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Goblin Squad Member

divine magic awesomeness..... thanks good info

Goblin Squad Member

now my question is being a backer of the 2nd kickstarter when the pledge tool came out i finalized everything. But now i'm looking at upgrading from pioneer to a buddy account. is that even an option cause i don't see it in the store.

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Nihimon..... did you read the rest of my post or just the first line?

I know people multibox i don't care. I feel that if they multibox for pvp purposes they are limiting the potential of one toon so they can run multiple toons for and "advantage". as a player who doesn't multibox for the purpose of pvp i feel i have the advantage in a fight with a multiboxer, i watch one toon, the other person watches 2+. maybe as a melee class you might feel out numbered.... i plan on being a cleric and a mace isn't the only tool in my toolbox and i can be flexible.

Do i plan on using alts for crafting, heavy RP, etc. sure but never while i'm out stomping around on my cleric. and again i hope that GW is designing a combat system that is more complicated then point, click, watch stuff die. because the easier a combat system is the easier a multiboxer can "cheat" to get an advantage in combat.

I for one don't wish to have some kind of henchmen npc to help "level" the playing field for those that multibox. if i need henchmen i'll look on my friend list and call in some favors.

and just incase anyone missed it in the 2nd line of my post.... i don't care if people multibox it's there money and time.

Goblin Squad Member

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back on topic of OP. to ask for a mechanic or ingame element that allows you to control a small army using AI you should just go play D&D online, dragon's dogma, or any of the other games that already have a solo play system.

Another thing i'm not sure anyone has taken into account is even with a gang of alts or a gang of npc hirelings it doesn't account for the craftiness of a player. (since it's such an easy example) when i was playing eve there was a guy i knew that was constantly pvp'n with 2 active players. he won some and lost some. and the times he lost wasn't always cause he was out numbered it's cause he was out classed by a single player.

Also i hope that GW is making a more complicated combat system to where it's harder to multi box then just going out with one toon.

just to be clear i use alts, they are helpful, but in a pvp environment i personally believe that i'm hurting myself if i'm trying to play 2 accounts at the same time.

so yeah multi box all you want if you have the computers and cash to pay for it all but don't ask for GW to make it easier to play the game cause you want and army.... make some friends and go adventuring together.

Goblin Squad Member

ARISE from the lower depths of the forums to the top for all to see the greatness that is the UNC.

-Copa

Goblin Squad Member

not saying that PO is going to have anything like this but.... in Eve for jump ships you needed a character to place an anchor of sorts in space, this character was often referred to as a cyno alt. cyno alts only had enough exp to get them in a basic ship with the ability to drop the anchor and that's all they were used for. the character sat in a station offline till someone in the corp needed an anchor, so no need for training after that.

IF something like that existed in PO i'm sure you'd see people with alts that had no other purpose but to be an anchor.

but on the side of PO i agree with you Vwoom i think if i started a character i would always find something else to train on it.

Goblin Squad Member

i cant remember where to find the Pledge Manager link anywhere. can someone post it so i can take another look at it. thanks

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did someone say there was icecream here?

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I believe what steelwing is saying is if your alt has gained "enough" exp to fit your need of that alt there isn't any other reason for that alt to gain any exp if it's just for RP or crafting, etc.

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yet another lurker... i backed the 2nd kickstarter. I fly the banner for the UnNamed Company.


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I realize this product is nearly 2 years old. But I was wondering if the pdf copy of the flipmat was big enough to print out useable copies of the ships for play.

Goblin Squad Member

Sounds to me the scheduled siege is prolly a mashing of a few concepts. the pvp window of a settlement being one and anything the size of a siege will have to be scheduled with other settlement members to have enough people online to give it a go. i'm a lurker here on these boards and reading the blogs and touching these forums a bit i don't feel like i'm out of the loop at all. some information just tends to get smashed together by misunderstandings.

EDIT* Jazz got the links up before i finished my post :P

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Even if hideouts were the poor man's settlement, there's nothing that's been said about hideouts having any kind of resources such as trainers and such. So it would seem to me that hideouts act as temporary "bank space" and gathering for evil doings in the wild.

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Sounds fun to be able to be on either side of the cycle depending on what is happening in those hexes.

Good job GW.


Going to be running this with a group of friends shortly and was looking at merfolk as a race and was wondering how much of this AP is based on a boat and how much on dry land. I really like the benefits that a merfolk could add to a monk, but didn't wanna screw myself on land speed of max 15ft but totally rock in the water. So any advice without spoilers would be nice thanks.

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Too assume that just because a city is evil it then just doesn't get access to the same building options as a LG city is to me just wrong. Why shouldn't an evil city have access to build crafting halls, churches, taverns, etc. just because it's evil?

Now if the intent in the blog post was... evil cities will have a harder time building anything because they are too busy fighting with themselves then that is different. But to say that just because the city is evil it's not allowed to build a certain building. Now if you say an evil city isn't allow to build a church of Iomedae, then i would agree but to say that a church or shrine of Asmodeus just can't be build isn't fair.

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I've noticed there's perceptions out there that because one plays an evil aligned char that there's limited chances for them to get access to the better player built structures.

This post is simply a grasp to see if there would be enough evil chartered companies, either publicly or privately, to get together, build, and improve an evil run city to rival that of a LG city.

It's been mentioned that evil begets evil and that evil cities will be tough to improve because simply no evil group wants to be second fiddle. I'd really like to see one or more hexes in one part of the map be controlled by an evil city and have it thrive against the odds of the rest of the good in the land. Now remember that if a hex is controlled the owners set the laws and permissions of the land. Meaning a LE city can set the hex permissions to flag LG, NG, and CG as trespassers when entering the hex, thus limiting the intrusions some.

If i remember reading correctly the open combat verses settlements isn't going to be allowed till part way through early enrollment if not till after open enrollment, so this would be the time to make an evil city. In time an evil city could become a great ally to any other city willing to accept evil as a way of life.

Also keep in mind that evil doesn't always mean blood thirsty murderer.

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Indeed i would love to see a coliseum built somewhere that would allow for pvp practice without the flags or loss of gear. Also the gambling part would be nice as well.

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My understanding of the free-for-all areas is that they are so far away from what is settled that there is no law there. And if a group is strong enough to stomp in there and actually survive the building process could slowly change the hex from free-for-all to whatever alignment the settlement is.

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*Watches as Being tosses more gasoline on his fire*

Goblin Squad Member

@leperkhaun ... i feel that you and i are on the same page with all these posts about how to fix a problem that doesn't exist yet. And just to add to your list add true strike to the holy light or have it act like magic missile.

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This "act of god" leaves so many issues.

First GW would have to define griefing in the core programming. For example an unprovoked attack to you might be someone out harvesting and a bandit that has "claimed" that a tax is owed to be on his land. (whether or not it's his through settlement, camp, etc.) The harvester says no and then bandit proceeds to attack/kill harvester for taxes the bandit is "owed". In this example the bandit acted within his role as a bandit and attacked because the harvester said no. Is it griefing? Too some yes it is, to others no it's role play. How is code going to decide?

Then lets say LG Paladin sees an LE Rogue with a good reputation standing outside of town and insists that the rogue leaves the area. Rogue then says "no, i don't think i want to go anywhere." Paladin then follows his role and starts to smite evil and attacks/kill the rogue. The rogue wasn't in the act of any wrong doing, was in good reputation with the city and other players yet now lays dead cause of a Paladin following his code. Is it griefing?

For another example. Let's say N merchant transporting some goods from town to town is beset upon by NE bandit. Bandit jumps out of the woods slays the merchant without mercy and then loots the corpse and wagon and runs off with the goods. According to GW the bandit was playing his role and the merchant should've known to protect them self from bandits. Is it griefing?

I can go on listing many other examples of how one person playing their role in game can be considered griefing but isn't considered griefing to everyone. The biggest factor in anti griefing is reputation and alignment. If a player is already at the worst possible point in alignment then his/her rep is probably in the trash as well and not even other evil players will want to trust them. As I've seen other people post there's ways to minimize the amount of open pvp you'll encounter if your careful. Anti-griefing measures shouldn't be an "act of god" because someone is crying about getting beat up by another player. Cause if players can be called griefers for killing someone while playing a role then any AI controlled mob that kills you should also be struck down by this "act of god" cause I didn't wanna die to an orc that ambushed me while i was exploring.

I really think we should let GW actually get more of the game processed before we continue trying to change something that we barely know about.

Goblin Squad Member

Whats the difference in the title options for the 2 add-ons?

Honorable Title offers you a list and simply says you get to add that title to your character in game.

Secret Salute says you get a title that appears in game and a special emote.

Would getting SS be better then HT?

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Rogue lockpicking sneaky, yeah it all sounds like it's a good fit for home invasions and by design it is. but there's most likely going to be a need for rogues in a dungeon run, deep cover spy job could need these skills. Perhaps you've been hired to kill a king.... you gonna walk right in the front door?

Rogues will have their place in PFO there's just not enough info atm as to what that's going to be outside the known pnp skill sets.

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@Being. What you're purposing is 2 templates for each house which is alot of extra programing just to allow people the act of breaking and entering into someones house.

Granted in PnP PF as a rogue i've done many B&E's with varying success but all fun. But the only people my rogue hurt there was some npc's my GM threw at us for one reason or another.

Now if the solution was simply to have any B&E on a players personal housing unit default to a bare bones same room for all houses regardless of the actual contents when entering normally, and have random loot that didn't belong to said player. Then that leads rogues to just perform B&E's for loot to sell while not actually causing any type of player to player engagement, and the home owners would have no idea they've been broken into. Which to me seems like alot of work just to allow player home invasions.

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I think the inns in PFO will be a gathering place because there's no need for everyone to go grind out 80 levels of exp so they can "start playing the game". With skill training happening all the time it opens up time in game to do things like sit around and BS in inns and other areas that are safe.

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Interesting idea Mbando. As part of the skill training you'd have to go get infected to get that merit badge. Cause honestly the idea behind purposely getting infected by either vamp or were creatures is to be one for as long as you choose. Not saying you can't be hunted down and killed but for other players to be able to "cure" you against your will is a mild form of griefing imo.

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i like the idea of adding monster templates to the mix of PFO. I don't think it need to be in at early enrollment or even at release but a couple "expansions" later would be nice. Perhaps add monster templates like the ones suggested and some new playable races from the advanced race guide at the same time?

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Seeing as i can't get any of my TT gaming buddies to join in on this kickstarter due to the fact the game is a year or so away from release. I would be glad to shieldmate with anyone. I joined the kickstarter before the daily deals were released so you'll receive them all. Shoot me a PM here, first come first serve.

Shieldmate offer is taken.

Goblin Squad Member

After reading these posts about alignment and pvp for the past month one thing has become increasingly clear to me. There's a ton of people concerned that there's going to be a large number of people out there that will kill you just to take your stuff. If you are really worried about your stuff and the amount of threads you have then don't carry anything you can thread. If that means going naked all the time then play a monk, sorcerer or a wizard. Or simply stay inside protected areas where pvp is impossible without npc guards killing the aggressive person.

It's starting to look like everyone that want's to avoid pvp all together all propose that evil aligned players should have all kinds of penalties added to them just for being evil. The penalty for playing an evil aligned rogue is bounty hunters or just good aligned players have less of an alignment hit when they attack you. Doesn't mean that CE Stabby the Rogue is going to kill every single LG player that crosses his street corner, because he wouldn't be able to survive alive long if he did that.

As it's been said many other places on this board, unless you believe you'll need your Longsword of Awesomeness and your other ultra expensive stuff to go mining. Chances are you're gonna leave most of it in a safe place so someone doesn't jump out from behind a rock and attempt to take it from you.... JUST LIKE AN AI CONTROLLED MONSTER WOULD.

Please just stop trying to get GW to add penalties to evil players just because you don't wanna die to other players. Cause i can't tell you the number of times in WoW where 10-20 Murlocks killed me vs. the number of times i got one shotted while mining from pvp. Death is gonna happen to us all at some point in this game.

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Honestly speaking as someone who is thinking of being a rogue. I wouldn't want player housing to be able to be invaded. If there's a good reason to have a house (extra storage, crafting space, etc.) it shouldn't be open for anyone to break in and steal stuff cause that would lead to an unused mechanic in fear of losing your collectables (daily deal items from KS).

The housing that FFXI had was nice. Everyone had their own house and could put whatever furniture and decorations up they wanted too. Granted it was a basic square room with a tile grid to move stuff around on but it was custom. Was nice to drop into a friends house with them there to check out their style.

But back to the original topic...

I like the idea of custom housing. The more detailed the more fun it will be. Simple customized stuff is good more detailed like being able to set the inside walls different would also be nice. And any minor mechanical bonuses your house could offer would be nice too (rested exp like WoW, etc.)

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Due to my PC i couldn't do a whole lot of anything. But with just looking around I'm impressed with it. Even in it's earliest state it looks good. Can't wait to see what the final product looks like in beta.

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If GW keeps true to the race rewards from TT. Then being an elf wizard gives you access to longbow just for being an elf. But then again with the Dedication system i think you would be fine to learn longbow usage and still be wizard.

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having played a few MUD's that all had open pvp i'd have to say that the overwhelming concern that people are placing on pvp is disturbing to me.

Yes it sucks to have someone kill you because they want your stuff. But that also means in the process of trying to take your stuff you can fight back or run. Again this doesn't mean there's gonna be a line of bandits sitting outside the "safe zone" of a town just waiting to slaughter anyone who happens to walk down the road.

In my experience anyone who just attacks people to attack people is going to find life in the river kingdoms tough. Bandits are going to have a rough road as well but a smart bandit won't rob or attempt to rob everyone they see.

If you are 100% totally against the idea of pvp i have 2 suggestions. First play lawful good, it's been stated that penalties for attacking a LG char are higher then any other alignment. Second if GW adds a full cleric spell list from core rulebook.... Sanctuary is your best friend.

I honestly don't see PFO being the blood spilling player murdering PVP catering game alot of people envision it to be. I personally can't wait to see the game.

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Not sure what the next crowdforging poll would be. But i would love to get some more solid info on how different alignments will effect settlements or more details on the crafting system they plan to employ.

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Mechanically speaking i don't think any alignment should get a buff at all. Since when does someone play a LG character because they get +1 bonus to perception. While a CE character gets a +1 bonus to stealth. They don't because there's no bonuses for your alignment except the paladin in your group doesn't wanna kill you if you're of neutral or better alignment.

Any bonus, buff, or advantage for any alignment should be strictly stuck to the settlement/kingdom. In tabletop game if i'm looking for an enchanter to upgrade my equipment i look for a good aligned town, cause in theory more merchants would be found there. On the other hand if i want a few vials of poison i'm headed to the shady part of town or looking for a goblin or bandit village.

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I'd have to agree with Void. The idea of being able to choose to run across rooftops because you have the training and the motor skills to manage a jump puzzle of sorts is interesting to me.

However at no point in the game should you require anyone to participate in a jump puzzle to reach any kind of required game content. Cause honestly speaking .... i hated any kind of jump puzzle "shortcut" people found in WoW instances.

Jumping should be a stylized action to do while running to change up the running animation (running gets boring so quickly). With the option for exploration to different spots in the game world, not a requirement.

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I think it was mentioned that one idea the devs had was to allow a single user login account to control 2-5 char but each char would have it's own skill training time needing to be purchased.

Again i say "think" cause i've read so many posts across this forum i might be confusing a crowdforging idea with a dev's statement.

But i would prefer a system where i only need one user account that controls a small group of char even if i only spend money on training time for 1 of them. Not a big fan of multi-boxing cause it's just not as fun to me.

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Personally I'd like to see a hands on approach to crafting. In all the mmo's i've played the major dislike i've had for the crafting systems is the "exp grind" to get your craft skill from 0 to max lvl to be able to make the good stuff.

It's been said that even crafting is going to fall into the skill system with merit badges of sorts. With that said there's no reason for the WoW grind of making 20 of this, then buy new recipe, and make 15 of those, rinse repeat till you run out of time, money, or sanity all the while trying to sell the "garbage" you were grinding crafting on.

I like a system where i either need to gather materials myself or find a friend or market place (commonly an auction house in mmo's) in which to buy the materials. Then find a place to sit down and just hammer out 1-2 hrs worth of crafting for fun and profits.

I don't believe that everyone that plays MMO's is going to be a crafter or even wants to be, and people certainly shouldn't take up crafting cause it's "easy". Because dedicated crafters tend to take pride in their work and don't like someone flooding a market with goods just cause it's "easy". I can't count the number of times auction house prices crashed on something i was making good money on just cause someone started to grind level a craft and was dumping stuff onto the auction house.

Crafting isn't for everyone. Some want a simple set it and come back later model. I think that's too easy. If a person has to decide between going out and wacking some goblins or making some gear to sell, then i believe dedicated crafters will meet the demand of the market. But to leave the production of alot of basic gear to a factory just cause it's easy seems to take away some of the satisfaction i get from crafting.

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Just a little bump cause i was hoping for a bit more discussion on this.

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One thing i'd like to add to this is simply a lvl 1 wizard in TT PF has 1d6+con hp and a lvl 1 pld has 1d10+con hp. so as someone mentioned yes a lvl 1 wiz might not survive the same fight a lvl 1 pld could survive. While at lvl 1 the wiz has access to very few spells that do more then 1d6 in dmg and the pld can use a longsword (1d8) and shield or a greatsword (2d6). So comparing a wiz and pld of equal lvls in TT PF one is going to "win" more then the other but as they progress the wiz adds more spells that add more dmg or crowd control to a fight, while the pld adds more hp/ac and possibly some nice weapon/gear enchants.

So in PFO i'm pretty sure GW already mentioned that 2 ppl at the same skill training time could turn out completely different even on day one. I'm sure at some point someone will say the only race for wizards are elves. But in a game this diverse in design and outcomes i don't think there will be a "best" race for anyone class just a prefered race which even in TT PF i hear alot of ppl say human fighter is the "best/only" way to play. But then i would ask how much fun would a strix monk focused on grappling be to play? :P

Anyways i think i've started to ramble and i'm sorry if i have. But bottom line reguardless of race/class/skills/time played it all comes down to the player at the mouse/kb that should decide what is "best" for race/class :P

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I wasn't so much wanting to make PC's life harder. with the pnp rogues i've played it's mostly the shopkeepers that got the brunt of my shenanigans.

I also remember reading somewhere that even in death players coin stays with them so i knew that part and with housing if it's supposed to be a safe place for your stuff then i wouldn't expect to break in and rob people.

But as a rogue i would need more then just stealing coin from goblins for immersion.

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Was just wondering if anything has been said about how much freedom a rogue may find in the realm. For instants in pnp my rogue could walk into town find a nice shop/vendor stall, and with a little bluff here, distraction there, quick slight of hand here, and a "thanks have a nice day" later walk away with some "free" goods.

So as a rogue am i stuck being the sneaky guy the picks all your lockboxes or can i actually run around taking stuff from people that don't pay close enough attention to their backpacks?

Cause if Copasetic can't have some good old fashion rogue shenanigans then i'll just have to play a wizard.

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@Blaeringr
if i remember correctly being part of a settlement offers access to better crafting areas, shops, etc. depending on the settlement type and size.

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I belive in combat healing should be done in emergency situations. but the way i've always had the pnp PF work for my groups is whoever has hit the mob gets noticed. that means if the squishy wizard hits hard before a melee gets a chance to swing the mob is going after the wizard. i would hope something similiar would work for PFO.

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what Ryan is saying is if you're buying PFO's version of plex to sell for coin then GW can if they see the need to adjust the cost of "plex". if you are paying a monthly subscription that cost will remain static and unchanged.

For example if "plex" is selling for 100k worth of coin but costs 10 dollars from MTX. if the value of coin is in effect worth 10 dollars then no adjustment is needed. but if that same "plex" is selling for 100k coin and 100k coin just buys you a night at the local inn (gods forbid it) then 10 dollars for that amount of coin is unreasonable.

Hope this helps.

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Having spent alot of time playing final fantasy 11 i got used to the "rangers cost too much to level because they need ammo" line. but these rangers could also survive many levels without major gear upgrades. Within the realm of ffxi rangers were strickly ranged attackers, wore leather armor, and had to carry their own ammo around. the effectiveness of the ranger was based on his distance from target, stats of the char, type of bow and type of arrow. with all that being said my main made most his money from rangers cause i was a woodworker and consumable arrows/bolts were profitable (some more then others).

Within this discussion if a fair balance could be made between costs and effectiveness of melee vs. ranged attacks i think consumable ammo of varying damage or magical enchants is acceptable. but it's in finding that balance that the major issue falls.

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It was mentioned in the blog that a players skills could be trained "leveled" so to say while offline similar to EVE. Never having played EVE or any other game that comes close to this concept I'm a bit confused on a couple things.

First if skills advance while you're offline what if any advantages would someone that plays 8 hrs a day compared to someone who plays 2hrs a day have?

If a said skill say sword skill 1 takes 4hrs to learn would i learn it faster online fighting stuff or would it just advance reguardless of time spent using the skill?

It's a bit late for me so i might be overthinking all of this but it's bothering me now so any input would be helpful.

thanks

also.... love what i've seen on the blog so far from you guys at goblinworks and can't wait to see the game.