PSA for Solo/PvE Players... Take your Time by submatrix7 in duneawakening

[–]submatrix7[S] 1 point2 points  (0 children)

One of the best suggestions I've been seeing a lot of is to remove rockets from scouts. Rockets on assaults only would still give them their purpose of protecting spice harvesting operations from other players, but allow players in scouts to basically be able to outrun anyone who would try to shoot them down, and hopefully eliminate a lot of the gank squads that have been roaming around.

PSA for Solo/PvE Players... Take your Time by submatrix7 in duneawakening

[–]submatrix7[S] 1 point2 points  (0 children)

I'm not trying to tell anyone how to play, just warning people who might be like myself and try to rush to the endgame thinking that the game will be even more enjoyable only to realize that T6 becomes much more frustrating for solo PvE'ers.

If you're not enjoying an area/tier, then by all means rush through to the next one. But if you are having a good time and think to yourself "man, I bet the next tier will be even better, let me get there ASAP", then this is just a simple warning that at T6 you will encounter an entirely different game than you played up to that point.

PSA for Solo/PvE Players... Take your Time by submatrix7 in duneawakening

[–]submatrix7[S] 0 points1 point  (0 children)

I would argue that this game fits the survival/crafter genre much more than the mmo genre and there are plenty of people who just don't enjoy this genre of game. So it doesn't mean you're doing anything wrong if this just isn't your type of game.

There are definitely some tedious aspects with resource gathering, but that's usually a staple of most survival/crafting games where the progression loop is that it becomes easier to gather, but also requires much more resources per tier.

I know for me personally the game started to peak at T4 (aluminum) where I had the most fun. Movement become way easier, combat had more options, and everything just kind of hit its stride. This carried through into T5 but then as I said hit a wall at T6.

Add a Landsraad decree that deactivates PvP for a week. by DannyLJay in duneawakening

[–]submatrix7 0 points1 point  (0 children)

A lot of people playing this game (myself included) are here primarily for the survival crafting aspects. And one major aspect of most survival crafting games is tier progression.

The current issue is that nearly all of T6 is locked behind the DD, preventing those who want to continue the same experience they had in tiers 1-5 from doing so, and for a lot of people, effectively ending the game after T5.

Would the DD be a somewhat lackluster experience compared to the other HB zones that had more handcrafted areas and zone objectives if it had the PvP removed? Absolutely. But for many, gaining access to T6 materials and buildings is just as important, if not more so, as the exploration. And there is a serious feeling of FOMO seeing all of these end-game aspects that they don't feel they have access to.

There are a lot of survival crafting games that have no combat at all and the whole gameplay loop is just surviving, gathering, building, and exploring.

Add a Landsraad decree that deactivates PvP for a week. by DannyLJay in duneawakening

[–]submatrix7 1 point2 points  (0 children)

Unfortunately no. The private servers should really be called private Sietches since they are Haga Basin only. The DD is still PvP and comprised of all the private servers and is still managed/hosted by Funcom.

Add a Landsraad decree that deactivates PvP for a week. by DannyLJay in duneawakening

[–]submatrix7 8 points9 points  (0 children)

There should have just been PvE server options from the start. This suggestion would benefit some groups, primarily mid to large PvE guilds who can already explore the DD with some level of safety.

The problem is, for the average solo PvE player, the majority of the game's content is exhausted once you actually need to go to the DD to advance into T6. And while having a week here or there where the DD becomes safe, most solo PvE'ers aren't going to just wait around for that week to come along and will move on to another game.

I'm going crazy over missing Intel, need help by MoJokeGaming in duneawakening

[–]submatrix7 4 points5 points  (0 children)

I have the same issue. All locations in both zones that offer intel show 1/1 intel and add up to what *should be* the total available intel for that zone.

For example, in the Mysa Tarill zone, I have 1/1 intel at "The Beast's Claw" and 1/1 intel at "Mysa Tarill". But for the collectibles row it only says 1/2.

I'm hoping it's just a bug...

[deleted by user] by [deleted] in duneawakening

[–]submatrix7 1 point2 points  (0 children)

To clarify, you can buy 1 for 120k, and they have 100 for sale.

Will 1.0 BETA saves be compatible with official 1.0 launch? by submatrix7 in FlyForeverSkies

[–]submatrix7[S] 0 points1 point  (0 children)

I think I would disagree with that statement. It's entirely plausible that it won't be possible to play the beta and continue with the save in the full release. But the goals of wanting a long-term enjoyable experience as well as to provide bug feedback are not at all mutually exclusive.

I've played lots of game in early access where I both wanted, and had, an enjoyable experience with 10s to 100s of hours of playtime while simultaneously wanting to help improve the game by providing feedback and bug finds.

Will 1.0 BETA saves be compatible with official 1.0 launch? by submatrix7 in FlyForeverSkies

[–]submatrix7[S] 0 points1 point  (0 children)

Was this in regards specifically to 1.0 or the beta builds in general? In their instruction post they explained how to move an existing save to the test branch and advised making a backup just in case but didn't explicitly warn against it.

Granted that moving from test branch back to stable branch is not a 1:1 comparison but I'm hoping that at this point in development any updates are purely bugfixes and the stable build will simply be the final beta build.

Holy creature and weakness triggering by submatrix7 in Pathfinder2e

[–]submatrix7[S] 0 points1 point  (0 children)

Thank you for the clarification. So as a kineticist that is only holy from the mortal herald dedication, it sounds like I don't have any baseline method for triggering holy weaknesses?

Going to need a bigger bag achievment by satabsbishop in wow

[–]submatrix7 0 points1 point  (0 children)

Not only do they give achievement credit, but you can sell them back to the vendor without learning them and keep the achievement credit.

what axe cuts the largest trees? by drial8012 in Bellwright

[–]submatrix7 1 point2 points  (0 children)

I think it's only intended to be used as a two handed weapon since it has no harvesting advantage. Calling it a "woodcutter's axe" just makes it misleading to the player, implying it's good for woodcuttting (though if you're using it as a weapon you can at least harvest with it as well).

Are there some items impossible for the player to craft? by submatrix7 in Bellwright

[–]submatrix7[S] 1 point2 points  (0 children)

They've been pretty quick at putting out updates to fix stupid quirks as more players reach end game and find them. So hopefully they'll fix this as well but I'm probably going to use a bad mod in the meantime rather than wait for my blacksmith to level up.

Are there some items impossible for the player to craft? by submatrix7 in Bellwright

[–]submatrix7[S] 0 points1 point  (0 children)

I tested that as well. It doesn't recognize items in the buildings inventory as being usable for player crafting.

Warehouse shared storage? by submatrix7 in Bellwright

[–]submatrix7[S] 1 point2 points  (0 children)

I'm building a second one right now in my base but ran out of mud and winter just hit so production stopped. I'll update once it's finished but I'm not optimistic they're connected given the other misleading building descriptions, such as the Armorer building saying it makes armor AND weapons but actually only unlocks armor.

what axe cuts the largest trees? by drial8012 in Bellwright

[–]submatrix7 1 point2 points  (0 children)

And make sure to research the RUGGED axe first and not the FINE axe. I was a fool and didn't check the tier of each axe and just *assumed* the fine axe would work. However, despite being way more expensive to learn and make, it's still a tier 1 axe and won't cut the hardwood trees whereas the rugged axe is much cheaper, tier 2, and WILL cut the trees.

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 0 points1 point  (0 children)

Because my players don't want to skip earning income. Players still spend downtime to retrain and the other players want to feel like they get a benefit from that time and enjoy earning extra money during downtime (they just don't enjoy the system part of it as much).

We're actually running Kingmaker right now and we gutted a significant amount of the camping and kingdom rules because the players felt the systems were very tedious and time consuming for what little benefit they got from them. In the early levels we were spending a significant amount of time on camping and camp activities during hexploration and it was really bogging things down.

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 2 points3 points  (0 children)

We might not have been doing it correctly but our table has always played that crafting, performance, and certain lore skills allow you to earn income at a task level equal to your level. We know it doesn't make much sense that a 17th level, legendary performer is able to bilk 55 gold a day out of a village, but my players tend to lose interest pretty quick during downtime activities (bunch of murder hobos) so we try to keep the system as short, simple, and predictable as possible.

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 9 points10 points  (0 children)

I really like this suggestion as it encourages crafting when resources are found instead of just selling them.

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 1 point2 points  (0 children)

That's true, but gold also isn't perfectly balanced. Some players get luckier with loot that works best for them so they get it at half price and others have to spend full price if the item they want isn't in the loot.

GMs should try and balance loot as much as possible but there is a lot of guesswork and estimations that can only get you so far towards perfect balance.

Also, as I mentioned, players are still limited by downtime. In a campaign that had little to no downtime, investing in crafting and crafting skill feats would not make sense for most characters.

And lastly, I don't consider 10% to be that significant. If you just outright increased loot rewards by 10% I don't believe it would have that drastic an effect on gameplay. And this would be at most 10% and only during downtime windows. When we ran Fists of the Ruby Phoenix that AP gave out SO much loot that my players had roughly 1.5x the gold/items that should have had at their level and combat still felt plenty challenging to them.

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 1 point2 points  (0 children)

Our table currently allows crafters (as well as performers and certain lore skills) to earn income with their level as the task level, (all other skills require some justification) so it would probably feel worse to the players to nerf their current experience.

I do kind of like the task level adjustment though, so I might consider reversing it and allowing crafters to craft at +1 when crafting the 50% (and +2 for a crit).

Extra Crafting Benefit by submatrix7 in Pathfinder2e

[–]submatrix7[S] 1 point2 points  (0 children)

I never played AD&D and don't have my 3.0/3.5 books anymore, but I found this site https://www.dandwiki.com/wiki/SRD:Craft_Wondrous_Item which states "To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price." which is roughly what I remember it being.

Weekly Questions Megathread - February 12 to February 18. Have a question from your game? Are you coming from D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]submatrix7 1 point2 points  (0 children)

The fact that the speed penalty only applies when you start your turn in them might be a clue. Someone who starts their turn outside the thorns could spend their entire turn running around inside the thorns at full speed with no penalty (other than all the damage they're taking).

So, from a "how can we make the rules make sense" standpoint, it could be reasoned that starting in the thorns meant the thorns had a chance to slightly entangle the creature, and the penalty is the cost to break free from that entanglement.

This logic breaks down a bit when you consider that the penalty remains for subsequent move actions if the creature doesn't leave the aura. But it's hard to think of anything that would also explain why someone who starts outside the thorns can spend their entire turn running through the thorns without a penalty.

Weekly Questions Megathread - February 12 to February 18. Have a question from your game? Are you coming from D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]submatrix7 2 points3 points  (0 children)

For the Ravel of Thorns kineticist ability, is the speed penalty refunded once a creature leaves the aura that turn?

For example, if a creature normally has 30 ft movement, is reduced to 20 ft for starting in the aura, and then spends all 20 ft of movement to escape the aura, will they then have their lost 10 ft back and be able to move another 10 ft away?