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"Changed implements in tutorial packs from the level 3 version to the level 1 version as intended."
/cry
My shoulder is available for the next 10 minutes for Wizards to cry on after they realize they are forced back into the yellow/green slog.
In other news, AH prices for yellow and green are expected to increase dramatically in the coming week...

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EF with a +0 staff cast on a player with +2 armor (and full keyword match) should last 8.4 seconds. So that's a 30% speed boost active 40% of the time, working out to a 12% overall speed boost- i.e. still better than Agile Feet.
With three fielders in a group you can still maintain Hastened continuously.

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Taverns now regenerate Power of characters inside of them.
I hope this also means more taverns will be added to the world, because it's a long run from many PC settlements to Thornkeep and the handful of wilderness taverns in the game so far. Maybe taverns could be added to the crafting settlements, or the player-bought taverns could be introduced.

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Ryan Dancey wrote:Taverns now regenerate Power of characters inside of them.I hope this also means more taverns will be added to the world, because it's a long run from many PC settlements to Thornkeep and the handful of wilderness taverns in the game so far. Maybe taverns could be added to the crafting settlements, or the player-bought taverns could be introduced.
Don't player settlements regen Power as well?

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•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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KarlBob wrote:Don't player settlements regen Power as well?Ryan Dancey wrote:Taverns now regenerate Power of characters inside of them.I hope this also means more taverns will be added to the world, because it's a long run from many PC settlements to Thornkeep and the handful of wilderness taverns in the game so far. Maybe taverns could be added to the crafting settlements, or the player-bought taverns could be introduced.
As the system stands right now, nothing changes the Power regeneration rate. Ryan's note specifies that taverns will now increase the regen rate. It doesn't say whether anything else will increase the rate.

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Therefore, I conclude that being in a player settlement won't affect the regeneration rate until:
a) small holdings arrive, and some of them are placed in player settlements, and your character is inside one
b) taverns appear in settlements other than Thornkeep, and your character is inside one
c) Goblinworks announces that being in a player settlement (while not also being inside a small holding or a tavern) increases the regen rate.

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KarlBob wrote:b) taverns appear in settlements other than Thornkeep, and your character is inside one
My understanding is that all player settlements will have a tavern added as of EE3.
Lisa
We wouldn't have to build them? I am unsure if I am happy for the added function or sad for a lost crafting opportunity.
After the end of the war of the towers they will be removed and become a players crafted item?

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Now the same resources can be found in the same regions, but not in all the hexes.
I like this.
Less haste, more perceptive monsters, longer runs, but also easier to get just what you want when you know where to look for it (which again leads to more competition in certain hexes). Seems gathering is becoming a bit more insteresting.

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Lisa Stevens wrote:KarlBob wrote:b) taverns appear in settlements other than Thornkeep, and your character is inside one
My understanding is that all player settlements will have a tavern added as of EE3.
Lisa
We wouldn't have to build them? I am unsure if I am happy for the added function or sad for a lost crafting opportunity.
After the end of the war of the towers they will be removed and become a players crafted item?
I was under the impression that Inns could also be PoI's, so a Point of Interest in one of the controlled Hexes of a Settlement, controlled by a Company (that is either sponsored or not, not sure). So there is still fun to be had by a Company, operating an Inn outside of a Settlement.
I am not sure which buildings will be default for a new settlement after the great burning. There were requests that every settlement should at least have a (limited) Auction House too, but I do not think they are going that way: they want this to be a (possibly expensive) choice of the settlement. But maybe they feel that every settlement should have an Inn, to regain power. So Inns in settlements themselves may be a separate case.

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Kyutaru wrote:Huh. Reputation is 10 per hour. So Golgotha can pvp once a week.Golgotha can pvp erryday in hex windows.
Yup, that's the point. They are setting up the PvP structure. While they are still going to let you PvP almost anywhere, if it's not for a game enhancing purpose then you're going to get tagged for it. That's always been the plan.

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Ryan Dancey wrote:Base Camps, Campfires and Small Holdings will impact Power regen. But they aren't being deployed for EE3. You are seeing the tip pf a very big iceberg.When you say Campfires are you talking about Engineer crafted camps?
Given the words, I'd assume the premium ones, and maybe the crafted ones.

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Ravenlute wrote:Given the words, I'd assume the premium ones, and maybe the crafted ones.Ryan Dancey wrote:Base Camps, Campfires and Small Holdings will impact Power regen. But they aren't being deployed for EE3. You are seeing the tip pf a very big iceberg.When you say Campfires are you talking about Engineer crafted camps?
From what I have read, the basic camp crafted by the players will allow to rest in it to regain power. You will be capable to deploy it even into the wild.
More advanced structures will give limited storage capability.Edit:
campfires seem to be something different. Maybe locations you can find in some hex?

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Ooo, that reputation hit looks big. I appreciate that it now accumulates when I'm sleeping, but 10 an hour seems very low. Is this a "look and see what happens" number? At that rate it takes a month to go from 0 rep back up to 7500. In a game with more advanced PvP options, that isn't all that bad, but right now all we have is the towers, and they are terrible for generating PvP.

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Ooo, that reputation hit looks big. I appreciate that it now accumulates when I'm sleeping, but 10 an hour seems very low. Is this a "look and see what happens" number? At that rate it takes a month to go from 0 rep back up to 7500. In a game with more advanced PvP options, that isn't all that bad, but right now all we have is the towers, and they are terrible for generating PvP.
Maybe the taking of a tower should reward the Company that wins it with 500 silver or something. This should only happen when resistance is met and deaths have been occurring, since I believe that a lot of towers are unattended during PvP hours. When the Defenders manage to keep the tower they get 250 silver, once again when resistance has been met and deaths have occurred.
Probably too complicated to implement for such a temp feature.

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Kyutaru wrote:Huh. Reputation is 10 per hour. So Golgotha can pvp once a week.Golgotha can pvp erryday in hex windows.
Good point. There are an awful lot of Towers. They all have PVP windows. Whenever a window is open, all PVP in that hex has no reputation penalties. It should be possible for a group that wants to PVP to send scouts into several hexes with open PVP windows, find someone gathering or fighting an escalation, and bring the main force in to attack.
It takes a little more effort and patience than running into a settlement and attacking people at the bank, but that's not necessarily a bad thing. I think most hunters would agree that hunting is more fun than shooting fish in a barrel.

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Except that the population density means that very few gatherers are actually in PvP active areas. Most large PvE groups seem to move on when there is an active PvP window as well.
And both of those don't give the PvP people what they actually want; a good fight. Towers aren't providing anything close to regular opportunities for PvP right now. At least so far, I consider the War of the Towers a general failure.

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several problems with that plan:
1) It would be very easy to farm. Have a few 1000 xp alts form a company to "contest" towers, and have the real company gain 250 silver per tower per day. That would hyperinflate the economy and be the fastest single way to gain money in the game.
2) It provides even more of a reason to not defend your towers. If you defend and lose, they get a large sum of silver. If you defend and win, you gain a much smaller sum. Or you ignore their attack and claim a different tower and they gain absolutely nothing.

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Except that the population density means that very few gatherers are actually in PvP active areas. Most large PvE groups seem to move on when there is an active PvP window as well.
And both of those don't give the PvP people what they actually want; a good fight. Towers aren't providing anything close to regular opportunities for PvP right now. At least so far, I consider the War of the Towers a general failure.
The population density should start increasing next week, as the Month 2 accounts come online. The tower defense change might help, too.
If an escalation-clearing party decides to stand their ground, that could be a good fight.
Yeah, the War of Towers is off to a slow start, but I'm hopeful that it will get better.

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The war of the towers won't change until towers have value, and it isn't easier to go claim an undefended tower than to defend your own.
The War of Towers right now is like trying to sell a handful of sand at a beach. Why would people buy your sand when they can just pick up their own handful?
Right now, on Zog (Hail Zog!), every defender in a tower subtracts capture points from the attackers, whether or not there are attackers in the tower. This change will arrive on the main server on Thursday, February 5. At that time, battles should be better balanced between attackers and defenders. It will still be easy to go grab an undefended tower, but tower owners will have more incentive to at least try to repel attackers.
The population increase from the Month 2 accounts probably won't be big enough to result in most towers being manned by defenders during open PVP windows, but it should help.

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I didn't say WoT would be fixed, just that it's getting better. Any improvement is better than none.
I still think that scouting for unsuspecting gatherers and escalation parties in open PVP hexes will be the best option for PVP for a while. Not a wonderful option, but better than afk capturing towers. You may have to send your scouts a little further afield to find the unsuspecting. In your own backyards, the PvE players may be avoiding open PVP window hexes, but I assure you that there are places where the sheep/mobile nodes/husk-producers are still pretty complacent.

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If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.
Very true. This is a big part of the reason I proposed removing 75% of the towers on the map and making each of the ones that remains worth 4 times as much.

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TEO Alexander Damocles wrote:If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.Very true. This is a big part of the reason I proposed removing 75% of the towers on the map and making each of the ones that remains worth 4 times as much.
That might help. We're meant to be fighting over a scarce resource, not gathering sand, as Alexander Damocles puts it.

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If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.
The solution is for we as players to pass a law against the picking up of sand. Violators of the law will be prosecuted to fullest extent of my sword's ability.

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TEO Alexander Damocles wrote:If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.The solution is for we as players to pass a law against the picking up of sand. Violators of the law will be prosecuted to fullest extent of my sword's ability.
Or not. Player laws are so fickle and usually only benefit a select group.

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Kyutaru wrote:Or not. Player laws are so fickle and usually only benefit a select group.TEO Alexander Damocles wrote:If someone asks for a dollar per handful of sand, and then cuts their rate to a dime per handful of sand....I'm still going to just pick up my own handful of sand.The solution is for we as players to pass a law against the picking up of sand. Violators of the law will be prosecuted to fullest extent of my sword's ability.
Just like real laws. I'm sure you had a point somewhere...
Anyone wishing to sell towers simply needs to control the ones people would otherwise take for themselves.
In any case, I'll make this simple. Touch the towers in my mountain and I will $@&%ing kill you.

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I'm not taking anything personal, you're reading into that. I simply stated that if there's an excess of towers and they need to have value, you simply take them and pass a law against retaking them. Violators get punished severely.
The Band of Brothers controlled half the EVE space before they were brought down by betrayal. They didn't do it by having a guy sitting at every single tower position in the universe watching for signs of intruders and giving his life to hold it. They did it by being the scariest alliance in the game and if you EVER even THOUGHT about touching one of their towers, they would get their royal armada and pulverize your entire base into paste. Declarations of war allowed EVE pilots to kill you without remorse or penalty. You did NOT want BoB declaring war on you.
Same thing here. There's tons of towers, they're worthless. That's nice. So grab all the towers you can see and declare them under your protection. The minute someone puts their toe out of line and challenges your claim, you go to war and pound them into submission until they relent, apologize, and swear to never, ever, EVER touch your stuff again.
Problem is... no one currently playing has this mindset it seems. The towers exist for it, but people would prefer to share. That's rare in games like EVE/Darkfall/PFO.

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One, no one is as big as BoB right now.
Two, in EvE an alliance could claim a dozen systems but only have to focus on one or two to protect them.
Third, there is nothing to destroy yet.
Also in EVE it was worth going into 0.0 and lowsec for better rewards. Right now, when a tower is in PvP mode there is no PvE benefit to be there. So why would "targets" stay?
So is not a question of being in the EVE mindset. The mechanics of the game currently don't give any benefit or support to that mindset.

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Haha, no one is as big BoB huh? The EVE server population surpasses 200,000 and BoB was merely an alliance of 5 corporations with a population total akin to a drop of water in a full glass. There are at least two alliances in game with multiple cities are their disposal and a server population surpassing 20% of the existing players. They're plenty big enough to rival BoB. I explained how protecting one or two is really all that's necessary to begin with, and destruction/theft of player goods is already implemented along with the morale damage inflicted by taking their very lives.
I'm not at all sure what you mean by targets staying. There are no targets mentioned in my post that need be at a tower somewhere. I said declare war and attack their base, that would be the settlements. Considering we've been murdering Thornguards with relative ease, even they do not exist as PVP prohibition.
In a game revolving around PVP, there is no requirement for mechanical benefit. The towers in PlanetSide are about as useless as every one in Pathfinder, and even less simple to defend. In fact, taking them penalizes your faction because of the XP bonus players receive for being the underdog. Yet that won't stop entire planets from being conquered JUST for the sake of bragging rights or dominance claims.
When towers are finally worth strategic resources, it will simply make even the friendliest of players out for blood. But even without that, there are players of the mindset that PVP/scoreboards/dominance needs no incentive. It's its own reward. Which again... no one currently playing seems to be carrying that mindset at this time.

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Right now, there are two power blocs large enough to try something akin to what you are talking about. However, (and forgive me for speaking on behalf of the Nation of Xelias) there is no strategic reason to declare war at this time. Towers are meaningless. We can gather all the resources we need without adding more territory to our respective blocs. War would cost us resources, both in what is broken and in what we could have gathered instead of fighting. Economically, war is bad for either of us.
Further, trying to dominate the server is a sure way to have the entire server turn against you eventually. And that is when either power bloc would be in for a desperate struggle that could result in it being broken and effectively run from the game.
In short, both sides are waiting for an actual reason to go to war, as that is what is best for their faction, rather than declaring war for pride or bragging rights. We both are playing the long game, and right now the long game dictates building up strategic reserves of material while there is a chance.