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How will DI work?

Bob
Bringslite-Dominion Soldier
I suggest that you consider placing overall support level in the hands of one building such as the keep and include a number of other criteria such as number of bannered holdings or upkeep costs of some type.

That's an interesting way to do it, though we might want to put some additional pre-requisites on upgrading the keep so that you can't just upgrade that to +5 and ignore the rest of the structures. Perhaps you'd have to have a certain amount of DI banked in other structures before upgrading to each plus.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
I suggest that you consider placing overall support level in the hands of one building such as the keep and include a number of other criteria such as number of bannered holdings or upkeep costs of some type.

That's an interesting way to do it, though we might want to put some additional pre-requisites on upgrading the keep so that you can't just upgrade that to +5 and ignore the rest of the structures. Perhaps you'd have to have a certain amount of DI banked in other structures before upgrading to each plus.
That Sir, is a cost/benefit analysis I leave to you and your team. smile

Not that I think the cost of upgrading and maintaining a +5 Keep is all that small.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Decius
Bringslite-Dominion Soldier
Decius
Having a building (the keep?) provide global support but no training is one way. But also allowing buildings to support any training they can provide, even if the keep isn't max level, provides a strictly not less interesting dynamic. Especially if +5 keeps are much more expensive to maintain and just about everyone is happy with the support they get from +3 keeps except specialists.
Isn't that exactly the kind of entanglement/mess that they do not want to have to deal with? Feat lines that would train you except you need this or that feat at a certain level to train it but your other building hasn't got the training high enough to support your prereq?
No feats have prerequisite feats not trained at the same trainer, unless I'm mistaken. If there is, that should be fixed.

Ability scores and achievements should be maintained even if you don't have support.
Flari-Merchant
Decius
Bringslite-Dominion Soldier
Decius
Having a building (the keep?) provide global support but no training is one way. But also allowing buildings to support any training they can provide, even if the keep isn't max level, provides a strictly not less interesting dynamic. Especially if +5 keeps are much more expensive to maintain and just about everyone is happy with the support they get from +3 keeps except specialists.
Isn't that exactly the kind of entanglement/mess that they do not want to have to deal with? Feat lines that would train you except you need this or that feat at a certain level to train it but your other building hasn't got the training high enough to support your prereq?
No feats have prerequisite feats not trained at the same trainer, unless I'm mistaken. If there is, that should be fixed.

Ability scores and achievements should be maintained even if you don't have support.
Looking around I see that you may be correct in that at least the large "combine buildings" might just cover all that is needed in any particular feat line for pre reqs.
You definitely can't expect to deviate much from narrow, straight roles without many more buildings than you can probably support at home.
So much for unique builds…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Edam
Decius
No feats have prerequisite feats not trained at the same trainer, unless I'm mistaken. If there is, that should be fixed.

To get the required crafting achievements in Holdout Weapon and Toolkit Proficiency you will need to have trained gathering/refining/crafting skills elsewhere. Also I suspect many cleric feats will have prerequisites split between Seminary and temple trainers which are separate unless you have a Cathedral.

I do not think its a big issue, it just means you need to take care in how you build and upgrade a settlement.

Its all academic as longterm we have been told there will be more buildings for what are currently WIP roles like Druid and Monk making it even more challenging to cover everything in one settlement.
Decius
Edam
Decius
No feats have prerequisite feats not trained at the same trainer, unless I'm mistaken. If there is, that should be fixed.

To get the required crafting achievements in Holdout Weapon and Toolkit Proficiency you will need to have trained gathering/refining/crafting skills elsewhere. Also I suspect many cleric feats will have prerequisites split between Seminary and temple trainers which are separate unless you have a Cathedral.

I do not think its a big issue, it just means you need to take care in how you build and upgrade a settlement.

Its all academic as longterm we have been told there will be more buildings for what are currently WIP roles like Druid and Monk making it even more challenging to cover everything in one settlement.
Good catch. And giving Expert trainers all of the crafting feats, or any subset of them, would not be a fair way to resolve that.
Flari-Merchant
@ Bob

Would you need to change up the original DI Plan layout if all of its parts were working? I am thinking of the "Effort" bonus to Holding output.

What I mean is we do not have that Effort Bonus factor nor do we have a realistic Settlement population in any of the current Settlements…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Bob
Bringslite-Dominion Soldier
Would you need to change up the original DI Plan layout if all of its parts were working?

We'd probably still need to look at simplifying the DI system a bit, if only because it's a pretty detailed plan and some of those details are DI-specific and would take a long time to implement. That said, it's certainly easier to hook DI to systems that already work, so it's certainly possible that we'd make different decisions if some of those systems were already done, or if some of those systems were at least on the roadmap.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
I suggest that you consider placing overall support level in the hands of one building such as the keep and include a number of other criteria such as number of bannered holdings or upkeep costs of some type.

That's an interesting way to do it, though we might want to put some additional pre-requisites on upgrading the keep so that you can't just upgrade that to +5 and ignore the rest of the structures. Perhaps you'd have to have a certain amount of DI banked in other structures before upgrading to each plus.

If other settlements not upgrading training facilities, and so mooching off of highly invested settlements is any kind of concern (which it probably should be), remember that settlements control who can train and where they can train. Give us more granularity of control by allowing us to set COSTS of training if we invest in upgrades and upkeeps for higher ranked training facilities and let those invested reap those rewards.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Bob
Bringslite-Dominion Soldier
If other settlements not upgrading training facilities, and so mooching off of highly invested settlements is any kind of concern (which it probably should be), remember that settlements control who can train and where they can train. Give us more granularity of control by allowing us to set COSTS of training if we invest in upgrades and upkeeps for higher ranked training facilities and let those invested reap those rewards.

That's definitely part of the taxation plan. It probably won't be super-granular (you probably won't be able to set different charges for using different trainers, just one overall training charge/percentage), but we do want settlements to get rewarded when characters use their facilities, and at different rates for members/allies/others.
 
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