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All posts created by Flari-Merchant

Flari-Merchant
@ Bob

Any idea how area effect spells and attacks are going to interact with guards when we are fighting Invaders? The active player base is so small that it is kind of rare to see 3 players from the same company in one group. Many players also run multiple companies and it is kind of hard to fight two battles at the same time.
"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
Over all, I think that slightly faster regen will help with problems caused by Gushers. I do have a concern that it will also encourage player that do strip hexes to keep them stripped even more so. Instead of getting a very few pieces when they come back to re-strip, they will get a handful more.

Honestly though, I don't think that issue should be factored into the mix. Stripping hexes and getting away with it is a population shortage issue. It is also a valid game activity no matter how frustrating.
"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 know that my vote will always be for craft materials being harder to find, AKA scarce. I don't see any other way to get the economy stimulated. If you haven't noticed, one of my characters is doing well selling coal for 50c/ea. I can't dig fast enough….
"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
Well I am pretty much resigned(now) to see how it goes. I realize that you can only test whether it works mechanically before you add it to "live". There isn't really a way to test whether it is extremely annoying once in "live", before then. Hopefully you will keep an eye on player feedback once we have tried it out for a few weeks.

Edit to Add: These types of things, including resource costs to run settlements and holdings, do not have any "give" in them for the number of players actually playing the game. Meaning no matter how many or how few bodies are around to "do things" and "react to things" the costs and requirements remain 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
Bob
I've looked over the numbers for harvesting and gathering, and they do look a little underwhelming. The harvesting numbers are certainly very compelling in a lot of cases, but as expressed here, they often seem like just a small bump up in efficiency. I think the crux of the problem is that I'm using the original numbers for harvesting, but the gathering numbers were hacked to be doubled until harvesting was implemented. I'm loathe to slow down harvesting at this point, as the current gathering rewards don't seem too out-of-whack with the rewards for killing mobs and tackling escalations (in terms of rewards over time for similarly skilled characters). As such, I'm looking at doubling the number of resource cycles and halving the time between resource cycles for harvesting, meaning that you'd harvest twice as much in the same amount of time. There would still certainly be plenty of cases where a T3 gatherer wouldn't want to bother with T1 harvesting, but overall harvesting would be a lot more profitable. I'd also leave the drain on the hex's resources at 100, so the efficiency there would be more pronounced (since you'd get at least 200 resources out if the harvesting operation completes, and often more like 400-500).

Now you are getting into mule required territory for lone harvesters. 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
Bob
Gross
A meteor hex will give 20-25 adamantine before degrading… so an adamantine or platinum gusher is a great thing, also for ghostwood type forester harvesting as 200-300 gusher is a 9x-10x output compared to responsible top level harvesting, and at a cost of at worst only double the time (depending on hex, some are slower some quicker to take all the top level but I budget 30 minutes in hex on average unless there is a high level escalation present) but for essence probably not that interesting, or things like some T3 forester resources that can give 140 odd in top level.

On the one hand, some of these numbers will have changed a bit with the reallocation of gathering resources coming in EE 13. In most cases, that will mean there's a bit more of some rarer resources, but your point certainly holds that some things get degraded quickly.

Of course, Harvesting still drains the resource, and by quite a bit, as soon as you deploy the Harvesting Kit. However, if you manage to survive the full production cycle, you'll produce more resources than you depleted from the hex, so that's a pretty good tradeoff. Still, just the act of putting down the Harvesting Kit could degrade a resource substantially below what you would intentionally do while gathering, so take care when harvesting really rare resources.
Very few resources have 100+ pieces in any given hex. The exception being essences. Most any kit deployed that takes 100 of anything will damage that hex beyond responsible gathering levels if it takes one specific type of resource.

Edit: How perfectly redundant of me! 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
Nihimon
Bob
That said, we do want to make sure that the payoff is compelling…, so I'm open to arguments if the payoff seems like it would rarely be compelling.

I think the problem is that I, personally, had the expectation that Gushers would provide some multiple of value/time, rather than a modest percentage bonus to value/time.

As it stands now, it feels like we're talking about a 15% improvement at the cost (yes, it's a benefit to some) of fighting a bunch of mobs.

That implies that gathering 200 or so T3 resources over 40-45 minutes is fairly typical (or at least not very unusual) for high-level gatherers, assuming a decent hex for the chosen resource. Does that sound about right?

I can answer that with a no. Not straight T3. However "several" T3 gatherers probably could in the right places. I think that we are going to have to see if it comes to pass that the extra bodies feel it is worth the time and personal cost to them, to do the fighting to protect the materials. Who can say at this point? A limit of 10 critters max per wave does sound a bit better, so thanks for that! smile

We have to keep in mind that the kits are not individually expensive. We do get to see what kind of gusher it is. We do get to decide when to deploy and when not to. Hell, we can even wait to try a T3 hex when it has a T1 escalation in it.

Seems like the main issue is that we were all thinking that gushers would be a bit more… gushy. Something requiring a mule trip or two. IMO, we have lots of options and if they are not going to be "super rare" then we can pick and choose.
"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
To a certain degree, they basically are meant to be just a way to get more of certain resources out of a hex faster using a different kind of effort (fighting creatures). That said, we do want to make sure that the payoff is compelling, particularly if you find a Harvesting Node for the highest tier you're able to gather, so I'm open to arguments if the payoff seems like it would rarely be compelling.

You need to possibly consider that as escalations go, each group doing them usually has a method, some plan for each group they tackle and finally players choose the groups that they tackle. The toughest escalations are going to be the ones that most groups will not want to tangle with wave after stronger wave of NPCs. The mostest bad A$$ critters will wipe whole parties because they will be uncontrolled conditions. A great deal of resources will be used more quickly than normal and so used up very early. Power will run out. Pots, grenades and all tokens will get used with no time to break and get more. If it takes a few gear hits and maybe too many resources to do, even a payoff of 300 Truesilver Ore will seem like an unworthy prize for an hour's hard work for 6 players.

On the other hand, we get to choose when to throw a kit down so there is that. I just feel that gushers found in dangerous places will not be used either.
"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

Is it a correct assumption that monster waves will just spawn in the way that guards do when an outpost or holding is attacked?
Will each live(and close enough) NPC contribute points toward wrecking the…. "Gusher Shack" or is there a different plan?
"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 have answered one other question I had. Thanks!

You can find and must place it but need not stay around to protect and collect. That makes a possible new revenue stream.
"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