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All posts created by Bob

Bob
According to the spreadsheets, crafting/refining keeps on giving influence, unlike the location achievements that only grant influence once.
Bob
For Consumables, I think the plan was to add more types of them over time that have different prerequisites.

I also think there was a general thought that all adventuring types will want to push CON pretty high, since they'll want to max out Hit Points and other CON-based bonuses eventually. Having a CON requirement of 19 makes T3 potions and tokens a nice little addition for those who've advanced that ability beyond the general requirement for any one specific skill.

The fact that certain CON-based freeholder/expert paths gain access to them more quicky is both interesting and potentially problematic, but I think over time we can add in some advantages for the paths associated with other abilities to help balance that out.

I admit it also makes the finished consumables less valuable if less of the population can use them, but eventually the high-end potions should be usable by a fair percentage of adventurers. Until that point, Apothecary and Alchemist may not be worth maxing out if there's no market for some of the goods produced at those ranks. XP may be better spent on other abilities that help those professions out, or on branching out a bit until there's a market for that stuff. On the other hand, you could also just stockpile T3 potions until more players are ready to use them, then corner the market. Tough to be sure what the correct path is.
Bob
Tyncale
Good enough for me, Bob, thanks. I like carrots better then sticks too. There are indeed other gates, for instance the one where a Dex based Archer needs to get his Con up to 12 too before he can train Archer 9 in order to get access to his T3 armor, but a gate like that is not nearly as punishing as the ones Crafters had.

Looking at the various role progressions, we clearly push fighters to go up the hit point ranks faster than the other roles, so including some CON requirements for various Archer feats is consistent with that. Having CON requirements specifically for the Armor side of Archer advancement makes a lot of sense in that light.
Bob
Bringslite
Don't tell us everything. Keep some stuff for the Chat!

Always a concern. So hard to leave a quickly answered question waiting that long, but I'll definitely avoid the ones that look like good conversation starters.
Bob
All that said, there is still a bit of a stick involved, in that I believe most pure characters will still run into ability gates at various points, forcing them to expand out a little bit. A pure tailor could certainly just expand out into other crafting/refining abilities for the most part, but hopefully looking into some combat/gathering skills to up those abilities will also be tempting. Gotta put that fancy armor and implement to good use.
Bob
Tyncale
I honestly believe that this was the intention of that Adventurer gate, but I guess I can now train the Armor feats for the rest of my Refiners the easy way.

I suspect you're correct that when originally set up, there was some thought that those interested in primarily staying in town could go the Expert route and focus on crafting, those interested primarily in gathering could go the Freeholder route and focus on gathering, and those interested in mixing things up could also go the Freeholder route and combine gathering, a little combat, and refining. However, I think it quickly felt like refining was getting the short end of the stick, and we made a bunch of changes to make focusing on refining more possible. Unfortunately, we somehow didn't complete the thought at that time, so I'm just trying to complete it now.

Overall, I'd say this is part of moving away from using sticks to force certain types of gameplay and moving toward carrots. While we're no longer forcing refiners to adventure in order to get their armor feats (which account for a significant portion of their refining ability), both refiners and crafters will be wanting to get those armor feats and implement proficiencies along the way, and both of those make those characters much more viable for some occasional adventuring. Hopefully players will want to take advantage of all those nice little attack bonuses and such once in a while, and we've even had some thoughts for providing specific incentives for having crafters and refiners out in the field under certain circumstances. The key point though is to move towards incentives rather than punishments. That's admittedly a bit of a design shift, but the kinds of gameplay we want to drive through those incentives aren't that much different than before.
Bob
Bringslite
Still impressed by the length of that list and interested to hear what was possible in this time frame. It looks daunting but I'm not a coder.

Very daunting. We certainly won't get to even the majority of the items on that list, but we've done significant work on the top 5 under Possible, and hit several random ones below it that were a little easier or just more convenient than others. There are also several other fixes that aren't on the list, but that we chose to do for one reason or another. The main point of this exercise was to prioritize the limited number of fixes we can get in, and I'm feeling good that we'll be getting the most bang for the buck that we can out of this update. Then we can tackle more of the stuff further down the list, assuming those items still feel like the right things to prioritize after 11.2.
Bob
Bringslite
My one question: Will I have the power to set who can and who can't use the facilities that I am helping build and hauling bulk resources for? Mostly I would be satisfied to hear that it is intended and it is coming or the opposite.

We still intend to do something along these lines. Exactly how that's enforced will be worth discussing when we get closer to implementing it.
Bob
Decius
Are any announcements expected regarding the investors?

Nothing expected by then.
Bob
aussiedwarf
My question, how much coffee and energy drinks do we need to send to Goblinworks HQ to get 11.2 through?

This is Seattle. We're good.