle and what's going to give you enough of an edge to be worth the extra investment and therefore risk. How to effectively use your forces to accomplish a given task. How certain abilities become more or less effective in an Open World format than an arena etc.
Some of us are going to be coming into this game with years of experience in making similar decisions and decisions I haven't even mentioned in similar titles.

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What's too valuable to be worth wearing into battle and what's going to give you enough of an edge to be worth the extra investment and therefore risk.
"Hello ! I am an Amarr player, I love Arbitrators, Apocalypses & stealth bombers !"
"Cool, welcome to the "Amarr Roxxor Crusade" corp. Go buy 50 drakes for tomorrow, please."
"Wtf ?"

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Andius wrote:What's too valuable to be worth wearing into battle and what's going to give you enough of an edge to be worth the extra investment and therefore risk."Hello ! I am an Amarr player, I love Arbitrators, Apocalypses & stealth bombers !"
"Cool, welcome to the "Amarr Roxxor Crusade" corp. Go buy 50 drakes for tomorrow, please."
"Wtf ?"
Lol. Last I heard drakes got nerfed into oblivion but true enough. One of the tougher lessons to learn is that "unbalanced" is a codeword for "you should be using this."
The funny part is when the unbalanced thing goes on long enough that most of the community is using it and starts to defend it as being balanced because they all have it. Then the next most unbalanced thing always gets nerfed because the developers start listening to the majority opinion, making the unbalanced thing even more unbalanced.
I didn't follow the forum talk in EVE but I know that's what happened with assault rifles in early Dust 514 and Thursar-Khurites in Mortal Online.

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I actually think the lack of WASD movement could help emphasize the other foundation principles, if 3/4 of your brain isn't struggling to play a precise concerto with just four keys on the keyboard.
Get the fundamentals, then add the manual dexterity for WASD to use them in the world.
I would recommend the opposite actually, play ANY wasd games, MMO, FPS, etc. Until there is Zero thinking involved in getting from one place to another.

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<Magistry> Toombstone wrote:Big Daddy Ath wrote:I'm sure this will be true down the road, but at first we're gonna have what...3 abilities to use? Even for a beginner I doubt pvp will be rocket scienceI really have to agree with Andius on this. PVP has a lot of "reflex gameplay" you build with practice. There are certain things that are crucial to success. Interrupts, debuffs, making the best intuitive decision for the moment instead of the best "rotation". Learning how to move, how to disrupt, etc, all come into play. It's partially pushing buttons and partially a mind-game.
There's a reason some players can take others on 1v3 and come out on top, even in similar gear, and it's not the RNG.
I think the lessons described by Ath can be learned anywhere. The things that come more specifically from titles like EVE and Darkfall is knowing things like when it's worth it to press an attack, and when it's not. What's too valuable to be worth wearing into battle and what's going to give you enough of an edge to be worth the extra investment and therefore risk. How to effectively use your forces to accomplish a given task. How certain abilities become more or less effective in an Open World format than an arena etc.
Some of us are going to be coming into this game with years of experience in making similar decisions and decisions I haven't even mentioned in similar titles.
It's those skills in particular that I don't think will generalize. Unless they generalize from Go, Risk, Monopoly, and every other game in which competing priorities have to be resolved. Yes, learning to do so under time pressure is also difficult, but there's a lot of game-specific knowledge about the relative cost and value of different choices that is the greatest part of informing those decisions.

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It's those skills in particular that I don't think will generalize. Unless they generalize from Go, Risk, Monopoly, and every other game in which competing priorities have to be resolved. Yes, learning to do so under time pressure is also difficult, but there's a lot of game-specific knowledge about the relative cost and value of different choices that is the greatest part of informing those decisions.
That's fine tuning. Yeah you'll have to get a feel for the power curve of gear in PFO vs. the cost to produce it, but it's like learning to ride a new bike. It's a hell of a lot easier if you've ridden a bike before.
I mean feel free to have a difference in opinion but my opinion is based on the experience of translating experience in Open World PvP games to other Open World PvP games as I will be doing once this Open World PvP game releases.
What is yours based on?

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I mean feel free to have a difference in opinion but my opinion is based on the experience of translating experience in Open World PvP games to other Open World PvP games as I will be doing once this Open World PvP game releases.
What is yours based on?
Well, you can't argue with that.
Largely because it's an argument designed specifically to shut people down by implying their opinions are worth less because they don't have the same "experience".
Given that the entire basis of this game is crowdforging—a premise that relies upon giving the community your trust and letting them help guide you—things like this are...not conducive to a reasoned debate that involves all voices and egos, great and small.

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DeciusBrutus wrote:It's those skills in particular that I don't think will generalize. Unless they generalize from Go, Risk, Monopoly, and every other game in which competing priorities have to be resolved. Yes, learning to do so under time pressure is also difficult, but there's a lot of game-specific knowledge about the relative cost and value of different choices that is the greatest part of informing those decisions.That's fine tuning. Yeah you'll have to get a feel for the power curve of gear in PFO vs. the cost to produce it, but it's like learning to ride a new bike. It's a hell of a lot easier if you've ridden a bike before.
I mean feel free to have a difference in opinion but my opinion is based on the experience of translating experience in Open World PvP games to other Open World PvP games as I will be doing once this Open World PvP game releases.
What is yours based on?
Several hundred hours actively studying abstract and concrete decision theory, game theory, game design, risk management, and several of the formal mathematics behind those disciplines.

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Given that the entire basis of this game is crowdforging—a premise that relies upon giving the community your trust and letting them help guide you—things like this are...not conducive to a reasoned debate that involves all voices and egos, great and small.
I've never been one to buy into the fallacy that some opinions aren't worth more than others, or that many voices stating something wrong are more correct than a single voice speaking the truth.
That's been a defining aspect of my gaming career and life in general and while it hasn't won me any popularity contests, it's served me very well in other ways.
The crowdforging process would do well not to buy into the fallacy either and to use a system other than true democracy which will inevitably produce a tyranny of the majority every time.
Several hundred hours actively studying abstract and concrete decision theory, game theory, game design, risk management, and several of the formal mathematics behind those disciplines.
So a lot of time studying ideas but none testing how they actually work in practice. Noted.

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It's related to what you said. You seemed to be implying that crowdforging means every voice has equal value even if they have no clue what they are talking about.
I'm stating that I sure as heck hope that doesn't end up being the case because if it is this game won't be going very far.
I will dismiss the opinion of anyone who can't back it up with relevant experience and facts. GW would be wise to do the same.