Ulfen Raider

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Goblin Squad Member

Once you go gnome, you'll never go home.

Goblin Squad Member

Bringslite wrote:
Nihimon wrote:

I've talked before about my odd fascination with Blaeringr. I expect I'll listen to this podcast quite a few times.

I was especially struck by Blaeringr's statement that he didn't want them to be seen as a cancer that needed to be rooted out. I felt it was very sincere, and it may have finally pushed me over the edge into full on fan-of-Blaeringr mode.

Don't be surprised if I start posting quotes from the podcast over the next week or so.

That is how I felt. He made it sound like some evil guys won't be so bad to have around. They will actually be fun to interact with. Bluddwolf is kind of that way also. He is just more....in your face I guess. I do respect him and his "bad" guy too though.

PFO shaping up to be a fun place to spend your free time. =D

There will be as many 'good' guys as there will be 'bad' guys. Me, I might just go where the cash takes me and live the mercenary life. Be a sell-sword for caravan details and what not. So I'll end up on either side of the fence.

Goblin Squad Member

KarlBob wrote:

Slight diversion: Does anyone know whether GW plans to include a voice chat system with PFO, or rely on third party programs like Teamspeak?

For chartered companies or settlements, third party solutions trend to offer more flexibility (and often better sound). For pick-up-groups, though, it can be nice to have an in-game voice chat system. That way, you don't need to transmit server names and log-in data, make sure everyone had the same program installed, etc. Using an in-game system also exposes your private server to less shenanigans by unwanted users who have the log-in info.

Personally I've found in-game chat to be disruptive more often than helpful. I do see its usefulness if people aren't intentionally trolling the area on it. Best example I can think of right now is someone looped audio from their output on the PC into the input with voice activation in WoW then sat in the dungeon finder making it so groups had to kick that individual out.

Then again, I've had it be extremely useful when playing Red Orchestra and Red Orchestra 2 for coordinating with a team on capturing objectives. This is assuming people listen to whomever is issuing orders for that battlefield at the time...

So I guess my point is moot. If it isn't abused in the title awesome, if it is then it'll be more of a pain or will need to be regulated somehow.

Goblin Squad Member

Slaunyeh wrote:
*Eyes the title next to his name.* Huzzah!

Yup, shiny new titles are kinda nice.

Goblin Squad Member

Bringslite wrote:
I took another online alignment test. This one was waaaay longer. I still turned out LG. Guess my PC is doomed to make honest deals and his pile o' gold will take 2yrs instead of 1. :(

At least the class test didn't tell you to be a wizard...

I typically loathe spell casting, but somehow I'm supposed to be a wizard.

Goblin Squad Member

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Every time I take this test the results are always the same

Quote:


You Are:

Neutral Good

Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because when it advances mediocrity by limiting the actions of the truly capable.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XX (2)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Chaos --- XX (2)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

Quote:


You Are A:

True Neutral Human Wizard (4th Level)

Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 16
Intelligence- 16
Wisdom- 15
Charisma- 14

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXX (3)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-6)
Bard ------ (-8)
Cleric ---- (0)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ (-19)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)

Goblin Squad Member

Deianira wrote:

I'm very interested in PFO. But I haven't been posting much for several reasons (which I suspect apply to a lot of backers); namely:

I'm a latecomer. The "posting 100" already seem to be a fairly close-knit group who have already hashed out a number of issues. I'm still playing catch-up, at the same time I'm breaking into an established community. Both of those things take time to do successfully.

I'm not a guild officer type. Much of the discussion around settlements, war and chartered companies is guild-level, and not casual-player-level. There isn't much for me to contribute. (And I'm still confused... there's a "guild land rush" thread for claiming settlement hexes by "guilds" but chartered companies are "guild" equivalents and Members of a CC can belong to different settlements...?)

I don't have much experience with PvP; I fall into the "willing to try it but would prefer to avoid it" camp, so I don't have much to add to PvP-related topics except "how can I mitigate its effects on my character?" which is not a popular stance to take.

I've never played Pathfinder, and my non-Pathfinder RPG experience is a decade old.

Also, we're still a year or so away from early enrollment. Participation, even among the 100, is likely to wax and wane over the coming months. Keep an open and friendly attitude, though, to encourage more latecomers and I think participant numbers will grow over time.

I know how it is for the break in portion, but I just chime in where I feel my opinion has merit. Otherwise it's interesting to read some of the conversations, but I have limited time to try and keep up with the posts on here and new subjects from day to day.

Goblin Squad Member

KarlBob wrote:
I think the world in general, inside and outside the US, will discover PFO sometime between the first day of EE and the first day of OE. Until then, we'll continue to be a pretty specialized community.

I think we'll remain an extremely specialized community even after a wide spread knowledge about the title is distributed. But at the same time I think that makes this a fairly spectacular community.

Goblin Squad Member

@Akanaaz

Akanaaz wrote:
Federal Way, WA (All of us Seattle folks should get some drinks and play some games at the AFK Tavern some time xD)

Sounds like a good plan. We'll have to try to organize that at some point.

Goblin Squad Member

Kobold Cleaver wrote:

I honestly don't really want goblins to be a race, though I can see them being a "pay-to-play" option. The problem I have is that a lot of people will not want to play them as the idiotic nutcases they are. We'll have a swarm of "prodigy" goblins running around breaking my immersion. I can handle running into a group of calm gnomes. A group of calm, intelligent goblin linguists? Uh, no.

"No, I'm not stupid. I'm not like the rest of my kind. I spend most of my time coming up with brilliant plans and atoning for the sins of my foolish race." *Brood*

Goblins Comic - Please take some time and read this comic. I assure you, you'll enjoy it.

Goblin Squad Member

Along this line, are we going to get the options for sub-races? Like Gold Dwarves vs Shield Dwarves vs Dark Dwarves (Duergar)? Personally my character from way back in D&D was a Forest Gnome, while extremely rare they aren't anymore or less special than the other gnomes and don't have the level modifier like the Deep Gnome.

As most of the changes for the Sub-races is skin tone, hair color, and base stats I'm not sure it be difficult to implement but it'd be time consuming to test and balance appropriately if adjustments needed to be made.

I also wouldn't mind seeing some of the non-standard races being implemented in the future but I agree that it isn't likely to be something we'll see out the gate.

Goblin Squad Member

The screenshots look spectacular for a first go around and the first presentable assets. Keep up the good work and I'm looking forward to the end results.

Goblin Squad Member

Bothell, Wa

But that's generally greater Seattle area.


GrumpyMel wrote:
Kakafika wrote:
GrumpyMel wrote:

Replaying

- Mount & Blade: Warband

- XCOM: Enemy Unkown

- Fallen Enchantress

Playing

- Decisive Campaigns

- Advanced Tactics: WWII (PBEM)

- Battle Academy

and PnP role-playing.

Thanks for posting, GrumpyMel. I saw XCOM and Mount & Blade on your list so I thought I'd check out the others you have there. Looks very interesting, I may play a couple of those.

Welcome, I have pretty ecletic tastes in gaming.... so I enjoy everything from pure RP-ing to trying to figure out how much fuel a company of PZKW IV-F2's are going to need per month to operate in combat. If you check out Advanced Tactics, be sure to hit up the Scenario bank...it's the real strength of the game...there are something like 200+ user designed scenario's, alot of them very good quality.

I wouldn't say so. I actually like titles that require thought and follow through. Or at least understanding of the mechanics to succeed in a playthrough. Personally I think a lot of games do too much hand-holding these days. The designs are meant to appeal to the least common denominator which makes for intelligent gameplay going by the wayside.

This is one of the reasons I play Red Orchestra as an FPS title, it's based on real ballistics model and mechanical behavior for the rifles. Hell the machineguns actually overheat and you can burn out your barrel.


1. Shogun 2: Total War - doing Co-Op campaigns with various friends through the various campaigns/expansions
2. Battlefield 3
3. Star Wars: The Old Republic - playing this about once a week for a few hours
4. XCom: Enemy Unknown - playing this from time to time
5. Halo 4
6. Killing Floor
7. Red Orchestra 2
8. GURPS: Zombie Apocalypse - Campaign based on ourselves. GM is patient 0 and players created characters based on themselves. This same group of players does a lot of different board games and PnP games from week to week.
9. Fire Emblem: Awakening - it's fun and slightly unbalanced, first Fire Emblem game for me so I may try others in the series in the future.

Considering I work a lot of overtime, I squeeze in a bit of everything when I can.

Goblin Squad Member

Will Cooper wrote:
Hardin Steele wrote:

There can be all levels of good PvE content. MAny gamers seem to think if there is any PvE content, a game is not a sandbox. That is a false argument.

[... cool stuff about incursions ...]

That sounds like just what late cycle escalations should be. Except linked to the dominant theme of the hex that the escalation is emerging from, and potentially with resolutions other than combat for certain player communities with certain factional alliances.

Nice.

That does sound like a pretty awesome PvE event to occur. My purpose in throwing that plea out there is to have less of the popcorn enemies than what we see in current MMOs. playing SWTOR and being a trooper I can use Mortar shot to take out groups of 10+ enemies if I just grab a bunch force a LOS issue then they all huddle together once they see me again and throw the AoE attack on them.

But for that particular title, I think the normals should be the same difficulty as a strong, the strongs should be about a star, and the champs should be closer to what bosses are. As it stands I can take out champs if I really want and using just a few consumables.

Goblin Squad Member

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Valandur wrote:
Hobs the Short wrote:

How buildings in settlements will actually work. Will they at first just be facades that allow certain crafting stations or skill training, or will they (at some point) develop into interiors that can be manipulated, with furniture, decorations, different colors, etc.? Will you get to rearrange where these buildings are in your settlement, or will it be preplanned - if you want a smithy, it's always in the SE corner of the settlement. Will you get to choose the style of your buildings (wood, log, stone, etc.) or will it be tied to upgrades, with each upgrade being represented by a more sturdy material?

In the very few past games that have had true player housing, much of this could be customized. I would like to know what the plan is for PFO.

I'd like to second Hobs post as a topic for a future blog. This subject interests me as well. Looking at the images, it would be nice if you could arrange the buildings prior to hitting an "accept" button when first laying out a settlement. (Similar to how you place shops in "The Guild 2", if your familiar with that game). I would also like to hear your thoughts on the ability to tear down and move a structure and change a structures facing.

I concur on this one. I'd like to know how settlement generation will work, Structure placement in construction, the variety of structures and their purposes. Will NPCs be included in the structures or a variety of 'Sims' like behavior of build it and they will come to work the less meaningful jobs.

Will players be able to act like business owners? Crafters can take up housing in workshops for their particular craft have NPCs to sell their wares and then make stuff to store it in the stores inventory vault to be sold? Is there going to be a meta-system in place to advise the pricing on said materials?

Will there be the ability to construct the one-off sorts of structures in unusual hex locations like the lone inn in the woods for travelers who didn't stop to stay safely in the city? Watchtowers near forts, or road toll positions?

Lots of interesting subject matter to explore here.

Goblin Squad Member

"That's Why I Said 'Hey Man, Nice Shot'"(Filter) - PvP Reward Systems

Goblin Squad Member

DeciusBrutus wrote:

I think the original post might be well rephrased as "There should exist PvE content which is Hard and requires significant coordination and cooperation within groups."

That may be apt. But its more that the desire is for the majority of PvE content to exhibit this sort of difficulty and significance.

I'm all for player driven content, I'll spend a lot of time creating content, but there also needs to be a general sense of a challenge otherwise this doesn't feel rewarding to an end user.

The drive toward easy popcorn enemies that you just slaughter for the sake of slaughter or a number drive quest feels too easy and relatively unimportant other than getting a few coffers and finishing the quest.

Goblin Squad Member

KarlBob wrote:

One form of PvE that could lend itself well to group play is monster encampments. The idea is that monster groups will appear on the map near the edges of player controlled territory. If they're spotted early, they might be caught at a level where one player can crush the encampment. Not all of them will be spotted early, though. Encampments that have a chance to dig in are supposed to grow to the point where no solo player could hope to defeat them.

Maybe the larger monster groups will be a good source of group PvE.
PvP will also encourage grouping. Supposedly, the game will allow us to fight as a unit, with bonuses from group cohesion that just wouldn't be available to a bunch of people fighting solo next to each other. Howe they're going to pull that off isn't clear yet, but the unit cohesion bonuses should encourage tactics more advanced than the zerg rush seen in most PvP MMOs.

I'd like to see the PvP operate more like DAOC rather than WoW or ever SWTOR. The running in circles to try to avoid combat or leaping about I always found rather annoying.

DAOC's method to compensate for that behavior was an Auto-Face of target actively engaged in combat. They also had an Auto-Attack to determine the combat state though. I'm sure a similar method can be done without the need to have it tied to the auto-attack in behavior.

I do agree the PvP and unit cohesion will play a roll in generating a pack mentality in some ways forcing group combat. But my plea here is more driven toward PvE encounters which will need to exist to cater to another audience for this genre of game.

Many of the designs I've read thus far have been ambitious, expansive and fairly well thought out. There is a great deal of promise. I'm hoping it all turns out to make effectively what will be a long-lived and beloved title to experience.

Goblin Squad Member

Blaeringr wrote:

PFO's current plan: mostly player generated content (settlement building and PvP), a light sprinkling of actual quests and dungeon crawls.

Does that context shed any light on this topic for you?

That's context, not content. What I'm looking at is explicitly PvE content design and implementation. I'd like the Orc tribe I need to wipe out to claim a hex to be more than just popcorn enemies I hack to bits with little thought or reason. Waltzing through a massacre of NPCs is fun for an Action RPG. But I'm looking for what PvE content that exists to persist as a real challenge. Utilize specialized skills from characters and make it so they aren't by default as a player vastly superior to the NPCs.

I do see your point though much of the opposition is going to be other players in the field. I'd just like to see the NPCs you face actually posing a threat. EVE had that concept in their missions making it so the NPCs had the same ships and capabilities as the players. This made is so challenging fights could be actually challenging for ship to ship combat. But by no means did it make it really impossible.

At some point, someplace they'll have to be NPCs the player can combat, steal from or otherwise interact with.

Goblin Squad Member

Valandur wrote:
Mirkk, and Bekan, where did you hear about Pathfinder Online? I'm just curious.

Stumbled across the Kickstarter while looking at the 'Wildman' kickstarter. I actually work in the Redmond\Kirkland area where this is being made and work in the video games industry.

I've been intrigued by the designs I've seen on the blog, and read as much as I can on the forums when I have time, which sadly isn't much free time between work commitments and attempting to have a social life of some kind.

Pathfinder as a PnP I haven't actually played as of yet, but I was always interested as it seemed like a good alternative to D&D which I played quite a bit of back when I was in Junior High and High School. Recently I've spent time playing GURPs which has a great deal of flexibility and Deathwatch which is a Warhammer 40k PnP.

Now the small plea I'm making here is already somewhat in the works in the sense of diversity, but bringing back opposition that isn't popcorn seems to be outside the design most people are comfortable with these days. The idea is to make the player feel "heroic" right out of the gate. While I understand the design, I miss the thought process required to successfully pull off a challenging encounter or work around.

Goblin Squad Member

I'd like to see a large volume of group oriented content and quests than we currently see for MMOs. I find it disappointing to join into a Massively Multiplayer Online Game then end up spending a good portion of my time running around alone or just in proximity to players. Theres very little need to talk or interact with each other as simply having someone there makes the encounters go expeditiously.

Now I've played MMOs since Ultima and Everquest, playing the majority of them since then it's been a common trend for anything released after the WoW era to be more of a "soloing together" experience as a friend of mine coined. Individually in Everquest the NPC opposition was often stronger than the player - this made for people at the very least to double up.

While I'm not a huge fan of the "Camps" that arose because of their spawning system and the strength of such mobs, I believe treating enemies less like popcorn and more like real opposition could drive further interaction from players. This specifically was what made me develop long lasting bonds with many players in that game as I played a rogue and often couldn't do much alone other than explore (Sneak+Hide was awesome).

Ensuring enemies remain a constant challenge for an individual player will also drive for balanced groups mechanically and allow for people to interact both in the wild and towns.

Along this same thought process I'd love to see the return of Utility class play. Where Rogues are more than DPS, Casters can be something other than DPS or a healer. Everquest did this well with their Enchanters and Shamans making them fit a slight role in DPS caster or Healer, but also giving them extremely powerful buffs that compensated for their inadequacies compared to your more dedicated damage Mage or Healer.

Druids and Wizards had their unique perks as well to set them apart.

But integrating traps or hidden passages into level design that a racial or class based set of skills to spot or utilize these would also make for a difference in overall gameplay. A Return of traps to dungeons where Rangers and/or Rogues can detect and disarm them, or find a route to bypass an extremely difficult area would be amazing as well.

Goblin Squad Member

Gloreindl wrote:

Regarding Spears, and forgive me for putting on my Military Historian hat again, come in numerous styles, including slashing (Celts and Norse used this type a lot). It would be interesting if PfO had different types of spears that fall outside the typical piercing damage that most people think of when thinking of a spear.

Given that PFRPG has three types of damage - slashing, piercing and blunt, some weapons that mix these up in variants would make for an interesting game, especially if skills allow for damage type specialization. A Dwarven spear with an axe head on the lower part might make for an interesting weapon, as an example, and D&D has had similar weapons like that Kender staff-sling thing from Dragonlance.

Just food for thought. :)

Well as it goes for the "Spear" it might be better to refer to the class of weapon you're looking at as a Polearm.

Because as it stands, you have the Pilum, Halberd, Spear, Short Spear, Long Spear, Lance, Long Axe, and many many more types of long Polearms that share spear or spear-like behavior and functionality. Some are dedicated to certain roles like Short Spears were made infamous by the Hoplites of Greece. They'd carry a short spear and a short sword of some variation.

While the Pilum was a Roman throwing spear design to have the tip bend on impact making a shield unusable or the man it strikes severely wounded.

If we can have representation of some of this it'd be awesome. But mostly I'd like to see the Basic Thrusting Spear, Slash and Thrusting Halberd, and Slashing Long Axe style weapons available as Polearm training.


Erik Keith wrote:
sauvix wrote:

Anyone know how to contact whoever I should about my rewards. I still haven't received the Thornkeep book or the poster in the mail. I did get the flip-mat and the t-shirt.

Apparently, the email I received from Paizo has a tracking number that is not recognized by UPS. I can view the page and it says it has been shipped but the last line says:

Jan 28 2013 Ready for post office entry Coppell, TX

And then nothing. What gets me is that none of the tracking information is recognized by UPS.

I've set up a replacement shipment containing your copy of the Poster and Hardcover. You should be able to confirm its pending status on your Order History page, and we'll send you a confirmation email as soon as it ships. If your original shipments arrive make sure to let us know, otherwise rest assured that we'll get your backer rewards to you.

- Erik K

Is there any ETA on when the latest kickstarter items are to be shipped out? I have yet to even receive contact email recognizing my kickstarter contribution or that the orders are being processed.

Goblin Squad Member

Mcduff wrote:

Quick question I wanted to ask. Does anyone know whether food and drink will be required or provide any benefits? I'm assuming at the very least they'll provide a temporary buff of some kind.

Given the myriad of potential professions in a sandbox, chef seems an obvious choice. I've recently been thinking though that it might be cool if food were required (on some level). Now obviously you wouldn't die of starvation, and I think it would be a mistake to force people to constantly having to stop and snack. But you could implement something where characters suffer minor debuffs the longer they go without eating. Nothing crippling, just enough to incentivize stopping at inns and markets occasionally. It would also be something to consider when planning a long trek in the wilderness.

Has any other mmo had a system like this in the past? If so, was it cool or awful? In the few that I've played, cooking often feels like alchemy with minor tweaks. I hate wandering into inns and finding nothing but npc's. Also, since one of the possibilities for building player built structures is an inn, it'd be nice if there were actual services it could provide. Food, Drink, Notice Boards for work, a place to sleep or get healed up...

Or it could be really annoying. Maybe it's crossing the line between immersive and tedious. Thoughts?

@McDuff The original EQ had a good system for dealing with Food+Drink, it was a passive consumption of Food that allowed you passively regen health (SLOWLY) and Passively regen Stamina/Mana (SLOWLY) between combat. The better food or drink you purchased influenced the regen rate but it was always at such a minimal rate that it was almost negligible. The requirement for it came from when you had downtime and needed to rest. If you didn't have anything you also didn't regen so it became imperative to at least have minimal food.

I personally found that buying the best food from the Innkeepers was more than enough for my characters even up to the high level 60's after playing for years and years.

I also agree with a system like that you could see some very good boons to the player profession by requiring it in a similar fashion, but allowing for other abilities or attributes to be influenced based on player made food.

Goblin Squad Member

GrumpyMel wrote:
Valandur wrote:
GrumpyMel wrote:


Even though that's not realistic, it's alot easier for games to impliment that technicaly. If they have thrown stuff that falls onto the ground and you can pick up.....then they have to preserve all those objects in memory after they are thrown, and they have to have a janitor function that sweeps up and destroys those objects after a certain amount of time so they don't continualy eat up memory. It's why with MMO's, they usualy just have anything you drop get destroyed instantly...alot less resource and coding hassles for them.

GrumpyMel, I'm not directing this at you. Your post just reminded me of something I've thought about.

I wonder at this. While it's true that if they allowed objects to be dropped it would require the server keep up with them, I wonder at how much load it really would be on the server. Many old graphical MUDs track everything that gets dropped, and in one game I used to play there could be 30 to 40 items on the ground in each spot you can step and 1 dungeon I recall having 8 levels with crap all over every inch of floor. I used to run that game on dial up, way before high speed Internet became available and the lag wasn't bad. But I'm not in the computer networking industry, and really there's no need to have everything that gets dropped tracked and kept up with.

I don't believe it would be that difficult, or resource heavy to just put a flag on thrown items and have them be the only thing that can be picked up. They could just have the system auto wipe anything left on the ground after say 10 minutes.

It's not impossible to do (I played in some MUDS like that as well), there is just an extra cost (resource and $$$) to do it...which is why it's commonly avoided. Think of the scale involved...most big successfull MUD's have on average 2K users on at a time...and generaly not more then 10 players in a room, which is the limit of the view range of a player. An MMO might have 100K online at a time...and in a...

With a combat system where the user doesn't "miss" the objects could be stored on the intended target, if you manage to down the target then you'll have a neat stack of items to extract from that opposition be it player or NPC. If you fail to kill them then the objects could disappear or appear as part of the loot table for the victor in the event it's a player. This makes it so the combat encounter is still tracked and the items are thrown into a grey area until combat has ceased.

It would allow for recovery of thrown items without cluttering the ground. Not the neatest solution but not horribly difficult to implement as well as we have a targeted combat system, it'd simply transfer the item from the using players inventory to a invisible inventory on the target. When combat state has ceased that inventory becomes visible and the objects are assigned to both players until the loot action has occurred.

Goblin Squad Member

Kryzbyn wrote:
I hope jumping and excessive movement takes alot of fatigue too. Otherwise you'll have people running and jumping in cirlces around opponents hoping to get a pixel or two on your backside for precision damage.

DAOC had a good system to deal with this by having the target you're actively engaged in combat with have an "auto-face" toward them. But this system was dependent on having an auto-attack system to make it determine the combat state. I'm curious if it'd be possible to do that while you have something targeted then use a combat skill it enters this "Ready" state and makes for the auto face to function until you have 10-15 seconds of combat inactivity to drop out. This will allow for state changes and potential for an "Ambush" on people/players that are not currently in the "Ready" state.

Goblin Squad Member

Imbicatus wrote:

If it's a returning weapon then you keep it after you throw it. If not, then you keep several low quality ones and don't thread them, and throw them as needed. You would carry a main weapon and hold on to it melee. For example, Meresiel has her rapier as well as all the daggers. In the Wheel of Time, Aiel usually carry three spears so they can throw one or two and still have one to use in melee.

As for threading, will archers need to thread each arrow they shoot? Other than a powerful thrown weapon with the returning property, thrown weapons should be considered disposable. It would be nice if you can recover them after the fight, but not necessary.

Viking soldiers were known to carry 2 throwing spears then pull their axes for combat. Franks did the same with the Francescea throwing axe. The idea of being able to throw a weapon that can be used for Melee as well has been around for a long time. I agree we should have the ability to throw these weapons and recover them or have a "Returning" magical ability that can be applied to high level versions.

I can see this being accomplished easily by treating thrown melee weapons similar to ammo produced arrows. If you're using a weapon set with a "Throw" capable weapon you can purchase additional of that weapon to be stored in the "Ammo" slot or container. This means if a weapon is tossed you pull a new one from that available slot/container. When depleted you return to being weapon-less (in the event you're Weapon+Shield, or the remaining weapon becomes your dominate combat weapon.