Forum

Poster: JamesOfJames
Date Posted: 28 August 2010, 16:49pm
Collaborating for prosperity
Hey, everyone - I was wondering if it would be worthwhile to find a town for several parties to use as home base.  I don't have any towns where I have any real reputation and I don't know any good blacksmiths in the area I've started out in, so I thought it would be worthwhile if we could get a couple parties together to get & keep one town's prosperity.  Is anyone interested, or have any good towns they'd like to try this out with?
 
Poster: Axel-K
Date Posted: 28 August 2010, 23:49pm
Re: Collaborating for prosperity
It is true that a wealthier town has better shops and better quests - but it also has more daily tax. In most cases there is a zero sum game - resources such as powerful enchanted items, lucrative quests, foul creatures to crush like the maggots they are, etc, cannot be exploited without depriving another party. Collaboration cannot work properly here.

I am not fully sure how blacksmiths come and go. It seems to be a function of time rather than prosperity. For instance, there is a blacksmith rated 'decent' in in the lower right of the map with a prosperity rating of just 8. Perhaps Mutant can give pointers here about just how much information the rules permit us to reveal?

I have been trying to think of ways that parties can work together for mutual advantage. One is to share information about the whereabouts of powerful blacksmiths, another is to trade items - an indestructible weapon that inflicts strong poison damage could be traded for a shield that increases strength or divinity, for example.

It would be best such alliances and trading could be made formally part of the game, rather than carried out informally through the forums. Parties might the option to trade rather than fight, or to pay to avoid being attacked. Maybe there could be fairs where parties can converge to exchange goods. I am not sure how alliances could work. Maybe parties could share a garrison for protection.



 
Poster: Greebs
Date Posted: 29 August 2010, 01:02am
Re: Collaborating for prosperity
A good blacksmith is hard to find.
I don't understand their movements either.

However, here is a location tip that may help others:

There is a "god-like" blacksmith in Upperbit (67, 2)
He has been there 40+ days, he was still there two days ago.
When I first arrived he was considered "amazing", I poured money at him for upgrades and now he is "amazing".
Worth a look if you are up top-middle.

I'm also selling off magical gear that I can't or don't want to use in Upperbit (to pay for upgrades).
There may be some items of interest for other parties.
I've noticed two or three parties using Upperbit as a "home base" because of this blacksmith. :)
 
Poster: SJD
Date Posted: 29 August 2010, 01:23am
Re: Collaborating for prosperity
You sir, are a scoundrel.
 
Poster: Axel-K
Date Posted: 29 August 2010, 02:41am
Re: Collaborating for prosperity
Thanks. But the blacksmith in Upperbit just recently 'retired', and the mayor's horse has begun to hobble again.
You must have got some pretty good upgrades. I see from the leaderboard that you are down to just two characters from 20 or so. I will be careful to avoid your garrisons. Just curious, did you pay more than 128000 gold pieces for a sucessful upgrade?

Blacksmiths seem to get 60 days at the most, progressing in stages from terrible, poor, average, decent, good, amazing to god-like, before disappearing. The last stage is rare, and may not be inevitable. I don't know if the prosperity of the town has anything to do with it, or if using the blacksmith's services give him practice.

For the sake of beginners, the skill of a blacksmith has to do with how much money you can pour in before he hands you back your item without any improvement, saying "This is the best I can do". He still takes your money, so it can be quite a gamble seeing as each upgrade costs double the previous, and the upgrade can range from a maximum of 5 to just 1 point. The durability will suffer, so it is best to use an 'indestructible' item. I think that the 'attack-factor' is more important than the damage since it increases your chance of hitting a powerful enemy, especially if your character's attack factor is not very high.


@SJD - Who, sir, is a scoundrel? Did you get the Greeban treatment at any stage? I certainly have, with garrisons decimated and the survivors chased around the map. It is a good idea with garrisons to put all your equipment into the safekeeping of one of the characters - otherwise you will drop it along with your money when you are caused to flee.
 
Poster: SJD
Date Posted: 29 August 2010, 09:25am
Re: Collaborating for prosperity
[quote author=Axel-K link=topic=77.msg465#msg465 date=1283049705]@SJD - Who, sir, is a scoundrel?[/quote]

Whosoever chooses to be!
 
Poster: Mutant
Date Posted: 30 August 2010, 01:55am
Re: Collaborating for prosperity
[quote author=Axel-K link=topic=77.msg461#msg461 date=1283039345]It would be best such alliances and trading could be made formally part of the game, rather than carried out informally through the forums. Parties might the option to trade rather than fight, or to pay to avoid being attacked. Maybe there could be fairs where parties can converge to exchange goods. I am not sure how alliances could work. Maybe parties could share a garrison for protection.[/quote]

Trading will definitely be a part of the game at some point. I imagine some parties will make their entire livelihood out of it.

Other ways parties can collaborate will also become a bigger deal in future releases. There are already some possibilities with the introduction of mayors... although there'll be even more with a few more features to be added soon.
 
Poster: JamesOfJames
Date Posted: 30 August 2010, 05:50am
Re: Collaborating for prosperity
Hmm, the mayors announcement definitely piqued my interest.  Well, in the interest of seeing what we can do with the new features, would anyone like to work together and take over a town?  My first raid yesterday didn't go as well as I'd hoped; I couldn't manage to actually hit the higher-level guards.  I imagine I could retool a bit for better attack factor and do better on a smaller target, though.
 
Poster: Greebs
Date Posted: 30 August 2010, 08:28am
Re: Collaborating for prosperity
@Axel-K: god-like gave me one 128000 upgrade, I didn't have the gold to try the next level (250000 gold! yikes).



 
Poster: Axel-K
Date Posted: 30 August 2010, 20:15pm
Re: Collaborating for prosperity

@Greebs I did give the god-like one with the unfragrant armpits 250000 of my hard earned cash, only to get the runaround. If anyone knows where this sublimely talented individual has retired to, I would be most interested.

@Any newly appointed mayor who overcharges me to enter a town, my civilized qualms about pillage and destruction may well evaporate. So choose wisely. Do not arouse the ire of Kronk-S'Schnorrbatt - It is not for nothing that we are called S'Schnorrbatt, a term difficult to translate, but easy to demonstrate!

"S'Schnorrbatt har khaa bruch-tarrr!!" as my dear old granny used to say. A principle worth living by.
 
Poster: Darknoon
Date Posted: 31 October 2010, 09:19am
Re: Collaborating for prosperity
It'd be cool if the blacksmiths actually go and get really drunk and go wenching, completely forgetting all their skills (or atleast they need to warm up to them again/work off the hang over). In town news you could have sightings of really drunk blacksmiths...
 
Poster: Mutant
Date Posted: 31 October 2010, 21:25pm
Re: Collaborating for prosperity
Yeah, that might be an interesting feature... I think it could work in with having more of a dynamic approach to all the town's services (healing, sage, shops, etc).
 
Poster: JamesOfJames
Date Posted: 01 November 2010, 00:24am
Re: Collaborating for prosperity
[quote author=Mutant link=topic=77.msg588#msg588 date=1288560310]
Yeah, that might be an interesting feature... I think it could work in with having more of a dynamic approach to all the town's services (healing, sage, shops, etc).
[/quote]
I like the sound of this - I'd be willing to help out at least in the ideas stage of things if you wanted to move forward with this in the future.
 
Poster: Mutant
Date Posted: 01 November 2010, 00:30am
Re: Collaborating for prosperity
Thanks... the ideas part is the easy part though... it's coding it, and making it fit into the game that are the hard parts. Unless you want to help out with coding, the best way players can help is by finding and reporting bugs, or giving feedback on whether you think particular features are working, or need to be balanced, etc.