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How will DI work?

Flari-Merchant
@ Bob

Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

I am basically hoping that any reasonably active settlement will be able to achieve support at level 20. It seems as though that could be done (not expected without effort, mind you) with say the Keep being the settlement support device.
- A settlement is already more vulnerable to loss through siege the lower it's buildings are.
- Players must already find other places to train if they are unavailable at home base. <–promotes politics and possibly conflict.
So these things incentivize players to upgrade buildings even if they didn't have to. Being unable to train and being charged more (or charged at all) to craft above a shop's league are great incentives.
Decius
Facility level already impacts crafting time by a lot.
Flari-Merchant
Decius
Facility level already impacts crafting time by a lot.

That is not a bad point. Maybe it is enough to encourage upgrading buildings if that isn't part of the support mechanic.
<shrug>
My main concern is that support not sour the game. We now have control over who can train what and where and how high a level. Do we even need a difficult "support mechanic" to limit how high we can train xp that we have paid for? How will that be received by 1000s of new players?
Forgetful
Decius
Facility level already impacts crafting time by a lot.

It is my impression that this only really matters/has significant effect for T3 items.
Bob
Forgetful
Decius
Facility level already impacts crafting time by a lot.

It is my impression that this only really matters/has significant effect for T3 items.

The difference is certainly more noticeable the longer the crafting time is for a given project, but I believe it should be speeding things up by X percent across the board.
Bob
Bringslite-Dominion Soldier
My main concern is that support not sour the game. We now have control over who can train what and where and how high a level. Do we even need a difficult "support mechanic" to limit how high we can train xp that we have paid for? How will that be received by 1000s of new players?

This has always been a concern. Hopefully softening the support system to provide support for half the ranks (rounded up) past your support level makes things more palatable, and the same for allowing characters to train beyond their support level for a 50% coin surcharge.

Ultimately, I'd like to move toward a system that feels more like gaining settlement bonuses rather than removing support (more carrot, less stick), but any such changes would be a pretty serious undertaking. For the moment, the best we can do is tweak the support system to make it as palatable as we can while still providing strong incentives to upgrade settlements.
Bob
Bringslite-Dominion Soldier
Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

It would be tough to adjust the ingredient quantities (which is really the current "cost" for a recipe), since they're not very granular. However, we could adjust how much is required to craft higher plusses, or the chances for getting refining crits, which would have a similar effect. If we ever charged crafting fees in coins, we could certainly adjust those charges as well.

Assuming the balance of characters in the world eventually moves to a higher ratio of adventurers/gatherers to crafters, then our current system of speeding up crafting based on facility rating will hopefully be enough of a driver on this front. However, if it isn't, then these are exactly the kinds of things we'd look at to make higher facility ratings more meaningful.

Bringslite-Dominion Soldier
I am basically hoping that any reasonably active settlement will be able to achieve support at level 20.

Now that you can get support for more than 50% of feat ranks beyond your supported ranks, most characters will be nearly as powerful with a settlement level of 16-18 as they would be at a settlement level of 20. That makes me okay with the idea that a settlement has to be more than just reasonably active to support everything up to 20, but I certainly don't want 20 to feel completely out of reach for all the but the most active settlements.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

It would be tough to adjust the ingredient quantities (which is really the current "cost" for a recipe), since they're not very granular. However, we could adjust how much is required to craft higher plusses, or the chances for getting refining crits, which would have a similar effect. If we ever charged crafting fees in coins, we could certainly adjust those charges as well.

Assuming the balance of characters in the world eventually moves to a higher ratio of adventurers/gatherers to crafters, then our current system of speeding up crafting based on facility rating will hopefully be enough of a driver on this front. However, if it isn't, then these are exactly the kinds of things we'd look at to make higher facility ratings more meaningful.

Bringslite-Dominion Soldier
I am basically hoping that any reasonably active settlement will be able to achieve support at level 20.

Now that you can get support for more than 50% of feat ranks beyond your supported ranks, most characters will be nearly as powerful with a settlement level of 16-18 as they would be at a settlement level of 20. That makes me okay with the idea that a settlement has to be more than just reasonably active to support everything up to 20, but I certainly don't want 20 to feel completely out of reach for all the but the most active settlements.
I was not clear. Originally actual crafting was going to require coin or at least it was on the "ideas about crafting" table. Even crafting queue total limits per building was on the table. I meant, could crafting have a COIN cost and could that cost vary such that settlements are further enuoraged to upgrade buildings?

Your answers do make a good deal of sense already though. Thank you.

Edit: lol and I didn't notice that you addressed coin in your response! Apologies , Bob! smile
 
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