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All posts created by Bob

Bob
Bob
As a reminder, we're still planning to end the Home Sweet Home Event on Monday, July 6, 2020 during Daily Maintenance. Get in your escalation requests before then.
Just realized we have a scheduling conflict on Monday, so everyone now has until Daily Maintenance on Tuesday, July 7, 2020 to request their escalations.
Bob
Bob
As a reminder, we're still planning to end the Home Sweet Home Event on Monday, July 6, 2020 during Daily Maintenance. Ending it does require at least a new server-side change, and possibly a new build, to get the event items to stop dropping, so it may run a little longer if anything prevents us from deploying that change. After it ends, everyone will have a month to turn in their items for rewards, or better yet to trade among yourselves so a smaller number of players can come to me for larger rewards.
Just realized we have a scheduling conflict on Monday, so rescheduling the event to end on Tuesday, July 7, 2020 during Daily Maintenance.
Bob
Edam
I suspect what Starchild might be getting at is a situation where a settlement has multiple zombie companies with a couple of holdings run by an alt (usually belonging to the settlement owner) and then one active real company with several actual players earning influence which in some cases may be sitting on several thousand influence.
Ah, yes, I was reading "successor" company more as a replacement company than as a holding company. The case you're describing could also be handled through either some eventual code work or some limited GM work, though it might not always be in the settlement's interest to consolidate too much. As long as the settlement controls the alt leaders, switching characters between companies once in a while to build up an influence buffer would take a little effort, but could be worth the advantage of requiring either multiple feuds or a more expensive settlement feud to attack a lot of holdings at once.

Of course, if we allowed companies to transfer influence as needed to another company, that would be easier than switching characters around regularly. However, that's the kind of thing that could easily get overwhelming if it involved a GM request each time, so would have to wait on code. Very restricted, one-time transfers might be okay though.
Bob
Azure_Zero
Edam
… waits for someone to bounce in and say its overpowered and should be nerfed like energetic field was …

actually Travel Domain was nerfed early on in Early Enrollement.

… begins searching for nerf bat, maybe it's still at the office, where did I leave my keys this time, perhaps a snack first, mmm, fresh quarantine bread …
Bob
Having a balanced mix of ongoing activity costs that increase as a settlement grows helps keep PvP from overly bypassing the mix of activity required to build settlements in the first place. I say "overly" because obviously PvP depends in part on having the equipment to win battles and the influence to start them, so someone had to perform all the activity to build those up, but we didn't feel those were enough to balance against the huge investment the group that built the settlement made in the first place.

Different activities will feel more or less chore-like to different players, but admittedly transporting bulk resources hasn't hasn't had much of its intended gameplay implemented/realized as other activities have. That said, one of the main things keeping it interesting was supposed to be the risk of attacks along the way, so more interesting would have translated into even more activity required. More recently, we've discussed some other ways to make that system a little less chore-like, while keeping it balanced relative to the game's other systems, but all our ideas so far definitely involve more work than we can tackle right now.
Bob
Edam
The issue with fast travel is not so much abuse in combat. It is projection of power.

With fast travel a strong group would be able to attack or defend anywhere on the map regardless of where their home base is with relative ease. It is a tool that would heavily advantage established groups with extensive resources.

That's a definite concern, and would require very thoughtful balancing considerations.
Bob
BlackMoria
The new players are, in essence, telling us what is wrong with the game with their questions. We need to listen and learn what the real issues are so they feel the game is worth more than a night or two of poking around and finding the experience unrewarding.
The issues raise in this and other posts that new players run into are great points, and are generally things we're aware of and hoping to work on. Still, it's always helpful to hear which issues are being raised at a particular moment in time, because those tend to be the issues we should prioritize in the short-term. Hopefully it also means that some issues that aren't being raised as often have been fixed, or at least made better, by past updates.

We're planning to try to tackle some of these new-player issues in coming months where we can do so with content-only changes, even if sometimes that just means tempering player's expectations through better communication/documentation when they get started, while others will have to wait until we have more coding bandwidth.
Bob
As a reminder, we're still planning to end the Home Sweet Home Event on Monday, July 6, 2020 during Daily Maintenance. Get in your escalation requests before then.
Bob
As a reminder, we're still planning to end the Home Sweet Home Event on Monday, July 6, 2020 during Daily Maintenance. Ending it does require at least a new server-side change, and possibly a new build, to get the event items to stop dropping, so it may run a little longer if anything prevents us from deploying that change. After it ends, everyone will have a month to turn in their items for rewards, or better yet to trade among yourselves so a smaller number of players can come to me for larger rewards.
Bob
Flari-Merchant
Still seems like right now it might punish The Little Guy a bit compared to an active group of even just 6 players.
It's hard to make any balance changes that are even noticeable to large groups that aren't much more noticeable to small groups. There are tweaks we can make to reduce that disparity, but ultimately large numbers offer huge advantages.