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All posts created by Bob

What I'd like to hear from the devs is whether they intend to empower players to police player behavior or whether they intend to leave that to NPC guards forever.

Yes, we intend to empower players to police player behavior. We just don't want to do that in a way that pushes players to do that policing in a boring way. As such, we want NPC guards to be available to handle the parts that most players wouldn't find very interesting, like standing in one place waiting for an attack that may never come. Those guards may be sufficient to hold off a small attack, but they'll never be sufficient to hold off a reasonably sized group of determined attackers. They'll just be guaranteed to hold those attackers off long enough to allow nearby players to arrive and take part in the fight without feeling guilty about not having been standing there the whole time.
From what I understood from the Keepside chats, once you place a building at a given + you can downgrade and upgrade back to the max + to match your settlement's ever changing DI and resource intake.

That's the basic plan, though the details have only been roughly sketched out at this point.
There are some known oddities with the camera when climbing stairs. We've go a bug tracking it and hopefully we'll get a chance to look into it soon.
There seem to be a few crafting/refining skills that don't map as cleanly to the feature feats as others in this way. I've filed a bug to look at it more closely, but it's always tricky to tell whether there are other aspects of the system that balance this out, so this will require some research to figure out.
I've filed a bug to get this looked at.
Seems to me that T2 recipes are a different matter. You just need an "Alternate Codex" option at the craft window that eats something like 3 x T2 recipes instead of 10 x T1 recipes but outputs the exact same codex.

That is in fact an option. I guess the question is whether there are significant numbers of excess T2 recipes floating around, recipes that would basically sell for the same price as T1 recipes currently because they're only really useful in making codices and therefore have the same base value as a T1 recipe.
To bring this all back around to the larger question (Do structures require too many recipes?), that's tough to say at this point. I do know that many companies and settlements have large numbers of T1 recipes stored away, and that those recipes were difficult to sell even at 10 copper or below pretty recently. Hopefully that means there are enough floating around to get things started, and that incoming T1 recipes will be sufficient to fuel future building at a reasonable pace while still keeping recipe prices low enough that new crafters can learn T1 recipes, instead of having to reserve them only for structures.

What I'm hoping is that the heavily populated and active settlements are able to build a significant number of additional structures and pull together the materials to upgrade a few buildings to +3 over the next 2-3 months, while the less populated and active settlements are at least able to build a few buildings or get ready to upgrade 1-2 buildings to +3. The important point is that I'd expect there to be a significant spread between what the biggest settlements and the smallest settlements can do structure-wise during that time, and I'm hoping everyone can build something but nobody can build everything.

I'm also vaguely hoping that the price for most T1 recipes stabilizes somewhere in the 50 copper to 1 silver range. The exact price isn't really important, but it should be high enough that T1 recipes once again feel like worthwhile loot, but low enough that new crafters/refiners can purchase a recipe with money earned from either low-level crafting or loot gained after 20-30 minutes of adventuring (or selling mats gathered over 20-30 minutes).
Right, but when you get the Boyos together, what they want to do is try on the T3 gear that they qualify for… or soon will. Unfortunately, they know that at the VERY INSTANT they could use T3 gear, they are qualified to use T3 +3 gear. They also know that it is a struggle to make T3 +1 for our crafters. Hence they want us to get recipes. Only fools don't give The Mob what it wants.

That's a completely fair point. Hopefully you're also getting a lot of silver and T2 recipes along the way, and can trade/sell those in order to get a significantly larger number of T1 recipes, should those be more valuable to you at the moment.
Duffy Swiftshadow
Is that purely based on drop rate %? What's a typical goblin's drop rate compared to those guys? Time to kill plays a pretty big role. I can kill a pack of 5+ goblin/skeletons by myself in 6 secs and move to the next pack in the time it takes a six man group to drop 1 purple mob. Are the odds worth it?

It's based on drop rate, so kill rate is an important component. My assumption is that a 4-5 member party of veteran players can kill off a pack of 5 ogres in only slightly more time than one of those players can kill off a pack of 5 goblins (let's say 10-15 seconds instead of 6), and that more time is spent traveling between decent-sized encounters than actually killing (let's say 30 seconds). So that's potentially 5 ogres every 40-45 seconds instead of 5 goblins every 36 seconds. Combined with the loot bonus for being in a party, that should put such a party in a very good position for getting lots of T1 recipes. Any tougher monsters would start tilting the balance away from T1 recipes and toward T2 recipes.

At the very least, the party of 4-5 veterans can't really kill off goblins or skeletons significantly faster than a solo player can (not without separating beyond the loot sharing distance), so that party should try to target mobs where it can clear most encounters in 10-15 seconds. If my assumptions above are too far off, then the sweet spot might be ogre louts instead of full-blown ogres. If so, then Razmirans and Moloch Cultists also become pretty tempting. Also, of course, your mileage may vary depending on your character's build and how well it works against certain mobs.
On the subject of letting higher-level recipes count for more when crafting codices, it is true that we couldn't make anything like that work without substantial changes to the crafting system. We didn't feel that such changes were essential to making the codex recipes work for the time-being.

That said, I wouldn't promise that every recipe will remain static forever. As with so very many parts of the game, recipes and other crafting mechanics could be tinkered with in order to improve game balance, fix bugs, or just plain make things more fun. We'd try to avoid shocks to the system by making any such changes gradually and telegraphing them well in advance, but we'd still make those changes if we're convinced they'll improve the overall experience.