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PtP transition Q&A

Postby Thalar on Thu Jun 02, 2011 10:07 pm

This is the thread to use if you have a question about what goes on in the colony pages. Questions and answers will be compiled into a second topic by Jonarus_Drakus, so please read through that topic (click here) before asking a question in this thread.

I won't answer PtP2 questions or questions that have already been answered. Nor will I tell you what choices to make, so please don't ask those kinds of questions :)
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Re: PtP transition Q&A

Postby Lumini on Fri Jun 03, 2011 12:09 am

When we start group projects that take more than one update to complete, do we have to keep suggesting/voting for that same project in order to complete it?
--If not, can we vote/suggest other actions while the previous projects "process?"
--If so, how many people have to vote for a project "in process" order to keep it going?
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Re: PtP transition Q&A

Postby Tibanna Vilrath on Fri Jun 03, 2011 12:41 am

can we assume that every building built now without a townmap is build somewhere logically? i.e. something potential dangerous (like the forge) isn't build next to a wooden house. or is it necessary to say what conditions the construction site must have? and btw when do we get a detailed map of f20 :p
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Re: PtP transition Q&A

Postby minalia on Fri Jun 03, 2011 12:47 am

If not, can we vote/suggest other actions while the previous projects "process?"
--If so, how many people have to vote for a project "in process" order to keep it going?


I had this conversation with Thalar over Skype. I did not like the answers i got but it makes sense.

[1:21:14 PM] Minalia: but thalar if in my advice i just put that says..begin mining..and im the only 1 person who voted on it
[1:21:17 PM] Ben.J/Jonarus_Drakus: Well Min told me that you wanted me to make a follow-up advice on my mapping run... It has been done...
[1:21:23 PM] Minalia: and i brought a group of 8-9 folks
[1:21:32 PM] Minalia: in the previous action
[1:21:51 PM] Minalia: do i only get the stones from my single advice? while the other 6-7 stand around looking like fools?
[1:22:11 PM] Thalar: you've got 8-9 people there, they're just not working as well as they should be
[1:22:22 PM] Minalia: ...
[1:22:26 PM] The Avid Dreamer (Alulienne): Derp
[1:22:28 PM] Thalar: i'm gonna include a note about continuing to support actions in the next page
[1:22:30 PM] Minalia: im throwing the towel
[1:22:33 PM] The Avid Dreamer (Alulienne): NOOOO
[1:22:36 PM] Thalar: hey, at least they're working
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Re: PtP transition Q&A

Postby minalia on Fri Jun 03, 2011 1:04 am

Another question Ehrin sent to Thalar concerned escort duty.

[1:18:25 PM] Thalar: those who have 6+ have escorts
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Re: PtP transition Q&A

Postby Thalar on Fri Jun 03, 2011 8:57 am

Lumini wrote:When we start group projects that take more than one update to complete, do we have to keep suggesting/voting for that same project in order to complete it?
--If not, can we vote/suggest other actions while the previous projects "process?"
--If so, how many people have to vote for a project "in process" order to keep it going?

When a group project is started that needs more than one turn to be completed, someone must suggest the project again the next turn and any more turns until it is completed. This is intended to reflect the project system in PtP2 which will require votes over multiple turns (but not the re-adding to the system). For convenience's sake and because I can't see who votes for an action at the moment, the same number won't be required, though it would be good for the overall completion of the project to have similar numbers working on it each turn.

Projects won't keep progressing in the background without votes, but there is no set number of votes unless if I specify a set number of votes (like for the Nal'sarkoth class) in the page. Projects that go outside of the colony site (and require 6+ to do so) ought to have 6+ votes to be most effective the following turn(s) as well.

Tibanna Vilrath wrote:can we assume that every building built now without a townmap is build somewhere logically? i.e. something potential dangerous (like the forge) isn't build next to a wooden house. or is it necessary to say what conditions the construction site must have? and btw when do we get a detailed map of f20 :p

I assume the Tei'kaliaths know how to place buildings when they build, and they have Nal'sarkoth experts there to help, too. A simple "We construct log houses" will suffice, when the clan has planks.
As for a detailed map, I have no ETA on that at the moment, sorry.
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Re: PtP transition Q&A

Postby Kir'ima on Sat Jun 04, 2011 1:07 am

Does anything we do during the transition benefit our individual characters (e.g., experience, abilities, possessions, etc.), or is everything done for the clan as a whole at present, with no personal carryover to PtP2? Speaking of which, I know you may not be able to answer this yet, but how 'equal' (or not) is everyone going to start in PtP2?
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Re: PtP transition Q&A

Postby Thalar on Sat Jun 04, 2011 4:20 pm

Kir'ima wrote:Does anything we do during the transition benefit our individual characters (e.g., experience, abilities, possessions, etc.), or is everything done for the clan as a whole at present, with no personal carryover to PtP2?

Like I've mentioned before, I can't even tell who votes for what. Trying to have individual items, achievements etc in a system which isn't made to support it nor even tells me who is doing what, isn't viable.
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Re: PtP transition Q&A

Postby Timotheus on Sun Jun 05, 2011 5:25 pm

Quote "When a group project is started that needs more than one turn to be completed, someone must suggest the project again the next turn and any more turns until it is completed. This is intended to reflect the project system in PtP2 which will require votes over multiple turns (but not the re-adding to the system). For convenience's sake and because I can't see who votes for an action at the moment, the same number won't be required, though it would be good for the overall completion of the project to have similar numbers working on it each turn."

So, in order for us to keep producing rope I'll have to propose it as an advice each week and vote for it?

Since this would be a never ending project (the demand for rope and cord will only grow as the colony progresses), it would never be considered completed unless it was decided that rope making had become a permanent activity that continued on its own.
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Re: PtP transition Q&A

Postby Lumini on Wed Jun 08, 2011 12:24 am

Alulienne in another thread wrote:Will we have a stone quarry when PTP 2 starts if we haven't found it in 1.5? Will we know where to get ores then if we don't find a suitable mine now? Will we have food? Adequate farming?


The basic question is: If we somehow are less than efficient during 1.5, will that have consequences in PtP2, or does the promise of being put back to the resource-and-progress-status we were at before the Black Sun Battle hold regardless?
Last edited by Lumini on Wed Jun 08, 2011 12:26 am, edited 1 time in total.
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Re: PtP transition Q&A

Postby Tyrel on Wed Jun 08, 2011 12:26 am

as i understand it in ptp2 we will have everythign we had in ptp1 + whatever we find/make in ptp1.5

ie: blacksmith, golem workshop, farm, etc...
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Re: PtP transition Q&A

Postby minalia on Wed Jun 08, 2011 2:11 pm

Because of the huge amount of tools. weapons. armor and food we had to bring to the colony did we bring in any carts from our inventory? We had 2 steel carts we used in the past to carry supplies to the sharens. It would have been mighty stupid on our part to just ignore those carts when we needed to carry a huge amount of supplies for the colony.
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Re: PtP transition Q&A

Postby Taruna on Wed Jun 08, 2011 3:02 pm

Lumini wrote:
Alulienne in another thread wrote:Will we have a stone quarry when PTP 2 starts if we haven't found it in 1.5? Will we know where to get ores then if we don't find a suitable mine now? Will we have food? Adequate farming?


The basic question is: If we somehow are less than efficient during 1.5, will that have consequences in PtP2, or does the promise of being put back to the resource-and-progress-status we were at before the Black Sun Battle hold regardless?


The marked text quite clearly states "achievements". That's not resources but knowledge like Mana arts, Combat skills (Mana shields) etc and political bounds.
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Re: PtP transition Q&A

Postby Kir'ima on Thu Jun 09, 2011 1:50 am

EA page text wrote:You may not apply mana arts the clan does not have training with in your actions.
10+ people attending the Nal classes meant that the entire clan could use that knowledge


Given the above, is it assumed that all clan members can use mana arts that large numbers of clan members were previously trained in such as shields or earth mana?


/edit
I feel that the ratio of active players to total clan population is becoming a productivity issue.
The PtP1 system let a player make a character, join a profession, and contribute labor to the clan on autopilot.
As a result, the PtP1 labor/freeloader ratio was generally around 50-60%.
In contrast, total EA votes are currently fluctuating between 70 and 80, which is a ratio of only around 30%.
This means we have only half the available labor of PtP1, and more disorganized labor at that.
Unfortunately, I do not see this ratio recovering significantly, even after PtP2 starts.

Can day-to-day-always-the-same type of jobs (i.e., feeding animals, collecting meat and eggs, fishing, watching crops between planting and harvest, basic guard duties, etc.) be put on autopilot at all? Can it be assumed that we have a basic colony guard patrol? Can it be assumed that we know how to feed animals once caught and collect meat and eggs? That is to say, can it be assumed that we are not lazy and stupid?

Special actions like catching and breeding animals, building facilities, planting and harvesting crops, and so on would of course still require actions and votes. But if we have to also do all of the day-to-day details with our reduced labor force, we will have to constantly waste labor and/or run from crisis to crisis as we forget things or some other monkey wrench gets thrown into what should be a simple and straightforward job.

This is just my two ada, and no offense to those who like that stuff, but it feels like we need to spend a large part of our time and effort playing PtP Farmville or PtP SimCity instead of just... PtP. :S
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Re: PtP transition Q&A

Postby Thalar on Thu Jun 09, 2011 12:21 pm

Timotheus wrote:So, in order for us to keep producing rope I'll have to propose it as an advice each week and vote for it?

If you wish to stockpile ropes, yes. It might be better to have a specific goal in mind here before starting to produce something.

Lumini wrote:
Alulienne in another thread wrote:Will we have a stone quarry when PTP 2 starts if we haven't found it in 1.5? Will we know where to get ores then if we don't find a suitable mine now? Will we have food? Adequate farming?


The basic question is: If we somehow are less than efficient during 1.5, will that have consequences in PtP2, or does the promise of being put back to the resource-and-progress-status we were at before the Black Sun Battle hold regardless?


As was already pointed out, that statement refers to achievements, not resources. How well you do will affect the colony that our Ilharess eventually arrives to, but you've got to keep in mind you've got years to accomplish things in. Maybe you're off to a rough start, but coming from the underworld to colonise what's basically an alien world to you - who wouldn't expect some trouble?

minalia wrote:Because of the huge amount of tools. weapons. armor and food we had to bring to the colony did we bring in any carts from our inventory? We had 2 steel carts we used in the past to carry supplies to the sharens. It would have been mighty stupid on our part to just ignore those carts when we needed to carry a huge amount of supplies for the colony.

They were traded for a wooden wagon suitable for surface use.

Kir'ima wrote:Given the above, is it assumed that all clan members can use mana arts that large numbers of clan members were previously trained in such as shields or earth mana?

No. Mana arts are not so easily taught, so they will remain the provinces of those jobs who learnt them previously once PtP2 arrives. And since the ranked miner died along with most of the miners, anything they learned is lost.

Kir'ima wrote:Can day-to-day-always-the-same type of jobs (i.e., feeding animals, collecting meat and eggs, fishing, watching crops between planting and harvest, basic guard duties, etc.) be put on autopilot at all?

Not any more than it could be in PtP.

Kir'ima wrote:This is just my two ada, and no offense to those who like that stuff, but it feels like we need to spend a large part of our time and effort playing PtP Farmville or PtP SimCity instead of just... PtP. :S

Technically you're not playing PtP, you're playing PtP1.8a. And what you're feeling there, is the effect of removing the ranks. Now it's everyone's responsibility to make things function, instead of having delegated that responsibility to a few.
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