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Should be working. Did it welcome you with a "please change your pword" banner message upon logging in?
No the banner was missing and it showed up a day later so it worked then. For some reason just going into my account and trying to change it without that banner being there didn't work.
I meant beat them into submission and then put them on the black budget payroll. 'Help them' sounds better.
@ Proxima Sin , So you are asking do people want to try to help others that seem hard to help or kill, kill , kill them. I think wanting to help them to be 'beneficial participants of the community' fits right in with what Ryan has been saying about how to change the toxic perception of PVP mmos. It isn't just kill them or help them but some of both that will change things. It will take time for some people to adjust to a new kind of PVP gameplay that isn't a FFA but allows you to kill anyone anyway. People are going to experiment with the game systems.
I think they will all need their own run down low rep settlement to go buy rusty swords and moldy armor.
My thinking is that the low rep characters wont be going away and there might be a lot of them so using them to fight as merc companies would make them a positive thing in the settlement conflict aspect of the game.
Proxima Sin wrote:
Ok I get it now , it is about how low rep can become useful instead of just the bottom of the barrel scum who need to be murdered because it wont cost much rep to murder a murderer. Some people will end up low rep but they need to find a role that is at times positive for the community, assuming that they aren't going to give up being low rep. Ryan mentioned the need for a low rep type goon squad to defend your settlement in ways that high rep wont be able to. So organizing them into merc companies as a tool for settlement conflict would keep them from being random jerks doing who knows what. We could use low rep mercs to counter other low rep mercs , keeping them busy so they aren't off doing stuff that chases off newbs. So I am saying hire them and put them to work where you need some muscle.
They are only a jerk or griefer if they waste their talent for doing dirty deeds on selfish pleasure, they can fit in with expected and sanctioned gameplay with minimal change required , join the evil military. They can play the goon squad and kill people and the righteous can find them all in one place to smite them more easily.
So I would say forming merc companies of low rep characters is what the OP could be looking for, seriously.
So if you can get hired as a merc because you are low rep and kill players that go where someone doesn't want them to it is different than griefing, it's all about the why and not the what. That would be one way to help griefers to be more useful to the community, turn them into a mercenary company.
I think we can all agree that the first thing to do to change a griefer is to stop them from griefing. If they are content with what happens to them if they grief then they wont stop, so killing them a lot will help them, maybe. If they never wanted to play the game as intended then they will quit, if they are interested in non-griefing gameplay then some one can help them get involved . But it all starts after they give up griefing behavior, so getting killed a lot is what they seem to think ruins the game , that is why they do it to others, when it happens to them they will be ready for something different.
Pax Shane Gifford wrote:
When I think of what lore is , it is the history ,background ,setting and sets the stories beginning .It tells you who am I and why am I here. So it is like the mmo gameplay takes place next after the lore's foundation. But in a sandbox that doesn't work well because a year or two later it ignores all that has gone on in the game world . So a way to keep a record of what happens over time could be done in such a way that it is like reading about the 'newest' lore of world, but its all now based on what characters have been doing. So it is like PFO Year 1 lore and history, if it is written to look and feel that way.
And they sell T shirts too! My ideas were pretty vague until Shane mentioned a newspaper, what EVE radio is doing seems like a great addition to PFO. Something that is about what players are doing and have done and how the world is changing.It's the kind of stuff you want to know but don't want to take up all your game time talking about instead of playing the game.
In an mmo you have to make up your own story to go with what happens, but what if there were official player-storytellers who gave us a kind of history and background flavor to what goes on in the game. Something you can read and it makes the mmo feel like a Pathfinder campaign, it would all be after the fact but would make the world have a recorded history that sounds like a Pathfinder story. Some kind of recorded history of the world would be cool to look back at after a year or two. It could also keep us up to speed on what's going on around the game world.
What is exclusive to accounts from the 2nd kickstarter that will never be able to be purchased in the future?
I've been following SotA development. Portalarium have just had to start a damage limitation exercise and give Kickstarter backers some new benefits because their forum community challenged them over perceived backtracking on statements made during the kickstarter campaign, etc.
Do you have a link for that?
Ryan Dancey wrote:
Well a PVP free for all with no rep mechanic would be a horrible way to start out that's for sure. I'm guessing that we will either flag ourselves for PVP or have factions that flag you as hostile to another faction, that's fine with me until the game is ready for rep to be added. A no pvp NPC starter area combined with a good reason to join a faction at war could be interesting for a couple months, much better than just kill anyone who is flagged for pvp. We sure don't want PFO to start out being the opposite of what it was sold as, so it is better to go too far in the direction of limiting who can pvp and where until the game is ready for the needed systems.
So what is wrong with having POI's be the social hubs and trading centers for people from different settlements. It's not like having everyone come to your settlement is the only way to play a more friendly game. Each settlement could sponsor a social and trade POI nearby for non-members. Having an open door to your settlement seems like a real bad idea.
Pax Charlie George wrote:
So if a Pax member is being griefed then all members would help then out if they need help, what about non-members that you see being griefed does PAX help them or 'maybe' help them or its none of your affair?
Pax Charlie George wrote:
So does Pax judge all other players by the standard you set for yourselves? I mean if you agree to not do these things and call them griefing if you did it , do you officially consider non-members who do those things to be griefers? So you would all be agreeing on who is a griefer in the game by your rules.
Based on what we know I doubt a settlement that makes a law that all trespassing flags you as hostile will be a good option. The more laws broken the higher your unrest will become , if high unrest is too painful they wont make laws that keep being broken and they cant stop it. You could go to any settlement with a closed border step across the line, breaking a law , and then leave and if enough people do that the unrest will rise to max pretty soon. It would be self defeating to try to close your borders , just like in real life where that type of thing causes huge problems for the country that tries it.
Lots of laws might be needed to tell players what they cant do in your land but that runs the risk of unrest too if you cant stop it, I don't see how a closed border law will work ,due to unrest , if other settlements can easily drive up your unrest by breaking the trespassing law . Of course it all depends on how bad high unrest hurts. It would be easy to send large numbers of players to step over the line and run away so they don't get caught and wreck the unrest level.
Realistically a police state with a closed border should have high unrest, The people of The River Kingdoms being freedom lovers.
Walk Any Road, Float Any River
You are asking for another server for hardcore mode, that's not going to happen. There will be one server ,nothing will change the plan on that for the near future. The concept is one world that all players are a part of ,EVE never made another server so I would guess there is a real good reason they didn't.
PVE is a boring grind because you know what will happen before you engage . You know the mobs hitpoints and its level and its class , the info is all given to you but with less info on the mobs it is different gameplay. What if the mobs have generic names instead of names that tell you their class and no hitpoint number and no con system to tell you the level of the mob. Now its not going to be boring because the risk of death increases.
Maybe there are enough people who are tired of the easy mode PVE gameplay to do it differently.
If SAD can only take what is in a players backpack that should eliminate its use for things other than playing a bandit. If your packs are empty you can just ignore SAD , its only a threat to making more money that way. You cant just harass people with it if they can leave their packs empty and remove themselves as a target.
Did the devs ever say you can strip a players gear with SAD or has that all been just speculation? If you can it is wide open to abuse. The ability to take what is in backpacks only would fit playing the role of a bandit with a code of honor, instead of a criminal who can get away with it rep free for some unknown reason.
I don't think we want a world where you cant just kill anyone but you can take all of anyones gear and then think it is somehow a better world because there are less corpse runs. It comes out just the same, you lose all your gear and have to retreat to gear up again.
Pax Shane Gifford wrote:
@Notmyrealname, if the SAD is used by non-bandits, and the intent in using it is not to take someone's goods but to force them into PvP with no rep loss, you don't think SAD will get changed? SAD hasn't been detailed enough to say it can or cannot happen this way (many people think it can).
Force them into PVP by asking for their pants ? That sort of thing could be avoided by limiting the loot to what is carried and excluding what you have equipped. So you could be robbed of stuff that you gathered or are transporting to a market but no one could put you in the position of losing your gear from a SAD, unless you choose to fight.
Most settlements will outlaw SAD in their land so it will make the bandit a criminal to try it close to settlements, so as an exploit to force PVP it wont work for those people who stick close to home. Keep in mind that a player can run if they see someone and SAD wont work long distance so I don't see how bandits(or exploiters) will have it too easy, Merchants will hire escort companies between settlements, I expect escorting to become pretty standard .
The big risk from SAD will be to lose your profit from whatever you are doing outside of settlement territory. The way to counter bandit activity is with your own bandits running them off, if the bandits stay in one spot or with escorts if the bandits are roaming. So you could slot SAD as a skill for the purpose of bandit hunting only, in fact escort companies will need SAD to do their job well, a group of guards out ahead of the merchants can clear the way for them, or follow behind and take back the stuff.
If SAD ever gets tweaked it will be because it is not doing enough to keep markets local, the competition is needed between localized markets to generate settlement and player conflict. The economy is why SAD works the way it does. The big picture is going to override any 'fairness' concerns about bandits having it too easy. SAD is not broken, when did the devs ask for a fix to what they designed? I know people want to make the game better but you could make it worse changing something that has a major impact on the games economy.
I don't think anywhere in the game is planned to be a PVP free zone, even NPC cities. The consequences of PVP make it a real bad idea to start anything in them , NPC guards warp in and kill you. So having severe consequences for starting a fight in an Inn would work, that fits the game design as I am seeing it. An Inn should be as safe as an NPC city , you go there to heal not to PVP.
Some type of world progression that is a result of player actions. I know the world and gameplay will change as new features get patched in, but it might be fun if some of it needed to be unlocked first. Like an epic battle that needs to be won against mobs to open up a new map area, or research needed to allow new spells into the game, something everyone can contribute to if they want. Even better would be a competition between two or more progression choices based on player actions , it might fit in well with crowdforging new features into the game.
It sounds like an evil settlement next to good one could cause the unrest in the good settlement without going to war to do it . A good settlement may not be able to use that tactic without the cost in alignment being to high. It will be interesting to see the kind of things you can do as an evil settlement that good settlements cant do, causing unrest in a good settlement sounds like great gameplay.
Ryan has a theme he keeps returning to because its important. The gaming culture of pvp and how it is perceived. What does football have to do with it? American football is all about the fans and that is why it is played, including the tackling. There is a huge football culture that includes countless things for people to get involved in. The fans want to be a part of the football culture , that is what interests them ,they sure aren't going to tackle anyone.
I think his quote could have been ,'cant see the forest for the trees' ,a forest is not just a bunch of trees. The details of game mechanics wont help PFO overcome the public perception of PVP as toxic ,PFO needs its own game culture that people will see is different.
I would love to hear from the folks at Paizo about how the Pathfinder IP is being used so far to make PFO. Things like how is the Pathfinder world coming alive in PFO and what you like about it, what would you like to see happen in the future?
Before I heard of PFO I knew nothing about Pathfinder but I am liking what I see and have great expectation and hope that the IP will make for a rich game world environment with a very unique feel to it.
I understand some things are hard to put in an mmo and the rest is even harder, but I have seen what I would call 'using' an IP in other mmo's and it seemed more of a marketing tactic than a love for the IP.
Of course any input from GW is welcome too, what kind of things do you actually do to make PFO feel like it is uniquely Pathfinder. My understanding is that Paizo owns the IP that GW is using to make PFO. I'm not sure how involved Paizo is in making the game.
Frankly, I think I'd be a little put out if folks are getting into Alpha without forking over $1,000 or more...
If GW lets the Alpha level backers pick any new testers to invite that would seem like a good way for your kickstarter reward to keep its value. Oh the power you will have....