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All posts created by Nihimon

Nihimon
Bob
… I'm looking at doubling the number of resource cycles and halving the time between resource cycles for harvesting…

That feels much better.

Bob
I've been considering a change for a while now to resource regeneration that would make strip-mining a lot less punishing…

I'd like to try changing that chance [to regenerate 1% of the maximum rating] to 50% plus half of the resource's current percentage, so the chance of regenerating would go from 50% to 100% as the resource recovers.

Thoughts?

Would the minimum chance to regenerate remain at 50% even if the current rating was less than zero?

If so, I think this is a good change that would also address some other issues related to strip-mining.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Bob
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 don't have hard data on it, but my sense is that it takes me about 60-90 minutes to get 280 Dwoemer Essence out of my preferred hex.

I have a lot of detailed data at home that I will analyze and report back on.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
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.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
I think you're probably looking for PFOS torehouse.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Bob
The kits are placed just like other buildings or camps, though the tier of the kit must be at least as high as the tier of the raw materials the Harvesting Node contains. The resulting Harvesting Site starts operating immediately after construction and immediately drains the hex of 100 units of its raw material. Roughly every 6-30 seconds (depending on tier/upgrade and the raw material's tier) for 100 cycles, the Harvesting Site will deposit 1-5 units (odds dependent on the skill of the character placing the kit, similar to the likelihood of getting multiple resources when gathering from a node) of its raw materials in a husk.

Bob
Bringslite of Staalgard
So basically, deployment reduces available materials overall by 100 on deployment and can gross 100-500 pieces

Correct, though the odds of getting more than 300, even for a very skilled gatherer, are extremely low.

Bob, can you clarify what you mean by "unit"? The reason I ask is because my Dowser frequently pulls 4 or more Essence at a time. My understanding is that would be 4 "units", which would reduce the rating by 4.

It seems like the primary benefit is getting 100 cycles at the initial quality without having to run around, but it seems like a marginal improvement, especially for Essences, at the cost of having to do a lot of extra fighting.

I guess it feels like it's going to be a bit lackluster, that most Harvesting Nodes will go unharvested, and that the opportunity costs of using a Harvesting Kit (no resources of any other kind for the duration, everyone assisting in the fighting not being able to do anything else) will often outweigh the benefits. In short, it feels like it's just another means of getting slightly higher (maybe) value/time out of the hex, but at potentially much higher cost.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Obligatory Maiden reference.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Kenton Stone
T1: 80(n+1)^2(-80(n+1))+1018

Looks like it should be:

T1: 80(n+1)^2 - 80(n+1) + 1018

Other than that, those formulas line up well with the empirical research I did on Zog.

Thanks, Kenton.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Bringslite of Staalgard
Even though I really do not want to be held up by Bandits and possibly killed and looted by some, banditry is supposed to be a viable playstyle here. Well it really isn't. The vast majority of hexes are Medium Security hexes which lead to very fast non viable crippling of access and long downtimes.

I would love to feel a real, persistent threat of being jumped by Bandits. The most likely place this should occur is in a Low-Security hex after working an Escalation.

I think the main reason there's little to no banditry is the same reason so many other facets of the game are hobbled: there just aren't enough players.

That said, I think the "long downtimes" are only a factor for fair-weather Bandits, who want to engage in a bit of Banditry for the moment (an evening or two) and then quickly get back in the good graces of the Thornguards. For committed Bandits, I expect they would fully embrace the Bandit lifestyle, spending months at a time plying their trade at minimum Reputation, followed by a week or so of restraint when they were ready for another training session.

I also think Settlements should be allowed to train Low Reputation characters as long as that training results in Reputation loss for all Settlement members.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Duffy Swiftshadow
I think they will keep getting closer to making reputation only relevant to truly random gankers. A few more systems to flesh out incidental but predictable and balanced PvP opportunities and I think they can actually jack the rep penalty up as it just won't be concern to anyone put the 'lol kill that guy' crowd. (I still think reputation should tie to support eventually)

+1
Nihimon murmurs in sheer ecstasy as the magic courses through his veins
Nihimon
Bringslite of Staalgard
… why complicate things? Items that are different in "+" or in tier simply shouldn't be compatible as repair parts.

It may be counter-intuitive to non-programmers, but it's often simpler (and always more satisfying) to write code that knows how to properly handle a particular situation than to write the often kludgey code that tries to make sure that situation never comes up.
Nihimon murmurs in sheer ecstasy as the magic courses through his veins