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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.
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.
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?
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.
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.
Hello there, my name is Rokolith I've been a gamer my whole life. Since we're going to have a tight-knit community that will be around for long stages of development, meaning we will probably spend considerable time waiting for game updates- I thought it would be a good idea if there was a threat we could just chat and get to know each other a bit, and maybe trace that steps that led us here.
When I was small, I played games for fun with my brother and some friends, we moved to Zimbabwe and went without TV and video games for a few years but eventually returned to the states.
When we got back as a present my parents got us an N64 and I played the first game that really blew me away, The Legend of Zelda Ocarina of Time. The game has such an awesome atmosphere and is a cool game for a kid of any age. It really showed me what games were capable of.
The next game, and probably the game that means the most to me I experienced in middle school, Suikoden2 for the PS1. It has such an amazing storyline. A heroic tale of a young man who recruits people from all walks of life to join a rebel army to fight for freedom against an oppressive force from his own homeland. It was amazingly polished, deep and had all sorts of systems I had never seen in an RPG before, including a battle map where you controlled soldiers and units in a war simulation. PFO has so much to offer in terms of similarity. I've started my third playthrough of this game and its aged very well, I recommend it even now.
During highschool I played my first MMO, Runescape, which I thought was amazing at the time. Overall Runescape is alot of fun and sends you on interesting adventures with clever puzzles but the combat leaves something to be desired.
At the tail end of highschool I started doing some tabletop roleplaying and joined in the WoW craze. I really really liked that game, mostly for the atmosphere and music. It had so much potential at the start but it squandered it... and well, here we are with a game that may do what I whish WoW would have.
Well I think that's enough about me. I'd like to hear from you guys about you and your history of games. What games have you played that inspired you to back/follow the PFO project?
If this game is at its very least EVE with a fantasy skin, I would be perfectly happy with that. for me, fantasy settings are much easier to relate to and immerse myself in. The ammount of fantasy vs other MMO settings I think is also a clear indicator of how popular the genre of MMO is.
I agree with the slowness but I think this game should and will be fairly hands off for large parts of the game, particularly the parts of the game they are hopeing to heighten player interaction. Making people part of the monster pool for example (Can't wait for that) will let the devs have the player be the monster, which is still meaningful player interaction.
Sandboxes aren't the same with the "adult" looking over your shoulder telling you how to build your castle. Not that you were advocating that, we agree on most points you brought up.
As far as the combat goes, I'm glad somebody was able to pull up that quote about stamina, I had forgotten that. Having slower paced tactical combat is really what I was getting at, and from what was quoted it seems that is in.
To me it makes perfect sense that a well trained, geared and skilled player would win combat engagements. If I've trained from day 1, have the best gear and have skill then yes, I should win every 1v1 engagement. I am wagering the most skillpoint loss and gear loss.
Its always a slippery slope from trying to take power from those who have put in the time and resources to making everybody a same-ey blah power level that barley changes and shows very little character advancement.
I am all about this kind of thing. As long as we have a cool name I'm in.
I'll be in from Alpha onward and I plan on playing primarily evil characters. My main character concept I will probably play is a Lawful Evil Dwarf Smith that only sells his finest goods to those who serve Evil. I'll be watching this thread to see how the name turns things progress.
I am literally putting the max amount of money into this project that I can afford and still live. I have as high hopes in this project as anything I've had in my life. Herre's too the upcoming years when we forge Pathfinder Online together!
P.S. I am doing this right now as I watch the kickstarter money rise http://multitudeofgifs.tumblr.com/post/24121982020