So they make good scouts. Which usually work alone. But they can't kill a moss snake solo so if caught by even one enemy sentry the rogue dies or has to run.
The only benefit to having a stealther scout is so the enemy doesn't know they are being scouted. But anyone on sentry duty will have just as many points in perception. Even if they don't the attacking party should assume that they will.
So knowing your scout will probably be spotted attackers will have to come up with a plan that doesn't involve stealth. Just to be safe.
So while your raid leader will humor your scout because he feels bad for him, his actual plan of attack won't rely on stealth at all.
Well said. This is exactly what I wanted to post but I couldn't figure out a way to say it that wouldn't get me in trouble .
Proxima Sin wrote:
Maybe he had 4 and they were on cool down?
I found the real problem is with the Summon Monster ability. Granted mine is level 13 now but being able to summon d3 "angels" ( forget the name) that can lightning bolt and heal and fly and cast blur at will has really trivialized some encounters. And 7 times a day for 13 minutes each.
I've gone entire sessions with no eidolon at all.
"The Goodfellow" wrote:
You can't choose to take lumber and make it bulk or use it for crafting. The type of node you got the wood from determines which it can be refined into.
Even though it's been stated I think maybe people are forgetting that we (Pax) didn't created the UNC. As a merchant they were already a threat to you prior to this alliance.
The only thing that has changed is now there is one small part of the world where they are not a threat. People say we are supporting them by letting them train, well they were going to get training anyway, somewhere.
If you didn't want to business with Callambea before the alliance then UNC was a threat. If you still don't want to do business in Callambea after the alliance then the UNC is still a threat.
I don't see any negatives for traders.
At what point will a merchant be defined as "doing business with Aeternum" and thus be safe from the UNC?
If a merchant visits Callambea once a week but trades elsewhere the other six days will he be safe all week or just when he is going to/from Callambea?
It seems that the more successful Callambea is the less content there will be for the UNC. If Callambea becomes the Walmart of PfO and everyone trades there what will become of the UNC?
So GTA Online just released and of course the servers are kaploot like every online game in the history of Man. I'm not even mad about it anymore. It's become an acceptable and expected situation.
It just seems odd that in today's world a problem that has plagued this industry for a decade hasn't been fixed.
Does the industry have some technical breakthrough in the pipeline so our grandkids will be able to play Pathfinder 4 on launch day?
So if I'm in town A and I pay someone to transport goods to town B do I still need to travel to town B to actually place those goods on the market?
I suppose this is more of a mechanics question than anything that relates to the APS. It may work out that APS frequently just buys the goods, at a discount, then takes them back to Town B to sell themselves?
Or what if I'm in Town B and I need some metal bits that are for sale in Town A. Will APS travel to Town A, acquire the metal bits, then return them to me in Town B?
(assuming APS is based in Town B)
I dread the implications inherent in a game-related organisation with a charter so complex as to require decimal points. I can almost see the point of a charter generally, but even that's a bit murky; it feels on the depressing road from "fun game" to "real life".
You should see our No Pants policy
I did not think people could start as CE. I thought I read it would take some work to become LG so I assumed we couldn't pick a starting alignment.
But how do you become CE unless you've been "griefing"?
I didn't read that as a limit. I hope there isn't a 50 person limit on company size. I see no reason to do that.
I just wish I could build something of my own. I appreciate coming together as a community to build a settlement too but I'd like a small plot to do my own thing.
It seems to me that PfO is only a sandbox for the handful of people that manage your settlement.
But that goes back to me having a different definition of "sandbox".
I like The Repopulation. It's development closely resembles PfO, in my mind at least. You're the only two companies really interacting with the community from the ground up. And not just some community mod, actual people responsible for decisions are listening to us.
Well their kill/death ratio vs. me might come into play :o)
But seriously, I think the game will force enough interaction and community building that good representatives will stand out. And it's just not the "good" guys.
Players can be "evil" and not come off as jerks. Someone who ganks me and says "suck it noob" is different form the guy who ganks me and says "better luck next time".
Carrying capacity is an obvious skill mounts could have. Either mounts with different stats or mounts that change stats based on the flag you are using. Flagged as bandit your mount has a speed boost, traveler mounts can carry more, during a siege your mount gets a charge attack, ranger mounts obviously should get feign death...
I think it's going to be difficult to define any rules of behavior. The games design is such that there are not enough resources to support everyone's goals. It's going to get nasty.
Any such rules should be common sense and those that don't already know them won't be likely to follow them just because we wrote them down.