Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Goblinworks - Ryan Avatar

Ryan Dancey's page

CEO, Goblinworks. Goblin Squad Member. 2,631 posts. No reviews. No lists. No wishlists.


1 to 50 of 1,103 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
CEO, Goblinworks

3 people marked this as a favorite.

Message from Taylor about keybinding files:

Taylor wrote:
The default keybinds files should not be being modified by users anyway. If this user wants custom keybinds have him copy the default file('default.player_settings.ini'), make his changes and save the file as 'player_settings.ini' instead of trying to change files that should not be modified.

CEO, Goblinworks

1 person marked this as a favorite.

Yeah should be "Player Nation"

CEO, Goblinworks

4 people marked this as a favorite.

There will be no guilds in Pathfinder Online.

We use the term "Guild" in certain marketing and promotional activities because it is the only term that people who aren't spending a lot of time with the community will recognize. We acknowledge this is a disconnect and think it's the least bad of several bad options.

The formal structure of in-game social groups is as follows:

Parties
These are ad hoc groups which are dissolved when the last person in them leaves or logs off. They have no persistency and no shared resources.

Companies
These are persistent groups which continue to exist even when no member is logged in to the game. They will have some shared resources like storage and chat channels (details tbd). Companies may be either unaffiliated or affiliated with a Settlement.

There is a huge game design involving Companies owning and running Outposts and Points of Interest, and interacting in an economic web with Settlements.

During the first several months of Early Enrollment, Companies will fight to control Towers in the War of Towers. Companies aligned with a Settlement will enable those Settlements to gain certain bonuses based on how many Towers are controlled by Companies aligned with each Settlement.

Settlements
Every character is a member of a Settlement. Every character is a member of only one Settlement.

At character creation a character is a member of an NPC Settlement. Players can elect to have their characters join a PC Settlement (if the PC Settlement will have them), or can leave a PC Settlement for another PC Settlement or return to an NPC Settlement.

Settlements are like fraternities and sororities. They are both a physical in-game structure, and a social group. Being physically "in" a Settlement does not make one a member of that Settlement. One need not be physically "in" a Settlement to be a member of that Settlement.

Settlements will be the focus of all player action in the game. The Settlement's structures define what character abilities a character can learn and use.

Kingdoms
A Kingdom is a collection of Settlements. Rules for Kingdoms are TBD.

CEO, Goblinworks

1 person marked this as a favorite.

We have created an Ideascale idea for your consideration.

I want to keep the comments concentrated in the Ideascale system for this idea. Do not post responses in this thread. Please do post your comments on Ideascale.

{I don't want to bother Paizo's forum managers with deleting messages in this thread but if a lot of replies appear I will have the thread locked. Please help us by concentrating your feedback all in one place - the Ideascale system for this topic.}

CEO, Goblinworks

1 person marked this as a favorite.

We are on it. More info ASAP.

CEO, Goblinworks

1 person marked this as a favorite.

Just got an update from the team. They have made the decision to make some updates and changes which will push the availability of the client into tomorrow. It is unclear exactly when the client will go live but it will likely be sometime early Saturday morning. I expect to get an update first thing tomorrow and I will update the thread with concrete info then.

CEO, Goblinworks

2 people marked this as a favorite.

Right now we're estimating a release time for Alpha 8 of about 8pm (Pacific). We will continue to update this thread as we get more information.

CEO, Goblinworks

1 person marked this as a favorite.

I made Mike aware of it. There may be technical reasons why we can't use these kinds of Unity Store assets but I am not in that loop so I don't know.

CEO, Goblinworks

2 people marked this as a favorite.

At the time we did the OGL there were complex internal politics with Hasbro regarding computer game licensing and it was made clear to me very early on that we needed to avoid a situation where we could be perceived as trying to subvert Hasbro's right to do computer game licensing. So the OGL was written in a way that practically excluded anyone from using it to make a videogame without having to write an explicit prohibition about videogames into the license.

In fact, I did not want an explicit prohibition because I thought there were a lot of utilities like character creators that could be and should be possible and it would be too hard to write a term that excluded something like Baldur's Gate while enabling something like PCGen.

The lack of a smooth way to integrate videogames into Open Game Content is the biggest flaw in the OGL and it's an intentional one.

CEO, Goblinworks

1 person marked this as a favorite.

Just wanted to jump in here real quick.

The problem with the OGL is not that it excludes all electronic games from being created. There is no such limitation in the OGL.

The problem with the OGL is that is has an exclusionary license. By that I mean that Open Game Content can only be licensed with the OGL, and cannot be encumbered by any other terms.

That causes several problems.

First, most computer software is derived by combining lots of code together and that code all has licenses which describe how those combinations are made legal and which bind the recipients of the final software to certain terms and conditions. All of that would be incompatible with the OGL. That means that a piece of software either has to be written from scratch so that there are no entangling licenses, or it has to be structured in such a way that the Open Game Content used with that software is wholly separate from the other licenses which encumber the code. In practice that means that OGL licensed software is practically, but not legally, impossible outside of a very narrow range of utilities.

Second, most commercial computer software is licensed to end users, not sold. Those licenses carry all sorts of restrictions against copying, disassembly, etc. Even "Open Source" licenses like the GPL have terms which are binding on the recipients to protect the integrity of the "copyleft" mechanisms that they use to license the copyrights embodied in the work. All of those licenses are incompatible with the OGL.

Third, MMOs in particular also require terms of service which prohibit all sorts of activities like harassment, cheating, reverse engineering the protocols used to communicate between client and server, disrupting the server, failing to pay for subscriptions, etc. None of those terms would be compatible with the OGL.

This makes it both practically and legally impossible to make an MMO that uses Open Game Content. Which means that we cannot make Pathfinder Online use the D20 game system used in the Pathfinder Tabletop RPG, even if we wanted to.

But we don't actually want to, because that game system is designed to simulate the actions of small parties of heroic adventurers. Pathfinder Online is a superset of those kinds of actions and characters. Pathfinder Online has to be able to handle all sorts of characters and interactions which are usually hidden off stage in tabletop RPGs, or are abstracted to the point of near invisibility. Plus the D20 System is designed for asymmetric gameplay where people can take practically as long as they wish to figure out what their characters will do in 6 seconds, whereas an MMO has to have a 1:1 relationship between actions and inputs. The D20 System is also scaled to the idea that you have a very very small number of encounters before your characters become more powerful - the number of encounters required to advance a character from 1st to 20th level could easily be achieved in a long weekend of gaming in an MMO. And there are issues with the fact that the D20 System is actually 4 different RPGs in one - the game fundamentally alters at 6th, 11th, and 16th level. The kind of technology required to support the planeswalking demigods of 16th+ level D20 is simply beyond us at this juncture.

CEO, Goblinworks

2 people marked this as a favorite.

Zog will likely be a capsule universe detached from the live server completely. It will not represent any of the ongoing development of the live server.

We have some pretty cool ideas for Zog for the future but we're going to sit on them until after we have Early Enrollment released. No good would come of trying to talk about two iterations of the same game when we just need to get everyone focused on live operations!

CEO, Goblinworks

1 person marked this as a favorite.

We have great relationships with those sites. They'll hold off on their coverage of Pathfinder Online until after we have started Early Enrollment and the initial chaos has passed.

CEO, Goblinworks

11 people marked this as a favorite.

Zeke Garcia, one of our character artists, worked on Destiny. We get Destiny quality work right now! :)

CEO, Goblinworks

3 people marked this as a favorite.

Update: We probably will not be starting Alpha 8 until Friday. We'll have big dev blog on Wednesday that has lots of good news about the plans for the next couple of weeks.

CEO, Goblinworks

1 person marked this as a favorite.

One thing I wanted to mention was the pace of the cold start. Remember, the goal is not to have a fully equipped, ass-kicking character a few minutes after you start playing. Rather, you should think about getting a basic start on gear for your character in your first couple of hours in the game. And you need to think about selling the stuff you have that you don't want, and buying the stuff you didn't get from loot drops. That will make your rate of acquiring the specific stuff you want much more efficient than the idea that you have to find everything yourself.

It might take a week or so for a full range of Tier 1 goods to fill the most active markets but those markets will fill. Players who come in after the first week are going to have the markets working in their favor - they'll never see the totally empty world that the very first players will see. Instead, they'll have access to virtually anything they want to buy as soon as they accumulate some coin through loot and by selling what they recover from monsters. Most players will not be trying to solo all their own gear.

CEO, Goblinworks

4 people marked this as a favorite.

Don't tell Mike I spoiled his Dwarf surprise!

CEO, Goblinworks

7 people marked this as a favorite.

Hacking the client would be a violation of the Terms of Service and would be grounds for an immediate account ban.

CEO, Goblinworks

1 person marked this as a favorite.

I think Bonny is going to transcode it for YouTube as well. The broadcast was more than 3 hours long so she'll probably break it up into segments.

CEO, Goblinworks

2 people marked this as a favorite.

No conversions, no respecs.

We cannot give you hard advice (because we don't want to be held to it if we make major changes in plans).

Best thing you can do is make a character you like with the stuff in the game when you start, knowing that some things like hit points, power, resistences, base attack bonus, etc. will be useful no matter what.

CEO, Goblinworks

1 person marked this as a favorite.

There are two omitted instructions from the Quick Start Guide we published yesterday.

When you make your first visit to the Wizard Academy (Red Robed Trainer), you need to take "evoker 1" and "mage 1" when you are training Feats.

The Quick Start Guide has been updated to reflect this change. You can download the updated version here (2.2MB PDF).

CEO, Goblinworks

1 person marked this as a favorite.

You won't have to pay twice for Mac and PC

CEO, Goblinworks

1 person marked this as a favorite.

@Leithlen - most of the crafting loop is already in the Alpha now. The only parts that aren't are a payment process and an item destruction process. As soon as people can do more than barter I think the economy will take off. And when stuff starts getting destroyed, it will really take off.

In the Alpha, today, you can harvest, transport resources to a Settlement, process the resources into intermediate crafting materials, and craft finished goods. Those goods are usable immediately by characters and are valuable if they have trained feats to match the keywords on the items crafted. That all works right now.

As to social, I see three things happening.

First is kind of a loosely organized effort where some people will want to be crafter/merchants and some people will want to be adventurers. The adventurers are going to come back with coin, with crafting components, and with recipes. The crafter/merchants are going to be able to take the recipes and components and turn them into better items for the adventurers. The coin should be the medium of exchange. A group playing together will be better at this at first than random players because the group will be able to set objectives (we need more iron and coal) and the random players will likely be all over the map not matching needs to inputs. (A market will quickly develop and arbitrage will level that imbalance but until it does the cohesive groups will have an advantage).

Second is War of Towers. This is going to provide an engine for a lot of the early Early Enrollment activity. Trying to take and hold Towers will benefit the initial PC Settlements. They'll need a lot of economic activity to support that effort, and specialist PvP characters too. The amount of emergent social behavior in this one system is almost limitless. I can't predict what will happen but I am pretty confident it will be epic.

Third is longer-range planning of people thinking about how to play the Kingdom Game as more systems get added and we move towards real territorial warfare and Settlement management. Groups are going to be constantly working towards goals that will require a lot of coordination. Once we get some of these systems nailed down and we can put Outposts and Points of Interest in, the Kingdom Game is going to really take off.

In the Alpha today you can form a party and in the Alpha later this week you should be able to form a Company. I suspect there will be Company-level forces active in the Alpha from here on out.

CEO, Goblinworks

5 people marked this as a favorite.

I think we will have an open Alpha the week before Early Enrollment starts. Should be fun! More details will be posted in future blogs.

CEO, Goblinworks

2 people marked this as a favorite.

This is all really great feedback!

Two points I'd like to reiterate:

The $50 Explorer level is not unlimited. We have a plan to cap enrollment at around 20k and hold there to see how the system is responding under load. When we get 20k active paying players, we'll limit the number of new accounts that can be created monthly while we experiment with the system. If things are good we'll keep the throttle open. If we're seeing a lot of lag and other system issues, we'll work on them before we let the population grow again.

The short-term objective is to find 20k people who are committed to the idea of building a better sandbox MMO. The tradeoff is that in order to do that we have to build the game while people are playing it. Obviously, that's not an experience for everyone and we fully accept that. I think that 20k people, in comparison to the millions who play MMOs daily, is a very achievable number.

Someone asked earlier why play Pathfinder Online and not Rift for free. My answer is twofold.

1: The economy will be much more interesting. Virtually everything you use in a themepark comes from loot drops. Virtually everything you'll use in Pathfinder Online will be crafted by a player character. I saw in EVE how amazingly compelling that is and it's hard to explain or understand until you've seen it. The game loop of harvesting, transporting, crafting, and selling is fun, and not the kind of fun you get in Rift.

2: The social experience will be much more interesting. Even if you're lucky enough to play in a large organized guild in a themepark game you rarely do anything constructive with more than 20 other players. And that thing is usually doing a raid, which you've probably done many times before. The value is really the social fabric, friends, conversations, etc. There's very little "in game" value. In Pathfinder Online you're going to care A LOT about who you play with, what they're doing, what you're doing, how you can help each other, etc. That sense of actually doing something fun with people you like is really missing from games like Rift. And frankly, I think most people play games not World of Warcraft as solo adventures where they occasionally ad hoc with friends for small dungeons and trading, not as true "massively multiplayer" experiences.

You'll be able to engage in both of those kinds of experience on day one of Early Enrollment and I think that's the glue that will hold people to the game as we start.

CEO, Goblinworks

1 person marked this as a favorite.

The game people will be paying for is awesome and fun and full of content. It is simply not feature complete.

For some people, playing a feature incomplete game where they have the ability to provide input on the design in a manner that means that input will be meaningful has value. They'll be having fun and crowdforging an MMO.

For some people, playing a feature incomplete game is not something they want to do. So they will wait, and only begin playing when the features they care about have been implemented. This is a continuum, so there will be people deciding the game is complete enough all the time.

As to the argument that waiting creates an unfixable gap between the first players and everyone who comes later, I guess all I can say is that if you are the kind of person who finds it intolerable to know that someone else has a number bigger than your number, you'll want to begin play on the very first day. If on the other hand you're the kind of person who just wants to be great at a game and play at the top level of ability, you'll be fine no matter when you start - the game is not designed to make each incremental day that passes create a worse experience for new players.

CEO, Goblinworks

1 person marked this as a favorite.

@Bluddwolf - I think I actually did say that. Loud enough that the designers heard me and came over to see what I was reacting to.

Apparently, this was a feature that was working, and broke at some point, and it was a pretty easy fix. I had circulated an internal memo about some UI changes I'd like to see, and Stephen was confused because one of them (this, basically) was already in the game - but then he checked and noticed it wasn't working anymore. A little behind-the-scenes mojo and BOOM, feature re-enabled.

CEO, Goblinworks

4 people marked this as a favorite.

@Bluddwolf - yes that's already in the game although its far from useable (my opinion). The decorations on the combat status UI element show you various kinds of information about the conditions currently affecting the target. Ideally they'll become easier to interpret.

Also, in the next build, when you have an ability that takes advantage of a condition on the target, it gets a green background in the action bar making it easier to figure out when it's the right time to fire off that ability.

CEO, Goblinworks

4 people marked this as a favorite.

I've said it before and I'll say it again: In d20 -> Pathfinder, there is no backstabbing.

Rogues get their Sneak Attack bonuses by attacking targets that are vulnerable. The primary method of making them vulnerable is to flank them, or to inflict a condition on them that makes them vulnerable.

We are staying true to this game mechanic. The objective of a Rogue is not to approach psuedo-invisibly and deliver a crippling alpha strike against an unaware opponent. The typical objective of a Rogue is to engage with a partner, get the target flanked, and make a series of attacks with Sneak Attack damage. The partner's objective is to keep the target in a condition where the Rogue's Sneak Attack will be applied.

CEO, Goblinworks

1 person marked this as a favorite.

Early Entollment package is for Month 1. That's correct on the graphic but incorrect on the text in the cart. I'll have the cart text changed.

CEO, Goblinworks

1 person marked this as a favorite.

As of right now, you do not need to download a new client. When I wrote the blog, the best info I had was that you would. Fingers crossed, all the changes the team has been making will remain server-side only.

CEO, Goblinworks

2 people marked this as a favorite.

We're going to mention this thread in the Alpha Update this week.

CEO, Goblinworks

1 person marked this as a favorite.

Check out this week's dev blog!

Lots of details on the next two upcoming Alpha release milestones, details of a special promotions we're running in the Goblinworks.com Shop, an alert about a Soon To Be Announced engagement with Fear the Boot, and more!

CEO, Goblinworks

7 people marked this as a favorite.

There are two kinds of harvesting.

Easy: You walk up to a harvesting node, and extract the resource it contains. Right now, if you are not threatened by a PvE mob, you won't be interrupted by a PvE feature while you do the extraction.

Hard: You walk up to a harvesting node, start to extract the resource it contains, and it gushers. To get the full value out of a gusher you have to deploy a harvesting kit. Once that kit is deployed, it begins to attract monsters. There's no mechanical reason we couldn't spawn particularly challenging monsters in the area to be attracted to the harvesting kit. This is a "dial" we can adjust to ramp up or down the challenge level of the experience.

Most resources in the economy will come from Hard Mode gushers not Easy Mode harvesting. Easy Mode will give you a trickle of usable assets to sell. Hard Mode will give you a resource stream that you can leverage into a meaningful amount of commercial activity at scale.

"Serious Harvesters" are going to be focused on Hard Mode because that is where the real "money" will be. Easy Mode harvesting will be something you do as you train up to be able to engage in serious Hard Mode harvesting, or something you do as a distraction to something else - a convenient way to add value to being in the wild pursuing some other goal.

What you are seeing in Alpha right now is all Easy Mode.

CEO, Goblinworks

3 people marked this as a favorite.

Sometimes easy, simple, fast, and obvious is better than perfect.

CEO, Goblinworks

1 person marked this as a favorite.

Could be a timer. The longer you're logged out, the closer to your bind point you log in. Speculating.

CEO, Goblinworks

2 people marked this as a favorite.

If you are a resource locust because you're trying to economically damage your opponents, that's the system working as intended and there are lots of ways your opponents can mitigate that problem.

There's a corner case where you have an alt account (or character) do it and try to avoid some of those mitigation factors. But that's any easy corner case to detect and resolve: "Dear customer service, we keep finding people in nearby hexes strip mining and they're all aligned with NPC settlements and we can't get rid of them without taking Rep and Alignment hits, please make them stop."

CEO, Goblinworks

1 person marked this as a favorite.

You will log in at a Shrine of Pharasma you have soulbound to, not the point where you logged out.

CEO, Goblinworks

3 people marked this as a favorite.

I think that in the case outlined by Cheatle the value of the resources in the hex being strip mined would either skyrocket, drawing attention from all over the server, or the economic impact would be inconsequential and be more of a nuisance than a significant problem.

Roving bands of resource locusts sound scary in theory but the kinds of people who want to inflict pointless grief on others just won't have the ability to keep doing it long enough to be meaningful. Being a resource locust in the context of Settlemtent v Settlemtment conflict is more likely but also has many more mitigating vectors.

If some group does it in ways that are abuseive and harmful to the game we will tell them to stop and if they don't stop, we'll boot them. It's not like they can do it stealthily.

CEO, Goblinworks

1 person marked this as a favorite.

Formations and groups of groups need t be two different things.

CEO, Goblinworks

1 person marked this as a favorite.

It will run in OSX. I do not know if we'll make 9/15 yet.

CEO, Goblinworks

1 person marked this as a favorite.

The biggest problem with PvP in Alpha is not Rep loss. It is that there is no benefit. When we add looting THEN we will see a lot more PvP!

CEO, Goblinworks

1 person marked this as a favorite.

The removal of achievements is a temporary thing just to remove gates in progression for this testing phase.

CEO, Goblinworks

4 people marked this as a favorite.

There were often multiple D&D games in the market at the same time. There are two D&D MMOs in the market now. I don't see Obsidian's efforts as any more likely to be competitive directly with us than the Pathfinder Adventure Card Game.

I think that anything that makes Pathfinder stronger makes Goblinworks stronger.

CEO, Goblinworks

2 people marked this as a favorite.

If you backed the project on Kickstarter with a pledge costing more than $100, you will be able to start playing on September 15th (assuming all goes well between now and then in Alpha testing).

CEO, Goblinworks

2 people marked this as a favorite.

You will get 100XP per hour. I think the plan is to start characters with 1,000XP.

But they'll start with peasant clothes and wood clubs, not armor, weapons, staves, wands, and implements. So the "startup economy" will be a lot more interesting.

Nihimon probably has one of the most powerful characters in the game. Lisa has another but she couldn't play last night. Both of them have been playing lots and lots of hours, but Nihimon has also been crafting better gear (Lisa didn't know how to craft until last week).

Mac Knife is a multclassed character. He has levels from all 4 classes. Last night I had him wearing his best armor, and using a greatsword and his cleric staff so he could cast heals. In 1:1 fights with Nihimon he was toast.

So I think some of the characters you're seeing are starting to edge into the "long middle" level of power but even there they're clearly not equally powerful (with lots of caveats for the fact that important game mechanics like encumbrance, ammo, sneak attack, consuambles, etc. aren't working yet).

Some of the Darksiders were made on Friday so they were essentially the equivalent of a throw-away newb character. They did ok. :)

CEO, Goblinworks

3 people marked this as a favorite.

The Darksiders were fantastic! I'll have a write up about the experience soon. We learned a lot and had a lot of fun. My thanks to all who participated!

CEO, Goblinworks

2 people marked this as a favorite.

Adventure Time with Bonny starts in 1 hour at 6pm Pacific. Watch the action on twitch.tv/goblinworks

And this week, keep your eye out for the Darksiders. Not everything that lives in the wilderness is a dumb monster!

CEO, Goblinworks

3 people marked this as a favorite.

I think you guys have now entered the realm of needing to agree to disagree. You all make great points and there is merit to both sides of the argument. This is a decision we've made after a lot of consideration about how it will affect the game and we'll just have to see what happens in actual play. I do not think it will be a materially significant effect. If we are wrong, we'll make adjustments.

CEO, Goblinworks

1 person marked this as a favorite.

The issue of one per account is a limiting factor. It is essentially saying there's a $180 annual upkeep cost ($15/mo times 12 months). We are dipping our toes into this water very, very carefully. We can always increase the value of an item but it is very, very hard to decrease that value. Being limited to 1 per account now means that we are artificially limiting demand. Of course over time if we see that we don't need to do that, for whatever reasons, we can change that limit or remove it altogether. But if we started with no limit and then we determined it was in the best interests of the game to impose a limit, it would be either manifestly unfair to the people who bought the item when there was no limit to have a limit imposed, or to people who bought the item after the limit was imposed to play with people who had been grandfathered in under an older policy.

So for now, it's 1 per account. Actually, there's some debate inside the development team if it should have been EITHER one Base Camp OR one Smallholding per account, but that debate happened after we put the items in the store so we are not going to change that policy now. It's one of each per account.

CEO, Goblinworks

3 people marked this as a favorite.

The plan is for Outposts and Points of Interest to be a superset of the functionality of Smallholdings. Those structures have not been designed yet - their subsystems remain in flux. But in some configurations, Outposts and/or Points of Interest will do everything Smallholdings do, and more. Those structures will be built by player characters no not be premium items.

1 to 50 of 1,103 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.