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All posts created by Bob

Bob
We've considered doing some GM-managed quests along these lines, and something like this could revive some interest in completing those collections. I'll put some more thought into that post-holidays, when I could better fit that into my schedule. Long-term, I hope to have an in-game system for making it worthwhile to collect entire sets of lore (likely including crafting complete books that can be read), but that's probably a ways off.

Meanwhile, best bet is making more paper (great for T2 spellbooks) or handing it all over to an alt to keep your shared vault cleaner.
Bob
That does in fact look like a simple mistake in the spreadsheets, which we can get fixed for EE 11.1. That's extremely unlikely to ship before the holidays, but we are trying to keep it down to a reasonable number of fixes so that we can ship it out reasonably early next year.
Bob
Balancing the various roles against each other was Stephen's superpower, so this is an area where I still tend to need to do a lot of backtracking through feats and keywords and XP costs and everything else in our very complex system to see how all those things interrelate. I can say that we have an overarching goal of ensuring that each primary path is a compelling choice and that there are advantages to being able to form parties that incorporate a mix of those primary roles. An important part of that is ensuring that the primary paths for each role don't differ so much in costs/pacing that players will overly avoid certain roles. However, that doesn't mean that every path needs to have exact analogies to the other roles at every point on the XP curve. Their advancement curves can differ in interesting ways, they just can't be so far off that they drive everyone away from them.

As for the more cross-disciplinary paths, there was a general assumption that players would find synergies there that would provide advantages beyond those of the primary paths, hence the need for eventually adding some specialization bonuses. Those paths were meant to be a little harder to pursue, but ultimately everyone can build up enough experience to enable some interesting cross-disciplinary builds. Balancing that will be a constant challenge.
Bob
xaosist
Are codex collections supposed to be consumed when they are used?

They should get used up like any other crafting ingredient.
Bob
Mistwalker
Bob, could you look and see if the same thing is happening with XP, as the system doesn't seem to want you to train if you will be left with 0 XP. I was wondering if it is doing the same thing.

Experience actually doesn't seem to have any decimal points, not even behind-the-scenes. There was a bug several months ago where it turned out the trainers were requiring that the amount of experience available was "greater than" the amount required, instead of "greater than or equal to," but that was fixed back in EE 8. Same end result, but technically different cause, and in this case already fixed.
Bob
I don't think all the holdings have secondary functions as they upgrade, but they are all meant to be worth placing at +0 and then upgraded as the company is able to do so. The +0 holdings really are meant to be the "starter territorial claim" for newer players. The value of the materials that go into refining and crafting a holding (including the victory markers) should be possible to earn with 1 six-member party finishing off a single escalation (you'll admittedly have to do some trading to get specific items). A little more adventuring and you can throw on an outpost to start earning bulk goods. Now you're on the road to global domination!

We could also look at additional holdings in the future that feel a little better for companies that are just starting out, more general-purpose buildings that work well for unattached companies building up to a bigger claim. The intention was that starting companies could build any of these holdings and focus on selling whatever bulk goods were produced, but perhaps buildings that feel more directly relevant to the needs of a starting company would be more compelling.
Bob
Did some testing around this and, sure enough, the UI is rounding influence up from 49.5 to 50. I've filed a bug to get the rounding removed.
Bob
Midnight
So, when there's a law system, if a settlement decides that gathering (or outsiders gathering) is a crime in a particular hex, who's going to be pushing me around if I try to gather? A player, or an NPC guard?

We don't have a detailed plan for this at the moment, but we've talked in the past about ways to give those claiming a hex the tools to police that hex, while not simply policing the hex for them. For example, we've talked about temporarily flagging players who've been "poaching" in a claimed hex. That would make it possible for players from the company claiming the hex to spot poachers, but a "poacher" who isn't spotted by an actual player before the flag wears off could still get away. If poaching proves to be trivial, we might consider some roaming NPC guards, but they'd probably be just effective enough to make poaching both non-trivial and, hopefully, a little more fun. Or we might just send warnings to the defenders that a hex is being poached. Ideally, there'd be enough players in a hex at any given time doing something fun (or at least on their way to something fun) that we'd just have to provide a minimal ability to spot poachers. However, it's a pretty big world and a few roaming NPCs might be necessary to hit the right balance.
Bob
Smitty
If no one shows up to defend either outpost .. why does the attacker have to wait 24 hours to take the holding.. at least keep they standing around to one day instead of 2 days ..

Basically, the taking of the outposts serves as notice that the feud is serious, and the company better better get organized and show up in force the next day. The overall goal is to give the taking of territory a steadier pacing, and to create shorter windows of time where both sides have plenty of warning that decisive battles are likely to take place in a small number of places during that window. Hopefully, that results in a much larger and more fun battle for everyone on the second day.
Bob
Smitty
Why require an hour before the feud begins, if the npc guards are meant to slow down an attack long enough for a response force to arrive, shouldn't the hour notification that they are feuded be good enough to know they should guard their holdings?

Exact lengths of time are certainly open for debate, but these two delays serve slightly different purposes. The delay before the feud starts is meant to offer an opportunity for the feuded company to contact players and get them to log in, along with providing an opportunity for players to move characters into better position if they're currently pretty far away from potential battles. The delay provided by the guards is meant only to provide enough time for players who are already online and relatively nearby (specifically, players who are effectively on guard duty but are wandering around killing nearby monsters or gathering instead of just waiting around) time to run to the battle before points start accruing.

Smitty
Why is okay to have an attacker stand around for 15 minutes after guards are dead ticking up something the defender didnt care enough about to defend? Isnt that the same thing as having a defender stand around in the same place doing nothing for x amount of time?

I've been pushing to change this for quite a while so that characters just have to tag in to start earning points, and they keep earning points until an enemy tags in to challenge them. That way, if you kill off the guards and the defenders haven't shown up, you'd have a similar opportunity to do other things nearby while waiting for defenders to show up (might need to stay a little closer since you wouldn't have any guards acting as a buffer, but you'd also have a shorter window to worry about). Just hasn't been a priority yet, especially with the limited holding/outpost warfare going on at this point.