Diego Rossi Goblin Squad Member |
I think that the title say it.
It seem a bit long as a cool down period after you take down voluntarily your camp.
Especially if it is true that a smallholding can be reused after 1 hour.
15 days if the camp is destroyed seem acceptable, but after taking it down voluntary and without any damage?
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I would like to discuss this in the Goblinwork forum, but none of the different sections of the forum seem appropriate, any suggestion?
Savage Grace |
The Crowdforging forum seems appropriate to me.
While I agree 15 days seems long for a voluntary take down, I wouldn't want to see it too short or it almost stops being a structure. Is it as flimsy as a tent? Can I rip through it with 3 sword strokes? The time should at least represent the time to build and disassemble a structure of whatever sturdiness we're talking about.
If you don't want to be stuck spending hours or days BUILDING A STRUCTURE IN GAME, then a cooldown may be the game mechanic to encapsulate that time without making you spend your time tediously in game.
And from what you describe maybe smallholding cooldowns are too short.
Could carrying more than one structure be the work-around, and is it appropriate to do a work around if cooldowns are a representation of building/disassembly time?
Caldeathe Baequiannia Goblin Squad Member |
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I agree that 15 days feels too long, but I'm not sure what they are concerned about. They have to balance a relatively inexpensive premium item against the game, and are obviously worried about some game mechanic failing to too quick a redeployment.
Can anyone outline a problem scenario if the cooldown were short?
Caldeathe Baequiannia Goblin Squad Member |
Capitalocracy Goblin Squad Member |
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Aren't the crafted camps comparable items at some point (or do they never get the banking ability? I'm not sure about the specifics)? So what you're getting with a premium item is the ability to use something that can be crafted without having to spend the XP or find a crafter and without gathering or purchasing materials. That alone is probably the reason for a cooldown... if I were to spend $50 or $200 for an item that was just "you have a high-level sword now and you can just click on it again when it breaks and you have a new sword now", I think the problem would be evident.
Gol Guurzak Goblin Squad Member |
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Crafted camps never get banking. (Some?) player built permanent structures will have storage. We're also supposed to get wilderness caches at some point, which are man-portable temporary storage locations.
With that said, it's going to be hard for any wilderness cache type item to compete with a 1000XP ammo dump character.
Yrme Goblin Squad Member |
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Crafted camps also don't have a 5 day duration. With a 4 hour cool-down for camps, you'ld have to deploy 6 high-end camps a day for 5 days to equal the power regen of a base camp. And with the base camp, in 15 days you can place it again for no additional cost.
Add in the storage capacity and that base camp has a pretty significant capability to allow heavy gathering or PvE in an area.
Yrme Goblin Squad Member |
Drake Brimstone Goblin Squad Member |
Capitalocracy Goblin Squad Member |
Crafted camps never get banking. (Some?) player built permanent structures will have storage. We're also supposed to get wilderness caches at some point, which are man-portable temporary storage locations.
With that said, it's going to be hard for any wilderness cache type item to compete with a 1000XP ammo dump character.
So they're much more powerful than what's in-game now that can be crafted, and serve a unique purpose that will be met by something crafted (or similar) in the future. So yeah, I definitely see the point of some kind of cooldown.
I wonder if these will be player-crafted or settlement-crafted, for the sake of us landless wanderers.
Neadenil Edam Goblin Squad Member |
AFAIK ... you can OWN as many base camps as you like just not erect two at once. Hence as soon as you dismantle one and it goes on cooldown you can immediately stick up the next one.
If I understand correctly you would need to purchase 3 base camps to cycle through them continually without a break. Of course you then approach the cost of a small holding that is semi-permanent.
Lludd |
My main beef with the base camps is loosing banked items when you take the camp down.
Everyone wants this game to be realistic. Well realistic would let me put it my backpack just like breaking down camp in real life.
I don't see value in using basecamp for the bank. Unless I'm on a good loot run and then have to run from portable node hunters(aka loot gankers). And/or notice lots of ganking in the area.
I'd rather take loot to nearest town than use the base camp bank.
The big value is power regeneration.
Caldeathe Baequiannia Goblin Squad Member |
Neadenil Edam Goblin Squad Member |
It would only be an issue if the base camp held too much for your encumbrance. Once party members get personal vaults some weird stuff might happen when the owner logs out or takes down the camp however.
Currently Small Holdings are much more useful as they can be taken down and re-erected one hour later.
One big advantage of these things is when you get lucky and have a T2 recipe or valuable spell drop you no longer need to stop hunting and immediately head to the nearest settlement, you can drop it in the camp/holding and keep up your hunting/gathering/banditry then run it back to a bank at a time of your choosing.
One disadvantage is really bored bandit types might decide to camp it. They may however be VERY useful things for bandit types to own.
KarlBob Goblin Squad Member |
My main beef with the base camps is loosing banked items when you take the camp down.
Everyone wants this game to be realistic. Well realistic would let me put it my backpack just like breaking down camp in real life.
I don't see value in using basecamp for the bank. Unless I'm on a good loot run and then have to run from portable node hunters(aka loot gankers). And/or notice lots of ganking in the area.
I'd rather take loot to nearest town than use the base camp bank.
The big value is power regeneration.
I thought that when you took the camp down, it was supposed to spit your stuff out as a husk. Is that not working correctly? Do you need to empty the vault before starting the disassembly process?
Neadenil Edam Goblin Squad Member |
Lludd wrote:I thought that when you took the camp down, it was supposed to spit your stuff out as a husk. Is that not working correctly? Do you need to empty the vault before starting the disassembly process?My main beef with the base camps is loosing banked items when you take the camp down.
Everyone wants this game to be realistic. Well realistic would let me put it my backpack just like breaking down camp in real life.
I don't see value in using basecamp for the bank. Unless I'm on a good loot run and then have to run from portable node hunters(aka loot gankers). And/or notice lots of ganking in the area.
I'd rather take loot to nearest town than use the base camp bank.
The big value is power regeneration.
According to the revised new player guide:
If you move during the Teardown process, the Teardown will cease. If you have left items in the Vault a chest will appear that will allow you to remove them. The chest, and anything left in the Vault will be destroyed when the server enters its normal daily maintenance downtime at 9:00am (Pacific)
I have not seen any bug reports about that process not working.
GripGuiness |
I thought that when you took the camp down, it was supposed to spit your stuff out as a husk. Is that not working correctly? Do you need to empty the vault before starting the disassembly process?
Not a husk, but a little chest.
Again I will point the way to this helpful thread
http://paizo.com/threads/rzs2s0tv?Base-camp-details
Caldeathe Baequiannia Goblin Squad Member |
Gol Guurzak Goblin Squad Member |
Caldeathe Baequiannia Goblin Squad Member |