Real women, in the real world, have closets full of impractical items. I don't think its unreasonable to assume women in a fantasy world would be any different.
Besides, these fantasy characters are wearing armor 24/7. I'd say a chain mail bikini is more realistic than wearing full plate all day.
How about an automatic adjustment of your pvp window based on how many settlement members are online?
Small settlements with 10 players online would be relatively safe but if you have 50 people on you better be prepared to defend your land.
So do escalations advance at a certain time limit or after a certain number of mobs have been killed? If these are the main source of PVE content I see them getting zerged on a regular basis. So either the event ends quickly or your stuck trying to tag mobs within their 10 second lifespan for hours at a time. Too soon to criticize, just tossing out concerns.
Can a hex produce multiple escalations at once?
I realize that but I think settlements are likely to attract many people from similar time zones
I wouldn't KNOW he was an assassin but maybe I'm paranoid and I attack some random guy who just happens to be a disguised assassin. Does it not drop the disguise?
I haven't seen anything that suggest a war declaration is required to attack a settlement.
I wasn't worried about repeling the attack. My concern is that attackers can force you to take alignment and reputation hits just for defending your town.
You see 100 players forming up outside your settlement. You see them rolling up seige engines. You can't do anything about it until they attack or you're the attacker and probably get the murderer flag.
The catapults start firing. The battering ram is knocking. Yet only the handful of players operating that equipment are flagged as attackers.
You have little choice but to attack them. If your settlement has laws against murder and you win, how many players just took an alignment hit? Your settlement alignment could shift towards evil just for defending your town.
For a low budget MMO pvp is really the only way to go since they dont have the resources to make content that pve requires. (Nobody does, thats the problem with the themepark model)
GW has given many reasons why pvp is a better model than pve and they all sound valid. However, its not like they really have a choice. This model is the only option for them given their resources.
The sexy armor issue is so subjective I've stayed out of the discussion. Appropiate clothing/armor is determined by your culture. There are plenty of real world examples of female clothing that is counter-intuitive to its function but women still wear them for the same reasons women of Golarion might.
Remember the armor in PfO is also "everyday wear" so men dressing in full plate to go to the market is about as realistic as a female wearing a chainmail bikini in combat.
And we would end up like DDO where everyone has 35 AC and + 17 to hit. Small whole numers is a huge limiter when trying to make a complex game.
Macros: as long as each ability requires a keystroke I have no problem with macros. I never saw the difference in pushing 1,2,3,4 vs. pushing 1 four times. I could take it or leave though. I do like being to add text to my abilities though. Especially since there are attacks that combo together. I Slash and /party " %t has a bleed". So group mates can now use attacks that work on Bleeding targets.
One thing I really don't like is circle strafing. I hope there is no advantage to using this tactic. The occasional "jump behind to backstab" is fine but the constant running in circles...bleh.
Ryan Dancey wrote:
Any veteran is going to have one physical control and one mental control ability, so that's two consecutive full power controls to lock down someone who runs under the current Freedom design.
Obviously I don't have enough info about crowd control to judge this system but I am concerned about the separate Freedom stacks for physical and mental.
I have no issues with the power curve.
Except that the veteran character has lots of different keyword damage types and multiple weapon sets. So all he has to do is hit the lowbie once with each of his weapons and see which does the most damage snd stick with that set.
Where the lowbie has one weapon set, few keywords, so his only chance of winning is if gets lucky and his weapon happens to match up against the veterans defenses.
I don't have a problem with this but I'm not ready to buy into the whole " newbs have a chance vs. vets" thing. (Talking characters, not players)
But we will know your biggest weakness based on the armor type we see you wearing. I suppose thats true of most games but then most games aren't this predictable. Ah well, system sounds good to me.
Just consider changing Freedom or everyone will spec for one physical control and one mental control and its Stun Wars all over again.
Is there any reason to be concerned that the system is TOO predictable? Once player A figures out a rotation that beats Player B won't he alwyays beat him?
Or once I know Pauls weak vs. Fire won't I always beat him until he earns xp or re-gears?
Maybe just a concern vs. NPCs who can't change tactics.
As I understood it, Ryan stated that pve dungeons would spawn randomly making them something of a semi- rare "reward" for being brave enough to go exploring.
Now if his Vision of the game has changed to letting us select a dungeon from a drop-down menu anytime we feel like then that is a drastic change.
Its only sandbox for those creating the dungeons. For the people playing them how are your dungeons any different from one made by GW? If GW was making a hundred dungeons PfO would clearly be in the themepark category.
I just want to point out again that I'm not against this feature. Players will have much more time to devote to their creations than a single dev team ever could so I would expect some awsome stories and I would buy them by the bucket loads.
My concern is that these dungeon runs would become the main focus of game play and drastically reduce the open world interaction that is supposedly the selling point of PfO.
With dozens, if not hundreds, of these dungeons available, the game would be much more themepark than sandbox. You're not even happening upon these dungeons in the wild. You're just scrolling down a list, enter your credit card info, and whammo...you've discovered a dungeon. I don't know how you get more themepark than that.
So is a themepark not a themepark if the players are making it?
For the players I don't see how these dungeons are any different that those made by a dev team.
It seems like a very un-sandbox like feature.
I like themepark games so I'm not against this. I'm just saying.
I realize I wouldn't "have" to buy it. I am saying that a subscriber should get any content as part of their subscription. As I said, with the exception of expansions/ major content updates.
If I pay $15 a month I shouldn't also have to pay $1.99 to run your dungeon.
I don't know if the legal aspects of the Open Gaming License allow for the usage of all terminolgy in a video game. So we might see similar feats with different names.
Plus skills like Power Attack require the player to make a choice every swing so even familiar feats will have to be drastically altered for PfO.
Why should recovering after a battle be fast and automatic? Just because that is the MMO and PnP default? (once a wand of cure light wounds becomes cheap)
Why shouldn't it be? In terms of an mmo its just a timesink. In terms of pnp Hit Points are not suppose to represent just your health. Its your overall chance of "not dieing". This is why you're just as effective at 1 HP as you are at 100 HP.