New Blog: EE6 Overview


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Goblin Squad Member

Check it out!

Goblin Squad Member

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I hope they put in a ledger of some sorts for that shared vault.

Goblin Squad Member

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Crafting from vault and the fact cancelling a job returns the items to your vault are the two biggies for me.

Goblin Squad Member

Atheory wrote:
I hope they put in a ledger of some sorts for that shared vault.

You mean a record of who deposits and removes items from the vault? Maybe at some point but I don't think it would be in for EE6.

Goblin Squad Member

Thornguards

Quote:
will now only attack characters with low Reputation or the Attacker flag if they are not from the Settlement the Thornguard is spawned at. So if you have low Reputation, your Settlement’s Thornguards will not attack you, but Thornguards in other Settlements or in NPC settlements will.

Will this mean we can train and bank with low Reputation in our own settlement?

Grand Lodge Goblin Squad Member

Bluddwolf wrote:

Thornguards

Quote:
will now only attack characters with low Reputation or the Attacker flag if they are not from the Settlement the Thornguard is spawned at. So if you have low Reputation, your Settlement’s Thornguards will not attack you, but Thornguards in other Settlements or in NPC settlements will.

Will this mean we can train and bank with low Reputation in our own settlement?

Its would sound like it - maybe something to test for those with test server access

I would also hope players test the bank functionality - especially where large numbers of resources or Abadar credit is stored. would hate to log in and find all my hard work for the past 2.5 months was gone.

Its a shame we only get 1 week to test now.

Goblin Squad Member

I take the opposite interpretation. Just because the Thornguard won't kill you, doesn't mean any of the NPCs will give you the time of day. If these two things aren't independent, it'll only be because they don't have the tech yet.

Being able to operate normally at home while in low rep would undermine the rep system to such an extent as it make it effective irrelevant, and I don't think Ryan would go for it.

Grand Lodge Goblin Squad Member

Bluddwolf wrote:

Thornguards

Quote:
will now only attack characters with low Reputation or the Attacker flag if they are not from the Settlement the Thornguard is spawned at. So if you have low Reputation, your Settlement’s Thornguards will not attack you, but Thornguards in other Settlements or in NPC settlements will.

Will this mean we can train and bank with low Reputation in our own settlement?

No

I can't find it where Ryan (?) elaborated on this. It means you can enter your own settlement with low reputation without danger of being attacked.
But trainers and Thornguard are independent. So you still need above a certain reputation to train - at least that is what I heard.

Bank usage was grey area / unanswered. But it was felt that you could just use an alt to do this for you anyway. So bank usage might / might not be possible - likely depending on the tech used (is it coupled to training of thornguards or neither)

Edit: Might even have been in last week Golarion mumble when Ryan dropped by / the above is my personal interpretation of what I heard or read. So please wait for official clarification.

Goblin Squad Member

Kadere wrote:

I take the opposite interpretation. Just because the Thornguard won't kill you, doesn't mean any of the NPCs will give you the time of day. If these two things aren't independent, it'll only be because they don't have the tech yet.

Being able to operate normally at home while in low rep would undermine the rep system to such an extent as it make it effective irrelevant, and I don't think Ryan would go for it.

Eventually, we will be able to set our Settlement Rep Limits anyway, and some will allow a lower end, just to attract more characters to their training.

The Reputation system as is, impacts newer characters more so than any other. Someday, a veteran player will reach maximum skill and they will be able to kill indiscriminately.

Goblin Squad Member

Bluddwolf wrote:
The Reputation system as is, impacts newer characters more so than any other. Someday, a veteran player will reach maximum skill and they will be able to kill indiscriminately.

Perhaps, but in the meantime it will help eliminate those who only come to the game for that one reason. It would be nice if one tool would do everything we need to accomplish, but it rarely happens.

Paizo Employee CEO

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Thod wrote:

I can't find it where Ryan (?) elaborated on this. It means you can enter your own settlement with low reputation without danger of being attacked.

But trainers and Thornguard are independent. So you still need above a certain reputation to train - at least that is what I heard.

This is my understanding as well. You will be able to enter a settlement and use the bank, auction house and tavern, for instance, but you won't be able to train at any of the settlement's trainers with a low reputation. AT least that is how it was explained to me! :)

-Lisa

Grand Lodge Goblin Squad Member

Lisa - Thanks for adding the tavern to the list - forgot about that special building and this could be quite important.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Bluddwolf wrote:
The Reputation system as is, impacts newer characters more so than any other. Someday, a veteran player will reach maximum skill and they will be able to kill indiscriminately.
Perhaps, but in the meantime it will help eliminate those who only come to the game for that one reason. It would be nice if one tool would do everything we need to accomplish, but it rarely happens.

What practically eliminates unrestrained banditry is the difficulty in finding "good" targets in the wilderness.

When I go out, often solo or paired, I (we) typically only come across between 1-3 potential targets within about 2 hours of searching. The only places where player numbers are increased are on Golgotha's mountains (and they will gank all trespassers), or in the towns of the SE.

The upcoming faction system will not increase player population, it will only remove some of the potential rep loss.

The outpost / holding system and the bulk goods raiding of them, may actually increase population. I believe this because it will give a higher probability of reward, at a fixed location, and with potential risk as well.

Goblin Squad Member

Lisa Stevens wrote:
Thod wrote:

I can't find it where Ryan (?) elaborated on this. It means you can enter your own settlement with low reputation without danger of being attacked.

But trainers and Thornguard are independent. So you still need above a certain reputation to train - at least that is what I heard.

This is my understanding as well. You will be able to enter a settlement and use the bank, auction house and tavern, for instance, but you won't be able to train at any of the settlement's trainers with a low reputation. AT least that is how it was explained to me! :)

-Lisa

I'm O.K. with this because I have yet to hit negative Reputation, but even if I did, I don't need to train more often than once every week or two anyway.

Goblin Squad Member

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Bluddwolf wrote:


When I go out, often solo or paired, I (we) typically only come across between 1-3 potential targets within about 2 hours of searching. The only places where player numbers are increased are on Golgotha's mountains (and they will gank all trespassers), or in the towns of the SE.

The folks of the southeast have congregated as such to avoid becoming targets. All of those years discussing how people become targets and how to avoid it has led to a more cautious user base up front. In addition, I think many players lack reason to roam far from home at the moment. We often do so for escalations, which really assumes a long trip. Aside from coal, we SE folk have little reason to wander out in small groups. And even then, merchants have little reason to travel as few buy with coin yet. I believe getting the coin sinks in will put life into auction houses which will get people moving around to sell goods.

Goblinworks Executive Founder

Bluddwolf wrote:
Kadere wrote:

I take the opposite interpretation. Just because the Thornguard won't kill you, doesn't mean any of the NPCs will give you the time of day. If these two things aren't independent, it'll only be because they don't have the tech yet.

Being able to operate normally at home while in low rep would undermine the rep system to such an extent as it make it effective irrelevant, and I don't think Ryan would go for it.

Eventually, we will be able to set our Settlement Rep Limits anyway, and some will allow a lower end, just to attract more characters to their training.

The Reputation system as is, impacts newer characters more so than any other. Someday, a veteran player will reach maximum skill and they will be able to kill indiscriminately.

The settlement that supports max XP characters with -7500 rep might become unpopular enough to be destroyed.

I encourage those who wish such a settlement to exist to attempt to build it and hold it.


Auction Houses would probably have more life if people needed equipment, but it sounds like everybody has what they need now. And since there is very little of anything going on, not much equipment is lost. Sounds like generally it is just a how bunch of nothing going on. Am I right?

Goblinworks Executive Founder

I didn't see buy orders mentioned.

Goblin Squad Member

I think Auction Houses would be much more active if folks could remotely view Buy & Sell Orders in order to identify arbitrage opportunities. That would also create a strong incentive for folks to move those goods across the map, thus exposing them to profitable Banditry.

I think there might be some value in allowing Bandits to operate in disguise, but I don't have a deep enough understanding of the implications of that to actually recommend it.


Al Smithy wrote:
Auction Houses would probably have more life if people needed equipment, but it sounds like everybody has what they need now. And since there is very little of anything going on, not much equipment is lost. Sounds like generally it is just a how bunch of nothing going on. Am I right?

Our Auction House has generated around 5gold in profit from out settlement stockpile. People are buying stuff, you just need to stock enough variety and get the word out. T1 is not really selling, but T2 seems to be going steadily and in some cases very quickly. Raw resources are sporadic but also selling, both T1 and T2.

Goblin Squad Member

T2 sells well, Maneuvers and Spells sell well, high +x value implements sell well. The auction houses function if they are stocked with the right stuff, which some people are doing. Others are not.

I would love to see buy orders though. That would open up a huge new profession for people to easily fill. Right now haulers need to know the right people. It would be better if they could haul things from place to place without those social contacts (not that social contacts aren't important).

Goblin Squad Member

Al Smithy wrote:
Auction Houses would probably have more life if people needed equipment, but it sounds like everybody has what they need now. And since there is very little of anything going on, not much equipment is lost. Sounds like generally it is just a how bunch of nothing going on. Am I right?

Deaths happen during travel and PvE escalations. But there is still a lot of barter for goods and communal efforts going on. From what I understand, our queues stay busy.


I will 2nd that implements are one of the better selling items, they tend to go pretty quickly.

Buy Orders would make life a lot easier for trading folk.

Goblin Squad Member

Lifedragn wrote:
Deaths happen during travel and PvE escalations. But there is still a lot of barter for goods and communal efforts going on. From what I understand, our queues stay busy.

I don't think your experience is typical. It might be your particular crafting classes, or it might be the size of your settlement. My crafting queue was rarely doing anything. I don't think my settlement has missed my crafting capabilities during my absence these last two weeks.


From my understanding TEO's core crafting queues are micro managed to be constant and full, it's rather impressive. If your goal is to pump out T2 Equipment for at least say 100 characters that takes the equivalent of.....at least 300ish days for T2 +2 Armor, give or take a day per item pending the type and skill level. That's 10 armor-smiths queuing around the clock for 30 days. Add 10 more to cut it in half again. Extrapolate that out to varying degrees to the other crafting professions, plus refining time, etc... It ain't so simple to supply folks depending on your needs and capabilities.

Then if people are actually losing pieces to durability or hauling accidents...

Goblin Squad Member

We are mainly increasing our stock piles, while also preparing every single character in Brighthaven for T2+2 gear. The turn around on gear seems to be about 2-3 weeks, although when PvP takes place it cuts down that time a few days to a week. We want to be prepared for when Holdings and other things come out that will increase PvP.


Well, I guess all of that would make sense, since apparently everywhere on the map besides the SE is mostly empty.

I can't imagine who is going to attack your holdings though. Based on the numbers differential in those settlement/tower reports, you'd have enough people to defend your own outposts and destroy anybody else's whenever you like.

You'd have to be either stupid or monumentally bored to do so. But then, I can't really find a good reason to keep my account active so I imagine boredom will probably suffice for some folks.

Goblin Squad Member

It depends entirely on how they do the system and if we get a warning or not. I don't think we will have people stationed at each holding 24/7, if we don't know who is attacking, but that we are being attacked, then people might get away with 5% of the bulk goods.

Goblin Squad Member

Caldeathe Baequiannia wrote:
Lifedragn wrote:
Deaths happen during travel and PvE escalations. But there is still a lot of barter for goods and communal efforts going on. From what I understand, our queues stay busy.
I don't think your experience is typical. It might be your particular crafting classes, or it might be the size of your settlement. My crafting queue was rarely doing anything. I don't think my settlement has missed my crafting capabilities during my absence these last two weeks.

It is definitely related to your crafting class. Some produce much more sought after items.

Goblin Squad Member

Bluddwolf wrote:
Kadere wrote:

I take the opposite interpretation. Just because the Thornguard won't kill you, doesn't mean any of the NPCs will give you the time of day. If these two things aren't independent, it'll only be because they don't have the tech yet.

Being able to operate normally at home while in low rep would undermine the rep system to such an extent as it make it effective irrelevant, and I don't think Ryan would go for it.

The Reputation system as is, impacts newer characters more so than any other. Someday, a veteran player will reach maximum skill and they will be able to kill indiscriminately.

Well maximum skill will take decades.

However I take your point. Once you are at the stage of "saving" something like 59,000 XP for Armor 14 and hence will not be able to train for almost 3 months anyway - the "low rep cannot train" equation becomes irrelevant.

One thing is clear, people who need a constant "leveling up" fix will not be suited to pathfinder, bandit or not.

Goblin Squad Member

Neadenil Edam wrote:


Well maximum skill will take decades.

However I take your point. Once you are at the stage of "saving" something like 59,000 XP for Armor 14 and hence will not be able to train for almost 3 months anyway - the "low rep cannot train" equation becomes irrelevant.

One thing is clear, people who need a constant "leveling up" fix will not be suited to pathfinder, bandit or not.

How does Eve solve this problem? Do you get more bang for your buck still, even if you have already invested 3 years in a character? Can you forever go on training skills and still get small powerboosts for every month that goes by?

The thing is, you can go "broad" in PFO, but at some point, you are ok with your diversity and you want to go to the top with one of your roles/skills.

And it seems that the top skill levels still offer a substantial enough boost to want to reach it. Certainly for crafters who simply need to be a certain level before they can make certain stuff. Even if that stuff is just a more ornate looking version of something 3 levels lower.

I like the XP system, but I think the curve is going to be a problem.

Goblin Squad Member

EvE fixes it by having a lot of skills that change lots of abilities. For example, if we were following the EvE skill setup, I wouldn't train a single Polearm skil. Polearm would be a class of skills, and inside that there would be a keyword skill, a base damage skill, an attack speed skill, an attack range skill, a stamina reduction skill.

Each weapon would have similar skills. Each armour would also have similar skills. You might need 50,000xp to increase your attack speed with a Polearm by 5%, but you might only need 25,000xp to increase your base damage by 1.

Crafters would get an additional crafting time reduction skill, a crit change skill, a crit size skill. Gatherers would get the same.

Goblin Squad Member

Ah, so a huge amount of skills that you can buy small power increments for, on a more linear scale?

That sounds better then PFO's system.

Goblin Squad Member

Tyncale wrote:

Ah, so a huge amount of skills that you can buy small power increments for, on a more linear scale?

That sounds better then PFO's system.

Yes, many common use skills that run across the board.

Gunnery Skills: Generic skills that improve all aspects of gunnery, regardless of size or type.

Shield Skills (Passive and Active): all ships, sizes, and types.

Engineering skills: all ships you fly, regardless of size or racial type.

You can train what are know as the Core and Common skills in less than a year, to maximum, and use them equally from Frigate to Titan.

Big difference between both games, NO ACHIEVEMENT GATES IN EVE.

As far as the power curve, the difference of one skill being brought from 4 to 5 might only be 2%. But when you have all of the Core, Common and (for example) Gunnery skills at 5, you are getting an extra +2% in EVERYTHING!

That is a difference maker, easily allow pilot in a ship to take on a less skilled pilot in a ship, two classes above. IE. Frigate vs. Battle Cruiser.

CEO, Goblinworks

You start by training a hull-specific skill, like "Frigate". There are 5 ranks of the Frigate skill. Each rank provides an increase, with a reducing magnitude, to some basic aspects of the Frigate class of ships. You need at least 1 rank to fly a frigate. Frigate skill is also a prerequiste for the next larger class of hulls.

Each "module" you want to put on a hull (think "weapons and armor") requires a basic skill. So to equip a missile launcher, you have to train "Light Missiles". There are 5 ranks of that skill, each rank privides some improvement to the functionality of your missiles with diminishing mangnitude, and "Light Missile" is a prerequisite for the next size of Missile systems.

Missile systems have various attributes that can be improved with other skills. Things that make them lock on to targets faster, reload faster, use less ship-energy, etc. There are also skills that let you use various types of missiles, and that let you use advanced launchers and advanced missiles.

There are skills that let you improve almost every system on your ship in the same way.

You could spend more than a year training every possible skill that improved your "frigate" piloting experience. Ar the end of that time, you would be ~30% better in all frigate things than a character that spent about a month training just a few frigate things.

Frigates vs. the next ship size up are about as powerful as a goblin is vs. an ogre. So a player that spent the minimum time to train the skills necessary to get into the next hull size, then spent a couple of months training for that hull would in most cases, always beat a frigate in a 1:1 fight, even the frigate piloted by someone who spent all rhe time necessary to train all possible Frigate skills to max rank.

Goblin Squad Member

Well, it's certainly fun when you can can buy something from your accumulated XP every other day or so, rather then having to wait for weeks. That sounds like a much better Skinner Box, to be honest.

I understand why the powercurve in PFO has to climb so quickly in the first weeks though: they want players to be able to contribute (read, not the same as compete) within days.

Maybe they should add some of those generic skills that we can choose to put some XP in, that give us small increments on a more linear scale. The big guns, i.e. the role-defining stuff, could still be on the old curve.

For instance, unlink the Hitpoints skill that you buy from trainers from any achievements, and put this on a linear scale, where 200 xp will buy you 2 hitpoints, up to a max of 400 HP, can only buy once a day. Numbers are taken out of thin air.

About the Achievement gate: I find them to be a non-issue, but this can be because of my playstyle. I am talking about the Divine, Arcane, Martial and such stuff. I do not think they are needed though: they just should make PvE and escalations worth our while. They currently sure are for me,since they drop T2 recipes for me. Just finished rank 7 of Elite Cultist slayer..

However the Ability-gate I am less fond off. Just sucks to have to waste XP in skills that increase Pers as an archer/fighter, just so you can train beyond level 8 in the Local Knowledgeskill. :(

Goblin Squad Member

Tyncale wrote:

However the Ability-gate I am less fond off. Just sucks to have to waste XP in skills that increase Pers as an archer/fighter, just so you can train beyond level 8 in the Local Knowledgeskill. :(

I share the frustration with the ability gates. My DT has been playing up as primarily a Mining specialized gatherer with a bit of Fighter and Rogue for fighting smaller groups of mobs away from nodes. Sadly, I am at the point where I can no longer advance in my Gathering role without picking up several refining and crafting skills, which are then gated by achievements that are completely the opposite of how I intend to be playing. Crafting is mostly an idle way to gain achievements, but in order to get them I have to acquire recipes for one-time use which also feels like a waste. It really feels like I need to learn almost all of the constitution skills in order to reasonably advance my primary interest in mining.

Goblin Squad Member

Tyncale wrote:
Well, it's certainly fun when you can can buy something from your accumulated XP every other day or so, rather then having to wait for weeks. That sounds like a much better Skinner Box, to be honest.

I'm in the process of waiting 18 days to buy my next level of Tanner. Don't tell my company leader, Fierywind, but I sometimes give myself permission to buy 100 or 200 xp of combat skills every three or four days.

CEO, Goblinworks

In EVE, you earn skill points in real time by picking a skill to train and working until it's finished training. So the only way to get skill points is to be actively training a skill. You can "pause" that training and starting training something else but that doesn't rebate the skill points accumulated for that skill that you paused.

In Pathfinder Online you gain XP in realtime into a bank. You can then spend that XP any time you want to acquire a Feat.

Without the achievement gates, people would allow characters to accumulate XP for a very long time, and those characters would be extraordinarily valuable on the secondary market, because without the gates, you could buy one, and immediately acquire exactly the right Feats required for any needful purpose without any delay whatsoever. Those characters would become "magic bullet" solutions to many in-game problems.

With the gates you have to spend some time actually playing the game in order to advance your Feat training, in addition to just having the XP.

Goblin Squad Member

Ryan Dancey wrote:

.

With the gates you have to spend some time actually playing the game in order to advance your Feat training, in addition to just having the XP.

I personally build jack of all trades characters so gating for me is not an issue. I am happy with the system.

I would point however that it is not achievement gating other people seem to have issues with - its the ability level gates.

Goblin Squad Member

The achievement gates don't mean anything, at least to me. I haven't had to worry about them since my third day playing. Those ability gates though, those are nasty little buggers.

Goblin Squad Member

Gol Tink wrote:
The achievement gates don't mean anything, at least to me. I haven't had to worry about them since my third day playing. Those ability gates though, those are nasty little buggers.

I agree with that for sure. Most of the achievement gates are pretty natural if you take that character out of town once in a while. The ability gates will stop a character from advancing completely until the research is done to figure out how to level that attribute and clear the gate, and that can take some time, or require an entirely new direction until that gate is cleared.

Goblin Squad Member

Part of the ability gate issue may be a lack of granularity in the gating.

For example in some cases a more appropriate low level gate might be 10.5 instead of 11.0 (or 11.5 in some cases where the ability is simple to raise) but the ability gates seem restricted to whole numbers.

Goblin Squad Member

Ryan Dancey wrote:

In EVE, you earn skill points in real time by picking a skill to train and working until it's finished training. So the only way to get skill points is to be actively training a skill. You can "pause" that training and starting training something else but that doesn't rebate the skill points accumulated for that skill that you paused.

In Pathfinder Online you gain XP in realtime into a bank. You can then spend that XP any time you want to acquire a Feat.

Without the achievement gates, people would allow characters to accumulate XP for a very long time, and those characters would be extraordinarily valuable on the secondary market, because without the gates, you could buy one, and immediately acquire exactly the right Feats required for any needful purpose without any delay whatsoever. Those characters would become "magic bullet" solutions to many in-game problems.

With the gates you have to spend some time actually playing the game in order to advance your Feat training, in addition to just having the XP.

This is the argument that I do not really understand. Are you saying that people are willing to pay hundreds if not thousands of dollars for an account with 3 years of unspent XP, only to use it for some FotM build that could arguably tip the balance in some specific situation? Wouldn't people who pay this amount of money not rather make a character that they like, and like to play with it as they like?

And before this can even happen, you need to have people who are actually willing to take the gamble of creating such unplayed accounts in the first place, investing hundreds of dollars in them.

Could you give a specific situation where such an "instant" character could be used as a Magic Bullet? I can't think of any.

Also, I know you are an expert in subscriber behaviour: what do you think of my statement that being able to buy small general increments to your characters power will work better as a Skinner box then having to accrue XP for weeks first before you can buy the next level of something, so that people keep paying for Gametime?

CEO, Goblinworks

Not only "yes, someone will pay" but "yes, so many people will pay that it would be a common occurance".

When we are ready to talk more about Holdings & Outposts you will see some ways to magic-bullet a character. Formation combat and seige warfare will provide others. Any time we introduce a game system where one character can have a big impact on economics, logistics, or combat, magic-bullets become a real issue.

Regular purchases of power are less effective at inducing retention than intermittent random power increases of decreasing frequency. That is why booster packs of trading cards have rare, uncommon and common cards. You need to reset the platform eventually when the frequency of reward drops too low (which we will do by regularly introducing new Feat trees everyone can start "at the beginning").

But that isn't why base capabilities like Power and Hit Points are on a curve not a line. If they were on a line then the "correct" choice would usually be to purchase more of them before any other Feat, leading to the syndrome EVE encountered when it had Learning Skills (skills that let you learn skills faster). People were pressured to learn the Learning Skills first, which took 6 months, before starting other training. "Smart" players understood that doing so was the "correct" sequence even though it cost six months of game time and boredom. That was, for obvious reasons, bad.


Quote:
I'm in the process of waiting 18 days to buy my next level of Tanner. Don't tell my company leader, Fierywind, but I sometimes give myself permission to buy 100 or 200 xp of combat skills every three or four days.

Are you not allowed to spend your exp as you wish?

That sounds pretty lame.

Goblin Squad Member

Al Smithy wrote:
Quote:
I'm in the process of waiting 18 days to buy my next level of Tanner. Don't tell my company leader, Fierywind, but I sometimes give myself permission to buy 100 or 200 xp of combat skills every three or four days.

Are you not allowed to spend your exp as you wish?

That sounds pretty lame.

It's just barely possible that Yrme was joking.

Goblin Squad Member

It's true people would just grab a full-XP zero-spend character for specific purposes in the future. Some larger groups, big spenders, or even just single accounts with a DT are probably saving to see what will become necessary in the future right now. Someday someone's going to need a high-level engineer or seneschal or carpenter to make siege engines or fortifications or even buildings for training, and that need may become so urgent so quickly for settlements that didn't plan for it that they'll pay any price within their reach.

The ability score gates and the XP curve are definitely harsh, but I still see minor improvements in my character most days I play, some of which force me to interact with others. Whether it's getting a recipe drop I need, getting a recipe or maneuver drop I can trade for something I need, finding a new trading partner for crafting, finding a good area to harvest a material I need, etc., I find all those things are giving me that little character advancement hit even when I have to save up for training. That can also come from finishing an escalation, a good day on the battlefield when we start going to war, finishing a level in a dungeon when those come in (especially if they've got nice rewards). When I broker a deal for a high-level recipe I need and one for my settlement and one for some other settlement that needs one who are looking to trade for one I need, I definitely get the same kind of character advancement level-up sound in my head I get when I train an important feat.

Goblin Squad Member

Al Smithy wrote:
Quote:
I'm in the process of waiting 18 days to buy my next level of Tanner. Don't tell my company leader, Fierywind, but I sometimes give myself permission to buy 100 or 200 xp of combat skills every three or four days.

Are you not allowed to spend your exp as you wish?

That sounds pretty lame.

Seriously?

If I weren't allowed to spend my exp as I wish, why in Pharasma's Name would I post it publically and mention my company leader's name? Hello?

The reality is that having a top-tier tanner is in my company's (TEO) interest. I'm willing to play my character - my main character, not an alt or DT - in a way that meets my company's needs.

I'm having a great time. I refine and I gather. I go out on major PvE raids up to and including Tier 2 escalation clearing; we killed Ogg last night and I was there, shooting away at the purple brutes. I head to the sound of the fight when there's PvP. I might not be an stone-cold killer, but I can scout and debuff and add damage. I'm a freeholder and the game is my oyster.

Goblin Squad Member

Ryan Dancey wrote:


With the gates you have to spend some time actually playing the game in order to advance your Feat training, in addition to just having the XP.

I'd argue the correct way to put this is:

"With the gates you have to spend some time actually playing the game in a way that you don't want to in order to advance your Feat training, in addition to having the XP."

I've been saying this from the beginning, gates are fine if they don't require you to mindlessly train something your character doesn't need - just so they may advance in what they do.

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