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Oh, you mean this article where I said:
"Full disclosure: I am heading a development project for an MMORPG that will feature subscriptions and microtransactions. We’ll begin with subscriptions only, and transition to microtransactions as soon as it makes sense to do so. The game we are developing is primarily a sandbox style game and our budget assumes we spend less than $10 million before we reach positive cash-flow from operations. I was the former CMO at CCP, but left before they designed and implemented their MTX program."
Yeah, I stand by that.
I really don't get this complaint that the game we're making is different than the game we talked about during the Kickstarters. From my perspective, you'd have a very hard time slipping a playing card through the crack between what we discussed, and what we've built so far.
Do you have a specific issue that you think we've changed course on?
Players, it's time to publish an official policy on this topic.
It is not ok to engage in PvP in NPC Settlements. That means Kindleburn, Marchmont, Ossian's Crossing, and Rathglen. You can gank away in Rotter's Hole. :)
I'm imposing this limit because the Thornguard AI is not strong enough yet to provide adequate defenses to the NPC Settlements and the new players that are inhabiting them. Until we have added enough tech to make the Thornguard able to intercede swiftly in PvP actions in NPC Settlements, we have to have a policy against it.
If you are in an NPC Settlement and you are attacked, please note the name of the character who attacked you and email email@example.com with that information.
The only exception to this rule is that it is always OK to attack any character with a red name.
Thanks for everyone's understanding.
Hey everyone - spreading the word in every way possible.
This is the last week to earn Backdated XP in the first month of Early Enrollment in Pathfinder Online. If you have an Early Enrollment account, this is a tremendous perk. Characters earn XP in realtime, so the first character created on an account in the month of January will FOREVER have the Max possible XP.
If you have Early Enrollment access, be sure you make a character to take advantage of this perk.
If you have Explorer or Open Enrollment you can upgrade your account via the goblinworks.com/shop.
If you're playing Pathfinder Online be sure to remind your friends about this perk too. After it expires, characters will start with just 1,000XP.
There were apparently some miscommunications on our end regarding Guardheim.
The person who is the leader of the Guild that won this Settlement in the Land Rush has not been in contact with us and we were asked to assign someone else to lead the Settlement in that person's absence.
Our policy is not to do this. We respect the right of the people who won the Settlements in the Land Rush to decide when they're ready to start playing the game. Right now only 4-5 of them have been essentially running silent, out of 33 Settlements, so there's plenty of options for players to connect with in-game.
Until we decide that it is necessary for the health of the game to recycle unused Settlements and run a promotion to assign new leaders, we are not reassigning Settlements unless the people who control them ask us to do so.
So we have deactivated the Guardheim Settlement in the database, and Inguard is no longer the leading Company for that Settlement.
I want to stress that this was an internal communication and policy decision by Goblinworks, and that no one did anything wrong in this matter. If anyone has any questions please feel free to email me directly at firstname.lastname@example.org and I'll be happy to answer your questions.
I just want to chime in to ay that no messages were deleted for any purpose. We closed a thread as a housekeeping task, that thread had comments, once closed the comments are apparently no longer available. Nothing more. We don't consider the abilty to get 12 starter quest packs a day per account by sacrificing all XP earned by that account as an exploit. There is nothing in them that should break the economy even if thousands are harvested. I think Lee is going to change the implements to be lower-powered versions in EE3, and we are going to keep an eye on everything else and see if a problem develops.
I don't want people being attacked in NPC Settlements, and we are going to have to write some policies about that if it becomes a continuous problem.
We are going to try to reproduce some of the confitions seen in that video. At this time we don't think anything is happening other than that the game is not performing as expected in all cases. Nothing I saw in that video suggests hacks or cheating - it suggets that the programmers and the gme designers need to look carefully at some details of the movement and condition system.
If we detrmine there is an actual, reproducible bug that impacts play, we will describe it and tell players not to exploit it until we get it fixed.
If you logged in for the first time on the last day of the first month, you'd get backdated XP to the start of Early Enrollment, and your first month of game time would expire 30 days after your first login. So yes, if you time it right, you could get effectively 2 months -1 day of XP for 1 month's game time.
Please don't advise new players to skip the tutorials. Playing the tutorials will help new players learn how the game works. Don't assume that it's all perfectly clear to all players. We need to emphasize to new players that they need to use the Tutorials and the New Player Guide to understand the game. That will help us grow the community of players and help new players find their way quickly. Thanks!
"why do guards attack the people from the lands they guard?"
1: They work for Thornkeep, not you. Thornkeep wants Crusaders to move through the area with minimum problems. They think a flow of Crusaders is the root of their economic engine. The Thornguard don't like low rep people, because they might cause problems for Crusaders, regardless of where they sleep at night. :)
2: There is a real risk of sudden and painful disruption if a faction splits off from the rest of the group and turns on their former comrades before they can be removed from the institutional infrastructure. The risk includes mass rage-quits from the game and a sudden loss of business for Goblinworks. Since we don't have the tech yet to let you choose your own level of risk, we want to ensure that until you do, the Thornguard don't descriminate between targets based on Company or Settlement affiliation.
Of course we want to build a realy robust and complex security model with all sorts of dials and sliders for you all to fiddle with seeking the "perfect" mixture of risk and security. It is just a matter if time, not intent.
Based on the anticipated workload that I see for the team over the rest of Q1 it is unlikely that we'd invest time in building tech for what should be a feature that gets removed relatively quickly. I would rather attack this problem with GM commands and GM actions than have the team work on code or graphics or mechanics for what should be a very short-term problem.
That's not how money works. It doesn't have value because you might spend it on something. It has value because someone will give you something in exchange for it.
Money is a proxy for barter. Instead of barter which is terribly inefficient and doesn't have a good signalling mechansim, currency means that you can exchange your labor for a unit of account that is flexible, and exchange the unit of accont for whatever it is you want to buy and seller can quickly adjust the terms of the sale based on a clearing price.
The economy did not function in Alpha because there was no persistence and therefore no value in anything.
The economy will function now that there is a real value in people's labor. There are people in Help every day asking where to go and buy stuff. We will get the auction house tuned up and that will help people use it, and once they start to use it it will kick the coin economy into gear.
Seems the Feat advancement sheets have been changed again since my last build of this character. Not surprising. Every time I take my eye off this stuff it gets changed. :)
I quickly rebuilt my spreadsheet but I (obviously) didn't check this in game. If I get time next week I'll build this in-game to verify.
Base Attack Bonus 3
As computed that's 18.7 days of XP. Dex bonus of 1.029.
No attacks but Shortbow Feats.
I don't think that having a substantial number of days pass between earning Role ranks is important, no. In fact, the time is going to get longer and longer the more Ranks you pursue. It isn't a problem because you're getting to increase a large number of Feats during that period - you're not just sitting there doing nothing.
We have been talking a lot about how to formalize some aspects of the Crowdforging process. What we really want is a very widespread participation in such tools so that the input is not just coming from a segment of the player population.
One thing we are pretty sure we're going to attempt is putting survey questions on the login screen. Every player will therefore see them and have a chance to respond and since there's nothing else to do but wait, we think a lot of folks will read and vote. You'd only see each question once so you couldn't disproportionately weight the results by logging in a bunch.
Figuring out exactly what kinds of questions go into that process will also need some work. We like Ideascale as a way to harvest good questions but we also have a lot of either/or tradeoff questions of our own that we need to formulate.
We also have been talking about how we're going to build a product backlog - basically the list of things that we could work on. That is harder than it sounds because some things are bug fixes, some things are polish to existing features, some things are iterations on existing features, some things are new content for existing features, some things are all new features. For example if we put "Dungeons" on the same list as "Fix the duration of the condition icons on the combat UI" the difference in scope between those things is so great that they're really incomparable.
It is also hard to get Crowdforger feedback on technical matters. We can't educate the community enough about MMO project workloads and our unique toolchain to enable them to give us usable feedback about a lot of the "under the hood" things that we're working on that optimize and improve the game. Without sending thousands of people to Goblinworks University we cannot Crowdforge those kinds of tasks. But we have to do those tasks and they have either/or impacts on the kinds of things we can Crowdforge so we need to figure out how to give some visibility to the community about them.
Lastly we have a very broad development plan that we want to stick to until we convince ourselves that it's the wrong plan. That is the plan that takes us from where we are right now to the point of having fully developed Settlements and territorial warfare. A deviation from that very broad plan would require us to rethink literally everything we're doing. One of our tasks in the 1st quarter of 2015 is to try and provide some visibility to the community on that broad plan so people have a sense of what we're trying to build. That will help prune ideas that are good, but out of scope for the game we're trying to build.
We kept an eye on these shenanigans. It was pretty awesome to see all the interaction and the huge number of involved characters - especially if you were at the FUBAR'd stress tests in November. The vast improvement in the server over the past 6 weeks is due to some herculean efforts by our staff - they went waaaaaay beyond the call. But it really seemed like their worked paid off.
We're taking lots of notes and are really interested in your feedback. This is how the game gets Crowdforged! Real players in the real game live, without guardrails. :)
Acoyte's Battle Focus:
Disciple's Battle Focus
Priest's Battle Focus
Acolyte's Elemental Focus
Disciple's Elemental Focus
Priest's Elemental Focus
Acolyte's Occult Focus
Disciple's Occult Focus
Priest's Occult Focus
Touch of Darkness
Just FYI - disconnecting from the internet does not log you out automatically. There is supposed to be a cooldown timer before the server disconnects you but it's not instantaneous. We don't want people intentionally disconnecting to avoid PVP.
There's a known bug that causes a character to remain logged in permanently if you attempt to log in another character on the same account while a previous character is already logged in.
So if you disconnect, then log in again with a different character before the system disconnects you, your first character is going to sit in game vulnerable to whatever happens until you log back in to that character, or daily downtime, whichever comes first.
Let's take a look at what makes these two images different and why the Pathfinder Online image is substantially better.
First, notice the absence of shadows on the right hand (Fallen Earth) side. There's no shadows on the ground. The character's arm doesn't cast a shadow on the left side of her jacket. The nose doesn't cast a shadow on the face. Her left leg doesn't cast a shadow on her right leg.
Now look at the left hand (Pathfinder Online) side. Shadows are everywhere. The character casts shadows on itself - half the face is shaded by the other half, the upper right body area is deeply shadowed by the bulk of the body and the arm and you can see how that shadow drops off diagonally across the lower torso. That's all animated in realtime so as the character moves so do all the shadows it is casting. There are shadows from the environment - see the shadow of the tree on the wood fence? See how the end of the weapon rack shadows itself? The environmental shadows are also animated - the trees sway back and forth and the shadow they cast moves synchronously, all in real time.
Second, the objects in the Fallen Earth screenshot don't have a bump map - look at the two gun tubes the character has strapped to her outfit (and where is her gunbelt?) Those tubes have a graphic that appears to be 3D, but you can see they're actually just 2D textures. Compare that to the head of the mace the Dwarf is wielding - see how it appears to be 3D? You get the same effect from the Dwarf's armor - look at the 3D nature of the shoulderpads and the chainmail undershirt. Look at the wood fence - see how the logs look 3D?
The outfit the Fallen Earth character is wearing doesn't interact with the lighting either. Look at the left arm of the Pathfinder Online character. See how it gets noticeably brighter towards the hand? That's a specular effect - it is reflecting the light from the material, and the amount of reflectivity and the color of the reflection are a part of that asset. You can see the same effect on the tip of the spear. Metal will have a different specularity than wood or cloth or skin - all rendered in realtime as the background lighting changes color.
You can't tell from these pictures but the Pathfinder Online character has a variety of color layers on that outfit as well. The player can select two hues of color that allow the armor to be highly customized - every suit of clothing in the game has those properties. I doubt that the Fallen Earth costumes did - they are likely colored by the art team when the asset was created, or perhaps could be "dyed" when crafted but not easily changed in realtime.
I don't know if the face of the Fallen Earth character is rigged for animation, but I do know the Pathfidner Online character's is. It has eyeballs, eyelids, lips, teeth and a jaw. It can open and close its eyes, and move its mouth "naturally". In realtime, and not on a simple script.
It's hard to see but the number of polygons in the Pathfinder Online character is much higher than the Fallen Earth character. Look at the two faces - the Fallen Earth face is very smooth and her hair is very solid. The Dwarf's face has lots of character lines, defined eyebrow ridges, and it's hair and beard is comprised of a lot more segments and sections.
Another thing that is impossible to see is that the Fallen Earth character probably has a "mitten" where all the fingers of the hand move as one object. The Pathfinder Online character has individual fingers which can be individually animated and which "grasp" like a real hand. It is possible that there are more points of articulation (called "bones" in animation argot) in the Pathfinder Online's hand and arm than there are in the whole body of the Fallen Earth character.
Anyway, that's a quick discussion of the kinds of technology that is already in Pathfinder Online that makes the graphics look better than older MMOs.
We have a problem affecting some players that creates a situation where their characters cannot be returned to the game correctly after they die or are disconnected. The primary symptom of this problem is seeing the client hang at the "Waiting for Character..." message during the Enter World process.
We have built a short-term fix that we will use to periodically sweep the database and change these character's locations to the middle of the Hex they were in when the problem occurred which will allow them to be logged in correctly.
We built this fix yesterday and we have not yet made it a routine automated process so if this problem occurs to you on Sunday the 4th of January, we will likely not be able to restore access to the character until the following Monday.
Work continues to fix the underlying problem causing this condition so that we will not need to do this character repositioning in the future.
If you are affected by this problem please email email@example.com so that we can track the issue.
We thank you for your understanding!
Removing nodes from the targeting queue has been in the list of "to do's" for the programmers to fix for a while. It will be done.
Doing something to help visualize the queue itself and manage the actions therein is also something we are discussing.
I have seen the effect you mention of making an attack against a dead monster myself. I think it is because the system is evaluating the target to see if it is going to bleed out like a player-character, and if an attack is made before that determination is complete the attack will procede. There is some kind of timing thing we need to investigate there, for sure.
By the way, in your example, you don't have to tab target the wolf. As soon as the Shaman dies, you will autotarget the next thing that hits you (the wolf).
It took you about 1 full day of XP to get to Cleric 4. You had to kill 50 monsters to get the requisite achievements. That takes about 15 minutes.
It will take you 3.5 days of XP to get to Cleric 5. You need 10 Divine achievement points. You can get that by killing 50 more monsters. Total time invested in monster killing now ~30 minutes.
It takes about 4.8 days of XP to get to Cleric 6. You will need 14 points of Divine Achievements to get Power 12. You got 10 from killing 100 generic monsters. To get 4 more points you can choose to either kill 150 more generic monsters (which will give you a total of 15 points), or you can hunt Skeletons, and kill 50 of them (which will give you a total of 16 points). If you want to kill the 150 generic monsters it can be done in less than 1 hour.
To get to Cleric 7 will require approximately 9.4 days of XP. To get Power 14 you will need 19 points of Divine Achievements.
If you killed 250 generic monsters, you need 4 more points.
If you killed 100 generic monsters and 50 skeletons, you need 3 points.
You could either kill 250 more generic monsters (21 points), or 50 more skeletons (20 points). If you want to kill generic monsters you will probably need to spend about 2 hours. If you focus on skeletons, a lot less.
To get to Cleric Level 8 requires about 39 days. To get Power 16 you'll need 25 Divine achievement points. So, in the 35 days since Level 7, you need to get 4 or 5 more points.
You could do that by killing 500 more random monsters (14.28 monsters per day). You could kill 100 skeletons (2.85 skeletons per day). Regardless, that seems like a trivial time sink.
The power curve is not like tabletop (or most MMOs for that matter).
After 6 months or so, the biggest difference between characters will be flexibility vs. specialization. Highly specialized characters will have incrementally better values in various aspects and so they'll typically be the most efficient crafters and will tend to win 1:1 duels. But their advantages will be very small.
If you play for a year, and your buddies start with Open Enrollment and play for 6 months, you'll likely find that your power levels converge.
If you follow the DT instructions, you'll end up with two characters both training and backdated with XP.
If you make a character, play it for a little while, then make another character, set it to train XP, play it for a little while, then decide to have both characters train XP in parallel, one of those two characters will not get backdated XP.
Inflation is a symptom of too much money and too little demand.
Inflation is not caused by injecting a lot of currency. It is caused by too mich currency and too little demand.
What you are seeing now is that +0 starter items will have very low prices (lots of supply, lots of demand, lots of loose change). That is intentional because we want to train players to buy what they need, not grind for it.
Dutch Auctions mean that the price of what you want becomes less the longer you wait. So there is a built-in bias toward deflation. Once +1 and higher items come to market, we will be able to see what the market prices are, and hat is when we can fiddle with the coin faucet to control inflationary pressures.