|Mark Kalmes CTO, Goblinworks|
We don't want bots, and we'll do what we can to avoid them. Very sophisticated bots can be hard to detect though, and they've been getting more and more advanced.
Our first strategy will making the game systems interesting/complicated enough that it isn't very easy to bot. This should cut down on the number of simple bots to deal with. After that, we'll work on detecting them wherever we can. It will probably always be a battle though.
I hope you are as excited about using Unity as I am. I'm sorry the post yesterday didn't have too many details in it - we just finished negotiating for weeks in order to get Unity, and we just put a very quick post up because we were excited about it.
We're planning to do a more detailed video or text update about the engine choice today or tomorrow. Yes, Unity will definitely require more work on the server in order to support a single-world MMO. But we've factored that into our schedule, and I've done that work before.
We'll keep updating everyone with more aspects of the engine choices over the next couple of days.
If I didn't already have loyalty to Pathfinder I usually would be a bit put off from backing someone with 2 projects created and none backed.
We've all backed dozens of projects. It's definitely an irritating part of Kickstarter that you are kind of encouraged to make a corporate account for running the project and then it looks like it has no history. :-( It would help if we could at least link our profiles to the project in some way, but we aren't even allowed to back it.
Anyway, thanks for all the notes here guys. We're definitely paying attention and planning to keep adding information to the project. I think we may focus on putting this stuff into Updates for the project. I hope we get the feeling of a more and more exciting project as time goes on.
@Ravening: That's a great point. We'll have to figure out something along those lines for Beta. We can't commit to this yet, but I suspect we will be giving out some MTX currency during Beta, and maybe that will allow folks to advance another character. Otherwise, I'm sure we can just give out direct credit for second character advancement.
Keep in mind that we're probably not going to have villages with literally hundreds of houses that players would have to walk through. It's just too boring to put a completely realistic scale on a village. So all settlements in the game will be smaller than a comparable one in real life.
It's similar to how Deadwood is presented in the TV series. Almost everything happens in the town square. It would be boring to present the hundreds of shacks that should actually surround that square. And it would be even more boring to constantly walk through them in order to get to the tavern or chapel in the middle of the village.
Extra! Extra! Hey, Look at the Headlines! Extraordinary Stuff is being written by player characters…
We'll be proceeding as quickly as possible, but it's definitely going to ship "when it's done" and not before. Our blog entries are intended to give people an early glimpse into our thinking. As time goes on, these entries will become more and more concrete, and you'll be able to see us build the game.
We're going to stay connected to the community the whole time. We're definitely not secretly doing anything.
This hasn't at all been worked out yet, but it's pretty common to do a full day-night cycle in an hour or two. This keeps things moving fast enough that you get to lots of great varied lighting when you explore an area. But not so fast that it's irritating.
But we may end up with a gameplay reason to have a different cycle later. For instance, FFXI had some sort of moon cycle that affected crafting which was kind of interesting.
Yeah, it's difficult. In a tabletop RPG, you often get the feeling of being an advanced mage with powerful spells that can only be cast once or a couple of times a day. It's difficult to rectify this and the pace of an MMO with parties blasting through enemy after enemy. Also, you'd like to make sure the mage can still play solo when they would like to.
Very cool. I know a few developers who have loved the way that Matrix Online was able to embrace the RPG community with this sort of interactive story.
I do like Derek's point though - we would rather make it an ability for some players to actually poison the sewers and then let the other players deal with it. This would keep everything happening in-character and in-game.
Thanks for the suggestions, Adam. We are definitely looking forward to getting feedback from folks who have spent a long time thinking about MMOs and how to make them better.
It's difficult to respond to these specific concerns. They seem more focused on WoW, and that's not the style of game we are going for. As development progresses we will be keep sharing more with the community. I hope the bloggers will be able to get into the game and comment specifically on what works and doesn't work in Pathfinder Online.
Good stuff in this thread. I think our focus here will be on getting a designer with good experience with how several games have solved the problem. We'll try to get a good final solution based on experience the field. We will probably not eliminate all griefing - but we want to keep the level down so that it doesn't unduly irritate players who are focused on other things.
Thanks for all the suggestions guys. We're reading through everything right now. To be honest, we won't be able to give full attention to these ideas until we are getting started with production. But we're going to hold a pointer to this thread, and make sure all the designers read it.
What would be really useful for us is if we keep the thread focused on specific requests and justifications for those. Back and forth arguments are definitely good too, because we can see that other players have a different opinion. But if they drag on for a bit, please consider moving them to their own thread and we can keep this one clear as a good master list.