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All posts created by Azure_Zero

Azure_Zero
Decius
…..
… but I don't think that a max level holding should ever be better than a max level settlement structure. Cheaper, sure.

that is to compensate for the needed transport of the raw mats to and the refined mats from the holding since they are not attached to the settlement bank and thus could be intercepted by bandits or those whom your in a feud with.
Azure_Zero
I've run the map and seen a number of holdings and a 99% of them are at +0 operation, with generally an inn holding next to a monster hex for power recovery.

The Inn holding is freaking great next to a monster/home hex since you don't need to travel far to recharge.
But All the inns I've seen are +0, most likely due to the fact the power recharge rate is unchanged, and should have a +4 added on for each + on active on the holding. (gives a reason to put up a higher operation cost)

While the Class type holdings (Shrine, Watchtower, Barracks etc) are near useless since most groups have their training in settlement, and not using a holding to swap out for another class building. But when the new settlement upkeep costs come in, folks might be going with higher + Class type holdings since their upkeep is cheaper and can help give feats that are needed, but since it caps at level 15, it might be a pain (if the equation was +0 starts at 9, and went non-linear it would push the holdings a bit more)
i.e 9(+0), 10,(+1), 11(+2), 13(+3), 15(+4), 20(+5).

Now Crafting type holdings (Farm, Mine, Quarry, etc) are the most useless of them all. For one major reason, They are not connected to a bank in the settlement and materials must be carried there. Add in that +0 Crafting holdings have NO crafting queue, and the quality rating is poor from +1 to +5. To make it worth people's while to put up and use crafting type holdings, the Queue MUST be available at even +0, and the crafting quality should be 100 at +0 (effectively settlement level 12). And the Crafting quality equation for holdings should be (100+(X*(+Val))^2) where X = 2.8,
or (100(+0), 107.84(+1), 131.36(+2), 170.56(+3), 225.44 (+4), 296(+5)).
This would make them useful and with a way of making the higher + values worth it.
But this still might not be enough to counter the settlement bank access, in that case I'd change X to 3.0
or (100.0(+0), 109.0(+1), 136.0(+2), 181.0(+3), 244.0(+4), 325(+5)).
With a Crafting Holding operating at +5 (with an X = 3.0) it would beat a settlement running at level 20 for refining and thus become more valuable and looked at to be used by settlements looking to get crits.

These changes would also in turn cause outposts attached to the holding to be better then +0, +1, + 2 or +3 forcing a need for +4 and +5 outposts, since a +5 Holding eats a lot of bulk goods (3 resources of 30 each day).
This set of minor changes would push the need to use both higher level holding and outposts.

So What do people think of these changes to holdings that I'm proposing.
Azure_Zero
Go here
Azure_Zero
Not a mac user, though I've used a unix OS.
Odds are there is a config file somewhere in either your user account, or a system folder.
Azure_Zero
Decius
Placement of inns isn't a problem, it's an emergent effect working nearly as intended. If there is a problem it's that none of the other holdings do anything (and possibly that inns don't have a way to profit from outside use or limit who can use it).

I have to agree with Decius on this to a good degree.
The Inn holding is freaking great next to a monster/home hex since you don't need to travel far to recharge.
But All the inns I've seen are +0, most likely due to the fact the power recharge rate is unchanged, and should have a +2 added on for each + on active on the holding.

While the Class type holdings are near useless since most groups have their training in settlement, and not using a holding to swap out for another building. But when the new settlement upkeep costs come in, folks might be going with higher + Class type holdings since their upkeep is cheaper and can help give feats that are needed, but since it caps at level 15, it might be a pain (if the equation was +0 starts at 10, and every + was two levels then folks would use them more)
i.e 10(+0), 12,(+1), 14(+2), 16(+3), 18(+4), 20(+5)

Now Crafting type holdings are the most useless of them all for one major reason; They are not connected to a bank in the settlement. Add in that +0 Crafting holdings have NO crafting queue, and the quality rating is poor from +1 to +5. To make if worth people's while to put up and use crafting type holdings, the Queue MUST be available at even +0, and the crafting quality should be 100 at +0 (effectively settlement level 12). The Crafting quality equation for holdings should be (100+(2.8*(+Val))^2),
or (100(+0), 107.84(+1), 131.36(+3), 170.56(+3), 225.44 (+4), 296(+5)).
This would make them useful and with a way of making the higher + values worth it.
Azure_Zero
Congrats.
Azure_Zero
Function, programming and systems are incomplete, currently it's just a place holder.
Azure_Zero
I think equipment durability is fine as is, it just the good drops that always seem to disappear on the first death since you got it and are holding it.
Azure_Zero
One thing that should be done is removal of the annoying and useless T1 tokens from all T2 Escalations (and it's mobs even if an entity is white).
Since T1 Tokens are useless once we hit T2 or T3, and have no way of reducing the giant stock piles we do have (without throwing them out). I'd be fine with either removal of T1 tokens from all T2 and higher mobs or allow a crafter to convert them to Better tokens.

The other thing that should be done is a slight modification to the on death item destruction, since the RNG seems to happily target the best stuff (leaving the junk behind). (For all intents let's assume a d100, and a roll of 25 and under destroys items)
If an item is T1 it gets it's normal roll, (25% chance of loss)
if the item is T2 it gets a minor resistance to destruction (say +5 on the roll), (20% chance chance of loss)
if the item is T3 it gets a major resistance to destruction (say +10 on the roll) (15% chance chance of loss).

This would go well with that fact that T2 is better and should be more durable than T1, as well as T3 being better then T2.
Azure_Zero
Paddy Fitzpatrick
……
Also, the means of getting influence sucks on a basic level, and that's the number one problem. Ya gotta crank out really boring grinds with really generic mobs that look and feel dull and hollow, the achievement metrics feel arbitrary, and ya gotta do it a crap ton of times before it even matters. There are some sprinkles of gathering and crafting achievements but clearly the way to do it is kill more boring mobs in boring escalations. I find it dreadful enough that the best way to get currency and high level loot is a soul deadening farming process of trying to make a special mob grow in an escalation like a farmer grows crops. Having to go into most other escalations where I have found only a few of them enjoyable at all with a lot less of a reward feels worse.
…..

Agreed, they need more interesting ways of giving influence, but given the current dev team it would not be possible to add in mini-games.

But I think the influence gain rate is more for stopping non-stop feuding, i.e. Forever war.