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All posts created by Bob

Bob
Looks like everything's fixed now, at least for everything we spotted in today's logs. If anyone else notices any more missing buildings, let us know.
Bob
Seems to have affected a few more hexes as well. To fix them, we're restarting some of the map servers, which already fixed Keeper's Pass.
Bob
We're looking into it. The last time this happened, everything corrected itself after the next Daily Maintenance.
Bob
Bringslite-Dominion Soldier
Challenge for Developers:

I'm trying to take all that work into account when writing up the rules, and to find ways to soften the blow of having all this come online after such a long period of much lower upkeep and structure kit needs. The first trick is to at least have a picture of where we want the numbers to ultimately fall, which I'm very close to having a complete proposal for. We're just arguing out some details amongst ourselves, then I'll post it to the forums for feedback. Then, once we know where we want to wind up, we can look at what it's going to take for the community to get there and see what needs to be done to make the path there reasonable and satisfying.
Bob
It's not very common, but some mobs do have "attacks" that are supposed to buff themselves and/or their teammates. In many cases these happen as part of a mob's first attack, and so they may not happen again until specific mobs leash back and then fire off another buff when they're re-triggered.
Bob
Even if we spent all our time playing, we'd still only really understand the game from the perspective of our own gameplay styles. The worst balance problems I've seen in games have usually been the direct result of balancing games around the playstyles and skill levels of the devs and testers, rather than around the feedback from real players.

To avoid that, Cole and I both play the game enough to have a reasonable feel for the game, but most importantly enough so that we can understand the feedback we get from all of you. Rather than just seeing how the game holds up to our personal styles of play, we get to see how the game holds up to many styles of play, including ones that would simply never occur to us. We then interpret all that feedback against the design goals, our own experiences, and the actual implementation details to figure out the best path forward. Of course, we can only spend so much time playing and listening, since we've got to spend the bulk of our time actually developing, but we've generally been able to strike a pretty good balance.
Bob
Paddy Fitzpatrick
There are objective game mechanics that already dictate how territory works. You got a holding in a hex, then the hex is your territory. If you lose it, then it is no longer your territory.

This is true, but it's important to remember that the game mechanics only grant very specific abilities to the owners, like being able to place Outposts and set Security Levels. Any claims/rules that go beyond those mechanics are only meaningful if you're able to enforce them.

That said, enforcement is often easier when territorial claims roughly fit within a communal norm, in part because they're more easily understood and are more likely to seem fair to more people. It certainly won't guarantee that everyone abides by your claims, but it will likely reduce the number of people you have to regularly convince to do so through force.
Bob
In general, most kill-related Achievements require 10 kills to get the first rank, which will give you a single Category Point. So, kill 10 things with a focus, or 10 skeletons, or 10 cultists, and you'll get the first rank of the associated Achievement, which will come with 1 Divine Point.
Bob
The short-ish answer is that each Achievement provides a certain number of Category Points at every rank, based on what category of skills you're demonstrating by getting that Achievement. Goblinary.com has a good list of Achievements and how many Category Points you get at each rank. The amount listed at each rank is how many more points you get at that rank, not the cumulative total once you've reached that rank. In general, you'll get one point at rank one, two points at rank two (for a total of three), and so on.

You can see how many Category Points you have by opening your Character Sheet (press C) and hovering the cursor over your XP.

Bob
All finished with the spreadsheet updates. Let me know if anything looks wrong, or if any of the changes cause parsing problems.