|George Velez Goblin Squad Member|
If you have been to any of the local Geeknicks within the last year or two you probably have meet me, my GF, my mom and my brother. :)
Thanks for the update on the fulfillment system, I am not sure I understand well how to manage the individual add-ons for everyone in my $500 pledge, but I am sure that will be covered in detail between now and when I goes live. ( and/or after a second reading of the blog)
I have been working on more conversion notes for my Pathfinder Dragon Age game, newest addition is updating the “Fear Level/TN” rules to a PF Will save equivalent. Here is what I have so far:
Fear Level (TN/Will Save)
Micco, your comments give me the impression that you believe PFO will be overrun with gankers and griefers who will face no consequences for their actions. Are you aware of GWs position on this and the steps they are taking to prevent/reduce this behavior?
Just catching up with this thread, I have all the pawns released so far (and loving the product line) and almost all the minis so far.
Erik, has the Pawn line been a successful seller and are more planned after the NPC Codex Pawns?
Also, have you considered setting up either a pre-order, poll/survey or KS type system to gauge the interest (and financial backing) of players interested in Large + pawns, animal companion/familiar/summoning monsters, older APs, sheets of multiple enemies/themed sets and other such specialty sets that are outside the traditional publishing schedule to see if they are economically viable to produce?
I am personally interested in all the Pawn sets mention in this whole thread, and I am willing to publicly pledge my money to show interest, but I don’t see a formal why to express that to Paizo (besides a nicely worded email, your Customer Service reps are amazing!). :)
I will take a look at steampunk settings also as a source of ideas, thanks for the tip.
Since PF doesnt have a core modern or sci-fi rules set it has been a bit challenging to find something to use for my games...
Using this GURPS Tech Level chart as a guideline I would place the overall technology level of the core PF rules at around late Medieval [TL 3] to early Age of Sail [TL4].
I would like to take my PF games into an Industrial Revolution era [TL5] and a Robotic Age era [TL10] and I am looking for Pathfinder/d20 compatible rules that covers equipment, skills, feats, and sub-systems appropriate to these tech levels that I can add to the core rules without having to re-invent everything.
I am aware of the following products that might be of use, and I am looking for more recommendations. :)
Post-Space Flight Age:
Am I understanding correctly that the above point is why many people take issue with Merisiels “boob window” leather armor in that while “sexy” it leaves a big “strike me here as I am not armored in this vulnerable location” target that no adventurer (male or female) concerned with survivability in combat would reasonable consider a fair tradeoff?
While “fashionable” it is not “functional” and if too many adventurers get wounded or killed with this type of armor it will fall out of use as people seek different leather armor with a better protection value?
Lisa Stevens wrote:
Want to know how close the Paizo staff is monitoring the development of the PFO game? The CEO shows up in person to announce a new blog is up!
I wonder if Lisa is one of these "hardcore casual" players the Ryan mentioned in another thread... :)
There is also an ariticle/link with a graphic that Ryan has posted a few times showing a graph with the trajectory of the major theme park MMOs subscription base of the last 10 years, and the crashes they have endured. Anyone have the link handy? :)
GM day falls on my birthday! Guess what I will be asking all my friends and family as a gift this year... :)
Ryan Dancey wrote:
Thanks for the heads up, there are so many other subjects to cover that I am looking forward to the next blog in any case.
Ryan Dancey wrote:
I think crafters will have plenty of things to make. All the item slots but weapon and armor for starters. Then the whole catalog of stuff not carried by characters - structures, vehicles, Common Folk consumables, etc.
In the "this is the first I read of this" department, I am interested in learning more about all these new category of items that crafters can create, especially structures and vehicles. I hope there is a second crafting related blog this week.
Jodi, there has been an intensive debate on many points you and others have brought up here on a related (and older) thread: "Informal Poll: Skimpy Armor" . We have been talking about this since January, if you have the time I highly recommend it as there are a lot of good viewpoints there. :)
They should be up by 5:00 PM est. Sometimes they are up as soon as 2:00 PM, but that is rare. And one time it went up on Tuesday, but that was a fluke.
Actualy came online at 8pm EST; checking every hour doesn't seem to have made it show up an earlier... :)
Here's the quick summary of the info on Reputation in the blogs :
Good summary of reputation system and I think it actually answered the OPs question. After reading it again, it looks like this rep system is a way of coding the whole " meaningful consequences" aspect of this game design, and it makes a real impact on how your in game actions are perceived by other players and social organizations. Not only are players going to be competing on an economic, military, settlement and moral level; now your reputation ( and that of your friends, CC, settlement and alliances) are on the line. I see that as a positive thing.
There has been a huge number of new posts on classes/roles and settlements since the most recent blog post. Considering the previous blogs covered aspects of combat, alignments and flags I would wager next Wednesday we will get some more info on settlements (the current hot topic) or harvesting/crafting as those subjects haven't been getting much love recently. :)
Back on topic, didn't the devs mentioned something about forming a player council made by representatives of the player community that they would consult on a regular basis in a similar way that the EVE community already has such a group?
Turin the Mad wrote:
Unless the skill training carries over from beta to release, charging a sub fee comes across as pretty lame unless that fee is very modest.
There is a blog that explains why the "beta" (otherwise known as the Early Enrollment) is paid and not for free, just wait a bit and someone will link it for you to read ... :)
That is a possibility of course, but it is also (like many threads here) a good metal exercise and topic for conversation that can lead to good ideas & suggestions that might be of interest to the devs to consider. Also, I was looking at the Echowood map in the Thornkeep pdf, and it occurs to me that depending on where you start your CC and its sponsored settlement it can determine what early resources you can access, what “sites of interest” are within easy reach, and what hexes are available to found your future settlements.
For example: Fort Riverwatch to the north is near the river with ample grassland, but no woods nearby. Fort Inevitable to the south has ample grassland and woods nearby, but no river. Thornkeep to the east is surrounded by woodlands and lacks any grassland or river access. None of the three seem to be near any hills or mayor mountain ranges (that I can see) so that might be a mayor factor in all aspects of the game…
Just some things to consider. :)
Tentative plans include a LG Dwarf Paladin of Torag (PVE & Warfare focus) and a LE Half-Orc Cleric of Asmodeus (Harvesting & Settlement focus) so I can experience all four pillars of the game design, and play on both the ends of the Good-Evil access. This may change as more information is released and as we get nearer to EE of course.
From the Charter Company Wiki entry it looks like that all the “guilds” need to form their CC with one of the three starting NPC settlements once the game goes to EE, is that correct?
If so, can we start adding a note of which CCs currently recruiting already have an idea of which of the three NPC settlements they want to sponsor them (on Nihimons and Darkcenturi’s CC list)?
Count me in for wanting to send more money to GW when those upgrade options are made available!
I currently have a $500 Guild tier with 3-5 more players who want to join in at the $35 Adventurer Reward Tier add-on (and quite a few of them would pay $125-$150 for a NOT_A_PIONEER_MORE_LIKE_A_CAMP_FOLLOWER reward level; after all the KS still had 14,363 pioneer slots unsold!).
Also, since there are 1,612 Crowdforger Guild slots unsold, if you guys want to create a new "$900 Expanded Crowdforger Guild; x10 players" slot available, I’m sure I am not the only CC leader who can find the extra cash... :)
I have been reading the various crafting & harvesting related GW blogs and forum posts, the Crafting and Harvesting wiki entries, the Craft and Profession skill sections and I am reasonably sure we will see a deep and varied crafting system put in place for both casual and dedicated crafters; with weapons, armors, gears, spell books/components, clothing, gears (kits/misc.), potions, scrolls, food and similar items being available by launch.
I am wondering about people who want to contribute to their settlements not by manufacturing (craft) but with knowledge based skills and services (professions). For example the PFRD lists the following as examples of Craft and Profession skills:
Craft: You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.
Profession: You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.
Now from the second list I gather that baker, brewer, driver, farmer, fisherman, innkeeper, merchant, miner and solider are the most likely to get some development as they each have direct impact on one of the four pillars of game design. That still leaves the possibility that other profession can have an impact on a settlements development for those players interested in going to a narrow or specialized area of focus.
For example, there can be Architects & Engineers who can participate in the design, construction, upkeep, repair and upgrades of walls, fortifications, siege weapons, structures, housing, production facilities and that can influence what settlement options might be “unlocked” due to their combine skilled level/power. We can have barristers be a vital part of any player made contract/bounty system and in the creation, implementation and modification of settlement laws, we can have gardeners & herbalist create/gather rare herbs, spices and ingredients of great use to other crafters and alchemists, stable masters & breeders in charge of “creating and housing” the various mounts, animal companions, pets and animals that many player would like to have, and surely a librarian path would appeal to many lore seekers, distributers of knowledge, and be invaluable in magical research among many other possibilities.
I bring this up because I haven’t seen a dedicated blog or post with regards to these skills outlined in more detail (if there is, please let me know I must have missed it), and the game is in early development so I would like so some discussion on this, as I am sure I am not the only one who wants to see what new options PFO brings to this area of game development. :)
I have the crafting and harvesting aspects pretty well documented in the wiki. Still working on processing and trading.
Thanks, I am going to be using that as my primary reference, and I will make a seperate post with regards to crafters, builders and experts.
Haven't had a chance to listen to the podcast , but I did read the character creation editorial, I think it needs to be update to remove the "capstone" section. Loved the info and will share with my fellow players, thanks!
As I have trouble reading the black & red site I might have missed this, but how do you find the info on charted companies? I go to main page, click "pro fan wiki" tab, scroll down to "the game" section, then find "social" line and finally click "charted company". Is there another way to access this information?
Some feedback on the list:
1- some of the names are in a light yellow color and are hard to read
2- if you can shrink the "alignment" column can you add a "founder" line? I'd like to see who founded each CC so I can identify those lead by people in the PFO community who's reputation I am starting to learn ( like Mbando, Nihimon, Andius, some bloodthirsty bandits, and some very negative doom and glomers I want to avoid...).
3 - in the " inactive" CC list I don't see my group listed, are you using the most recent list that Ryan posted?
Again thanks for your work on the site, I would like to find a way to contribute once I get a chance (my physical therapy sessions are eating a big part of my free time...).
First: Don’t panic!
Second: As a player who would like to play both a dwarf Paladin of Torag and a half-orc cleric of Asmodeus, I have been following half a dozen threads with regards to alignments, gods, griefing, PVP, crafting, monster escalation, settlements, and gods knows what else. I keep seeing in almost EVERY one of those threads people getting all worked up/upset/angry/concerned about very specific and narrow aspects about the game design, AS IT IS KNOWN AT THIS TIME, and threating to leave/bring holy fire against the devs and GW, while losing focus (as Lisa recently reminded us) that the game is still in development, there is a LOT of information yet to be released, the devs ARE listening to us, we have EE to see what works and what doesn’t, and it would be nice for everyone to relax and take a deep breath.
Third: Where have you posted about your Chartered Company? I must have missed it…
As someone intending to play a LE cleric, I agree that AT THIS TIME it seems that being “Evil” is an uphill battle with seemingly few advantages, many restrictions, lots of harsh penalties, and doesn’t sound like fun. However, this game is in the early stage of development, and I am sure the devs have a lot more to say on this subject matter as time goes on, so I am taking a “wait and see” approach till more information is available and I can contribute something positive to this discussion.
Oh, well then a regulated murder simulator. Not exactly sure how that's better or what it's doing stuffed into what could have been an amazing sandbox world building game.
Are you giving this hyperbolic and misinformed statement in SPITE of the information already released on the GW blogs, dev post, and community shared information, or BECAUSE of the before mentioned sources of information that point to the contrary. I am not sure if are you deliberately trolling, or you are seriously concerned and not up to speed on what’s already been released…
The question posted in this thread is a very good one, and I learned a lot by reading Ryan's responses. Has Ryan made a similar statement in any of th GW blogs covering this point in more detail?
I know the topics of "sandbox vs theme parks", "griefing", and "is this game for me" are still actively being debated, but I don't see any "target audience" post recently. Especially valuable for all the new players brought in with the recent KS project being funded I would say.
I think this is a good optional idea. Maybe when going to the alignment screen there can be a prompt or something along the lines of "Do you want to answer some questions to help determine your alignment?"
Optional I agree is the best, also I don't view this as the only alignment info. I fully expect PFO to have a full explanation on what alignments are, what they do, how they are modified and why they are a part of this game. Mostly like there will be many GW developer blogs, PFO wiki articles and PFO websites with this info made available, so only a person who doesn't want to read or learn about alignments will not know what this is all about...
I agree with this idea, and think it is a debate worth having, especially for all the new players that are NOT bored to death of "not yet another alignment thread" fatigue and for who figuring out an alignment will be a new and difficult experience.