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All posts created by Bob

Bob
Fiery
I'm sure it's much less a function of rarity in terms of drops, but rarity in terms of very few - if any - actually in circulation because it's so in-demand. Scarce is a better word.

Yeah, I have a bug filed to look into the fact that Ghostwood Splint acts as such a restrictive gate. Looking at the level requirements for T3 armors, they look to be more heavily weighted toward Level 20 than seems intuitive, compared to the distribution of other T3 recipes. That said, recipe level is tied into item value pretty tightly, and in turn tied into the required ingredients and the item's usefulness, so changes to level requirements could get pretty involved. We'll probably be adding more armors eventually as well, which could help fill in the lower levels, but that's a ways off.
Bob
Seraph
Thanks Bob. I guess the big thing we want to know is whether we should be putting sets of T3+3 armor on our crafting queues expecting them to become clearly better than T2+3 and T3+0 in the next few months, or if we should start making T3+0 because it's currently the best, especially after cost analysis, and not expect T3+3 to take its place as the best until 2017 sometime.

I wouldn't expect any changes to this for at least a couple months, at the very earliest.
Bob
Decius
A long time back, resistance went from having a bonus per keyword to not having a bonus per keyword. Would making higher-keyword armors provide higher resistance make them too good?

I believe we switched away from resistance per keyword to health per keyword to fix some issues that I can't recall at the moment. That makes me suspect that putting the resistance back in will just bring back some other problems. Best to just tackle the EPro issue more directly.
Bob
The T3 Recipe drops are set up basically the same as the T2 Recipe drops. According to the numbers, Ghostwood Splint shouldn't be overly rare.
Bob
This issue with EPro and healing was something we were talking about making adjustments to, but then didn't have time to get to before production ramped down. Unfortunately, the amount of time I'd have to spend familiarizing myself with all the inter-related systems before making any kind of balanced changes would be very high, so fixes to this will have to wait until production ramps back up and someone can devote more time to the combat balance spreadsheets.
Bob
When we get all the incentives in for maximizing your overall settlement level, it will become more and more important to bring in as many bulk resources as possible. In turn, that will increase the incentive to pick more optimal holding/outpost combinations for each hex, which should result in more variety given the variety of bulk resource combinations available in each hex. We've also discussed additional mechanics that could be implemented if we're not happy with the overall variety in the world. But until bulk resources start to feel scarce again, it's hard to judge just how far the existing and currently-planned features will get us.

That will also up the need to transport those bulk goods to the settlements, and I admit that system could use some improvements. The fact that those goods have to be transported, and that transporting them involves risk, is pretty central to the design. However, where there are aspects of transporting that make it feel more like a task than an adventure, we'll look at ways to make transporting more fun. For example, I'm definitely intrigued by the possibility of adding mule rental to the holdings, to remove the less fun trip out with the mule. I'm not sure exactly how much work would be involved in that, but it's worth looking into.
Bob
The production bonuses from holdings are generally intended to boost the production of specific bulk goods, not to provide an effort bonus. Ideally, with the correct balanced numbers, this will create a system where various combinations of buildings and outposts have interesting advantages and disadvantages, resulting in different settlements winding up with very different mixes of holdings and outposts both near and far. There's definitely still work to be done in balancing those numbers, and we may need to think about additional factors to ensure that the world winds up with an interesting mix of buildings.
Bob
Filed a bug to look into this when we have a chance.
Bob
Canis Castrum should be coming back up shortly.
Bob
Hexes should be coming back up shortly.