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Kargstaad

Notmyrealname's page

Goblin Squad Member. 414 posts (415 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Goblin Squad Member

Invite me, please.

edit. Thanks for the invite , StormHunter

Goblin Squad Member

I think you got it backwards ,you want your enemy to be down in a hole that they have to climb out of , you don't want to be the one in hole when combat begins. Or are we able to jump 10 ft straight up , that would put you up on the ground from inside a hole.

Goblin Squad Member

1 person marked this as a favorite.
Caldeathe Baequiannia wrote:
Leithlen wrote:
@Caldeathe Thank you for an additional data point there. Could you post your FPS values in a similar manner to what Wysper did?
I did not change the settings at all. If someone can point me at a straightforward way to know what FPS I'm getting, I'd be happy to oblige.

I downloaded the free version of FRAPS to see what my frame rate was in Skyrim . It should work with any game.

Goblin Squad Member

1 person marked this as a favorite.
Guurzak wrote:
It would not be unreasonable to have certain kinds of encounters cause greater or even complete equipment damage on death.

Well if it is a PVP death ,the winner will loot you and you lose it all, so as it is now the PVE death is less of a loss than a PVP death . Your non-threaded gear could be put on a timer and it is gone if you don't get back to it , simulating the mobs taking it.Or for hard core the boss mob could have a spell that breaks threads ,so if you die you lose more gear. I'm not against the idea of some PVE being higher risk encounters, its a good idea but it does have to make sense .

Goblin Squad Member

Bluddwolf wrote:


Can't learn how to swing a sword better..... Why not? What is the rationale or common sense in that?

Its the peasants and craftsmen, they don't want to work for bandits and build you a city that is the equal of what they could do in place you don't get robbed of all your hard earned coin. Bandits just don't understand how to be good politicians for honest workers who make the city function at a level that supports the best that humans can achieve.

Still you have a point, at some time maybe the balancing could shift from the individual having lower skill to making low rep bandit settlements easier to destroy, again because those peasants will be all for it.

edit. And two guys swinging swords next to a fire in the wilds and becoming expert only works in the movies.

Goblin Squad Member

I guess my point is that permadeath would scrap some core game features so it wont work. I understand the idea that loss makes for a greater challenge , the devs could make PVE hard core areas that have great risk vs reward but that is way in the future. Like the Gobbies eat your toes and you are permanently slowed down after you rez ,errgh. Just kidding ,that is too hard core.

Goblin Squad Member

Rangers need some cool druid spells to cast or you are just an archer. Any chance we can get a hint at what spells will be made for rangers someday?

Goblin Squad Member

We all get raised from the dead as soon as we die , you cant raise dead twice so I don't get what you want to change to the system that is being used. If you want it to cost more some of the gear you die with can be destroyed.

Goblin Squad Member

cool stuff!

Goblin Squad Member

1 person marked this as a favorite.

Well anyway , PFO is looking to be a game where you will have choices that have big consequences for your future, it will be interesting to see what people choose.

Goblin Squad Member

Nobody said unsanctioned PVP will get you banned, griefing will get you banned, not the same thing.

I suppose the fear of banning is working already and we haven't seen it used yet, hehe.

Goblin Squad Member

I was thinking of POI's that you control when I said outpost. The outpost won't be much of a target from what I read.

Goblin Squad Member

It sounds like a gusher will be in as much danger of a PVP attack as an outpost, you will have to guard yours and others will think it is worth it to attack. But we don't know the details yet.

Goblin Squad Member

Vrelx wrote:


Again, because I think some people are misunderstanding me. I do not want to just Solo Gather. I would rather do it in a group, and earn the higher payload, BUT I have not seen/read much on the group gathering activities, as was pointed out to me last night.

There will be large scale mining operations that involve a claim and take a long time to harvest. The exciting gathering related PVP will be there .Making the PVP worth it as far as gain vs loss because it involves control of territory seems good to me. A company should have a way to claim jump with just spending influence to declare a feud on the claim owner, unless I got how that works wrong. We don't need to make it viable for people to role play the worst sort of evil human behavior, killing people because you find it enjoyable. That type of behavior should get you removed , just like real life.

Goblin Squad Member

1 person marked this as a favorite.

Why even think of solo gathering and harvesting as dangerous PVP activities, those are supposed to be the safest things you can do. People that want PVP don't want to go search the woods and chase after solo runners who are just harvesting, if a gatherer wanted PVP they would be doing it. This is a straw dog considering that this is the MVP and we are a long way from real settlement warfare and the territory control that goes with it, the territory control will make solo gathering dangerous .

Goblin Squad Member

Do you think it would be better for Goblins to have their characters home remain anonymous, some low life types might hunt them for fun and you get the opposite of what you are trying for. But it is a great idea inviting them to a neutral settlement to have a home. I suppose most people won't figure out who is who anyway.

Goblin Squad Member

My advise : Get yourself some allies , you will need them. The middle of the road is for road-kill.

Goblin Squad Member

I cant wait to see what Theodum makes of all this negotiating , without Thod even being interested in the political firestorm of staying out of politics by being declared neutral.

Goblin Squad Member

2 people marked this as a favorite.

The OP was more about "I don't have time for PVP wars ,so what am I going to do in PFO?" I don't think a neutral city is addressing what is needed, maybe a settlement that trades and supports others who make war would be better for a casual player. I think crafting and trading can be done as a casual player and it will be a very needed activity. As long as PFO does not have roving gangs of gankers that exist to ruin your day it will rise above the bad PVP reputation mmo's have.

Goblin Squad Member

I would say more plain chainmail showing and less fancy trim showing would be better.

Goblin Squad Member

1 person marked this as a favorite.

Mr Voice of Doom sounds his Gong of Destruction

Goblin Squad Member

1 person marked this as a favorite.
<GLiberators> Qyck Majere wrote:

@ Saiph,

But that advantage you claim to receive, is not infinite! There will be engineers who can build these items, who will sell these items for in game resources, and these items will be as good if not better than what is being offered. So says GW.

The only advantage here, so to speak, is time! For $50 you can save whatever amount of time it would take to create an engineer, and level up the ability to build one. The item purchased has offered to me the convenience of skipping all that time spent and go out into the wilderness to forage for resources.

I haven't gained any skills from the item, nor any abilities from the item. Therefore not pay to win...

People who play more hours per day than others also gain the advantage that these resources offer... SO if $50 or even $200 is not worth it to you, just simply play more to balance out the "advantage" you claim.

I agree it is not pay to win, we also need to consider that some people have less time to play the game. They can purchase what they could have gained if they had more time in-game to construct it, so there is the huge advantage of having lots of game time to get ahead that people don't seem to see. To be fair we need to look beyond just the game mechanics and consider how the players live their lives too.

Goblin Squad Member

1 person marked this as a favorite.

People who buy a base camp can store items in it ,and at some point we will be able to craft the same instead of buying it, but what is the big advantage in storing items. You stash your loot at the base camp but it still needs to be taken to a settlement so why not run to the settlement instead of a base camp? It will take the same number of trips to haul it all from a base camp or straight to a settlement.

How are people planning on using base camps, you still will spend the same amount of time running loot to a settlement with or without one, won't you?

Goblin Squad Member

Ryan Dancey wrote:
Notmyrealname wrote:
So , all player owned housing in the future will be purchased from the store? That's a new idea, can I craft a bedroll to go with my campfire and bean pot?

Boy do I hate that form of interrogatory.

Posing a worst-case scenario as the actual fact and then commenting as if that fact were in evidence.

NO all player owned housing will not require a future store purchase. There will be player owned housing you will be able to craft from purely in-game resources.

Thanks for taking the time to let me know I was being a pain in the arse ,that wasn't how I meant it and I appreciate knowing how it looked to you. GW does a great job answering questions and I shouldn't have asked in a way that doesn't rate a response.

Goblin Squad Member

So , all player owned housing in the future will be purchased from the store? That's a new idea, can I craft a bedroll to go with my campfire and bean pot?

Goblin Squad Member

Noooo... page not found

Goblin Squad Member

LazarX wrote:
Notmyrealname wrote:
I would like to see a way to overthrow tyrants and establish a democracy, of course there is no such thing as a real democracy but the overthrowing part would be great fun. Viva la revolucion.
The problem is the tendency for yesterday's rebels to become today's tyrants.

I wasn't hoping to cure mankind's sickness, the desire to play at being God, I was hoping for some new and interesting gameplay. I think the ability to have armed revolts to remove the government in PFO would be a first in an mmo. My idea is based on a Thomas Jefferson quote,

"When government fears the people, there is liberty. When the people fear the government, there is tyranny."

No way to make that work with just voting.

Goblin Squad Member

I would like to see a way to overthrow tyrants and establish a democracy, of course there is no such thing as a real democracy but the overthrowing part would be great fun. Viva la revolucion.

Goblin Squad Member

I meant are you going to have purges at Aragon if some members are viewed as undesirable because they don't do what you want? Being willing to drive out or kick out half your members is a major flaw to me .

IT can't work out if leadership is willing to purge the settlement , that is the opposite of it working out.

Goblin Squad Member

Bluddwolf wrote:
Notmyrealname wrote:
Kemedo wrote:

"Sometimes a cigar is just a cigar" - Sigsmund Schlomo Freud

Am I fitting now?

You can do what you want to fit in , unless you join a (certain)settlement where they want people to be controlled.

If you're looking for a settlement that has few controls Aragon (CN) has the fewest, followed closely by Freevale.

What is the Aragon position on this...

purge (pûrj)
v. purged, purg·ing, purg·es

4.
a. To rid (a nation or political party, for example) of people considered undesirable.

b. To get rid of (people considered undesirable). See Synonyms at eliminate.

Goblin Squad Member

Kemedo wrote:

"Sometimes a cigar is just a cigar" - Sigsmund Schlomo Freud

Am I fitting now?

You can do what you want to fit in , unless you join a (certain)settlement where they want people to be controlled.

Goblin Squad Member

Political tags - such as royalist, communist, democrat, populist, fascist, liberal, conservative, and so forth - are never basic criteria. The human race divides politically into those who want people to be controlled and those who have no such desire.

Robert A. Heinlein

Goblin Squad Member

A new government ? UHH... maybe I missed something here, you started out with one person who had all authority and could do whatever they want and nobody can stop them, that is what you still have!

Unlike a traditional mmo guild there needs to be a way to remove the leader of a settlement or it will just be their toy to play with as they want , not a good idea for PFO. I understand the MVP wont have government types but due to the limited number of settlements (guilds) a way to vote out the leader is needed , I think. Settlements need stability to be fun, not a new government because one person 'feels' like it.

Goblin Squad Member

Well I'm ready for 'whenever'. Its august and still estimated to start in September, whatever. I just need enough time to download the client and I'm good to go.

Goblin Squad Member

<Magistry> Clexarews wrote:
So as someone who did not fund the game on kickstarter but purchased the EE access from the store prior to the change in date, I'd be looking at EE access in month 2?

Yeah , they are selling month 2 of EE in the store now.

edit . the store was always month 2 ,the date may have been wrong if it use to say September.

Goblin Squad Member

1 and 2 would be month 1 and month 2 of EE, original kickstarter backers get in at month 1 and anyone who buys from the store now can enter at month 2 of EE. EE is early enrollment, like a beta launch of the game but PFO is called crowdforging and you are more involved in the progress of game content.

Goblin Squad Member

4 people marked this as a favorite.

That's not PVP. It's PVME.

Goblin Squad Member

Is there going to be an Alpha version of the Tower Wars?

Goblin Squad Member

Yeah, but something like a quest to fight 3 battles without any deaths against your factions enemy and then you move to the next quest stage .

Goblin Squad Member

I want to see some interesting PVP quest chains. Something that gives you a reason for what you do without you having to decide what you want to do. Like another reason to PVP for people that can't decide who they would like to go kill.

Goblin Squad Member

How much of this is based off of what we know the devs had said?

Goblin Squad Member

The game world might be more interesting if the devs blow it up once a year , making everyone a lot weaker until you rebuild. Bigger kingdoms get a bigger kaboom to challenge them in their success. It isn't like this is a sport simulator , it is a fantasy world with gods that intervene.

Goblin Squad Member

Bad boys , bad boys , Watcha gonna do..

Goblin Squad Member

You call that official? Just 4 words?

Goblin Squad Member

Kobold Cleaver wrote:

thought about starting a recruitment drive to advance coalition's goals

but meh

*Takes drought of ale*

Be that Kobold Dead Foe's Ale (made from the hinders of defeated enemies) a kicked-arse ale if there ever was one.

Goblin Squad Member

I don't thunk I like the direction this directionlessness is going.

Goblin Squad Member

GrumpyMel wrote:
Notmyrealname wrote:
So you die ,your gear is destroyed , your team wins the fight though and you lost it all for nothing. Or do the traps know that your team is losing as well as knowing that you died, how do items know you died anyway?
The traps are applied to items you carried. So when gear gets looted from your corpse, it doesn't matter by who, freind or foe, they have to be disarmed. I would assume that the player owning the trapped gear can remove the traps from the gear without a skill roll... but anyone else should need to make a roll. That's the way I would work it anyway.

I can see it if you are able to cast a magical trap on your items ,however that would be to injure looters. The OP seems to be about not wanting anyone to get any of your loot and trying to invent a game mechanic to do that, it's a bad way to build a game world in my opinion. The whole idea seems to be divorced from lore and about how people feel about being looted and trying to feel better about your characters death, it's supposed to be painful to die and benefit the one who wins.

Goblin Squad Member

So like a +1 longsword of Knowing WHoOwnsIT and Follows You To The Afterlife.

Goblin Squad Member

So you die ,your gear is destroyed , your team wins the fight though and you lost it all for nothing. Or do the traps know that your team is losing as well as knowing that you died, how do items know you died anyway?

Goblin Squad Member

You seem to see content development as the end game and do not see it as a way to grow the player base over time by making the game world more interesting to a larger group who will pay to get it all.

Putting some game content in the hands of a few would take away from what would make PFO interesting to a larger player base in the long run and make the game less profitable and have less content for those that play without paying into a co-op.

GW would have to limit what a co-op can buy or they will be losing content that they would market to the entire player base. In effect a co-op could only purchase game content that GW was not planning on using or GW is giving away long term profit potential from many for a one time payment by a few people.

Suppose GW sells playable goblins to a co-op , they have now financed the development but given up future profit for themselves from new players who subscribe to play a goblin.

It's all just my opinion on what works , if GW can't market new content to everyone they will struggle to survive. We all have our hopes set on future content being added so we are willing to put up with less than we want.

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