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All posts created by harneloot

harneloot
Welcome to PFO chromdom - we have all been there right with ya at one time or another! Shout out any questions you have while getting started in the River Kingdoms in General Chat and we'll be happy to help you out!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Flari-Merchant
Drizzle
It's also going to create other issues, think PvP.

If your going to allow catchup XP you need to limit it in some way. Potentially, setting the max XP for any one character to be whatever XP a continually subbed day one character would have accrued is a good starting point. Otherwise your going to see people with too much money creating monster toons and/or using catchup XP as a way to respec whenever their current build has failed to work as hoped.
I can agree to that completely.

That's why I said a "strong diminishing returns curve" like the skill injectors work in Eve, and, as you say, perhaps that curve could go to zero at around 1.5 million xp or something.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Flari-Merchant
@ PfO
Primarily though, this is 2019. Old attitudes need to evolve. Cash shops are here. It only makes sense to leverage them to raise your bottom line so that you can make your game better within a reasonable time frame.

Can you say "Xp injectors"? smile
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
I think GW should seriously consider Making Azoth (or some new version of Azoth, like Golden Azoth or something) work in a manner similar to Skill Injectors in Eve, with a strong diminishing returns curve. I think that would go a long way in retaining new players who actually really like the game but feel too far behind and give up.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Flari-Merchant
The odd thing about Enchanting salvage: Regular salvage has always been an alternate to materials that could be gathered. Enchanting salvage seems to be unique to itself in recipes.

Do I have that right?

Correct.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Schedim
How about this, move the crafting of Codices to the Library building (Keep everything else the same. Skill, level mats etc).

That makes complete sense!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Schedim
Bob
What we're hoping is that the new rules will result in a small number of settlements being abandoned, and remaining abandoned, without the need to explicitly say they can't be taken over. If not, we can make further adjustments, possibly including ways for abandoned settlements to get declared off-limits. We'd generally prefer that any changes make player choices more interesting, rather than removing choices, but sometimes the latter is the best option.

As things should be player driven as far as possible in this game (by design choice) why not allow shut-down settlements to be raided (with a long wait between attempts). The raid would steal a building kit and perhaps some plunder from the settlement vault.

This idea gets my vote.

In addition, I think GW/Paizo needs to think seriously about the final place this game will occupy when it goes into OE. Surely it is going to have to grow, and substantially, to persist, but is it feasible for it to grow to the point of 50 players per settlements instead of 500 people settlements? If so, then do we need to make some design choices now that help facilitate the transition to a smaller final player base? What to do with abandoned settlements and how hard it is to siege them may need to be looked at in this case, as well as the *Lone Wizard Tower/Explorers Manor* type mini-settlement. Oh, and +1 for BLs OE landrush idea.
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Well, that is much more significant than I thought. Thanks for the quick and informative reply!

(Now where was that +5 library and how much extra do they charge out-of-towners?) smile
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Hey Bob, since we are talking about loot drop rates, could you comment briefly on the magnitude of the effect of Knowledge skills on loot drops? I know it has been discussed before, but I have never really been able to grok if it is worth putting xp into those skills, say, instead of a combat skill that would let me kill the mobs faster for instance. If you get a 5% loot bonus per party member, then what is the loot drop bonus for the relevant knowledge skill per rank purchased? Alos, I assume it affects enchanting salvage drops too as they are now part of the normal loot table for that mob type? Thanks!
Xyzzy - gatherer, yeoman archer, swamp monster.
harneloot
Pretty sure Schedim and his Rats are from Emerald Lodge.

I seem to remember that AL (the former owners of Hangman's Hollow now Oak Knoll) used their Blacklist as a Whitelist. Not sure if that has anything to do with it here or not.
Xyzzy - gatherer, yeoman archer, swamp monster.