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AvenaOats's page

Goblin Squad Member. 2,684 posts. No reviews. 1 list. No wishlists.


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Goblin Squad Member

I just thought under the conditions of a character who stands apart. For me, I'm likely to enjoy operating effectively in a team as part of a larger network of operations coordinating.

But given a need and a will I don't see how such concepts would not be entirely possible!

Goblin Squad Member

I have a character concept that would be something like Judi Dench in The Chronicles of Riddick: Going around as some sort of Diplomat - possibly with vast reserves available for bounties should these duties be interrupted... though in all honesty I think I'm too hot-headed to be a good diplomat, it's really the threat of a large bounty and "diplomatic immunity" to swan around using diplomatic passport across borders, that does it for me. :p

Goblin Squad Member

Ryan Dancey wrote:
Nightdrifter wrote:
How does transition from hex to hex work? Is it a loading screen each time you cross a hex border? Can you only cross between adjacent hexes at certain points or anywhere on the border (assuming no geographic chokepoints)?
There's no transition. You can't even see the boundaries except for some geographical features that follow them. It's totally seamless.

Thank goodness, I was dreading 'loading screen per hex' answer. That is a big feather in the cap for sure. The tech peeps are working their magic.

Stephen Cheney wrote:
These should hopefully make the choice of a location more interesting than just what resources are nearby and where your friends are.

That does improve things I think as well, creating more areas with localism of interesting and different features (trade routes or defensible hexes (siege engines and/or armies way down the line) as well as resources) per settlement hex.

Very exciting.

Goblin Squad Member

That's a solid description and explanation, thanks. I was labouring under the assumption of "no choke" points still, bar the foothills.

Goblin Squad Member

I'm still scratching my head too (and getting saw-dust in my fingers). For example looking at F and C in the NW of the map, it would appear there is no major:

Stephen Cheney wrote:
Lee says there's some elevation change even between plains and regular forests, hence the Xs between those.

elevations so you mean:

1 There CAN BE some elevation changes between terrain hexes from plain->forest but not always, and where there are an "X" indicates so.

2 If so, then as per Nihimon above, is it just the contiguous hills that are affected by the local elevation change (assuming so as there's only on e "X" nearby)?

3 Pics or fly-by vid to visualize all this?

Goblin Squad Member

That raises a question: I wonder if hex type changes/influences movement speed?

@Nihimon, I'm sure you've noted Lee mentioning in the blog having a settlement on an ecological/geographical edge conveys obviously access to different resources albeit less of one type than fully surrounded and possibly more coveted by more players.

On another topic, this Game of Thrones interactive map seems like an interesting way to present the history of PFO one day, in a similar presentation method with sliding time-scale for recording links to wiki.

Goblin Squad Member

Bluddwolf wrote:
Nihimon wrote:
I'm confused about the Passes / Choke Points (marked with a big white X) on the map. There are too many transitions for every transition to be impassable unless an X is present. It might make it easier to understand if the X were situated on the border that's actually passable, or if impassable borders were bolded.
I agree for the "X" that are placed in forest hexes or the one on the far western area that us in the hilly plains. Can a forest be so dense that it is impassable?

This confused me, so trying to puzzle it out, what seems to be the case:

1. As Lee said before about sometimes adding a different hex to mix a type of hex terrain type up eg a few ligh-green and beige in the forest hexes.

2. My guess, I suppose the random "X" 's that are NOT hill-forest (surrounding mountain type hexes) type hexes are indicating an elevation change or scree/formation in that hex requiring a choke point?

If so then they would surely be dark green? So maybe that guess is incorrect too?

Might need the devs to clarify those "X" 's.

Goblin Squad Member

Tyncale wrote:
at some point, porkbellies may fetch a higher price then skymetal! Well, maybe not.

*Laughs for the 2nd time in quick succession*.

Some more explanation on the meteor strikes would be interesting.

Goblin Squad Member

Bluddwolf wrote:
I predict soon the server population will be so flooded with both Vampires and Werewolves, World of Darkness might have been an unnecessary project because ESO is the new WOD!

*Laughs*.

I can easily imagine the prestige of the few players who have this cool option and ability to play the game in an interesting and different manner that brings immersion for others too. Of course it's all supply-demand dependent, but the emergent gameplay is telling too (DawnGuard lol) that then adds another layer of enjoyment to the game.

I suppose this emergence is good for exploration and discovery of a sort that was asked about at the mmorpg.com future of... panel albeit by indirectly changing the game world or what the player might expect to meet in any given corner?

Goblin Squad Member

Somewhat unrelated but on the theme of vampires and werewolves: The Strange Economy of Werewolves and Vampires in Elder Scrolls Online

Goblin Squad Member

I think this might be one of the most eye-popping blogs yet: Very visual and very engaging.

Some of the points that stuck out for me:

> Different POI's
> Choke points on mountains is really interesting diversity; assume these also create blocks to passage around these regions, again quite interesting?! So no "as the crow flies" around these then. Similarly with bodies of water? Good to see one was indicated. I did not see rivers however? How does water work: Drinking/resource/barrier?
> NPC hexes network could turn out to be a popular feature (like a beach with shark nets!)
> more terrain types eg Swamp makes for an exciting world.
> Hexes with a nod to the future content is a great idea to vary things up as content possibilities change/increase and/or hybridize sandbox (80%) and themepark (20%).

Great and clear presentation Lee! Thanks.

This certainly spices up the decision-making for "Land Rush!!"

However as major questions are answered, many smaller questions move in: Do you choose a hex near the center (more connected?) or near the border (nearer expansion to new lands?

I know you devs are hiding a blog on crafting materials now (and which hexs they're in and what they contribute towards)...

Goblin Squad Member

Hmm, will the devs go over how the servers form the map under the scenes and how boundaries will be dealt with and how load-balancing and what player-density per hex type devs are aiming at?

Also travel times exp. and travel speed, total area, topology and info players can find from the map... to add to Bludd's wishlist.

Edit: @Nihimon: I hope that's a given!

Also devs: The challenges of single shard world/map

Goblin Squad Member

The server-farm thing sounds good for escalations one day.

On the "mystery" question: I thought the work-around would be instanced discoveries? So EQN might do it via digging underground, PFO via finding a dungeon instance (overground or underground) temporary point reference portal on the map? Different means and different places providing different dungeons.

Goblin Squad Member

Pax Areks wrote:
Ryan Dancey wrote:

The Repopulation rep said in his response "nobody knows what the Repopulation is". I wanted to give him a chance to fix that.

I think the WildStar rep took a minute to realize I wasn't disparaging his game.

No, for me it was just the way it came off. You have to admit, Ryan, sometimes you can give the illusion that you are in your own little world.

So when the question was asked, I was semi-paying attention, I face palmed before I got what you were doing... which was allowing him the opportunity to plug his game, which happens to be a sandbox with settlement warfare of a different genre. I hit rewind and caught your delivery intent the second time around.

My thoughts were simultaneously, "Ryan HAS to know what Repop is." and "Of course Ryan and only Ryan would have no idea what Repop is."

It was a comedic moment for me, even if that was not your intent, which by the way, was very admirable of you.

It was high courtesy to assume ignorance to offer someone a chance to elaborate to the audience. Of course it opens up to appearing "ignorant" and not as what it actually was, an invitation.

Anyways it's good to see the panel interact "off-script" on these sorts of things.

Goblin Squad Member

A much better panel than sometimes happens.

Diversity of views, approaches is good imo. I think the devs put the effort in and the questioners asked on useful topics.

Could be a promising future: Helps there were some interesting titles that differ from each other being represented.

Think Ryan added a lot of energy to the panel and oc very informative atst.

Goblin Squad Member

Yeah, PFO, WoD, Star Citizen and Shards Online seem to have interesting designs to me. So losing one of them just leaves already few even less. I think PFO has a good chance to assume that mantle however.

Goblin Squad Member

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CCP Games halts development of World of Darkness MMO

Quote:

CCP Games today announced that they have cancelled the World of Darkness massively multiplayer online (MMO) game project in development in their Atlanta, GA studio.

As a result of the change, 56 employees of the Atlanta studio have lost their jobs. Some team members have been offered roles on other projects inside the company, and CCP has provided severance packages and job placement assistance for those affected.

The remaining team in Atlanta will focus on games in the EVE Universe, which will mark the first time since 2006 that the entirety of CCP will be working on a single universe.

CCP CEO Hilmar Veigar Pétursson:

The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make. I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible.

I would like to give special thanks to everyone who worked so hard to make the World of Darkness MMO a reality, especially the team members affected by this decision. Their considerable contribution to CCP will not be forgotten, and we wish them well.

To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make. We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short. One day I hope we will make it up to you.

Although this was a tough decision that affects our friends and family, uniting the company behind the EVE Universe will put us in a stronger position moving forward, and we are more committed than ever to solidify EVE as the biggest gaming universe in the world.

Just goes to show: Started in 2006; experience and cutting edge developer yet still failed to get the game past development. Realize CCP was probably juggling too many balls and not a big publisher to bankroll them all.

Well done Goblinworks on getting this far in such a short space of time in such a challenging genre. Seems a shame to see all the work on WoD go to waste.

Goblin Squad Member

I think you can watch live the mmorpg.com panel here: twitch.tv/pax2 > Albatross Theater - Schedule > SATURDAY > 04:30pm - MMORPG.com - The Future of Online Games

Admittedly these panels can sometimes be more about the publicity than the games or genre.

Goblin Squad Member

I'm very impressed with the realism direction for eg of Gloria Victus. I hope Pathfinder with it's somewhat stylized art canon can veer thata way.

Goblin Squad Member

Audible is the only quality that matters, Decius, if it's available early which you managed!

Maybe Ryan will mention where they are with Alpha and the time-span to reach it in the panel. Timing seems to align nicely this year. We'll know soon enough. The Repopulation (Joshua Halls) guy might be worth listening too: They're doing well on a budget too.

Goblin Squad Member

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A couple of panels at Pax East:

FRIDAY 4/11 3:00PM - 4:00PM (Boston MA: timeanddate): What Is Happening to Tabletop Roleplaying Games?

SATURDAY 4/12 4:30PM - 5:30PM (pax-east time): MMORPG.com - The Future of Online Games

=

MMORPG.com will probably post the video online a day or two later for their panel (I'll post it here when it's up). Just in case anyone is going/interested beforehand.

Goblin Squad Member

I'm fine with the devs stepping in as referees in the game. They can take a dramatic approach to "refereeing" and assume an Iconic persona to deliver inscrutable over-rules or a cataclysmic "the gods are angry" deus ex machina manner.

Golarion should be unlike our own world afterall... ;)

Goblin Squad Member

Nihimon wrote:
If you're being attacked by one or more characters in melee range, and your target is not one of those characters, I think you should take significant penalties to both your attack and your defense.

Yes: The "overwhelmed" rule that sits between skirmish formation (ie non-formation) and formation itself ranked.

This would be the logical leap from those simple rules above. Anyway that's the theory.

I suppose devs have only concentrated on what is effectively skirmish (free/non-formation) to get that system going (no work on formation and how they tie up). But multiple attackers penalty would still be do-able at this stage of combat unless you can select to be a skirmish with fellows in a vicinity that modifies "surrounded".

Wonder how the devs have approach this?

Goblin Squad Member

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Think Bludd has drawn blood on this topic. ;) (pun so bad it's good?)

Here's an idea however for argument's sake:

1. Melee Rule: Must target nearest opponent
2. Engaged Rule: If engaged must face opponent if in engagement space

3. Ranged: If on even ground and LOS cannot target those behind in a field of view within range.
4. If on "high ground" can select target within range

I think those simple rules if combined with:

5. Formations that change the rules somewhat

Could make for interesting combat in theory.

Goblin Squad Member

Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience.

Goblin Squad Member

Lee Hammock wrote:
If no one deals with an escalation cycle and its home hex's strength goes over a certain threshold, that escalation cycle has "won."

I was wondering about the win-condition for escalation monsters. Now how about the win-condition tying in with for example killing x number of players boosting their strength or destroying x number of outposts? Ie more direct antagonism on local player activity (hunt and destroy behaviour)?

Goblin Squad Member

Valthalion wrote:

well there are times when i would love to take a break from work and read a bit of developer news...however, that doesnt work in a crowded office environment.

i was wondering how long it would take for before a+++@&# would response as you did...

It was a joke if were confused by the lack of emoticon to signal text joking. I have the benefit of course of knowing some of the forum'ers online persona personality. ;)

The rationale for the devs to do vlogs:

1) Near alpha they posted for people to ask questions about subjects that are in the alpha and the Early Enrollment and ask nested questions on a single topic (ie funnel questions).
2) The vlog is a more open-discussion forum for communication
3) It's showing the personal side to the dev team so we get "to know them".
4) It's a change so freshens things up.
5) Suspect it takes a bit less work as the devs crunch to alpha Milestone 6 are we now?

Anyway I hope that rationalizes why they're doing these instead of the written blogs which were great to read, I agree with you on that. In the last one someone transcribed it (Pax Shane Gifford? iirc). Maybe someone will do the same here. I quite like listening a subsequent time on hear everything.

Goblin Squad Member

Thanks for sharing the "behind the scenes" stuff Goblinworks, that's kinda important to me/really enjoy these snapshots/sharing with backers.

Goblin Squad Member

We got a very good small future description for dungeons (above) and this article reminded me of it which might be of interest: Bake Your Own 3D Dungeons With Procedural Recipes

Goblin Squad Member

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Just browsing up on Druids and apparently they have "their own faith"... I like that, so called "druidic faith"; sounds like faith beyond faith?!

Goblin Squad Member

Hello Harneloot: You may find the Nihimonicon of use also,

Pathfinder Online Prelaunch Questions

Q: When is Pathfinder Online coming out?

We are planning to begin Alpha testing in the 2nd Quarter of 2014.

We are planning to begin Early Enrollment in the 3rd Quarter of 2014.

Open Enrollment is scheduled for early in 2016.

Q: What is Early Enrollment?

Q: What is Open Enrollment?

Alpha = Backers >1,000$ (any above, incl.)

Early Enrollment = Backers >100$ from the Kickstarter (month 1) OR >100$ from the goblinworks store eg Goblin Squad Pioneer—Month Two

There's no "traditional beta". See: "Q: What is Early Enrollment" & "Q: What is Crowdforging?" You can also:

Open Enrollment = Goblin Squad Open Enrollment from the store. See time-line given in the faq above = 2016 or about ~18 months from EE start.

Open Enrollment will be open to all.

Quote:

What is Crowdforging?

Crowdforging is a commitment from Goblinworks to the Pathfinder community to engage directly, continuously, and meaningfully on all aspects of the Pathfinder Online project. Some examples of this will include ways for the community to vote on matters involving the direction, scope and pacing of development, systems to provide feedback on the design as it progresses, two-way communication between the community and the developers to ensure transparency, player councils who will represent the whole community and be consulted on a wide variety of matters both involving the design and the development of the community itself, and regular, formal communication to the community from Goblinworks that will track the progress of the game and identify places where community input is desired. Unlike a lot of traditional game designs that are delivered nearly feature-complete and where feedback from players is limited to bug hunting and mechanical balancing, Pathfinder Online will have a much more community-driven development process. Many game features will be developed and implemented based on prioritization choices made by the community and they will be added to the game through a process of continuous iteration during Beta - the Crowdforgers who are Early Enrollees will be involved not only in playing the game but in shaping its very nature.

Even after Release this process will continue and the community will remain fully engaged with the development team as we shift from building basic systems towards adding additional content and making refinements and improvements to the game.

Goblin Squad Member

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Lifedragn wrote:
Sadurian wrote:

I believe it has been mentioned that the deities themselves will be background fluff, and are unlikely to have any game effect. The alignment options are probably going to be more important.

I'm not looking to follow a major deity as such. I'm happy just recognising the various animistic nature spirits.

It would probably never happen, but I would LOVE to see developers take on the role of such figures as the avatars of deities, important faction NPCs, or other "background" powers. I've always been a fan of the sort of dynamic events that could be spawned from such figures of power. A lot of folks may feel that it takes away from player agency to build such things themselves, but I view it as an additive experience rather than subtracting from it. Further discussion would probably warrant a new topic if anyone wanted to talk or speculate on the possibilities.
Such a device was referred to by Horace in his Ars Poetica, vv. 191-92, where he instructs poets that they should never resort to a "god from the machine" to resolve their plots "unless a difficulty worthy a god's unraveling should happen."

I see it as another device in the devs tool-kit "beyond the understanding of mere mortals". Sure it could be rare or it could be like some of the Ancient Greek Myths where the gods/goddesses fought on either side during the siege of Troy.

Goblin Squad Member

I was reading an article the other day about a game that uses time-reversal as a core game-mechanic. To sell the long-story short: It led to some wonderful chaos of meddling with time within a game world via 1 time-line then adding a second time-line in sync then a third... and more!

In Pathfinder Online on a similar theme of breaking the laws of our world: I'd like to see the deities affect the game world as a world where metaphysics interacts with the physical nature of the world in weird and wonderful ways.

This would mean that deities are more than just fluff and are interactive/functional parts of gameplay with indirect affects on players (you pick deity x you get boon y) as well as direct effects on the game world perhaps independent of players (ie the devs cook up something behind the scenes).

So I hope there is a hook for our characters to integrate in game terms with the concept of deities. And on that basis I would choose a deity that affects the "spiritual welfare" of my character's place in the world aka My character's thoughts: "What's in it for me?"

Goblin Squad Member

Pax Shane Gifford wrote:
AvenaOats wrote:
@Devs: If the injury is to the head, does it knock out your targetting ability/accuracy until healed perhaps is a form of injury that could be used?; perhaps leg would be loss of movement or reduced movement and arm changing which skills not use-able and body/trunk affects stamina/power and hp rates/total refill? I mean all of these could be forms of debuff identified by which part of your body is injured. Don't know what spirit injury could do if that is another tag for type of injury debuff.
They went over why they didn't want to do a system like that; basically adding a bunch of smaller debuffs like that would make combat generally more confusing, and if you get a debuff for each crit then each debuff has to be relatively weak so that crit builds aren't super strong (or else they would have to be powerful and rare, which goes back to their point of randomly losing fights being unfun). So then you have a whole bunch of minor debuffs clogging up the buff bar, and it's harder to figure out exactly what's happening due to crits as a result. If it's consolidated into a single bar, with a single set of debuffs, then it is easier for the players to understand the consequences of injuries and respond to them appropriately.

I guess that is more robust. But I would have liked to have the interplay between different attacks targetting different injuries. Oh well it could be imagined that head-feet combo > any other combo I suppose...

So maybe the debuffs are variable instead of constant in the new system?

Goblin Squad Member

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I can't find any errors personally. But in terms of "Goblinworks/Pathfinder in the news!" and links to articles that Ryan's taken time to do [4 pillars of PFO, differences between TT and MMO game-making, Crowdforging, expectation setting, pricing models, sandboxes, pvp original sin, MVP], that sort of section might be quite good to add as it shows interaction and dissemination (healthy sign of activity I think):

"Here's one I made earlier": Recent-Distant sorting:

Massively: Pathfinder Online's Ryan Dancey on crowdforging a 'minimum viable product'

MMORPG.com: Pathfinder Online Interviews: We Want to Under Promise and Over Deliver

MMORPG.com: Pathfinder Online’s Ryan Dancey Defends Elder Scrolls Online and Subscriptions

Massively: Pathfinder's Dancey on the 'broken AAA themepark financial model'

Warcry: Tabletop to Desktop: Making Wizards Work in Pathfinder Online

Forbes: An Interview With 'Pathfinder Online' Developer Ryan Dancey

Youtube: PaizoConPathfinderOnlinePresentation

======

Also checking over the GenCon Slide Presentation, there's a lot there that would look wonderful on the website:

1. At some stage a panoramic view in-game (there's an early screen-grab showing the potential here).
2. Some of the concept art -> in-game asset process flow-diagram at some stage to show some dev output again would show how Goblinworks are making PFO. Making of section can be good? The concept pic of settlement is very "stirring". I suppose these get people's expectations up but atst fire the imagination; so a balance as per from concept to sketch to in-game asset is a good way to present things possibly (fair and inspiring atst)? Similarly the color art of the character clothes is very inspiring I think.
3. A bit more lore on pathfinder could go down well with TT-RPG fans interested in mmos maybe.
4. The map of the region of this world would be excellent if it shows the density of information that players interact with via gamesystems, imo too as a top-level grasp of how the game intends to work/be played. Harad's map already taps into this in some ways.

Goblin Squad Member

Quote:
But we still wanted to have an impetus that drives you back to town and forces you to make choices about if you can take this fight or not. So we've basically built up the injury system as this: over time, your injuries will build up as you get more and more critical hits, to the point that you really should get a cleric to heal you (which we'll get to in a minute) or you should get back to town and get rid of them [the injuries] in another fashion, such as hanging out in a tavern or doing something else.

Big fan of this idea to cycle back to town after your avatar starts to degrade seriously via injury.

@Devs: If the injury is to the head, does it knock out your targetting ability/accuracy until healed perhaps is a form of injury that could be used?; perhaps leg would be loss of movement or reduced movement and arm changing which skills not use-able and body/trunk affects stamina/power and hp rates/total refill? I mean all of these could be forms of debuff identified by which part of your body is injured. Don't know what spirit injury could do if that is another tag for type of injury debuff.

Goblin Squad Member

Sadurian wrote:
AvenaOats wrote:

Would something need to be recorded in audio as soundtrack to play along with instumentation? It would be nice to fill taverns with such perhaps for Bards to "perform" some of their Sir Robin songs along with instruments actually played. Of course you'd need writers and half-good singers, too.

Can there be an option to terminate with extreme prejudice any bard bringing out his lute and strumming the first few bars of 'Stairway to Heaven'? Maybe a 'Heinious' flag...?

I think the rules should be clear: We'd only want actual ballads of the River Kingdoms culture IC songs intended for the instruments and musical culture of this part of Golarion and beyond. I personally enjoy other muscial genres as well, but am not expecting to start up a nine-piece salsa band in the River Kingdoms!

Goblin Squad Member

@Gedichtewicht - Thanks that would appear to be very workable and imo would be great.

One of the potential ways GW can make the core rulebook classes aka Core martial roles in PFO, really stand out is to really enhance the roles they describe such as: Music and books in the case of the bard and the wizard, the military in the case of the fighter presumably eg Soldier roles? And religion for the Clerics, just as druids appear to have interesting nature options (wildshape change to the avatar) and monks have unique "way of the open-hand" combat abilities. These really accentuate the experience of the roles. Hopefully the fun will be coded in by the devs in the combat system itself.

Goblin Squad Member

Being wrote:
Ah! But the Bard's are wont to sing the Ballad of Sir Robin... and they get all the girls!

You're on fire atm Being or maybe you're just posting above "Fiery_Dervish"?

My question is how would it be possible to get audible singing as part of the Bards' musical repetoire? Ballads and Limericks and folk-tunes with Pathfinder pathos and humor and ribaldry and paens etc?

Would something need to be recorded in audio as soundtrack to play along with instumentation? It would be nice to fill taverns with such perhaps for Bards to "perform" some of their Sir Robin songs along with instruments actually played. Of course you'd need writers and half-good singers, too.

Goblin Squad Member

Would Bard be a good role to add in line with more buffs?

Goblin Squad Member

Traianus Decius Aureus wrote:
I feel for the ranger, druid and monk fans out there.

Ranger and Druid are probably two of my favourites but I don't mind waiting if they require/will have extra efforts to make them interesting. In some ways yes but in some ways at least I will experiment a bit with spells and so on and there's always archery too. Overall as we get EE a year early I feel that is a big boon already! :)

Lifedragn wrote:

We do not know that Fighter:Archer skills will be different from Ranger:Archer skills. In fact, I think the safer assumption is that they will not be. Rather there will be Archer skills that are applicable to roles X,Y, and Z. Under the archery subsection, there may be specialty skills, but you should be able to pick up general Archery skills and have them applicable to either Ranger or Fighter. Looking at it from a technical complexity aspect, you want to make as many shared features, such as weapon skill/proficiency as broadly generic as possible and then add your edge cases (Weapon Specialization) around the edges to hone in the flavor. For a ranger, I'd invest in some weapon skills, perception, a touch of stealth, and some non-heavy armor defensive skills. When you run out of ranger-y skills to take, you start banking until they add the role.

Your ideal strategies are going to be looking for those multi-role or otherwise general abilities. Druids and Monks may have the roughest road ahead, but it probably would not hurt for them to pick up some skills that increased Wisdom to make meeting their role-specific pre-requisites easier in the future.

I think this is the sort of "guide-lines" that are very helpful to angle towards eg Ranger or Druid: Gives some thing to work with as well as just go gung-ho! experimenting or saving up xp. Thanks.

Goblin Squad Member

I think it will go public at 12:00pm Pacific time?

Goblin Squad Member

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Gah Pacific, not East. Sorry about that.

Goblin Squad Member

"The Warrior's Code" private vid will flick in 7 hours (12 East coast time)?

Sweet! *chirups merrily*

Goblin Squad Member

Tyncale wrote:
When I look at the core list of features that is supposed to be in the game in let's say a year after Open Enrollment (so something like Q1 2017) I get bewildered sometimes, and filled with doubt that some of these systems are simply too hard to implement. That the game has too many features that are each in itself very innovative. But at the same time, it is these systems that make PFO so incredably intriguing for me.

If the basic game is "working as intended" enough, I think it is already on the road to an interesting game experience: Freedom of "agency" (as described on the GW website) to effect "persistence" in a "meaningful" way in an "open world". Even the core gameloop achieves those things in small degree: So the seed has all the dna in it to grow to use that analogy.

The real question is how much fun will that be to begin with? I think it depends on the players and on how fun the combat is and roles provisioned for players to usefully take on, on day 1, for the particular audience here and how frequent the devs can add new and interesting systems that elaborate on that.

Often mmorpgs seem to promise a lot that either is not as good as it sounds or never gets made. Hopefully the small budget we'll see when we start as good value for money and over time the budget grows in line with the game growing and we see that albeit in a slow and steady pace. Unlike themeparks that add more of the same if at all.

The systems/features in the design blogs speak for themselves. If the above pattern forms, then we've got a good chance of seeing them. :)

Goblin Squad Member

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Bear in mind these guidelines/tools for developing your Crowdforging ideas. :)

Goblin Squad Member

Quote:
What is it that makes PfO different?

Here's what I think a mmorpg needs:

1. Development team you can trust.
2. Sociable player community.
3. Player-driven gameplay.

That's it in distilled form.

I think over time what will make PFO different is the player-driven gameplay and if it's successful at integrating open pvp with the social function of the game.

Goblin Squad Member

A map similar or so to Harad's on the GW website might be useful, demonstrating the density of different information for the hex system being used?

Goblin Squad Member

@Pax Charlie George

Nope: I'm fairly sure most of the time Graphics as first impressions drive negative comments without reference to any MVP. MVP when mentioned comes in the form of "paying for beta - zomg!" It's usually separate from graphics comments by random commentators.

And that is backed up if you look at the graphics of EQ-Landmark, Deliverance and even Gloria Victus (which has big chunky forests with actiony combat). By comparison PFO definitely looks more diminished and hence the comments on "this looks 1999" etc.

As said I think over time it evens out, but the initial reaction with comparitive egs of other mmo engines to really put on a graphics show (other eastern mmos using engine 4.0 Unreal/cry etc) is definitely going to put PFO in the shade visually. People won't balance or look at features past writing off based off graphics seems a fairly safe bet for a lot of people or decide "if the graphics are not good then it's unlikely the features are good either".

Goblin Squad Member

Kios wrote:
Good find. I was having trouble finding anywhere newer than these year and a half old posts where the hexes were talked about. I'd still like to see an update newer than those you found if any have been posted (Those seem to be already 9 months old)

I don't think there is anything more recent on this subject. It sounds like the devs via a combination of design and tech have settled on a hex size standard unit and since that point they've used it as a basis for further development, described in this blog:

We were attempting to create a fairly small version of the low level end of gameplay. We chose a segment of the map—roughly 5x5 hexes—that included all the locations we needed. It ended up being about nine hexes to the left and two hexes up from Thornkeep (our current origin point for our hex grid), so it'll be part of the initial starting area. The area we built includes two settlements, three monster hexes, a badlands hex, and lots of wilderness hexes spread across an area that is primarily Mountain and Forest terrain.

We're calling this section of the map and the servers that are hosting it "Chitterwood" and it will be the testbed for the next stage of our development for the game.

Kios wrote:
It's a little concerning that in early EE there will be no player settlements according to this post, so all characters will be restricted to venturing forth from the NPC settlements, but very promising that new hexes are planning to be added every few weeks.

MVP = Core Gameloop for release. EE will develop that to a point it's ready to sit on top settlements with "Land Rush!" for guilds to claim a settlement hex after the preceding is all "souped up", no doubt.

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