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All posts created by Jokken

Jokken
This clear and concise map should clarify the issue.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Oooh if this sort of disagreement happens when on character comes looking for a group to join, imagine the turmoil and gnashing of teeth that will bubble forth when 300 freshly greased porcine enter the game for capture, erm, recruitment. It's true, many of us were not overtly pushing our groups in this thread. I don't think 8 big blurbs bombing into the thread hard pitching the guy to join groups A-F because each one is better than the others, can give you everything you want, is absolutely the best, oh and we're made of rainbow/evil sprinkles and puppies.

That said, I don't blame Bringslite for having the moxy to be the guy that gives a full pitch. People are the one thing that are pretty impossible to farm at the moment. From observations, GW might want to design a fair, equal access recruitment system like the old Thornkeep Hawker concept prior to new corp spending Ad money, or sensitive gamers are going to start popping like watermelon head shots.

TLsmileR nearly every active power bloc can offer the services, free stuff, and training to a new player for the first 4-6 months of play. Nearly every active power bloc is willing to do so for nearly any player entering the game. As Cal said, we may have subtle differing philosophical flavors, but we're all the same brand of ice cream. Most of us have multiple settlments populated by 1-5 players each looking for 50 more people to join them. I dearly hope than when new players do appear in numbers there is a better, organized pathway to recruitment than someone saying, "Hi, I'm new here, what's this game about?", followed by 18 ctl-V spams about join my most awesome settlement because we are the most awesome people who do everything awesome, here's some awesome stuff, you awesome person, you." Not helpful in the least.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
The public Mumble server at golarion.mumble.com, port 3093 is a great way to meet other players and get assistance when needed. Many different organizations throughout the map maintain channels there and it's become a bit of a central meeting spot.

Any rooms not marked "private" are generally fine to pop into and say hello.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Paddy Fitzpatrick
From what im hearin, seems like we just need to git gud now with things getting tougher. smile

We ain't gonna be farming on easy (and insanely boring) mode no more.

I for one am looking forward to it.

I've been saying a version of this all year. Everyone currently feels entitled to the power they currently wield, when in actuality the game design intends you to be less capable than you are now given the investment in xp and gear. In spite of this, power blocs are pushing for a greater level of individual power. They push for a game where a group of 3 or 4 friends in high end T2 gear can farm anything a settlement may need with 4 hours of daily play. There is very little evidence this game was ever intended to be this way.

I signed on to a game concept where it takes a village to run a village and farming T3 recipes should be punishingly difficult requiring the support of a dozen company members facilitating the opportunity of one of them to receive a T3 recipe in an evening of play. Please, don't throw that game in the trash because of loud voices with personal agendas.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Caldeathe Baequiannia
The current owners of High Road took it over when it wasn't even abandoned, excising our former lords and masters to make our own home because they were absent. Do you feel like that was "taking advantage" of the fact we are still playing? At what point do those of us who pay to play (and actually play) stop owing something to those who aren't playing?

I haven't thought about that in a long time, Cal. You can argue about semantics of what a settlement takeover should cost, but I can safely conclude that taking an empty piece of ground with influence gained from killing starter mobs for hours is a pale feeling in comparison to the joys of throwing your greedy despot into the street and burning his throne. We should discuss the merits tearing down the heroic statue in the square and erecting a guillotine in memoriam. After all, I know of no reason why the 5th of Neth should ever be forgot.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Thank you for the hard work you are doing for the benefit of our community.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Bringslite
Decius
Accelerated power regen: Coin drain?

Surely if you bought and consumed a meal and a few beers at the Inn, your rest time should be accelerated. The higher the Inn is ranked the better the facilities and the food?

I'm also in favor of this idea. Make it consume extra bulk goods on one side and cost coin on the other and then give a percentage of that coin to the Inn's owner. Keep the bonus small, increasing by say 14 per tick for a very small cost and 25 per tick at great expense.

I have a hard time wrapping my head around a cohesive concept where power is regenerated quickly and at little cost, yet we are supposed to have a system in place where adventures are supposed to be buying charges by the 1000s and expending one per use of orison or cantrip. Before the melee buff way back when the balance between using a melee weapon for free or casting a cantrip (orison) was that weapon attacks did significantly less damage and effect. Post buff, a set of longsword attacks and a set of wand skills look a lot the same but with differing mish/mashes of procing effects leading us to world in where if we have charges for cantrips (orisions), we should also have whetstones and oils for weapons.

This game was supposed to be about meaningful choices. A world where you choose to expend resources or power to get the job done. A world where the wilderness was far more dangerous and you are far less powerful than this unfinished system currently makes you. A world where it takes an actual village to raise a village. A world where you have what you hold and hard is fun. I still want to live in that world, I hope you do too.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Seraph
That's incorrect. Auspicious Critical will never give any more or less than 4 power for every activation of every attack/buff/heal/expendable. I think I explained this misconception in a previous thread about the issue, but the yellow number that pops over your head that says how much power you get is displayed incorrectly when the power you used also heals you for hit points. This is not to be confused to giving hundreds of power, it still gives 4. This is easily demonstrable in game.

(Unless it works differently for other people than me, which is unlikely.)

Yes this is how Auspicious Critical is currently working. It returns 4 power on each and every orison cast each and every time they are cast or weapon attack with any weapon. It does not matter if it is a buff, attack, or heal. If it raised to the next rank, it returns 6 power on every use of a feature on the main bar, utilities and expendables excluded. This value never varies. Spamming Agile Feet seems to be a favorite of people using this loophole for power regen as it has no cooldown, a low stamina cost, and is self target-able and doesn't cause you to move or be rooted while casting.

I can also agree that Auspicious Critical is only vaguely tangential to the issue at hand. I only seek to clarify as people started exclaiming "OMG Auspicious Critical" again.

Also, again, I will state that if we made player crafted camps so that they have an independent cooldown from base camps and small holdings and decrease that cooldown to 60 minutes from 4 hours, they would both have a place in the game and alleviate the annoyance of running to an Inn or Tavern every 45 minutes of escalation fighting. Dropping one to recharge from PvP would be risky, but shouldn't it be? If investment balance with the expendable is an issue, increase the raw mats required by 400%.

Should the healing nerf be rolled back? PvE enthusiasts say yes, PvP enthusiasts say no. I understand the pain of having to employ BS tactics to tackle content that should be within your grasp but is not because of under powered recovery options. Then again the pain of not being able to out damage a healer in PvP when quality healing options are readily available to nearly all builds is just as great. This is why in the vast majority of MMOs actions are coded differently in PvE and PvP environments. Trying to balance both worlds is often an impossible tightrope routine.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Duffy Swiftshadow
That's an option, a lot of the reasons those expendables are 'necessary' now is because of the big heal nerf that was far more recent than any of the initial escalation balance or design.

I can agree with this. Before the healing nerf, you could get away with using an expendable once every few encounters. Post nerf, expendables are needed almost every encounter.

Auspicious Critical is broken because it is regenerating power on every attack roll, instead of only on critical hits. My first choice would be to fix this in 11.2 so that it functions correctly. If this is not possible, temporarily disable it. I'm pointing this out as, it would seem those up thread are talking as if the concept of the feat is unbalanced, when in fact the bugged mechanic is causing an imbalance.

I've been an advocate for a long time to tweak the cool down and cost of materials on player created camps to allow for functional in the field power regen.
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc
Jokken
Congrats Fianna. Glad to see you survived the initiation by the Gols. (Sort of)smile
Go West for freedom and adventure! Join the free soil settlers of High Road. Be a positive and constructive force for freedom in the Bulwark Hills. www.coalroad.com/hrc