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Thief has always been my favourite. Not the twin sword with venom encrusted blade rogue from modern RPGs, but a true thief in cheap padded leather and a long bladed dagger who can never seem to keep what he acquires.
My favourite characters are Gord the Rogue, The Grey Mouser, Conan the Thief, Jimmy the Hand, Matt Cauthon, Bilbo Baggins, Han Solo and Arya Stark.
Ryan Dancey wrote:
I'm very glad that you are going with the Pathfinder Art style. It's a brand in and of itself, and I have been a big fan of that style since it first appeared. It may be cartoony in a way but at least it is staying true to it's brand and it will age well in the gaming industry.
You only need to look at how quickly the characters of Age of Conan aged. Great landscape, but the faces of the "realistic" characters look horrible 5 years on.
Actually Jazz, I think you managed to pinpoint exactly what I wasn't able to find. As I said, I just don't have the time to go trawling through everything looking for specifics lately due to an incredibly busy schedule and working and being on the road a lot. I understand things are subject to change, and I understand that with Gencon and PAX things have been hectic as well, I'm just hoping that someone with more time (or better time management) can compile all of the information we have in one spot eventually.
Thanks for the responses everyone. I don't frequent the message boards as much these days but I'm still lurking in the shadows and eavesdropping when I have the time.
I'm beginning to hear rumours of things that aren't appearing on the Goblinworks blog or stickied in this forum so I'm requesting that the goblinworks team (or community focused person) compile a sticky on these forums for those of us that just don't have the time trawl through every post or visit fan sites.
As a Kickstarter backer I feel that I am not getting as much information as I should when compared to other Kickstarter projects I have backed in the past.
I would love to see some myths busted or proven to be fact.
I agree. I hope that utility becomes more prevalent in future games.It always bothered me that some of the Tank/Healer community pushed for the removal of the utility role in MMOs using the excuse that they shouldn't have to rely on a specific class to fill that role, yet they are playing a class with a required role (tank/healing).
Personally, I'd like to see rogue-likes return to their utility roots. If you want to be better at combat, dip into the warrior features/skills. I'd really like to see a movement/skill penalty on armour types, this in itself is a good balance mechanic. Heavy Armour restricts base movement and certain dextrous/physical skills, medium armour does to a lesser extent, light armour lesser again, with no armour providing no penalty at all. With time invested into the respective armour skills you can soften the penalties to an extent but the lighter the armour worn, the player should always have a slightly better movement and skill advantage over the heavier armour player. This is counter balanced by the heavier armour being better at absorbing and deflecting damage.
Taking contracts for any reason and ensuring they are fulfilled. I can think of a few PvP related contracts, but they mainly revolve around escorting or bounty hunting.
Fulfilling a contract to escort another player, whether it be a caravan, traveller, prospector or any other player that requires protection.
Fulfilling a contract to capture or kill an outlaw.
PvE related could be anything that requires trading or selling merchandise honourably and by the law.
Chris Lambertz wrote:
Discussion thread for new blog entry Goblinworks Blog: I Fell into a Burning Ring of Fire.
First of all I must say I am impressed with the blog. It is very risky but if you guys manage to pull it off I believe it will add some amazing depth to combat.
Regarding magical turbulence, I loved the pebble in the water analogy and It immediately sparked the idea that explosive energy needs fuel to work. Fireballs and Lightning bolts consuming oxygen is an obvious reaction, but also spells such as Ice Storm which would require humidity or moisture to form the ice and Poisonous vapour clouds become too dense and liquify.
As someone who generally plays a light armoured melee character I have some trepidation, I'll be the one getting toasted after all. That being said I welcome the challenge as it will make combat so much more interesting, especially if siege weapons have the same or similar friendly fire problems.
I think that this should extend to certain slashing weapons as well. If you plan on wild slashing arc to hit several enemies in front of you and an ally gets in the way, it's his fault for breaking formation or getting in the way. This is why pike and spear formations were superior over unorganised axe or club wielding barbarians, spears only point in one direction, so the pikemen rarely injured their comrades. Imagine the friendly damage an olympic hammer toss style barbarian would cause (similar to the fanatic goblins in warhammer FB).
This is an interesting point. I could see a lawful neutral, lawful good or even a tyrannical lawful evil society frowning upon bounty hunters or vigilantes taking the law into their own hands. Some might consider it illegal to bypass the authorities of law enforcement placing bounty collecting of any form in a similar category to kidnapping or assassination.
Is it possible to add a mechanic similar to GW2s downed state? You could the. theoretically have duelling work like any other combat but give you the choice to spare their life when they yield or perform a cool coup de gras. I'm not particularly a fan of WoW style duelling(I would consider that to be sparring), but if duelling were done in the same manner as that of the renaissance period (pistols at ten paces for example), then many duels were to the death or to first blood.
I've been playing around with Wizardry Online since they went open beta. I have to say, the game itself is rather bad (Animation, Art, Combat etc) but the hardcore mechanics are great fun. It even has permadeath if you aren't careful, FFA PvP & Criminal systems, full looting, husks and all that jazz. I only wish that a big budget company could put something like that together because it really is fun and works quite well. It makes me hope that GW will remain true to their vision but produce a much better quality than Wizardry.
DDO uses attack arcs. There are others (especially some of the newer asian fantasy MMOs) but DDO is probably the closest thing you'll find, mechanics-wise, to pathfinder. Although DDO doesn't have friendly fire, and it's PvP is pretty lame, but ray spells occasionally misfire when a party member gets in the way. But that's a bug, not design.
While not the best example, Age of Conan was a FFA Themepark MMO with attack arc's, ranged LoS and Friendly Fire AoE to anyone outside your group or raid. It is also the perfect example of what can go wrong with friendly fire and a criminal system. At one point I remember a group of low level (50) players that would hang out at the entrance of a higher level zone (60) and position themselves in front of people specifically to ensure the higher level player would tag them by accident and get flagged criminal.
I would be interested to know Ryan's thoughts on it.
Nowhere in any of my posts ever did I say that friendly fire should apply to magic and magic only. Nowhere in any of my posts ever did I say that friendly fire should not take into account melee swings or ranged weapons. Nowhere in any of my posts did I say that someone should be able to stealth up behind another player and not get hit with a backswing. YOU said those things, not me, so stop putting words in my mouth.
You really are Venomous when someone doesn't share your opinion.I see you learned how to use wikipedia. So you mention the gold box games and their turn-based features, but you conveniently left out Bioware's Baldurs Gate series and Neverwinter Nights.
In fact, Massive Multiplayer Online RPGs are the only online Multiplayer games that do not have friendly fire as a feature.
Multiplayer RPG's have Friendly fire, as mentioned with Neverwinter Nights (Bioware/Atari) and Baldur's Gate and even Dragons Age: Origins.
Real Time Strategy games generally feature friendly fire, it's wise not to send troops under an artillery barrage.
First Person Shooters also feature friendly fire, I couldn't imagine playing Left4Dead with my friends and not worrying about whether they are in my firing line of not, it takes away half of the fun. In Left 4 Dead, you have a split second to decide where you are throwing that Molotov cocktail, and you can be sure if you mess it up, your team mates will suffer.
Lastly, friendly fire was there from the pen and paper games first and foremost. You had time to react and plan where you placed your fireball, but that doesn't mean it can't be a fun feature in a PC game where you have seconds to make these decisions.
So really, labelling my opinion as one of antiquity is just a matter of your archaic opinion and refusal to shift from the days of multi-user dungeons and whatever MMO you come from.
There's no ulterior motive behind my preference for friendly fire besides adding some depth to combat. I'm also fully supportive of friendly fire for ranged martial weapons.
You asked the question "Why do you want to play a fantasy game if you hate magic?"
My answer is I have been playing fantasy games since thieves had 1d4 hit points and fireballs could blow up your party as well as the goblins fighting them. I love fantasy games with magic, but I want that magic to be handled with care, not just thrown around willy-nilly. Fireballs have been blowing up friendly faces since the 80's in Computer RPGs, why should this change because it's an MMO? SSI did it with the Gold Box, Bioware did it with Baldur's Gate and Neverwinter Nights, why should Pathfinder eliminate friendly fire when it has been common place since Pools of Radiance and Champions of Krynn? And do not try to use the excuse that Pathfinder is not D&D because Pathfinder is very much the successor of the old rules.
I fully support Friendly fire in this game. With great power comes great responsibility, you cannot just go around throwing fireballs willy-nilly without collateral damage and negative consequences. The great thing about spells like Fireball in the table top games was that they were both feared and respected, they were incredibly powerful but had the potential to really backfire if not used responsibly.
When I said "other" I wasn't disputing the Golarion Deities. I just prefer to have more options for clerics and paladins than just the Deities. "Other" represents a more mysterious cosmic unknown that grants power, it could be one of Golarions deities meddling outside his influence or it could be some dark forgotten entity reminiscent of the Elder Elementals or Lovecraftian eldritch/cosmic horror.
What some people consider fun, I consider working and I'm sure that this view covers many points of view. I consider running the same PvE dungeon for weeks on end to get best in slot gear to be work, especially when I know that gear will need to be replaced with every new content patch.
What I consider fun is being part of an economy.
I can contribute as a hunter & gatherer taking my
I can play a refiner, who smelts a variety of ores into precious and workable metals, prepares wood for the woodcrafters, tans the leather for the leather workers, butchers the meat for the cooks. I rely on hunters and gatherers for my trade.
I can contribute as a simple crafter, buying my materials from those that dare the wilderness, and supplying townsfolk with farming tools, armies with weapons and armour or building furniture or houses. I rely on farmers, harvestors to gather resources so that I can craft.
I can contribute as a bounty hunter, taking contracts to hunt and kill (or capture) lawbreakers or rebels. I rely on crafters to craft and repair my
I can contribute as an adventurer, finding dungeons and tombs, slaying (or capturing) the monsters that inhabit them, taking whatever treasure I can carry and selling what I don't need to the people that craft wonderous items. Or I could hire myself out to protect caravans or gatherers. I rely on crafters for my kit, gatherers for work between adventures and wonderous crafters or collectors for work.
I could be a soldier, in service to a settlement or kingdom, whether it is to fight in wars, keeping bandits in check or chasing off rowdy adventurers. I rely on crafters for my kit and
I can be a bandit or bushranger, waylaying travelers and relieving them of their worldy possessions. I rely on a steady stream of adventurers, traveling merchants and gatherers in order to ply my trade and replenish or replace my rusted weapons and armour.
There are so many possibilities that surely someone is bound to have fun.
Please take Nihimons advice and do some more research. The pain of Looting is only relative to the way gear is handled and distributed. Without item loss there is an imbalance in the crafting game, if crafters have no reason to craft, gatherers and adventurers have little reason to gather, if gatherers and adventurers don't need to gather resources then Bandits and highwayman have nothing to rob, if bandits don't exist then guards and bounty hunters have nothing to do. If crafters don't craft, then kingdoms cannot go to war.. there will be no content without the looting.
I'm aware of neverwinter but two things about neverwinter don't gel with me, 4e ruleset and a primarily gear based themepark. PFOs skill based rules and sandbox themepark hybrid set in golarion are what draws me to this game.
This.The price of entry is the risk of adding your inventory to the dungeon.
The reward is the loot you may find on the husks of the defeated and the reward placed by the dungeon master. Alternatively there could be a contract (quest) to clear the dungeon and the reward identified in the contract. This contractual reward would be granted to the first person that completes it and would be in addition to the rewards found on the husks of the fallen.
Motivations for building a dungeon could vary widely. Personally, I would love to play a Thief or Adventurer that has a secret hideout inside a city or settlement, so I would enjoy having a sewer entrance with a few traps to throw people off my scent.
My other motivator would be from a GM point of view, I think it would be great to play a character thats sole goal in life is a monster collector. It would be great to support adventurers by hiring them to go out and capture live monsters for me to place inside a dungeon that I design. Then filling it with traps, puzzles, secret doors and placing some treasure that I don't have use for as a reward for those that can beat it.
In the later case, it would be a long term goal for when I have treasure and money. It would stimulate the economy by providing work for adventurers, trap makers and masons and circulating treasure that I no longer have use for.
It's a pipe-dream really, I don't expect it but it is something that would be really great for a sandbox.
Hypothetical speaking here. Assume players can create a dungeon/lair and recruit monsters and place treasure and traps in a similar fashion to STO or the upcoming NWN foundry. As long as the treasure placed actually comes from the player, there really isn't a way to exploit it.
Progression is time based skills is it not? So experience is not a motivator.
The above example isn't what I had in mind from the original post though. I interpreted it as more of an alternate "player housing" kind of thing
Tried mount and blade, I'm not a fan. Would love to see a mix of Dark Age of Camelot, GW2 and Planetside. Capturing territory in PS2 requires so much more teamwork than DAOC or GW2 ever did. On the larger scale of things, I really hope that Warfare in PFO incorporates things like destroying bridges to disrupt supply lines. The River Kingdoms is perfect for this kind of warfare, holding or destroying a bridge could totally turn the tide of a war where siege, cavalry and supply caravans must move with the army.
Harad Navar wrote:
At the risk of showing my ignorance of MMOs (this one is the first I have seriously had an interest in playing) is there an easy way to distinguish NPCs from players before one interacts with the other? It seems that the easiest way for a PK to operate is to spoof being an NPC, to be attacked by a player, then taking them out. Also seems a good way to be a paid hit man.
You can generally tell them apart from the name. Imagine walking down an alleyway and you see two people up ahead, one is named Galanthor and the other is named Gankasaurus. ;)
It saddens me that the core PvE fan-base are still unable to give this concept a chance. I am a adventurer, explorer, crafter and I am most looking forward to playing in a world where there is a real risk of losing my gear If I don't use my wits. I wasn't going to back the second kickstarter but I succumbed eventually because I believe in GWs vision. One thing is certain though, If GW give in and change their vision to placate the current sqeaky wheel then I will withdraw my funding. I am backing the current PFO vision, I will not back a watered down carebear version of it.
McFly! McFly! Hullo!
You speak the thruth.. Blizzard CEO is Biff. We need Marty and Doc to reverse the damage.
Well on a lighter note and to try to steer the thread away from a war of egos I finally bit the bullet and put $175 pledge in to back development. Amazing what the human mind can do to convince itself to do sometimes.
Strive to be different from the sellouts and ensure your investors realise that we are not stupid, the graveyard of failed theme-parks is on the greedy shoulders of the faceless. The consumer has wizened up to their influences and hopefully with projects like this partially funded by kickstarters we can ensure that the players and developers hold the cards, not the faceless investors.
Personally I'm not bothered about a second or even a third kickstarter. I just can't justify forking out the money for it. I'm sure there are plenty of people that can, but I have accepted that I cannot spend another $100 after spending $250 already. I would have liked to have helped alpha test or even been in the crowd forger crew, but I don't expect it and I don't feel like I should be entitled to it. Whatever happens happens, I wish Goblinworks, Paizo and the Crowdforgers good luck in their endeavours and hope to see you 2 or 3 months after launch.
I would love to donate more money to the cause but I've already put in $250 for the tech demo and really cannot justify more for a game that I may not even like. I love to encourage indie development and also innovative projects such as this but I cannot justify more in the current economical climate. If it were an investment it would be a different story but I am the consumer in this relationship, not the investor, so there is no return of investment beside having a nice new game to play and quite frankly that is not worth more than I have already spent considering I still need to purchase the game.
Apples and Oranges. I'm on the other side of that preference as I would prefer my adventurer to have a visual backpack with torches, rope, slung bow, shovel and bedroll visible on my character. It makes me feel more connected to my character as an adventurer. GW2 has an awesome looking backpack model on their toolkit engineers.
Movement and passive animations of the characters and goblins looked great. The 3D artists captured the Wayne Reynolds visual style very well.
I'm just currently eagerly awaiting whatever crumbs of information Ryan and his crew have to share with us. I don't want to list goods or bads of themepark MMOs because I don't really want this game to be anything like them.
Spell components are a good idea imo, but where weapons are concerned this can be implemented by having your sword require maintenance on a regular basis. Swords need sharpening, they need to be oiled and looked after. Bow strings should be an important commodity as will feathers for fletching and varnish or oil to keep the bow in good repair. Armour and Shields need oil and polish, leather needs to be oiled and the list of opportunities can go on forever. All of these things will make spell components seem like a better alternative, but they will keep crafters, gatherers and adventurers in business.
If a player could get a dragon mount, I really hope it is a temporary thing. For one thing, there is the free will aspect, the other is that something so powerful should be killable (permanently) the social status of Dragon Rider should be of epic proportion, and in the same light, the player that kills said Dragon and his rider should be forever known as a Dragon Slayer and written into the game as such. It should be something as rare if not more rare than a Jedi was in Pre-CU SWG.