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Sorry, but only giving 48 hours notice is the first decision by goblinworks I don't endorse. Of course I am happy the game is coming into early enrollment, but such short notice and doing it around holiday times robs many of us of the opportunity to be there for the beginning.
All that aside, have fun everyone!
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!
Bonny Paz wrote:
I'll be a bit grogy for work the next day, but I will be there!
Grim Onyxheart will fill the ranks!
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.
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.
Did you just use my comment about real world armor design to springboard a riff at Goblinworks? And women?
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.
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.
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
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?
?I was referring to named story characters from the IPs, not PCs
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.
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.
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.
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
Am I missing a link to Serpent's skill related chronicle sheets/guide to which sections are society approved?
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.
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.
Xilanthus Narthingad wrote:
*Snicker* Sounds like the Bachelor for elves. They take so long do decide anything, can you imagine? 5th Season they just introduced the host.
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.
Ah, this is very true. Thank you for pointing this out.
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.
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.