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All posts created by Flari-Merchant

Flari-Merchant
You can't win them all , BL…

Your replies are logical. Also the few players I have talked to are probably not a fair or relative sample. smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite-Dominion Soldier
I feel like the new tutorial is an improve on the old one. Something that I don't jive with is that it is awfully long, it tells you to train specific feats, and it sometimes forces you to wait for exp buy those feats.

Would it be difficult to adjust and/or bad for balance if it gave those feats for free as rewards for the quests?

The reason it's so long is that it's supposed to provide a little bit of structure all the way up into T2. That's about a month's worth of XP to earn/spend, and there are a lot of feats to learn and upgrade along the way.

Technically we never force you to actually learn any specific feats before proceeding, but generally speaking a new character would have trouble with the mobs they're asked to kill unless they're progressing at roughly the pace suggested.

It does slow things down to have to wait for XP at various junctures, but most of the time it's only a matter of waiting a few days, and then you can move on to the next stage. In the early stages, I do have the characters suggest alternative activities while waiting for XP, to help new players understand the nature of the XP system and that they're not expected to just sit around waiting for XP. If we handed out the feats instead, that would be a pretty substantial move toward granting XP for activities, which would be a big shift for us.

The xp that is suggested spending to complete the tutorial is a about a full month's worth? Not starting at 1000xp, as a brand new character, I can see that I might not have noticed that. It seems excessive. New characters have to earn as they go… That means nearly a month to do the tutorial?

The issue that pains me is that while they wait, possibly a few days to proceed, they can't train anything else and so explore other types of play very well. A large percentage will not read the text closely enough to realize they don't have to train the recommended feats or that they have a choice. While that is kinda their own fault, players are what players are…

If it is possible with a reasonable amount of effort I simply suggest that Paizo consider rewarding the quest feats as they go. It is good incentive to spend so much time learning the ways of the world. Yes it is a little bit of "Free xp" but it occurs to me that it would be a sound investment and might even be a great advertising/marketing point for the future.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
You are a Troll
Bob
You are a Troll
So, what kind of ammo equals current level of *effectiveness*?

For most T1 characters, salvage ammo will put you roughly there. For most T2 characters T1 +0 ammo will do so, and for most T3 characters T1 +4 will do so.

Excellent. So T2+0 and above ammo will be *more effective* in all cases for all bow, focus, staff and wand attacks than the level 6 attacks are currently without ammo? And Starknife stays where it is currently?

We'll have to see exactly what that means, in play. I suppose that numbers and values can be changed pretty easily if needed. I can't think of better times to try things than before there is a large player base and 10X more players to disgruntle either way.

At this point, I am ok with playing lab rat as long as the end product is something that makes the game playable for a larger audience. I imagine that we all want that. smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
I feel like the new tutorial is an improve on the old one. Something that I don't jive with is that it is awfully long, it tells you to train specific feats, and it sometimes forces you to wait for exp buy those feats.

Would it be difficult to adjust and/or bad for balance if it gave those feats for free as rewards for the quests?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
More time to craft ammo. smile

Hope you feel better, Bob!
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite-Dominion Soldier
If they above is true, and without changing (too much) the maximum output of a gusher, how difficult would it be to add all participating(and close enough) character scores to determine the total pull per cycle? Would that possibly be something you would consider to steer doing gushers toward group activity rather than solo as it mostly is now?

I like the way that feels a bit reminiscent of what we wanted to achieve with the effort system. The tricky bit is that we could wind up incentivizing a group to show up, but then not have enough attackers to make the combat all that interesting. As Edam said, things can get more interesting in the monster hexes, but with standard mobs we'd probably need to up the numbers to provide something fun for a group. Perhaps there's something quick we could do that rewards larger groups with more harvested resources in exchange for more mobs per wave. We could also look into making better kits actually increase the output a bit as well, giving you some control over the total amount potentially harvested, again in exchange for facing more mobs. I'll throw in a feature request to look into it when we're above water again.
More numerous and/or power mobs seem like mandatory if there is more loot. The idea I laid out would be abused badly without them. smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Edam
Bringslite-Dominion Soldier
I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…

Not in the mountains. A good T3 character can survive the ogres fine but solo its very tricky to kill them fast enough. It also sounds like you guys are not running escalation gushers unless they are T1 goblins or bandits.

Regardless. A simpler solution, assuming being able to solo gushers is actually a problem, is have the waves come every 60 seconds instead of 90 seconds and make them ramp up in difficulty much faster. You will eventually hit a point where one character cannot kill them fast enough.

As to your points and suggestions: Yeah I also find doing Mt. Ogres pretty rough alone. We have players that do them alone though and it is rough but they make it. smile

Yes I am usually doing gushers alone and during less dangerous monster escalations. Not necessarily bandits and goblins only, but I grasp your point. My point is that I can pretty easily find a gusher anywhere that, under less dangerous conditions, I am happy to exploit. I don't have to split the take and I can choose when to bypass a solo Gathering of Heroes hex without missing too much. I know I'll have opportunities when they are not there.

Maybe it is different for other players. Maybe Dominion is lucky that we have more monster hexes and less population per inch. Maybe there isn't a problem…

If the frequency between waves were shortened then the actual gusher would just take longer to complete, which I doubt most would care to see. If the difficulty were raised very much so that groups are required, but the reward were the same, I likely would not do gushers except for a few number of materials.

Especially good point that it may not be a concern for others than myself or very few… which suggests that it needn't be "fixed". smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Edam
Bringslite-Dominion Soldier
I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…

Not in the mountains. A good T3 character can survive the ogres fine but solo its very tricky to kill them fast enough. It also sounds like you guys are not running escalation gushers unless they are T1 goblins or bandits.

Regardless. A simpler solution, assuming being able to solo gushers is actually a problem, is have the waves come every 60 seconds instead of 90 seconds and make them ramp up in difficulty much faster. You will eventually hit a point where one character cannot kill them fast enough.
More stick than carrot, ehh? smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob

Yeah I know you are busy but I have an off the wall question.

Premise(plz correct me if wrong): Gushers are partly designed to be activities that players might "group up" for. Player skill is "checked" at each "cycle" to determine how many pieces are added to the chest each time.

Looking for incentive to group for gushers. Not necessarily has to be this exact idea…

If they above is true, and without changing (too much) the maximum output of a gusher, how difficult would it be to add all participating(and close enough) character scores to determine the total pull per cycle? Would that possibly be something you would consider to steer doing gushers toward group activity rather than solo as it mostly is now?

I ask because even though you increased the original payout, we are mostly doing gushers solo. It isn't really worth the time to have too many players do a single gusher…
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Looks like a reasonable progression for both damage and capacity. Looking forward to seeing the new feat primary adjustments and how it all works with the new LoS, tactically and organically how it feels. Thank you much for the info. Already twice as hungry for Patch Day as I was an hour ago… smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com