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All posts created by Flari-Merchant

Flari-Merchant
I can see some sort of benefit(to the house) in mobs attacking and stalling mules. For one thing the mule sits down and you have to regain control. Something you can't do while fighting mobs. On the other hand if you just move away from attacking mobs now, you can eventually leave them behind, usually even if you could never fight and beat them.

I also see and agree that the goal isn't necessarily that "The House" take the most from these situations. smile
Flari-Merchant
Bob
That aspect of guard behavior didn't change for EE 12. When you're in a settlement, guards won't attack members of that settlement just for being low rep or aggressors against other players, but they don't make any special allowances for members of allied settlements. Ideally we'd do something similar to the Settlement Access settings that let settlement leaders decide which rules the guards enforced and which groups were exempted from each kind of enforcement, essentially adding a system for creating laws. Definitely something we'd like to do, but outside the scope of what we were shooting for on EE 12. I've thrown a feature request into our database to look into it when we have a chance. If it turned into a really big issue for a lot of people, we might be able to do a short-term fix of just automatically giving allies the same exemption as settlement members, but that would make alliances a lot more risky if you don't absolutely trust your allies.

I think it would be a good thing to do the short term fix. True that you sometimes can't trust your allies, but sometimes you can. Please add more power to alliances and allies even if it means that there are also dangerous turns possible. It adds to the stories that can develop.

Edit: I would just like to add that we have all been waiting quite some time for features just exactly like this kind of thing. Let us have them if they are not too difficult to get in, please.
Flari-Merchant
Lisa Stevens
Hobson Fiffledown
Yes, there needs to be an eventual website revamp or something one day for a whole bunch of reasons, I'm sure that's planned for already.

Eventually, all of this will be on paizo.com. The whole Paizo website is in the middle of a website revamp and redesign. As part of that redesign, we will move all the Pathfinder Online functionality into that website and shut this down. I don't want to waste too many resources right now on goblinworks.com when it will be going away sometime in the future. It is functional which is all I need now. When the ToTs come, well, it will need to be a lot better.

-Lisa
The Lady serves us wisdom!
Flari-Merchant
Content and unexpected results deserves +1 to all participants! smile
Flari-Merchant
@ Bob and Cole

Hey Guys, any chance(if it is an easy thing) to get mules to persist for their whole timer even if abandoned? There are some interesting player made quests(yeah simple but better than none) and player competitions I think many of us would like to be able to do. It would help a lot.
Thanks
Flari-Merchant
Bravo!
Flari-Merchant
He had to see a guy about that thing….
Flari-Merchant
One more thing to suggest for the Time of the ToTs: World Bosses or similar random and scheduled events.
Flari-Merchant
Bob
Bringslite of Staalgard
@ Bob

To summarize Raiding:

*Raids are eligible at any time that outposts are in a "vulnerable to capture" state.
*Raids neither capture nor destroy-degrade a holding.
*Raids follow feud rules except they require only 1 hour pre set and bypass capturing outposts for direct attack on holdings.
*When holding guards are defeated and holding capture points are achieved, a husk will drop near the holding that contains that holding's daily produce and 5% of the Bulk inside the Holding Upkeep vault.
*The "husk" will act, and be accessible according to the mechanics of a player husk with a 2 hour lifetime.

Is that about right?

That all sounds right. Just to be super-clear on one tiny detail, the husk will be a little different than a typical player husk in that it won't have an owner, so all players will be treated as "not the owner" and nobody can just take everything from the husk at once.
Great! I edited that. Thanks, Bob.
Flari-Merchant
@ Bob

To summarize Raiding:

*Raids are eligible at any time that outposts are in a "vulnerable to capture" state.
*Raids neither capture nor destroy-degrade a holding.
*Raids follow feud rules except they require only 1 hour pre set and bypass capturing outposts for direct attack on holdings.
*When holding guards are defeated and holding capture points are achieved, a husk will drop near the holding that contains that holding's daily produce and 5% of the Bulk inside the Holding Upkeep vault.
*The "husk" will act, and be accessible according to the mechanics of a "non owner" husk with a 2 hour lifetime.

Is that about right?