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Dexinis

Nihimon's page

Goblin Squad Member. Pathfinder Card Game Subscriber. 10,886 posts (10,891 including aliases). No reviews. 16 lists. 2 wishlists. 7 aliases.


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Goblin Squad Member

"The Goodfellow" wrote:
2) It is said somewhere <Cast summon Nihimon> that one can freely switch settlements as long as they are accepted into the new one, or something like that.
You can switch PC Settlements if a different PC Settlement offers you membership and you accept.

I seem to recall some mention of a cooldown for switching Settlements, but I'm having trouble finding it.

At any rate, I think the point Urman was making, and if he was I think it's a fantastic thing to make clear, is that Members will be free to leave for other Settlements without prejudice. I expect there are some Settlements on the Leaderboard right now that would take such apostasy as a personal affront, and hound anyone who dared desert them.

The Seventh Veil has a similar position, in that we intend to actively work to help those Companies that joined us or our allies during the Land Rush to achieve their own goals of Settlement ownership if we feel we can. We're much happier building up our friends and allies than we are subjugating vassals.

Goblin Squad Member

Playing the Pathfinder Adventure Card Game with my wife! We just finished up Adventure Deck 5, Sins of the Saviors.

Goblin Squad Member

Kobold Cleaver wrote:
So! Nihimon! Why do you want to make Alpha FFA?

Clearly, it's the only way to protect folks from unwanted PvP!

Goblin Squad Member

I didn't see it, and don't recommend discussing it further. Often, just saying there's "no real right or wrong side" is enough to inflame passions...

Goblin Squad Member

Discussing controversial issues, even "fairly", invites controversy. It's one of the reasons I try to keep politics out of our TeamSpeak, and will try to keep it out of our public chat too.

Goblin Squad Member

Blaeringr wrote:
I'm just here to remind those who try to bring reality into the conversation, what reality really is.

I can attest that this does indeed seem to be a consistent motivation for many of Blaeringr's posts, going way back.

Goblin Squad Member

Kobold Cleaver wrote:
Some other very important context: Xeen/Bluddwolf and Nihimon don't get along very well.

Would that the full context of that enmity had been more widely understood...

Goblin Squad Member

KotC + OV! Now kiss!

How does 150 sound?

I know, I know... this is almost a KC-level post :)

Goblin Squad Member

FMS Quietus wrote:
More votes are in for Ozem's Vigil. We are now #5 and #3 for LR2.

Congratulations :) By my count, you may still be getting at least one more just from Elkhaven.

Goblin Squad Member

1 person marked this as a favorite.
Saiph the Fallen wrote:
My stars shine darkly over me...

Your prior use of that particular phrase was very much in my mind when I asked Jazz about his "inner poet" :)

Goblin Squad Member

Caldeathe Baequiannia wrote:
Nihimon, do you know how (if at all) do those carry over/reset? If groups A and B clear 30/100 tody then leave, and groups C and D come in the next day and do 70 more, is that done? If so, do Groups A and B still get "credit" for clearing the escalation?

It's not completely clear to me, but it appears that the Escalation grows at a set interval (I think every hour?). If that growth moves the Escalation into a new phase, or if player activity causes the Escalation to shrink back to a prior phase, it appears that some quests go away and others appear. Because of this, I believe it is extremely unlikely that the progress on a quest would last for a day.

Goblin Squad Member

T7V Jazzlvraz wrote:
Shadow's the one I'm having trouble imagining as shiny.

Come on, where's your inner poet?

Goblin Squad Member

Lam wrote:
Still, I wondered, how do a number of groups take on an escalation and help each other.

The Escalation Quests are "Public Quests" that are shared by everyone in the hex. So, when you see "Kill 40 Grave Sniffers: 23/40" you know that 23 Grave Sniffers are already dead. If group on the other side of the hex kills 2 more Grave Sniffers, you and your party will see that counter go from "23/40" to "25/40" even though your party didn't kill any. This means that multiple parties operating independently can absolutely help clear out an Escalation; in fact, that's probably the best way. When two or more parties are together, they clear an area very fast then have to go and find new quest spawns. If they're on different sides of the hex, that should be less of a problem.

Goblin Squad Member

Guurzak wrote:
I'm under the impression that land rush winners will get a settled hex with a keep and a supply of building materials after the Catastrophe. "Clear and hold" applies to groups who want to settle non-rush hexes from scratch after OE starts.

Guurzak has the right of it. Every guild which wins a Settlement in the Land Rush will get their Settlement without having to clear the hex first. Clearing the hex is a requirement for those who build their Settlements "from scratch".

Goblin Squad Member

pavaan wrote:
... gnome chucks...

I lol'ed :)

Goblin Squad Member

Harad Navar wrote:
I seem to remember a 24-hour period to have a charter completed was on the table at one time.

That 24-hour period was to gain Settlement sponsorship, which is no longer a requirement for all Companies.

Goblin Squad Member

Bluddwolf wrote:
Nihimon wrote:
Decius was able to create a Venture Company named The Seventh Veil in Alpha all by himself, and then add members to it. I can't imagine why there would be a requirement to have more than one Character, but I guess it wouldn't shock me if they decided to require a full party (6 Characters).
When Decius created the company, and he admitted others to it, did he retain the ability to disband the company?

I believe so, but I'm not 100% sure.

I expect the "minimum viable product" implementation of Venture Companies will be very much like single-leader guilds in most other MMOs, much like the MVP for Settlements. Crowdforging will likely determine what features get added, and how they're prioritized.

Goblin Squad Member

DeciusBrutus wrote:
100% of inventory, unless you go back and pick up the rest.

Good point. I'm getting spoiled by Alpha :)

Goblin Squad Member

@Lam, I expect that Formations will be the only way to have a group larger than 6.

Goblin Squad Member

1 person marked this as a favorite.

Decius was able to create a Venture Company named The Seventh Veil in Alpha all by himself, and then add members to it. I can't imagine why there would be a requirement to have more than one Character, but I guess it wouldn't shock me if they decided to require a full party (6 Characters).

Goblin Squad Member

Bluddwolf wrote:
GW should also be aware that if suicide is retained, it will become the fast travel of choice.

You respawn at the nearest Shrine of Pharasma. It's hardly worth losing 25% of inventory and taking damage on threaded gear to cross half a hex.

Goblin Squad Member

1 person marked this as a favorite.

"The sky is blue."

(waits)

Goblin Squad Member

I'll be extremely happy if I'm able to buy training on one or two additional characters right away.

Goblin Squad Member

In EVE, and other "one Character per Account" games, you buy a month subscription for the Account and you can't swap that over to another Account halfway through.

It makes sense to me that the starting point for PFO will largely mimic this, and I'm very grateful that more elaborate options are even on the table, even if they won't be available right away.

Goblin Squad Member

2 people marked this as a favorite.
<Kabal> Sunnfire wrote:
That's always the debate with such things.

But it's so simple. All I have to do is divine from what I know of you: are you the sort of man who would put the poison into his own goblet or his enemy's?

Goblin Squad Member

<Kabal> Sunnfire wrote:
Even if i was not planing on pushing said button, now I kinda want to. :)

Believe me, this was our biggest worry in saying anything at all :)

Goblin Squad Member

TEO Cheatle wrote:
What is to stop me from making enough alts, say we get 1000xp at character creation, and I give them all 2-4 levels in what ever they need, and stick them in an outpost?

I believe the plan is for there to be a hard limit of how many Characters can be assigned to a specific task, but I'm not sure.

T7V Avari wrote:
If I buy a 3 month xp pack at the store, do I have to allocate it to a character and lose it if I delete the character?

My understanding is that XP Gain is like a hose that's always flowing, and that you can always attach to another Character (assuming it doesn't already have a hose attached). So, if you buy a 3-Month XP Pack, attach it to a Character, and then delete that Character after 1 month, I'm pretty sure you'd still have 2 months of XP coming out of the hose and you could attach it to another Character.

Goblin Squad Member

Lord Regent: Deacon Wulf wrote:
The seventh veil and the veiled threat.

Wouldn't want any "misunderstandings".

Goblin Squad Member

KotC Carbon D. Metric wrote:
Yeah displacing KotC at AB would have much further reaching disruptions to the whole SE as well, bumping neighbors probably all around the map, causing a domino effect I'm sure.

Intentionally displacing KotC from AB would be viewed as a very hostile act. I can't imagine anyone would do that without first talking to us (TEO, T7V, and KotC) unless they wanted us to view it as a hostile act.

That said, Kabal's sassy pants are Kabal's to do with as they please, but I'd be pretty shocked if they let their plans be known this clearly this far in advance. If I had to guess, I'd guess that Tavernhold will end up back in F (just like before), and that Kabal will end up somewhere interesting but not in the heart of the future Nation that will be built up around TEO & T7V... unless their goal has been to disrupt our plans all along.

Goblin Squad Member

Nihimon wrote:
Guurzak wrote:
Skill impact on harvesting proper is not documented that I'm aware of.

Working on that :)

I already have a 48-node sample of gathering plant nodes at Forester 2 with no Knowledge skills, and a 48-node sample of gathering plant nodes at Forester 6 and Nature 8 (and other similar Knowledge skills). Now, I just need to get a sample at Forester 6 with no Knowledge skills, then add in only Nature 6 or something similar.

Of course, a word from a dev could obviate my need to do all this...

FYI, Stephen just cleared up on the Alpha Forums that Knowledge skills are not intended to increase how much you acquire from Gathering. They are, however, slated to increase how much you acquire from mobs of the appropriate type. For example, Knowledge: Nature is slated to increase how much you acquire from Fey and Plant mobs.

Stephen Cheney wrote:

If the Forestry nodes sprout tentacles and fight you, then the loot you get off their corpse will be improved by Knowledge: Nature. If you just gather from it without incident, the raw materials you get are improved by Forestry.

(Note for art: Shambling Mounds that look like Forestry nodes… great plan, or GREATEST plan?)

Goblin Squad Member

Valkenr wrote:

Being able to log in when your character when it isn't training is a planned feature for OE. It is how the game is 'F2P'.

And the last time I saw DT mentioned, it wasn't set in stone, and a while ago.

From a long time ago:

@Hroderich Gottfrei - our thoughts on "playing for free" are evolving. There will be some form of free play, that's a requirement in today's market where people want to try an MMO before they put in any money.

How long you can play without paying anything is something we're thinking about. We don't want a game full of folks who trained for 6 months, got reasonably competent, and are now playing without producing any revenue.

From less than two weeks ago:

(This is one big reason I say that Destiny's Twin is cool, but it's not as good as a "second character". Because you have to choose to either do things to earn Achievements with the Main, or with the Twin, but you can't do both at the same time. So you'll have to decide how you want to allocate your game time "doing things in the game" and you can't treat the Twin as just a convenient alter-ego of your Main.)

I expect we will not be able to log in your Destiny's Twin at the same time as your Main, although I expect you'll be able to log it in at the same time as any other Characters on that Account without a problem.

I do not expect we will be able to log in Characters that aren't earning XP, but I'm much less sure of it. I see that limitation as a very simple way to avoid the pitfall Ryan described in the first quote. Level caps on free accounts are meaningless when you don't gain XP unless you're paying for it. If your Account has a lot of XP on it, whether that was all on one Character or spread over a bunch of Characters, I kinda sorta expect that you'd be able to log in Characters that aren't earning XP.

Goblin Squad Member

Based on how stable the system is and how well it is handling the load, we will begin to increase the number of people with access to the Alpha incrementally. The existing Alpha testers will be given an invite they can give to a friend.

I'm rather anxiously awaiting an update on this. I'd really love to see more folks in Alpha, but I imagine they'll want to make sure this week's build is as stable as the last one.

Goblin Squad Member

TEO Cheatle wrote:
I don't think they will have unlimited character slots.

I'm curious why you think that, give this:

My intention is that you will be able to have an unlimited number of characters on an account...

That statement was made just a few short weeks ago.

I would be extremely shocked if we were limited to three Characters per Account in Early Enrollment. I'd be rather shocked if were were limited to less than 20, in fact.

Goblin Squad Member

An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training.

This entry actually makes it sound like the Evangelist should have some kind of Bardic Performance Feats, rather than looking like an Archer.

Goblin Squad Member

Jiminy wrote:
... it seems odd that the armor line Archer when maxed gives 'Speed +5, Ranged Attack Bonus +20', but the Evangelist line gives 'Speed +5, Ranged Attack Bonus +20, Divine Attack Bonus +20'.
TEO Cheatle wrote:
Jiminy, doesn't the Fighter have high defense though that offsets the divine attack bonus?

The Archer has no need of Divine Attack Bonus. I expect Jiminy is finding it odd that the Evangelist has the same Speed and Ranged Attack Bonus as the Archer, which does seem a bit weird to me too.

Goblin Squad Member

1 person marked this as a favorite.

I don't recall any specific answer on whether you'll need to be earning XP on a Character in order to log it in. However, you can check out Ryan's thoughts on the subject.

Ryan has repeatedly told us that his "intention is that you will be able to have an unlimited number of characters on an account".

Goblin Squad Member

Stephen Cheney wrote:
Making a +3 hoping for a +4 or +5 because you can sell it for a lot of money is the system working as intended.

My worry is that the system will be flooded with unwanted +3 refined components which were only produced in the hopes of getting a +5. Or do you expect the surplus of +3s to be voraciously consumed by the market even if a large proportion of them are being produced not because the maker wants to use a +3, but because the maker wants the chance at a +5?

Goblin Squad Member

<Tavernhold>Malrunwa Soves wrote:
I have an i7, 8g ram, and a NVIDIA GeForce GT 630M

If your system is 64-bit, I would recommend the 64-bit client.

If you're not sure if your system is 64-bit, click the Start Menu, right-click Computer, click Properties. Under System, look at System type.

Goblin Squad Member

1 person marked this as a favorite.
-Aet- Charlie wrote:
Do we play chess in PfO now?

There's Rock/Paper/Scissors :)

Goblin Squad Member

Nightdrifter wrote:

PFO Passives for Wiki

It's a text file.

Ooh! I hadn't really looked that closely. Looking at Scholar, I see a very easy way to test the impact of Knowledge Skills on Gathering :)

Many thanks :)

FYI, that's in the "Passive, Attack, and Expendable Feats" spreadsheet in Pathfinder Online (Public)

Goblin Squad Member

Nightdrifter wrote:
Nihimon wrote:
Nightdrifter wrote:
Wizard's illusionist feature also boosts stealth.
Where are you seeing that?
The files you sent me on July 10. Not sure how out of date that info is though.

Sorry, I just realized GMail apparently doesn't put forwarded messages into my Sent Mail folder. Can you reference a file name or spreadsheet tab?

Goblin Squad Member

Nightdrifter wrote:
Wizard's illusionist feature also boosts stealth.

Where are you seeing that?

Goblin Squad Member

Nightdrifter wrote:
Try using an expendable or utility during that swap.

Good idea. I will.

Goblin Squad Member

It's fun! It's also an eye-opening look at how much effort it's going to take to keep the escalations near your Settlement under control.

Goblin Squad Member

KarlBob wrote:
Do you know whether stealth requires equipping rogue implements?

I don't believe it does, but I haven't used Stealth directly. I believe I've seen Decius do it without having a Rogue Feature or Implement equipped.

Goblin Squad Member

Nightdrifter wrote:
Hmmm, I thought you'd told me the weapon swap was fast. Or am I remembering wrong?

You're remembering just fine, but I was wrong. I think I qualified it by saying I hadn't really tested it. Just switching weapon sets and seeing the bars change is instantaneous. Doing so in combat seems to trigger a weapon-change animation that takes some time, during which you can't activate any of the abilities.

KarlBob wrote:
That makes it sound like single- and double-classed characters will be easier to play than triple-classed and beyond.

I should also mention that you can only equip a single Feature Feat and a single Armor Feat. So, even double-classing has some drawbacks.

Goblin Squad Member

BrotherZael wrote:
... if you want to talk about music we should probably set up a forum for it...

Please feel free to contribute to T7V's Music Thread. I absolutely love being introduced to new music, and it's in the Public forum (although you'll probably have to register).

Goblin Squad Member

A couple of things that might help folks better understand:

1. Switching Weapon Sets actually takes a bit of time. I can get in a very nice rhythm casting Staff Cantrips. I'd love to be able to swap over to my wand once the mobs are in range, because the Wand is ridicu-fast, but the amount of time between my last Staff attack and my first Wand attack is jarringly long.

2. You can only swap between two Implements during Combat. That means you can swap between, for example, Wizard and Fighter in a single combat, but you wouldn't then be able to swap to Cleric unless you took the time between fights to switch out which Implements you had equipped.

Goblin Squad Member

Guurzak wrote:

The easiest way to get those without losing Reputation is to:

* repeatedly kill yourself.
* Once you've killed yourself a number of times, you will have the Murderer Flag for 24 hours (I believe).
* Once you have the Murderer Flag, anyone can attack you without losing Reputation.
* If you encounter anyone else who has the Murderer Flag, you should be able to fight each other freely without worrying about Reputation loss."

Somewhat understandable, but the actual quote was:

Nihimon wrote:
The easiest way to get those without losing Reputation is to repeatedly kill yourself.

Period. Full stop.

Goblin Squad Member

Guurzak wrote:

You misunderstand what Nihimon is doing, Urman. Suicide doesn't get you any achievements. Suicide is a method by which you can get the Murderer flag, which then allows others to attack you without consequence, which allows you to fight back and (if you win) get achievements.

If suicide counted directly as a player kill, yes, that would be a problem. That's not the case here.

Actually, Urman has it right.

The quickest way to get the Player Killer Achievements so far is to repeatedly kill yourself. The side-effect of that is getting the Murderer Flag (without losing Reputation) thereby enabling consequence-free PvP against you.

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