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All posts created by Flari-Merchant

Flari-Merchant
Great guide, Tyncale. \

@ Bob
From Peanut #374: If you have the time and it will easily move to Paizo forums. The more great info that we(or anyone) can access on the main site, the better.
Flari-Merchant
Thanks. smile
Flari-Merchant
@ Bob

You have mentioned crews and "reasonably number of reasonably-skilled characters signed on" which the latter I expect refers to an iteration involving "effort". In the meantime however, is the first kit version's mechanics going to require more than one player to operate, assuming that one player can fend off the NPCs well enough alone?

Will kits be fairly light for carrying around considering the weight of things like holding, outpost and even building kits?
Flari-Merchant
I also have a gatherer past 14.
Flari-Merchant
Bringing over what was written previously:
Bob
Wolf of Rathglen
Question 1- As for the intended proportions of where we gather from, are EE13 gushers (or their progeny soon after) intended to replace serial node harvesting as the majority source for raw materials? (So in the age of gushers serial node harvesting yields noticeably less than it does today).

We're not currently planning on changing the standard gathering rates anytime soon, but we'll see what happens once gushers are active. What's important is that gushers produce significantly more resources over the same amount of time compared to standard gathering, and are easier on a hex's total resources, at least assuming you manage to extract the full value of the gusher.

Wolf of Rathglen
Question 2- What does the gusher look at on a character for variables? Rank 7 and 14 for T2 and T3 materials I'm sure, does 200 total skill get a noticeably higher or faster T3 yield from placing the harvesting kit than 150 skill

Your total skill primarily effects the chances that any given node you try to gather from reveals a gusher. It doesn't currently affect the rate the gusher delivers materials, but it is supposed to do so once we create an ability to sign into a harvesting kit to contribute to its Effort, just as we intend to do something similar for Outposts. For now, Effort is based on the quality of the kit and its upgrade.

Your rank affects what materials you can find at gushers, just as expected.
Flari-Merchant
About this yet:
Story Quest for New Players

•Give new players a quest storyline to follow that offers a more structured introduction to the world.

This seems like a fairly involved project. Is there anything that we players can do to help with this? Stuff like voluntary guide services, opinion input, ideas… Anything that we can do to add a bit of "Old Veteran Support" in helping players get through the new quests by trimming the coding down and adding a "live player" touch to the task list?
Flari-Merchant
You are a Troll
Edam
You are a Troll
Would be great if different armor feats gave differing amounts of different resistances, instead of every light armor giving Resistance 20 to everything, etc…

ummh .. they do … swashbuckler, binder, unbreakable, mage … all modify your resistances

what would make different tiers of each armor more interesting is if higher tiers picked up small (read that as not overpowered) across the board resistance bumps so T3 clothing gets a minor bump to physical and T3 heavy gtes a very small bonus to energy.

Ummmm - you misunderstand, again. EVERY light armor feat matched with EVERY light armor and EVERY Medium armor feat matched with EVERY medium armor give etc you the EXACT SAME resistances. It would be nice is Mage + Embroidered Silk Robes gave differing resistances than Guide + Noble clothes did and Piecemeal Brigandine gave differing resistances to Strapped Leather which gave differing resistances to Adamantine Shirt. Every Light armor gives 12 Physical and 20 Energy Resistance OF EVERY TYPE - t'would be nice if it differed across different armors of the same type…maybe some gave more negative resistance and others more sonic etc.
Perhaps it is easiest to overall balance armors by weight class type and that is why they made the Armor Feats, and separate bonuses you can train in addition, the customizable resistance and protection variables…
Flari-Merchant
Duffy Swiftshadow
@Wolf

Something to clarify, EPOW/EPRO does not effect damage from attacks, it only applies to effects (the DoTs are the only damage it effects).
It seems to affect damage HEALED fairly well. At least it seems that way. Is that a misconception also?
Flari-Merchant
Bob
Exactly correct, Azoth is a premium item, so you can purchase it for yourself, trade other players for it, or purchase it on the auction house if any players are selling it there.
Is there any way to add features to Azoth that can make it more valued in game? The idea that players will buy and sell it for coin/trade in game presupposes that characters need/want coin. I am sure that some will want it for crafting but it has to get into the game through other reasons to be sold on the AH, like players wanting coin. Which is kind of a low priority.

Also once broken into bits for crafting, is the remainder usable for… partial month subscriptions?
Flari-Merchant
Duffy Swiftshadow
Stilachio Thrax
Its threads like this that really, really make me wish they could more closely follow TT rules for armor and weapons. I think they have dug themselves into a hole they can't get out of.

I'm not sure it would help, the TT rules for AC and Attack Bonus are generally considered to start breaking down around level 12. What do you mean by that?
Can't speak for The Pistachio but I am guessing that he means a more generally progressive system that, overall, performs better and is more intuitive than what we have.

Some more "similarity" to how TT rules work might be familiar enough to keep more TT players as well, IMO. That's just opinion however, I know that would require quite the overhaul that is pretty much impossible now, also as he suggests. I doubt Paizo is realistically interested in doing that much work over the next year. It was pointed out that they recognize PfO will be a sort of "specialist niche" game. If they can get several thousands to like the game enough to sub out of the ToTs maybe that will be enough to get a foothold established for more major works.