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All posts created by Bob

We're definitely aware how important those capabilities are, which is why tackling some of them made it on the roadmap. It's just hard to balance them against so many other competing needs, each with their own excellent reasons for being done sooner rather than later. In this case, we pushed most of our social features toward the end of the schedule because the plan was to do our biggest recruiting push closer to Open Enrollment, and we felt that other features needed to be in earlier so they'd have more time to tweak them after they were initially deployed. Had we been more focused on this recruiting opportunity earlier, we might have re-ordered things a bit, but it still would have been a tough call.
Our forums are pretty rudimentary, and with a development team as small as ours is, it's tough to get forum improvements to the top of the priority list. For searching, I personally just go to Google and search for "" (or "" if I don't want to see blog posts or other non-forum pages) followed by whatever search terms I'm looking for.

In terms of guides, we do provide links to our main guides from the patcher (New Player Guide, Combat Guide and Crafting Guide) are hosted on our site and shouldn't ask you to log in. They're a bit outdated, but should get you started. Here are the links if you don't have the patcher handy:
As an aside, by default the Help channel for each client ignores messages until you've "signed in" by clicking on it once that session. That way newer players who probably aren't ready to be answering questions yet won't get bothered by it. However, if you like being helpful and don't like having to remember to click on the Help tab every session, go to Settings and have the game automatically put you in the Help channel each time. To be honest, that setting is largely there because I was so terrible at remembering to click Help each session.

Also, settings like that work anytime someone plays on that computer. You don't have to set it separately for each character or account, but you do have to set it on each computer you use.
Data Point for Bob:

Coal Gusher
Date: 11/04/17
Time: 452pm-535pm EST
Miner Rank 17; Skill 224
Coal Gathered: 475 units
Kit: Expert Harvesting Kit +0
Party: 2 Players

Sounds about right. The "expected" amount at that skill would be about 460, but getting a little lucky and winding up at 475 would happen pretty regularly, as would getting unlucky and winding up around 445.
The numbers do get extremely high, but then building +4/5 keeps is meant to be a pretty big deal. On the other hand, we do recognize that most settlements are "understaffed" at the moment, so we do try to put in temporary mechanics to mitigate that. The current upkeep rates for Settlement Levels, and the way they provide across-the-board training, are an example of that. When we introduce upgradable structures, part of the trick will be having a plan to make them work now, as well as a plan for steadily tightening those mechanics as population grows.

Also, you don't just get a +4 Keep out of all those mats, you also get a whole lot of leftover +3 refined goods, and hopefully a small number of +5's as well. If those +3 mats don't have much use in such high quantities, then we'll need to see about creating more uses for them.
The "fast travel" option proposed in the old discussions was a mount you obtained in a similar way to a mule that you could then set to take you to a designated destination (presumably a different settlement or a perhaps a holding that also offers mounts).

Once mounted with a destination set the mount would carry you to the other settlement etc on route determined by the mount following the roads at a fairly rapid pace. There was no mounted combat and no ability (or need) to steer the mount, though presumably you could stop and dismount and then remount to continue or change the final destination.

There was also some discussion of bandits being able to lay traps along the roads with some Stand and Deliver mechanics. We never completely finalized the design, so the details were still speculative, but the goal was to introduce at least some level of risk for mounted travel whenever we're finally able to implement it.
It's hard to know exactly what to expect in that case. The best way to really compare is to see what kind of results you get with makeshift ammo, low-end ammo and high-end ammo. You should see your effects improving about as much as your damage does with each upgrade, with some variance if the specific ammo is biased toward effects or damage.
I'm rethinking the target I was working toward when balancing the ammo-based attacks. The overall idea was for matching ammo to result in damage similar to what melee characters were doing, for relatively cheap ammo to result in damage similar to what ammo-using characters do now, and for both salvage and makeshift ammo to result in doing quite a bit less damage than is done now.

The underlying assumption there was that it's reasonable for ammo-users to have to start paying ammo costs just to stay even with current performance, in exchange for the flexibility to do significantly more damage. That puts a pretty high value on flexibility, one I'm starting to think is too high in this case. For one thing, the cost and hassle factor of making high-tier ammo mean it's pretty expensive to exercise that flexibility.

What I'm thinking about moving to is something where anyone using crafted ammo, even T1 +0 ammo, will be at least slightly more effective than they are now. That feels fair in that it tells everyone "Hey, you have to start paying for ammo, but you'll be more effective in return." However, it breaks the goal of having matching ammo result in melee-like damage. Instead, I'd target saying that "expensive" ammo relative to your level will provide something close to melee-like damage. For T1 +0/1 characters, T1 +4/5 ammo will seem expensive. For T2 +2/3 characters, T2 +2/3 ammo will seem expensive, and they'll have the option of spending slightly more to be a little more effective. For T3 +3 characters, T3 +0/1 ammo will seem expensive, and they'll still have the option of spending a lot more to do significantly more damage.

That would also mean that T1 characters would generally be about as effective as they are now with salvaged ammo, T2 characters just a tiny bit less effective, and T3 characters more noticeably less effective . Everyone would be less effective than usual when using makeshift arrows, but the difference would still be relatively small. Enough to make you bummed that you ran out of arrows, but not so much that you feel useless.

How does that sound?
Bringslite-Dominion Soldier
Were you able to do something about firing on <invulnerable> targets that get stuck when they can't finish their proper moves to get set to attack, like often happens in gusher fighting?

In addition to becoming vulnerable more quickly, you're attacks will also be disabled. You can go ahead and queue up an attack, but it won't happen (or use ammo) until the target becomes vulnerable.