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All posts created by Flari-Merchant

Flari-Merchant
You are a Troll
And how exactly did you determine these numbers? I see some getting lots for basically doing zero PVP for most all of the game.
Looks about right to me as I recall Ozem's doing a good deal of fighting in the WoT and mostly against Golgotha. At the end 1/3 or so I remember that The Free Highlanders made the move to pool our towers under Alderwag's Flag. So the places that we landed: Oz second Tier and Alderwag top Tier look about right if tower counts are the factors that matter.
"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
@ Bob

So I would like to make a suggestion. I am hoping that this would be a trivial amount of work. Please turn down Critter Invulnerability time as much as possible for mobs that get stuck.

Reasoning:
1. Gusher waves come 90 secs after the previous wave is finished. Waiting for stuck mobs both slows Gusher output and lengthens the time that a gusher requires to finish. It is almost a bit too long for a fun experience.
2. Tab targeting causes many repeated tabs and attacks on invulnerable critters. Lots of ammo gets(will get) wasted and that will likely not be a popular situation besides lowering the profit from the enterprise.

That's a very easy number to adjust, since it's just a number in a spreadsheet. The tricky part is figuring out how low it can go without causing problems. It's currently set to 50 seconds, which we figured was long enough to take into account the occasions where mobs will come up with particularly long paths. This tends to happen the most with wider mobs, like ogres or wolves. We don't need the number to be so high that those mobs always get where they're going within that amount of time, just high enough to say that not getting closer to their target within the last X seconds means they're messed up enough that we should go ahead and make them vulnerable even though they're not prepared to fight back.

Unfortunately, it's also one of those numbers that's meant primarily to deal with difficult-to-replicate situations, so the best we can do is try things out and see what happens. I'll try lowering it to 30 and we'll see if that provides a better balance between the two extremes. If we're still just not seeing very many cases where mobs lose their invulnerability while clearly following a long-but-kinda-okay path, then we'll have room to lower it further.
Thanks 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

So I would like to make a suggestion. I am hoping that this would be a trivial amount of work. Please turn down Critter Invulnerability time as much as possible for mobs that get stuck.

Reasoning:
1. Gusher waves come 90 secs after the previous wave is finished. Waiting for stuck mobs both slows Gusher output and lengthens the time that a gusher requires to finish. It is almost a bit too long for a fun experience.
2. Tab targeting causes many repeated tabs and attacks on invulnerable critters. Lots of ammo gets(will get) wasted and that will likely not be a popular situation besides lowering the profit from the enterprise.
"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,

Did we ever suss out whether iconographer and artificer ammo was going to be different as the names are the same?
"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
On the highest end side of the ammo for arrows and with top notch crafters, I can easily gather the materials to craft faster than I can craft the arrows. This without gushers. The craft time is in the "Days" range however.

On the low end of the ammo spectrum, it is not possible to keep the pace of the gathering up to speed with the crafting. This even with gushers.

I do not know if that is intended but I do know that it will mean that T3 ammunition(for bows) will not be inexpensive or something thrown around casually. Adequate supplies of T2 will be challenging enough to maintain.

I like it.
"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
Hey Bob,

If you need a break from crunching numbers and code, any chance to get a short write-up (if you are ready)on housing or how LoS is going or even some more detail/numbers on ammo? I am fine, personally, leaving the New Esc a complete surprise. smile

No pressure, just if you need a Brain Break!
"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
Maxen
Bob
Those ammo requirements will be slightly lowered by the ammo that mobs will drop, and possibly by makeshift ammo if we get that working. Also, if you're running around in a party, since you're getting credit for everyone's kills, you could be getting credit for up to 6 kills for every kill you handle yourself, though obviously things slow down if your party is tackling tougher escalations. Still, it will absolutely take a lot of ammo to get 8000 kills. On the other hand, that number of kills is expected to take place over many months, so the time spent gathering those materials will be spread out as well, hopefully enough to be sustainable. If not, adjustments can be made.

Bob makes a good point here and something that I thInk we often forget because of the low population numbers. This game was never meant to be 'soloed' from a PvE standpoint. Likewise, one character (or even a player without multiple, multiple accounts) was meant to be self-sufficient in gathering, refining, and crafting equipment. What we all suffer from at this time is lack of a viable economy where players trust that if they need cold iron blanks and yew shafts for their bowyer, they can go to the auction house and buy their supplies.

Hopefully supply will be a non-issue in a future state of the game. For now, we should focus on the mechanics of how ammo will work.
Good points, Maxen. We keep looking at all of this through the lens of "How will I be able to do this realistically with just one or a few or even ten accounts as TIME will still be an obstacle?" The game wasn't intended, and still isn't as far as I know, for a single player to do everything that is needed doing to support themselves at lower or higher levels. It does and still will take a village to raise a settlement(or support active characters if you prefer). That isn't a new concept though I think that we have forgotten it in the slow and easy way that we are allowed to play PfO in the low pop circumstances that we are in.

I am much more looking forward to the possibilities of an enriched and stimulated economy, stimulated necessary teamwork, and especially the hard numbers about ammunition so that we can make some choices about what kind and what flavors of ammo we want to craft…
"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
WOW - you wimped out on nerfing Devourers Caress before you even gave it a try huh? Very sad. Your changes aren't going to make any difference at all, especially with 1 rank in Negative Mastery. I don't think I have ever seen you flip-flop so quickly on an issue Bob - must have gotten quite a few e-mails about it, or at least a few from certain special people.
Every forum needs it's own particular Disgruntled Troll.

Give things a chance to be tried. Please turn down the salty paranoia. More can be done if more needs be…
"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,

What can you tell us about Player Housing? Do you have ideas nailed down as to what features will make it attractive for us to buy into it?
"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 still think that ammo that is significantly better than melee will be much more difficult to produce and so will be used sparingly.

Ammo that is on par with melee and the lapse of some of the "stationary" mechanics from some attacks is the danger. Ranged attacks should have to exchange distance and power and mobility with a few things. They should be a bit slower so that a long ranger toon can get off 2-3 attacks(3 being dangerous) before a melee toon could catch him. Ranged should be just about useless when you are toe-to-toe with a melee guy.

If you have a ranged toon laughing and leading a pissed bull in circles while the ranged toon slowly kills the bull with dartboard worthy missiles, something is wrong.

In short: lots of ways to interrupt, relying on ranged when being chased/charged = bad idea, prohibitive cost for the "best" ammo.
"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