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All posts created by Bob

Bob
Edam
Long term some mix and match options would be nice.

For example a Druid Grove that trained Druid, Ranger and Skirmisher as an alternate way to get those feats.

That's certainly a possibility. Not a big issue right now with the smaller number of options, but having more combination choices available is likely to be a bigger deal when there are more roles available.
Bob
Bringslite
Do you think that "Bag of Holding" will be included in the Enchanting update?

That's the plan, along with adding the Ring of Protection.
Bob
DirectX vs. OpenGL is something we could experiment with further at some point. Sadly, there usually turn out to be various forgotten dependencies in large projects like ours that result in unforeseen complications, though it's usually possible to work around those eventually.
Bob
The short answer on why we've been keeping support in the game is that it's the best reward we can offer for continuously running an expensive settlement. We've tried to make it much less punishing than it once was, and we have some thoughts on eventual alternative methods for characters to get support, but having some version of it running is our strongest available motivation for keeping settlements at higher levels continuously.
Bob
You are a Troll
Bob, while you are busy helping people (even more) to avoid risk and drudgery could you please lower the influence cost for feuds? As some have mentioned, there is literally nothing going on in this game except (at this point) mind numbingly boring PvE in escalations and gushers. Maybe if it wasn't so painfully expensive to just *declare a feud* as you like to say companies should do to get around the absurdity of High Sec hexes there would be an uptick in dynamic play in the game.

In general, we prefer not to adjust the numbers around for the current population and then keep readjusting them as the population changes. For example, we wouldn't be interested in doing some kind of automated transport if we didn't think that system was just as viable and helpful if there were more players. We might prioritize it earlier if we think it's particularly helpful with the current population, but we'd still design and implement it with the intention of setting us up well for when there are more players.

It's possible that feuds are overpriced relative to placing holdings/outposts, but it's also important to remember that subsequent feuds really only cost you 25%, since you get back 75% from your first feud after it finishes up. Make back the 25% and you're ready to fire off another one. That's admittedly true for buildings as well, but generally you don't tear those down any time soon if you can help it, so the next building/upgrade is also at full cost. If you do tear a building down, or lose it in battle, then the replacement effectively costs 25% of the original influence. The influence cost for buildings also rises pretty quickly when you take into account typical upgrade levels.

The current plan is to re-evaluate influence, particularly the rate at which it's earned and the best way to calculate Max Influence. One of our goals is to design that system in a way that better handles changes in population. We have some ideas that wouldn't be too difficult to implement, but we don't want to dive into them until some time after Enchanting is finished.
Bob
The short answer is a little of both.

The longer answer is that our nearer-term, not-remotely-finalized plans only called for 1 new Large building (Training Field) which would cover Barbarian and Trainer (also Rogue, though they'd continue to be at the Guild House as well), while most other new roles would get added to other Large buildings (e.g. Paladins at Cathedrals, Rangers at Barracks, Bards and Sorcerers at the University).

As you said, each role would generally get its own new Medium building as well.
Bob
Bringslite
May I suggest that "contiguous hexes" play some part of any such plans? Right now everyone's holdings are everywhere. Might be a sound idea to make incentives (but not requirements) to build things in more of a territorial mindset.

One possible design I'd been toying with was that each hex can only schedule automated deliveries to neighboring hexes, but that's pretty limited since you couldn't get past roads and such. A compromise might be that deliveries to neighboring hexes are fairly cheap, but the price increases quickly as the distance rises (basic hex distance would be fairly easy to calculate, best friendly/neutral traversable path would take more work). Then if you have contiguous hexes, you could just move things one hex at a time pretty cheaply, but if you don't have contiguous hexes you have to pay increasing amounts the more often you have to include big jumps.
Bob
Edam
I am not 100% sure making it even easier for one person to run an entire settlement solo is actually a good thing but … if that is the way the powers that be want to swing it so be it.

Making it a little easier for small groups to run settlements is a nice consequence of some kind of automated deliveries, but the larger goal is to look at tasks in the game that could feel like drudgery and provide alternatives. As an example of that kind of thinking, we've previously mentioned that our goal is for the NPC guards around holdings to act as a sort of buffer, so that players don't have to actually stand around guarding the holdings during every PvP window. If no attack comes, then that's not necessarily a very exciting gaming session. If a player does enjoy guard duty (perhaps their multiboxing, or they just like chatting during that time, or whatever), then we want to offer some benefit for doing so, but not such a large one that live guards feels required.

Same with delivering bulk resources by mule. If no attack comes, that's not the most exciting activity for everyone. If we let small amounts of excess bulk resources move on their own, but at an appropriate cost, then those who do enjoy muling bulk resources around have a valuable service to offer. However, if your company/settlement doesn't have anyone who enjoys that activity, then you can pay for the automated service and spend your time doing other things you enjoy more, though you may have to rush back if the automated delivery gets attacked.
Bob
NightmareSr
Also why are there 3 armor feats and 4 nodes in the wild?
Guide for dowser. Rambler for scavenger. But Pioneer for forestry and miner?
I would understand 2 feats for 4 nodes or 4 feats or better, 2 feats for 4 nodes. It is driving me nuts.
Also why group forester and miner? They appear in same hexes, whereas the scavenger and miner nodes are usually in separate nodes.

Pioneer does get a pretty big advantage by having those two gathering skills associated with it, but on the other hand it doesn't get any knowledge skill boosts, so you miss out on some looting bonuses. We use a lot of different levers to balance things out, and don't tend to follow a strict "each feat gets exactly X of this kind of bonus" design. It's tricky to get right, but the goal is to provide interesting choices that aren't always obvious.
Bob
Bringslite
NightmareSr
Bringslite
blah,blah,blah… smile

Yeah, thanks to the advice of others I have always switched my Feature and Armor feats together. As in Daredevil+Scout and Invested in secrets+Rambler etc.
For the levels is it the feat levels or the upgrade levels or all of the above? (tons of questions I know but figured I would spread my questions around the community. smile)

Good question if you mean: is "gathering" the different tiers of materials based on actual total specific gathering score or actual "gathering feat rank(level)?".
I'm kinda guessing here but I'll say: "actual feat rank" as far as realistically. Pretty hard to get a feat score of 70 with low ranks and bonuses. Really hard to get a feat score of 140 with mostly bonuses.

Honestly not positive though! smile

Correct again! Your gathering skill (the number from 10-300) is used to decide how fast you gather after right-clicking on the node, and then to decide how many items you gather that time. Your gathering feat rank is used to decide which tiers of raw material you're eligible to gather from that node. Since your gathering skill goes up by 10 for every rank, that's generally the biggest contributor to skill, and thus most folks with Dowser 10 are pretty close to each other in how well they gather essences, though adding additional skill through armor bonuses and such does improve your results measurably over time. In the short-run, you're at the mercy of the random number generator, so the clearest changes are when you start including Tier 2/3 items in your pulls at ranks 7/14, assuming those tiers are available in the hex you're in.