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Dexinis

Nihimon's page

Goblin Squad Member. Pathfinder Card Game Subscriber. 11,157 posts (11,163 including aliases). No reviews. 16 lists. 2 wishlists. 7 aliases.


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Goblin Squad Member

Master of Shadows wrote:
it is functionally the same as spontaneously forgetting how to tie your shoes because you moved in with housemates who only know how to use Velcro. This is poor design and needlessly punitive.

Losing access to a Feat because you no longer have Settlement Support for it is no more irrational than only being able to slot (in a single Weapon Set) three of the four Primary Feats you've trained. It's how the game imposes balance.

Goblin Squad Member

The PvE in Alpha so far has been mostly against low-level mobs - as in, level 1 or 2. The last Adventure Time with Bonny had us up against a higher level Escalation, and it's a very good thing we had as many people as we did. Some of those mobs were very hard to bring down.

You'll be able to pick your way through a hex if you're careful, but there will be significant danger if you aggro a group of mobs that includes ranged attackers that are near your level (ish).

Goblin Squad Member

Personally, I really like the idea of respawning closer and closer to your primary bind point the longer it's been since you logged out, with all your unthreaded gear in escrow at the shrine nearest where you logged out. I think this accomplishes the objective of avoiding Trojan Horses while also avoiding Offline Logistics.

Goblin Squad Member

Urman wrote:
@Nihimon - might "legitimate" work?

I expect that carries the same connotations Ryan was trying to avoid with "sanctioned". Ultimately, it's perfectly "legitimate" for a Bandit to target a Merchant who has more wealth than sense.

Goblin Squad Member

Bringslite of Fidelis wrote:
All Wizards will end up exiles.

All Wizards will learn self-control :)

Goblin Squad Member

<Tavernhold>Malrunwa Soves wrote:
Nihimon wrote:
I also worry that any mechanic which makes someone a consequence-free target will be abused...
I don't see how it's consequence free.

I meant it as a term of art. We need some way to say "you can kill them without losing Reputation or Alignment". I had hoped "Sanctioned Target" would catch on, but Ryan asked us not to use that. "Consequence-Free Target" is the next best thing.

Goblin Squad Member

KarlBob wrote:
NBSI has several problems in PFO: You'll run out of people to charge for training. Caravans have to be able to get close enough to give all their goods to your settlement members, who will haul those goods the rest of the way to the Forbidden City (assuming you can convince people to volunteer for that job). Shooting every trespasser will probably tank your reputation (especially if your enemies make a bunch of newbie alts and repeatedly trespass). You'll have no shoppers stopping in to restock on their way to someplace else. I just don't see it working very well at the EVE level.

It's important to point out that NBSI as a mechanic just means that everyone who enters your territory is a valid target. It doesn't mean you have to shoot them.

To my understanding, during your Settlement's PvP Window, anyone in your territory who is not a member of your Settlement will be flagged as a valid target. That doesn't mean you have to shoot the friends that show up to help you defend against any aggression.

Goblin Squad Member

Urman wrote:
I think those high-skilled characters should only suffer flagging, though, in someone else's official territory, only by that settlement's citizens, and only if the settlement chooses to declare Outcasts personas non grata.

Yep.

Goblin Squad Member

<Tavernhold>Malrunwa Soves wrote:
What if the feud stayed on the members of said company if they disbanded? Would that solve the problem. Like hunting down members of a scattered gang into old west.

That's half of what Guurzak suggested. I'm torn on it, but my gut reaction is that it's a short-sighted solution. I expect most Feuds will be used to change behavior - politics by other means and all. In those cases, it may well be your intent to cause a loss of membership in order to pressure the leadership to change their stance, or the company to change their leadership. I also worry that any mechanic which makes someone a consequence-free target will be abused, so it seems like there ought to be an "escape clause" of sorts.

Goblin Squad Member

Andius the Afflicted wrote:
Those are things unlikely to change over a few hours.

I wouldn't expect the devs to send you back home after only a few hours.

What I think would be kind of cool, though, is if they put all your unbound stuff in Escrow until you returned to the shrine near where you logged out, at which point you'd have to move it overland to get it back home.

Goblin Squad Member

Characters who don't bind themselves to a social organization will be at a significant disadvantage to those who do.

I think we need some new terminology. I propose we use "Outcasts" to refer to Characters who are members of an NPC Settlement even though they've trained beyond what's available there. That should be enough of a "bright line" definition to distinguish them from newbies.

I would have no problem whatsoever if Outcasts were always flagged. They've chosen to forego the consequences of playing in the Settlement game, and I don't think they should reap the benefits that are intended for new players.

Goblin Squad Member

Once again, I must say I find the tower with the pennants extremely appealing :)

Goblin Squad Member

Guurzak wrote:

This doesn't help vs a horde of safehold-affiliated locust alts. I appreciate the suggestion of customer service, but it would be preferable to have a mechanical system in place rather than having to appeal for human intervention.

Perhaps safehold citizens simply cannot harvest in settlement-claimed hexes, or perhaps they become attackable whenever they do.

Ryan had previously expressed an opinion related to this, that those characters who remain in NPC Settlements would forego some of the protections of the system. I expect there's an ongoing struggle between making it difficult to use throwaway alts, and making the game accessible to new players.

Goblin Squad Member

Audoucet wrote:
@People worried about IRL life and emergency well, I hear you, but we are talking about a situation where you are in enemy territory, attacking people. If your character dies because you don't have the time to flee well, I don't think that it is that much of a big deal.

Yep.

Goblin Squad Member

Andius the Afflicted wrote:

Commodity X sells for 50 gold at settlement A and 250 gold at settlement B.

Commodity Y sells for 500 gold at settlement B and 1000 gold at settlement A.

So as a trader I would bind at settlement A take my lower risk goods to settlement B, buy the high risk / high profit goods then log off for a risk free autopilot back to settlement A. During which time I would just play my combat character.

I expect that time would be long enough that market conditions could significantly change.

Goblin Squad Member

<kabal> Bunibuni wrote:
The person has double vision.

That would be a very un-satisfying answer.

Goblin Squad Member

Tyncale wrote:

Nihimon, did you ever hear of Xylobot?

Don't tell me you were the designer of that program!

Nope, never heard of it, and I'm certainly not the designer :)

I did quite a bit with Triggers in ZMud back when I was playing ArcticMUD, but they were very touchy about having multiple characters online at the same time so it was really only useful for things like automatically filling my waterskins when I walked past a water fountain in town.

I find it an interesting exercise in programming to create, in essence, an NPC AI. I think eventually some company will come along and announce a game like this where creating player-scripted NPCs is actually part of the vision for the game, but I don't really expect that to happen in PFO. It probably reeks of "pay-to-win" to a lot of folks, but I don't really think that's accurate, since the real alternative is "socialize-to-win". I actually think it would be quite cool for it to be possible for a player willing to spend the money to do so to build up an "army" of mindless minions.

But regardless of how cool I think it would be, if it's remotely outside how the devs want us to interact with - and in - the game, I'm not going to touch it. As I long-suspected, the key to being successful in PFO is going to be having lots of friends around so you can all help each other succeed. This lesson was borne out during the first Darksiders' event, where the fact that four friends and I managed to stay together and work together meant we were very, very difficult to take down.

Goblin Squad Member

Being wrote:
The only other mention of teleportation I've heard of from GW was the possibility that they might expand into other areas of Golarion and use portals to let players get there.

A couple of months ago, Stephen gave us this gem:

Yeah. We're going to be very careful with Teleportation, and it will be highly restricted if and when it gets in. Safely getting valuable goods across the map is also a major concern, on top of instant deploy of strike teams. If nothing else, it will probably heavily restrict how much gear you can travel with, probably very similar to resurrecting at a shrine (i.e., you may show up with only threaded gear).

Goblin Squad Member

Xeen wrote:

Nihimons Multiboxing Rig

Lol sorry, had to

Three monitors is right, but no, I would never mess around with multiple input devices and such. I'm a programmer, and once I realized it was "accepted" in Vanguard, I went all in and wrote my own bots that would automatically assist, damage, and heal as needed.

I expect Goblinworks' policy will be similar to a lot of other MMO companies, in that sending manual commands to various clients will probably be okay, but any kind of automated action will be forbidden. That's fine. I don't think what I want will come about unless a company explicitly approves fully automated botting. As it stands now, I won't bother with it in PFO.

Goblin Squad Member

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Caldeathe Baequiannia wrote:
At various times in the past I have been quite vocal about not wanting any of those things. I have, though, come to accept that my position was unreasonable, and that the risk will contribute to a better experience for most of us. I'm sure there are still lots of people who embrace my original position, though perhaps not as vocally.

I'm extremely glad that you were able to stick around long enough to evolve your stance. I hope the others in your position continue to be welcomed into the community, and given the soft encouragement to really consider the issues. I expect many will not only come to accept the PvP in PFO, but also to, eventually, embrace it. I truly believe that most folks' negative experiences with PvP are actually negative experiences with griefing. PvP is fun.

Goblin Squad Member

1 person marked this as a favorite.

There are a couple of different threads going on right now about some of the "problems" different Settlements will face.

For my own part, when making my own choice about which Settlement location I would recommend for Phaeros in the Land Rush, I made the judgment call that the problem of recruiting would not be a long-term problem for every Settlement that was distant from a particular NPC Settlement because that seemed like the kind of problem Goblinworks would not allow to be a real problem. I'm extremely pleased to hear they've been talking about ways to ensure it's not a real, ongoing problem. But I accept that I made that judgment call, and I might have been wrong.

On the other side, I believed that being close to an NPC Settlement would likely lead to large numbers of unaffiliated newbies harvesting in "our" territory. I made the judgment call that this was not the kind of "problem" Goblinworks would go out of its way to solve. And again, I'm willing to accept the possibility that I might have been wrong.

Although it's not part of an ongoing discussion, I'll also add that I considered, and highly valued, the fact that the layout of the map gave TEO and T7V easy access to control the only choke points leading into a fairly large area of the map in the southeast. I recognized then that this would only last until the map expanded. While I hope the map doesn't expand too quickly because I want us to have time to capitalize on that advantage, I also accept the fact that the map might expand almost immediately after Early Enrollment begins.

We all made our own assessments and our own judgment calls. How the devs eventually decide to play things out was and still is, to an extent, unknown. In various degrees, we will each be proven right or wrong.

Goblin Squad Member

Valkenr wrote:
I'm pretty sure there has been an official response, because you are not the first person that wanted to make an 1-man-army. Search the boards.

Actually, I don't recall an official response from Goblinworks on this. I've been asking about it for a long time, and have been waiting for a response as well.

I will say that the Terms of Service for the Alpha included language about not intercepting network packets.

Goblin Squad Member

Guurzak wrote:

<orc>Oh yeah, well, yer face is pervocative.</orc>

I rather agree...

Goblin Squad Member

Guurzak wrote:
That settlement chose its place already knowing where Riverwatch was planned to be.

Not really. They might have joined the game well after the "core" had already consolidated. Perhaps the map had even expanded significantly to the south and east, resulting in the only frontiers being further and further away from Fort Riverwatch.

Goblin Squad Member

T7V Jazzlvraz wrote:
I'm guessing trips, quads, etc, or else, as Nihimon, plural marriage to sisters.

Triplets, etc. is a much more satisfying answer :)

Goblin Squad Member

When I was studying the Russian language in college, I remember feeling quite enlightened to learn that "voda" is "water" and that the "-ka" suffix is the standard diminutive, like "-ette" in many English words. So "vodka" is actually something like "little water" :)

Goblin Squad Member

TEO Cheatle wrote:

@ Nihimon

I regularly encounter nodes that say "Your skill is not high enough to harvest this node" or something like that. Not sure what that means then? Also, Nihimon, if you completely harvest a node out of all T1 materials with low level gatherers, what happens to the nodes then?

I have encountered that message in two situations:

1. I was still technically in a Settlement hex because I hadn't been fully handed off to the wilderness hex server yet. The hex type icon next to my mini-map showed the pyramid with the light at the top on a yellow background. If I moved further into the wilderness hex until that icon changed, then went back to the same resource node, I was able to harvest it.

2. The resource node was bugged. One of my friends on TS was asking why he couldn't harvest some mining nodes just outside of Sotterhill. I made a new char and ran out there with no skill because that didn't sound right. When I got there, I too was unable to harvest. However, when I ran further up into the mountains, I was able to harvest the mining nodes there with no problem. I logged in Nihimon to go get the "bugged" nodes, and got low-level T1 resources out of them.

Again, I'm not sure how they're supposed to work. I just had the impression that any node could be harvested by anyone, and that the resources in it would be determined when the harvesting was complete.

Goblin Squad Member

Are they the daughters of twins?

Goblin Squad Member

Not to restart an old argument, but something seems obvious to me. The map will get much bigger. There will be a Lawful Good Settlement on the frontier at least as far from Fort Riverwatch as the farthest Settlement in Early Enrollment. It is nonsensical for that Settlement to be at a significant disadvantage in recruiting because of that distance.

Goblin Squad Member

With respect to logout timers, I hope Goblinworks keeps in mind the social aspect of it. It's much more conducive to saying "good night" when there's a 20-second timer after you click Log Out, which also gives your friends an opportunity to say "good night" in return, or even to say "hey, wait a minute, can I ask you something before you go?"

Goblin Squad Member

When you gather, you get the Achievements immediately when the window pops up, not when you move the resources into your inventory. I expect the system reduces the rating at the same time. If you don't take the resources out of the node, they probably just disappear when the node despawns.

Goblin Squad Member

Cheatle, you keep talking about T2 nodes. Are you sure the system works that way?

I never got high enough in any Gathering skills to get T2 resources, but Decius did. As I recall, he just started getting T2 resources out of the same resource nodes he used to only get T1 resources out of, while continuing to get T1 resources out of them as well. I was under the impression any resource node could be harvested by anyone, but what you got out of it would be determined by your Skill and the drop tables for the hex.

Goblin Squad Member

It makes me wonder what prompted the design discussion about embassies and teleportation. Personally, I think it's a fantastic idea.

Goblin Squad Member

And we don't know how long it will be 'til we're allowed to have more than one character on an account...

Goblin Squad Member

The Tooltips on Feats before you purchase and slot them has to be part of MVP, don't you think?

Goblin Squad Member

Bluddwolf wrote:
Will you turn your settlement to NBSI?

Maybe. NBSI means you can shoot them, it doesn't mean you have to, and I don't believe it will ever mean that they can shoot you without losing Reputation.

Goblin Squad Member

TEO Cheatle wrote:
That is how most MMOs are actually...

I think it's very reminiscent of the old MUDs, but not really true of something like WoW or SWTOR. In those games, it's very easy to just jump on and start playing because you don't really have any meaningful decisions to make along the way - at least not more meaningful than "what class?"

Goblin Squad Member

As much as I'd love Goblinworks to sanction* users automating additional characters, and as much as I've advocated it over the years, I don't think it's going to happen.

* For the literal-minded, I mean "give official permission or approval for (an action)", not "impose a sanction or penalty on".

Goblin Squad Member

I believe Wizards will eventually consume Charge Gems every time they use a Cantrip, much like Arrows will be consumed for Bow Attacks.

We haven't heard much about that system, and I'm very curious if the entire Charge Gem is consumed for every Cantrip. If so, that will make the decision of whether to use a Wand or a Staff... well... meaningful :)

Goblin Squad Member

Bluddwolf wrote:
SADS will be the only way to...

So much I want to say to this, but I'll leave it at "unlikely".

Goblin Squad Member

1 person marked this as a favorite.
<Kabal> Pexx wrote:
Answer: A eunuch who did not see well saw a bat perched on a reed and threw a pumice stone at him which missed.

Hrm... I take issue with the "hit him and did not hit him" then.

Not a big deal, but good riddles should have answers that are obvious in hindsight.

Goblin Squad Member

1 person marked this as a favorite.
KarlBob wrote:
If there's subjective judgement involved (and GW have consistently said there will be), then it should be pretty easy for them to tell the difference between a villain played as a set piece challenge for other PCs and a griefer.

Yes! Human judgment is woefully underestimated :)

Goblin Squad Member

Gaskon wrote:
Nihimon wrote:
I suppose it depends on how granular "each material type" is.

I got the impression that hex ratings for materials were extremely specific. ie, a forest hex might have 8,000 for yew, but only 2,000 for pine.

That wasn't specifically stated by Lee, just my interpretation of how he was describing it.

Guurzak wrote:

Relevant but ambiguous:

Stephen Cheney wrote:
Chemicals are extremely common, so have a much higher drop chance from nodes until a lot of them are gathered. If a bunch of people hit one of the mountain hexes and start gathering, you'll probably lower the Cinnabar ratings and increase the chance Iron Ore will drop.

I'm not sure whether to interpret that as "chemicals are tracked separately from metal ores", or "cinnabar is tracked separately from iron ore".

Gaskon's report earlier in this thread that "Each hex has a rating from 1 to 10,000 for each material type" is similarly ambiguous, without knowing exactly how granular 'material type' is.

The first comment reminded me of the second.

As far as we've been able to tell in Alpha, each hex will only drop a single kind of chemical. So, my assumption is that having a distinct rating for Cinnabar is equivalent to just having a rating for Chemical.

Goblin Squad Member

Lord of Elder Days wrote:
Lisa's comments about banning undisireable players was completely in reference to those abusing exploits and griefing other players. The example given was a player in the alpha who was camping the new player spawn in the starter town.
Scarlette wrote:

@Lord of Elder Days

Yes but that I know some one was specifically exploiting the guards to bring attention to the fact that they needed adjustment. I was watching the stream of some one kiting guards through town while plucking at characters with a bow, not killing to show that it could be done way too easily. He wasn't trying to grief really. Part of testing is to break the system and that was what he was doing.

I have a hard time accepting that excuse at face value. It really rubs me the wrong way that someone thinks they need to demonstrate the exploit so ostentatiously in order to pressure the devs to fix it. It should be enough to submit the information to the devs and leave it at that. It's not like this is a security vulnerability where an unsuspecting user can suffer real-world harm if it doesn't get fixed, which is the only thing I can think of off-hand that would justify such a public display of the problem.

Goblin Squad Member

Scarlette wrote:
A couple minor ones, no equipment to utilize the my character's potential. Crafting is complicated enough that getting it that way wasn't an option for me and no Bonnie to gift any.
Nightdrifter wrote:
Bear in mind that when it comes to keywords what matters is what your abilities and gear have in common. So if we all get tons of free xp but still only have starter gear then that xp won't do us much good for the test.

Two things I wanted to add along these lines:

1. If you're Cantrips are only Level 2, then you're reaching your maximum potential with a +1 Staff or Wand. Having a +5 Staff does you no good whatsoever.

2. Except that if your Staff or Wand is Tier 2, you get the middle roll of your 3d100. (I may have this slightly wrong, you might have to actually be utilizing a Tier 2 Keyword on your Staff in order to get the middle roll.) Similarly, Tier 2 Armor is good because of the +50 to all Defense Bonuses, even if you're not utilizing the keywords on it (again, I think).

Goblin Squad Member

-Aet- Charlie wrote:
Nihimon wrote:
-Aet- Charlie wrote:
Feel free to message me if I said something potentially controversial. It wasn't my intent.
No, it was nothing you said directly. I was just trying to resist the urge to point out that some of us saw this coming from a mile away - PFO is going to be different that most Open World PvP games. I'll leave it at that.
Oh that isn't antagonizing, it seems to be pretty spot on. It's actually why I posted about it in the first place (perhaps against my better judgement)

Xeen got it, actually... repeatedly and powerfully shock the system and all :)

Goblin Squad Member

-Aet- Charlie wrote:
Feel free to message me if I said something potentially controversial. It wasn't my intent.

No, it was nothing you said directly. I was just trying to resist the urge to point out that some of us saw this coming from a mile away - PFO is going to be different that most Open World PvP games. I'll leave it at that.

Goblin Squad Member

Navigable rivers and player-operated boats were a significant part of Vanguard's potential, but alas they never really developed it.

Seems to me that the Sellen being included is more of a way to cover their bets and leave the door open for really cool stuff like that down the road. Having a river that's several hexes wide is fantastically exciting to me. I'm glad I'm patient :)

Goblin Squad Member

Nihimon bites his tongue...

Goblin Squad Member

-Aet- Charlie wrote:
Are T1 nodes calculated when the game figures up depletion or does the hex deplete by type?

I may have been misinterpreting this:

Gaskon wrote:
Gathering - Each hex has a rating from 1 to 10,000 for each material type. When a node is harvested, it produces materials proportional to the hex’s rating, and then decreases the ratings slightly.

I suppose it depends on how granular "each material type" is.

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