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All posts created by Flari-Merchant

Flari-Merchant
Bob,
When you have a chance can you get some ammo and containers into the Goblinville vaults to try out? Housing deeds too if you want us to have a go at placing and trying those out.

Thanks!
Flari-Merchant
Excellent!
Flari-Merchant
I have found that there are sometimes sound effect mismatch issues with animation. Animations are sometimes skipped, especially with longsword attacks. Sometimes "beams" from NPC attacks do come from weird angles.

I am not sure that it is the client making up for packet loss or latency throughput issues but it could be. I have just ignored it, figuring that will be part of the upcoming "polish" part of the Roadmap.
Flari-Merchant
Bob
Bringslite-Dominion Soldier
Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

It would be tough to adjust the ingredient quantities (which is really the current "cost" for a recipe), since they're not very granular. However, we could adjust how much is required to craft higher plusses, or the chances for getting refining crits, which would have a similar effect. If we ever charged crafting fees in coins, we could certainly adjust those charges as well.

Assuming the balance of characters in the world eventually moves to a higher ratio of adventurers/gatherers to crafters, then our current system of speeding up crafting based on facility rating will hopefully be enough of a driver on this front. However, if it isn't, then these are exactly the kinds of things we'd look at to make higher facility ratings more meaningful.

Bringslite-Dominion Soldier
I am basically hoping that any reasonably active settlement will be able to achieve support at level 20.

Now that you can get support for more than 50% of feat ranks beyond your supported ranks, most characters will be nearly as powerful with a settlement level of 16-18 as they would be at a settlement level of 20. That makes me okay with the idea that a settlement has to be more than just reasonably active to support everything up to 20, but I certainly don't want 20 to feel completely out of reach for all the but the most active settlements.
I was not clear. Originally actual crafting was going to require coin or at least it was on the "ideas about crafting" table. Even crafting queue total limits per building was on the table. I meant, could crafting have a COIN cost and could that cost vary such that settlements are further enuoraged to upgrade buildings?

Your answers do make a good deal of sense already though. Thank you.

Edit: lol and I didn't notice that you addressed coin in your response! Apologies , Bob! smile
Flari-Merchant
Decius
Facility level already impacts crafting time by a lot.

That is not a bad point. Maybe it is enough to encourage upgrading buildings if that isn't part of the support mechanic.
<shrug>
My main concern is that support not sour the game. We now have control over who can train what and where and how high a level. Do we even need a difficult "support mechanic" to limit how high we can train xp that we have paid for? How will that be received by 1000s of new players?
Flari-Merchant
@ Bob

Could you set costs for crafting items that vary with the difference between the level of the craft building and the level/quality of the item being crafted? That might be a good incentive to settlements for investing in higher + buildings and unleash the problem of matching all the buildings to have to be at a minimum level for support issues.

I am basically hoping that any reasonably active settlement will be able to achieve support at level 20. It seems as though that could be done (not expected without effort, mind you) with say the Keep being the settlement support device.
- A settlement is already more vulnerable to loss through siege the lower it's buildings are.
- Players must already find other places to train if they are unavailable at home base. <–promotes politics and possibly conflict.
So these things incentivize players to upgrade buildings even if they didn't have to. Being unable to train and being charged more (or charged at all) to craft above a shop's league are great incentives.
Flari-Merchant
Yes play in windowed mode as Wise Hobson suggests. You might also try to run the game as/in Administer Mode. That also solved issues for many.
Flari-Merchant
+1 on the owner getting "take all" from husk, a map marker and sorry to see a loss like that. I know I would be fairly frustrated with a haul going down like that.

My favorite thing is when, after a long trip, I forget to empty the damn thing before logging for a break….
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
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.