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Goblin

Rokolith's page

Goblin Squad Member. Pathfinder Society Member. 85 posts. No reviews. 2 lists. 1 wishlist. 4 Pathfinder Society characters.


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Goblin Squad Member

I'd be happy to help!

Goblin Squad Member

I wanted to drop by and offer an enthusiastic thank you for the openess and honesty. When I was waiting for Darkfall and they went ahead with launch without addressing many of the features that you included on the list as must haves, which are common sense additions for a viable game and released Darkfall despie urging from the community, it broke my trust in them. Goblinworks taking the other road and being totally open about it is a breath of fresh air from what I've seen from sandbox developers in the past.

Again, thank you for being open and honest about pushing back the dates. Maybe it's just the nature of the commitment you have to crowdforging and what that means that makes things like this happen, but I know it's also because Goblinworks is a very ethical company, with great people that work very hard to bring us the best sandbox gaming experience in a transparent way. Keep on doing what you're doing!

Goblin Squad Member

1 person marked this as a favorite.

It's just one guy's opinion based on the alpha version. Why contribute energy to that conversation?

Goblin Squad Member

Bonny Paz wrote:

I am planning an Escalation Alpha Party for Friday the 18th of July at 10:00 pm pacific time!

We need as many alphas as possible to attend! If you plan on attending please let me know with your character name so I can get the parties organized. Everyone should plan on logging in 10 to 15 minutes early and meeting in Sotterhill by the Auction House. We will be rolling out at 10:00 pm to murder and pillage an entire escalation!

I'll be a bit grogy for work the next day, but I will be there!

Grim Onyxheart will fill the ranks!

Goblin Squad Member

Audoucet wrote:

Your argument is "Take out specific fantasy convention X, because fantasy convention X is unrealistic".

I respond to your argument that it isn't justified to take out "specific fantasy convention X" just because it is unrealistic, because there are a lot of other unrealistic fantasy conventions.

Essentially, what I say is, don't use the realism argument, in a context where it is largely and willingly ignored.

Everybody knows perfectly that boobplates are not realistic. I don't see any point in bringing that up as an argument.

You're operating under the assumption that I'm making an argument for the game to be changed, in a very nit-picky way at that. You picked a fight with me for something I didn't say.

Goblin Squad Member

Audoucet wrote:
Rokolith wrote:

Did you just use my comment about real world armor design to springboard a riff at Goblinworks? And women?

Weird...

I don't see how you can consider that I am attacking GW, by saying that their game is going to be unrealistic. You are aware that we can play magicians, and elves ?

And I don't see how talking about sexual dimorphism is "springboarding a riff" at women.

You're pulling the game into a comment about armor design. Yes Pathfinder is in a fantasy world with arbitrary rules that follow a more or less consistent pattern to make a magical world. No I don't think Pathfinder should have to adhere to real world 'mechanics'. The idea that because I don't care for boobplates in general means that I think women should be statistically weaker or that one idea leads to the inclusion of the other in a video is a weird thing to say, and leads me to believe that you are attempting to get a rise out of me. Well you have this, if that was what you're looking for. I hope that wasn't your intention.

Goblin Squad Member

Audoucet wrote:
Rokolith wrote:
I know its a fantasy game, but 'female armor', especially the boobplates are impractical as hell. The point of a breastplate is to help deflect a point oriented attack, that's why its a simple verticle division in the middle of the plate, to guide the enemy's blade away. Boobplates let it catch and go into the middle more easily than if the armor was even totally flat.

No, the point of a breastplate is to augment your AC, which is a stupid unrealistic system. Which will surely be replaced by an even more stupid system, because GW doesn't have any reason whatsoever to create a realistic simulation of medieval fight.

By the way, the realistic thing would be to give female characters a big strenght malus, but, well, that would suck.

Being, yes, IRL.

Did you just use my comment about real world armor design to springboard a riff at Goblinworks? And women?

Weird...

Goblin Squad Member

I know its a fantasy game, but 'female armor', especially the boobplates are impractical as hell. The point of a breastplate is to help deflect a point oriented attack, that's why its a simple verticle division in the middle of the plate, to guide the enemy's blade away. Boobplates let it catch and go into the middle more easily than if the armor was even totally flat.

Goblin Squad Member

Golgotha all the way! woooooo

Goblin Squad Member

Goblinworks Blog wrote:
An announcement about when our Alpha Backers from the Kickstarters will get their Alpha invitations will be coming shortly! When they go out we'll post a brief blog update and make a forum post to keep everyone in the loop. So don't worry that you've missed anything until you see those notices.

Not yet, it seems.

Goblin Squad Member

War of the Towers... I'd guess it's something about how NPC factions compete with each other using players, incentivised with a reward system. The name referring to the tower(s) of Thornkeep versus the Towers of Fort Inevitable.

Goblin Squad Member

KotC Carbon D. Metric wrote:
Arise!

That made my day, thanks! Hahaha

Goblin Squad Member

Wakka wakka wakka

Goblin Squad Member

1 person marked this as a favorite.

I am an alpha male! A male that is going to be in the alpha. *wink*

I will be Grim Onyxheart, dwarven weaponsmith

Goblin Squad Member

I think that one of the things that made WoW accessible and more fun was how alive all the characters looked in their animations. The talking, the laughing, the head shaking, everything was super smooth and well done. Having emotes may not be a number one priority, and I know the visuals are going to play second fiddle to gameplay and rightly so, but having a visually stimulating world where most importantly the characters feel alive so so key.

Also a big thing that keeps me coming back to a game is the music, GW2 is a good example besides WoW of getting both of these features well implemented.

I made a thread a while ago where I picked and choosed some things I think are good inspirations for what PFO could work from: http://paizo.com/threads/rzs2p9ps?My-collage-of-game-features#1

Goblin Squad Member

AvenaOats wrote:
Rokolith wrote:
AvenaOats wrote:
Rokolith wrote:
It kills the image of the character and makes the developers look like they don't respect their IP, or the characters we players care about.
I think players would like options to be ordinary adventurers who the player can write their own story on eg become a farmer, pirate, lord, second-hand item repairer/seller etc - not "The One" just like everyone else.

?

I was referring to named story characters from the IPs, not PCs

1. Use A-listers to liberally populate the world.

2. Make players feel like gods

All for a narrative that is an excuse to run the core game of quests etc.

Unfortunately if you give players the freedom to write their story, then you can't have A-listers who's story you can't change. I think they're incompatible?

You know if PFO have some Notable NPC's, then get a dev to run the NPC in character to drive some sort of change to the map. You get the problem mentioned before such as crowds swarming to see such an uber being bringing down the server was a problem highlighted!!

I'm sorry, but I don't quite understand. Do you mean that you think that static story NPCs and theme-park content (AKA Thrall in the throne room giving every other guy that walks through the quest to save the land) keep players from affecting the story of the world? If that's what you're saying, I agree.

For the second part of your post, I don't think I understand your point there either. Are you saying that if the story is more fluid and in control of the players, and the NPC is played by a developer in an event that becomes part of the permanent lore of the game's world, that it will cause server crashes? If that is what you mean, then I think that it probably would not be a problem, if the developers expect increased server load for an event they can prepare.

As far as the Devs playing roleplaying important NPCs in real time, I'm of the opinion that it has alot of potential to be cool. The monster casting is going to be something like that I'd wager, but likely with no long term story implications. Has anybody ever herd of an MMORPG using Dev ran NPCs to great effect? I know some MUDs do this to great effect, but on a larger scale?

Goblin Squad Member

AvenaOats wrote:
Rokolith wrote:
It kills the image of the character and makes the developers look like they don't respect their IP, or the characters we players care about.
I think players would like options to be ordinary adventurers who the player can write their own story on eg become a farmer, pirate, lord, second-hand item repairer/seller etc - not "The One" just like everyone else.

?

I was referring to named story characters from the IPs, not PCs

Goblin Squad Member

I think we have to give SWTOR a little credit for at least trying to innovate in how stories are told in MMOs. Compared to so many samey grindfests, it was presented in a working, if familiar and antiquated package, but it was really dressing for what they were trying to do; deliver high quality story content to the MMO market. I'm happy to see that SWTOR is still going, since it did at least take 1 big risk as opposed to the masses of WoW clones. However if you ever played the foundry... yeah.

My biggest pet peeve about MMOs, and this is especially prevalent in WoW, is that when you have really cool characters from the source material, you don't make their end fate to be the last boss in some noobie dungeon. Or, as I found when I did a trial of WoW during cataclysm, reduce a major story character that had been missing to a quest NPC for starting characters (Furion Stormrage in the night elf zone). It's kind of like how in Space Jam, Micheal Jordan would have been chained to a life of signing autographs all day and losing at basketball to snotty kids. It kills the image of the character and makes the developers look like they don't respect their IP, or the characters we players care about.

Goblin Squad Member

1 person marked this as a favorite.

It took Darkfall much longer to produce something this solid. I'm very happy with this progress, keep up the good work!

Goblin Squad Member

I've been into Dota2 and Neverwinter, playing the dwarf fighter/blacksmith I want my PFO character to be. If anybody wants to add me on steam send me a PM and we can play some games.

Goblin Squad Member

1 person marked this as a favorite.
Alarox wrote:
3.) Instead of everything being a "random chance" have abilities that literally DO that. If you want to make a tank, then give them abilities that literally block attacks rather than buffs that give a chance to do it. Same thing with dodging, and even critical hits to some extent.

Well said. An ability that gives you 50% more block chance for 5 seconds or one that blocks the next attack within 5 seconds are the difference between night and day.

GW2 uses a mix of RNG and reliable skills, and I would like to see that in PFO as well.

Goblin Squad Member

1 person marked this as a favorite.

This is a tough one for me. The best combat in a video game (not mmorpg) hands down is Bloodline Champions. The game is balanced so carefully, with attention to detail, focusing on players maximizing their skill, and mostly aimed based abilities to defeat the other team and secure a win. It's like a symphony watching a high level game of Bloodline Champions, complex and beautiful.

However, making an MMORPG so twitch based does not work currently with how responsive a game can get. With potentially hundreds of people in the same place, that combat becomes bogged down, slow and the aim-based skills based on twitch responses melt down.

On the other end of this are turn based games, where every round consists of a few seconds, and every move is tactical, leading to a much slower, but cerebrally satisfying combat. A good example of this is The Banner Saga Factions, which is an excellent turn based multiplayer game. This combat is perhaps the most easy to balance and make fair, but it loses alot of people who want to feel more like they're in the action. Also, not being in real time breaks from active nature of persistent worlds, which forces those in combat to enter a time bubble where the combat happens, which in real time would take a few minuets, then the combatents are rejoined with the real time world, which has advanced farther ahead.

Neither of these extremes hit the common denominator, which is your typical tab targeting system with cooldowns. The active nature of the combat helps keep people engaged, while the cooldowns add a strategic element, requiring far less twitch. Of the games I've played that use this system, the best implementation I've experienced was Guild Wars 2 with the popular 'Combat Mod', which makes Guild Wars 2's combat more like the Neverwinter MMORPG, but superior to it in terms of balance and responsiveness.

If you ask me what combat system I would personally like to have in an MMORPG if I could pick anything... say a game being developed by a company that strongly favors community imput when it comes to developing game features... I have to go with one extreme or the other. I enjoy games very much either turn based or real time with aim and skill based twitch combat. As I've said above, only one of these is currently viable, which is the turn based route, but that seems to turn off a sizable portion of the audience who want to action to be more... action-ey. From the videos released in the last couple weeks, and from what I understand from what I've read, PFO is going towards the hybrid model that GW2 uses. While I have no problems with this, my preference are on other combat systems that are not as popular. However, there does seem to be an interesting theme of innovation in the combat system with keywords and how they apply to abilities, so perhaps this new twist can add enough flavor to the tab targeting pattern to make it exciting for PFO. Keeping an open mind, I am hopeful that Goblinworks can assemble an interesting combat pattern that gives new and veteran MMORPG players alike something to enjoy.


Thank you for the info Sniggevert!


I've looked around for answers on running an adventure path using PFS rules, and I'm left scratching my head as how to get Serpent's Skull following the rules.

From the 5/0 guide, "Details on running the sanctioned content from each
volume of an Adventure Path can be found along with
the adventure’s Chronicle sheet(s)." Where? The additional resources? Some of the adventure paths seem to have chronicle sheets while others do not.

Am I missing a link to Serpent's skill related chronicle sheets/guide to which sections are society approved?

Goblin Squad Member

Hi There, I'm Rokolith, intermediate experience level GM, Goblinsquad member, phrase coiner, and I'm interested in running some Pathfinder Society games on roll20 that focus on the setting for Pathfinder Online, the River Kingdoms. We Goblinsquad members would be the first priority players for this group, since we are invested in immersing ourselves in this part of Golarion (The world of Pathfinder).

For those of you who are unfamiliar with the Pathfinder Society, it's an organized play group, meaning you join a gaming table with a set of standardized rules, play a standalone adventure and then are free to join any other game anywhere in the world that follows the same rules, provided your character meets the requirements. So in a way it is an online persistent world, although the direction of the adventures are usually linear.

Thornkeep is a blast to run, and I already have the dungeon levels for it made from a campaign I ran in previously in Thornkeep, ready to go. I know perils of the pirate pact and a few others PFS modules take place in the river kingdoms as well, so this group would focus exclusively on them.

If you're interested in this, please let me know. Any ideas on how to make this really click would also be welcomed.

Goblin Squad Member

Grim Onxyheart, Tovar Warrior. I'm trying to get into the crafting so I can make me some smashy hammers for smashering.

Goblin Squad Member

Welcome aboard Tork! It's nice to see your Darkfall background, I'm from that neck of the woods as well. I'll be rootin for ya buddy.

Goblin Squad Member

What a lovely birthday present this dev blog has been!

(Ok, maybe you released it because it's Wednesday, but I'm going to pretend it was for me)

Will the Monster Pool players be able to take hold on strong enemies from escalations?

Goblin Squad Member

This sounds like such a fun system. The randomly generated named/descriptions and disguises remind me of spy party http://www.youtube.com/watch?v=B-7tgWQKJh8

BTW Nice Muse reference.

Goblin Squad Member

Fear is the path to the Dark side!

Fear leads to Anger, Anger leads to Vandalism, Vandalism leads to hiding out in abandoned home in downtown boston, squatting leads to sore knees, sores knees leads to buying a hover-round, hover-rounds lead to basketball, basketball leads to three point shots, three point shots lead to celebration, celebration leads to funny looking hats, hats lead to sitting in the time-out corner, time-out leads to twidling of thumbs, thumbs lead to being diamond league is Starcraft 2, Zerg rushes lead to being in an uncomfortable and potentially dangerous holiday in Mexico, Mexico leads to water filters, water filters lead to Alex Jones who sells them at a discount, water leads to water baloon fights, fights lead to nuclear war.

Goblin Squad Member

This is great. Good job.

Goblin Squad Member

Less fight, more Pit.

Also, the crowds were a bit much, it would be much better with a low-res texture that changes every few seconds. For a good example, we can look to the Pit Fighting game put out by Nintendo; http://i.imgur.com/ZXvxs.jpg

Goblin Squad Member

Well thanks anyways Decius, you gave it a shot.

I really enjoyed that discussion, but I'm surprised player made content never came up, which I think is the most exciting part of future RPGs.

Goblin Squad Member

2 people marked this as a favorite.

You may want to look into the 'Guild Leader' role.

Goblin Squad Member

I would love to hear more about player-made content, but I know that's a long way off.

Goblin Squad Member

DeciusBrutus wrote:

For the record, the line started at about 1930. The next person joined me at about 1950.

As of this writing (1953) there are still only two people in line.

The first time I read this I thought you were a time-traveler.

Goblin Squad Member

I really hope a video of this surfaces.

Goblin Squad Member

Xilanthus Narthingad wrote:


In an effort to keep our bloodlines pure, the League Of Elven Purity stands ready and vows to do its best to educate, promote and arrange elven only marriages and copulation.

*Snicker* Sounds like the Bachelor for elves. They take so long do decide anything, can you imagine? 5th Season they just introduced the host.

Goblin Squad Member

I enjoyed this blog more with this playing in the second monitor; http://www.youtube.com/watch?v=ypAAsmgVmhk

Goblin Squad Member

If I have to choose a number I would go for number 4. But if I get to choose exactly what I would like to see, it would be a mix of option 1 and option 4.

Goblin Squad Member

I don't mean to be rude, but is there a question or suggestion here? We as players are allowed to create any kind of event we like within the ToS and EULA, so yes, there will no doubt be funerals for RL deaths. What more is there to discuss?

Goblin Squad Member

I absolutely want to see movement speed and reduced speed from encumbrance implemented. Not all races are equal, especially when it comes to melee combat and stealth, where racial differences (Refering to small and medium size weapons) make a big difference. Players should of course me able to equalize overland travel by hitching a ride on a caravan or mounting a steed, but having the movespeed true to the PnP is something I'd really like to see.

Goblin Squad Member

Imbicatus wrote:
Rokolith wrote:


For druids, being neutral and using nature's power are the two main things.
For Paladins, being Lawful Good and using divine power are the two main things.
For Barbarians, being Chaotic and using Rage and rage powers are the two main things.
For Monks, being Lawful and using Ki-infused Martial Arts are the two main things.

Just to nitpick, but Barbarians are not restricted to Chaotic, and they are not about being chaotic. They are simply non-lawful. They are fueled by rage but they can be neutral.

Ah, this is very true. Thank you for pointing this out.

Goblin Squad Member

This is a good question. But I think it applies to more than just druids, but all class archtypes that have a restriction requirement and iconic powers.

For druids, being neutral and using nature's power are the two main things.
For Paladins, being Lawful Good and using divine power are the two main things.
For Barbarians, being Chaotic and using Rage and rage powers are the two main things.
For Monks, being Lawful and using Ki-infused Martial Arts are the two main things.

So how do you make class archtypes with alignment restrictions and selective powers available to a player? Theres the option to make each of the above archtypes to require a "joining". A Coven for Druid, a Holy Oath for a Paladin, a Fearsome Cry for a Barbarian, a Vow of Discipline for a Monk.

There is also the possible requirement of skills, requiring the player to have all of the minimums for a level 1 of the archtype they want.

What I would like to see is a combination of the two, at least for these archtypes, if not all of them. Those players that want to become say a Barbarian would get the base requirements for a level 1 Barbarian (BAB 1 Fort Save 2 Skill Ranks 4+ D12+ Health) then seek out a trainer or location for their Fearsome Cry. The trainer could be sage-like brawler in a beer soaked tavern, shouting at the top of a mountain on a mysterious runed rock that a local tribe revers or former gladiator willing to pass on his deadly craft.

I think this would add alot to the game, because players would be looking to find all of these places and people in the area, and it would be explorers who know about the mountaintop where Barbarians have pilgrimaged for generations or know about the cottage in the woods under the great tree where a druid makes his home.

Goblin Squad Member

I prefer having a small point buy at character creation so you feel really good out of the door, but I don't feel too strongly about it, because the character is going to double and triple in power very shortly.

Goblin Squad Member

My first MMO was runescape. I had a ton of fun with that game, and its still a great game for kids.

I was a medium level, just starting to equip some of the better armor in the game, magic or 'rune' armor and weapons. I had a whimpy run sword and shield, but my big goal was to get a rune 2handed sword, which packed quite a bit of power.

Hanging out in a noobie area, skilling up (Doing the same thing over and over thousands of times) I came upon a man standing outside an item bank asking if anybody had a red bead. A red bead was an item you got from lvl1 imps that would spawn in random places of the world, and for a low level quest you needed 4 or 5 beads of different colors to complete it. So here was this high level guy asking for over 30 mins if anybody had a red bead to trade for- he was getting frustrated from waiting. Out there leveling... something I think it was woodcutting I came across an imp, slayed it and god a red bead. I went back to the guy at the bank and said "Hey I got a red bead, trade you for it?", he said "YES! What do you want for it". I pondered this for a moment, then blurted out my heart's desire, "A rune2handed sword". There was silence for a good minuet and he said, "Ok... fine. But you'll owe me a favor and when I ask you- you'll have to do it." I agreed, and made the trade of a red bead for a very powerful sword I could barley equip. Having this powerful weapon accelerated my character growth, and it was my faithful companion on many adventures. I loved that thing.

About a year and a half later I get a message from whats his face saying its time to cash in the favor, I want 2 million gold. I laughed him off and my alignment IRL went -80.

Fast foreward quite a few years and I'm an experienced WoW player, quitting the game at the end of burning crusade. The fact that I broke my word had always bothered me, well a little anyways. So I decided to set the karmic balance straight. I went to the noob area for blood elves and opened up a trade window with a new player. I entered 1000 gold pieces, and hit accept, making the noob incredibly rich. I waited for his response which was, "Can I have more?". I put him on my ignore list and logged off for the last time. Guess I deserved that, karmic-ly speaking.

Goblin Squad Member

I think its going for more Sim flavor, which is fine by me. There are hordes of action MMOs out there, especially fantasy ones. There will of course be adventures, dungeons, world bosses and plenty of cool monsters to fight (Looking forward to being in that monster pool).

Its better to try something new and take a different route then the other games, wouldn't you agree?

Goblin Squad Member

I am very much against the global auction house. I think local markets (an IRL too I guess, at least for food) cause a much more interesting economy. I would like to see a trading post that settlements can build where there is a local auction house, but a global exchange make a boring economy.

I would like to see a system in place that lets well connected settlements acquire information about prices of items in other nearby settlements.

In EVE, you could see the price everywhere all at once, and while that made sense for that setting I think that we have an opportunity to make an interesting twist on merchanting and the information trade.

Goblin Squad Member

I'll have a Dwarven Smith and a Gnome Rogue(/Bard?).

My Character concept for the Dwarf is a Lawful Evil Smith that only sells his best creations to those who serve evil. He'll also have a small ammount of combat ability, and show the ropes to new adventurers when he has the chance (He thinks this sets him above other 'common' evil-doers).

My rogue? I think probably a chaotic neutral. I'll see where I feel like going with him, but he'll definatley be my adventuring character.

Goblin Squad Member

Forever Alone!

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