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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.
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.
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.
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:
From a long time ago:
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.
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.
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.
PRD:Evangelist (Archetype) wrote:
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.
... 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.
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".
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?
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)
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?
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.
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.
... 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).
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.
Somewhat understandable, but the actual quote was:
The easiest way to get those without losing Reputation is to repeatedly kill yourself.
Period. Full stop.
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.
It's obvious that wearing armor doesn't completely limit range of motion, nor does it prohibit things like running, doing jumping jacks, etc.
However, until we see a sprint race won by a sprinter in armor against a sprinter not in armor, I think it's reasonable to conclude that wearing armor "slows you down".
Since it came up, I'd like to reiterate The Seventh Veil's stance on PvP averse characters: We value you and want you in our Settlement(s). We've long recognized the very simple fact that having you there, happily contributing in the areas where you're comfortable, is a net positive to our community even if you don't participate in other areas where you're less comfortable.
To put it mathematically:
X + 1 * C + 0 * P > X + 0 * C + 0 * P, where X is a Community, C is Crafter-added value, and P is PvPer-added value.
I would also add that we think many of the players who are currently PvP-averse will eventually want to "dip their toes in", and might find that they really enjoy it. We want to give them a chance to do that (or not) at their own pace.
... it's hard not to see the whole RA initiative as cynical and disingenuous...
If it's hard for you not to see the initial announcement as "cynical and disingenuous", imagine how hard it is for me (and others) not to see some of the posts from our enemies as serving any purpose but to destroy it.
The RA had three transparent purposes.
Everyone who chose to settle near us based on that invitation understood clearly what we were doing, and has been very happy to be part of our Alliance.
The only problems with the RA resulted from direct enemy action. It saddens me that more of the community didn't recognize that right away, but it shocks me (to the point of incredulity) that you cannot see such an obvious fact.
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...
Stephen Cheney wrote:
... it may only take a couple of maxed out level nine AoEs to drop them all. It does take a couple of seconds to wind up a second one, so hopefully they'll have the presence of mind to scatter after the first one.
I was laughing to myself yesterday wondering if I would ever have the opportunity to kite a half-dozen players the way I do mobs, and consistently hit more than one of them with my AoEs. It doesn't seem likely :)
-Aet- Charlie wrote:
If you are unsure what you are looking for besides playing a fighter, I would look into The Seventh Veil. They look to be supporting a wide range of play types.
Thanks for saying that, Charlie. I was composing a very similar message.
@pavaan, The Seventh Veil is very focused on Knowledge (gaining it, sharing it, helping folks make use of it to achieve their own personal goals). We've been around, and active, for a very long time, so you can expect we'll remain active when the game goes live.
Your play times seem to line up pretty well with prime-time Europe, and we have a number of European players; there's even Greenwitch's Mean Troop.
If you haven't already seen it, you might find the Guild Recruitment & Helpful Links list useful.
Ultimately, you'll need to be comfortable with the group you're joining. PFO is shaping up to be much more social than most MMOs.
Good luck in your quest.
<Tavernhold>Malrunwa Soves wrote:
I'm somewhat curious how many folks knew without looking it up that those were the lyrics to the theme song to M*A*S*H (I did). I'm also somewhat curious how many folks don't know what M*A*S*H is.
On first pass I'd be leery of someone being able to get the Player-Killer
To answer the question: Absolutely, you just need to kill someone that's flagged to you. Anyone who attacks you will be flagged to you. If they hit you a second time they lose Reputation, but if you can kill them before the Attacker Flag wears off, you don't lose any Reputation.
For everyone else, the point is that there is a way to test PvP without Rep Loss in Alpha. I don't think anyone expects the Murderer Flag via Suicide method to be the standard method of engaging in PvP once we're in Early Enrollment, but it's a reasonable way to put yourself in a situation to test PvP without destroying your Character's Reputation during Alpha.
But I applaud the devotion to the "spirit" of the rules by those who would refuse to engage in something that might be considered an exploit...
To get enough Social points to advance Knowldge: Nature & History, you must get the Player Killer achievements. 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.
PvP can be a lot of fun. I really hope PFO attracts enough folks to be successful, and I think to do that they're going to have to really differentiate themselves from most other Open World PvP games. Reputation goes a long way towards doing just that.
My hope - and if I'm being honest, my belief - is that a lot of folks who never thought they'd like a PvP game will love PFO, even the PvP in PFO.
I'm not sure we actually know that. We've been told all along that we'll be able to have as many characters as we're likely to want on a single account, and even log them in simultaneously. That tech is even working in Alpha.
People will fight because we like fighting. The war of towers is just the excuse and the medium for the fighting we'll do anyway, not its reason.
I was going to make this point, but Guurzak summed it up well. The War of Towers wasn't created to give players a reason to PvP, it was created to give players a place to PvP without turning the whole game into Lord of the Flies Online.
Wexel Daventry, The Veiled, T7V wrote:
I honestly think only the die-hard fans are following this board, or even the development process, and you will see a huge influx of players who have no idea of what has been happening in the Landrush show up in the first month, looking for guidance, and a Company to be a part of.
Another point I was going to make. My totally-unscientific guess has always been roughly 10% of those interested actually pay attention to the forums, and maybe only 10% of those paying attention actually post anything.
This is another reason I'm not all doom-and-gloom about the small Settlements; I expect some of them will grow quite well once the game starts and they're recruiting from the pool of actual players rather than just the folks on the forums.
However it is still the intent of Brains and Brawn to join the alliance.
No apology necessary. We're honored by your intent, and we know you're not the only group in this position.
I'm really looking forward to chatting with y'all on TeamSpeak, and feel confident you'll be welcomed into the Alliance with open arms :)
Nihimon, did you happen to record that session on Twitch? I'd really like to hear the exact words from Paul before speculating too much.
It's recorded, but it won't do you any good because Paul's comments were just in the text chat, which I don't believe gets saved. Sorry.
From memory, Paul and Cole were chatting with folks about the new personal quest system being built for the tutorial, and just wanted feedback about personal quests in general. I actually think it might be best if our ideas are presented without being heavily constrained.
... from all the dev blogs and forum threads I've read, it sounds like GW doesn't intend to populate the River Kingdoms with quest-giving NPCs. It's part of the theme park trap...
Remember, "Pathfinder Online is a sandbox game with theme park elements". It's just not a full-on Theme Park.