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Member of Church of Razmir

Sepherum's page

Goblin Squad Member. FullStar Pathfinder Society GM. 393 posts. No reviews. No lists. 1 wishlist.



Goblin Squad Member

Looking at the map, I think that the introductory factions to precipitate pvp in EE are The Knights of Iomedae in the northwest, The Brotherhood of Silence in the center/east and the Hellknights in the south. Obviously the level requirement for faction membership will come later, as will the alignment system. Myself, I don't see a need for an advancement requirement for faction membership when it should be the new players entry into sanctioned player conflict. If players begin with 1000 rep then the only mechanical effect need be that npcs ignore players at -2000, as I believe has been stated. Fort Riverwatch, Thornkeep and Fort Inevitable will each have four trainers representing the mvp roles plus a faction npc. This opens up roughly two-thirds of players as potential targets but will discourage ganking close to one's homebase. I assume looting, grouping in parties, the attacker flag and the normal rep hit for killing someone in your own faction will be in place.

Goblin Squad Member

Oh, you can also discuss various aspects Pathfinder Online if you feel like it.
I think Goblinworks is hoping the game evolves without the need for a SAD mechanic. Think about it: They invented the thing and now it's somewhere in the future. The far future. Maybe.

The problem is this: The whole structure of the game is reliant on player vs. player conflict to generate content because lots of themepark content is prohibitively expensive in time and money. Goblinworks needs player competition to have a game at all but wants to fine tune exactly how characters interact. That's a tall order.

Never thought I'd say this but trying to slog thru the SAD thread for a workable solution has convinced me that consequence-free pvp hexes are in our future, perhaps containing Tier 3 resources and treasure hoards. The idea of different types of hexes is already present.

I suppose caravans will be craftable objects that provide massive mobile storage and npc guards? With keywords that interact with player skills to gain speed, cover and bonuses?

I hope player-built training halls are responsible for all Tier 2 and higher skills and that the store never offers anything approaching the power of the best player-crafted items.

Goblin Squad Member

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Hey I just wanted to throw out a few ideas and was afraid that they would get lost because of the recent toxicity of the forums (one locked and another in danger of being locked). Please don't use this thread to start blaming who got toxic first. Many of the people arguing have, in the past, actually agreed, debated in a non-insulting manner, apologized to each other, and apparently PM'd and spoken amiably on TeamSpeak. Ok, so, here they are.
If you get killed and looted you become unflagged (immune) to pvp (not pve) for 10 minutes. The timer would start from when you retrieve your husk. You lose this immunity if you gain the Attacker, Criminal or Heinous flags and take a rep hit for doing so. You also lose it if you are rezzed by another player. Why 10 min? I think I read somewhere that it takes about that long to move across a hex. I don't think you could use this immunity to gather a bunch of immunes together for an attack/mission; they would have to heal, regain Power, refresh abilities and grab some new equipment. Also in any case when a bunch of bozos that you don't know or trust (you can see their rep) are starting to form you should be taking action no matter what anyway (running away, calling allies, prepare for pvp). This would make corpse camping extremely difficult.
Make starter/tutorial areas not just high-rep loss, Marshall patrolled, etc., but pvp FREE. These areas would be small. They can be supported by Pathfinder lore; this is Iomedae's Sanctuary, this place is under the Edict of Compliance by Asmodeus, Prince of Law, etc. This immunity could have a threshold determined by Goblinworks if they don't want players with some skills and achievements using the area as a completely safe place to run to. I know they don't ever want a player to feel completely safe as part of the overall plan, but, reconsider: a small spot where the newest of the newbies can learn game mechanics without being ganked. This is where you could allow duels which I know they also don't want.
Lairs, instanced or not, out in Wilderness hexes with treasure chests, monster guardians and consequence-free pvp. You'd know what you're getting into and it might be a blast. And there could still be the lairs that go under the normal rules as well.
And what else?

Goblin Squad Member

...like constantly comparing Pathfinder Online to EVE and WOW. I realize Ryan Dancey is closely associated with EVE, I also know he has expressly stated PFO will not be 'fantasy EVE Online', just that Goblinworks will learn from the mistakes made by that game. Battle is going to be different. Hell, movement is going to be different. PFO will not have flight, it may not even have mounts. Do you realize how different having your army trudge across hexes towards where you suppose the fight is going to be is compared to a spaceship battle? A Dreadnought or whatever you call it in EVE can be permanently blown up; a 20 Merit Badge character in PFO rezzes and keeps fighting. I realize a POI or Outpost can be razed, but destroying a settlement is involved enough that it has been suggested that cutting it off from supply and excepting it's surrender is probably preferable. I thought maybe assasinating a general or settlement official at a crucial time might be similiar to destroying a command ship or something but then again, no it's not. However, at least EVE shows examples of organizational and leadership skill, which is very relevant.
Now, on to WOW. Not only is it a themepark (or wax museum, as I like to say) but I submit that most of the people who still play, in their millions, are only gamers in the sense that someone who plays Madden 2014 is a gamer-nothing wrong with that, but it's a diversion, not a hobby. The average WOW player is a different animal than someone who wants to play a sandbox MMO. Try this: make a Match.com profile. Say that you play WOW with your friends every Wednesday night. No problem. Then change it to 'Hey, I'm Lord Sepherum, Warden of Shadowhawk Keep in an immersive game called Pathfinder Online' and watch your responses fall through the floor. WOW players keep demanding the game get easier and easier and their demigods get shinier and shinier and they're willing to pay for the privilege-I don't know that these folks would try PFO although I hope some do and Goblinworks certainly deserves the biz. As my buddy Phil likes to say: "I loved Everquest. Gaining a level meant something."

Goblin Squad Member

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Name: Inquisition of the Midnight Lord
Purpose: To pursue the dark and inscrutable goals of the Dark Prince Zon-Kuthon
Alignments: LE,NE,CE
In game goals: To establish hideouts from the beginning of EE; to blend into other societies and organizations; to build a shrine and/or watchtower by any means necessary before OE; eventually to create a settlement similiar to Nidal with an Umbral Court-like organization; to spread the blessed suffering of Zon-Kuthon throughout the River Kingdoms; and to role-play evil under the rules of Pathfinder Online.
All roles welcome.
Please PM Sepherum or feel free to email me at elcolachi@netscape.net to gage interest in my concept. Thanks, Sepherum

Goblin Squad Member

I hope we get a lot of EVE transplants-clandestine or otherwise-in EE. We need the content. A lot of people who supported the Kickstarter are going to try the the game and quit 'cause there's nothing to do. Not enough 'adventure'(read: themepark content). There's going to be a lot more solo players trying the game at first than we think. Two things will happen to them, a lot. 1) They'll die. 2) They'll get numerous offers to join organizations they don't understand. It might be useful for npc factions to make some detailed options available from the get-go. Pvpers are going to camp escalation zones. Why wouldn't they? It may be beneficial to have a couple further out from the starter areas. I perceive-and I could be wrong here-that based on the latest blog that GW has given up the idea of allowing players to 'gift' rep which will halt a lot of abuse. And finally, I don't see how a zerg strategy could work as effectively in PFO as in EVE-one account can't manufacture the equivalent of a ton of disposable ships, no? Anyone else care to peer into the Orb with me? Any premonitions are welcome.

Goblin Squad Member

I would like to humbly submit my nominations for the Players' Council. I think it should be an odd number. I think it should represent different views, perhaps drastically so. I think nominees should show high character, mental acuity, a devotion to the success of PFO and the ability to express themselves nicely via the written word. Lots of gaming experience is crucial. Obviously, no disrespect to anyone not included; witness the calibre of these nominees (in no particular order): AvenaOats; Being; Hobs the Short; Nihimon; Bluddwolf; Harad Navar; Hardin Steele; KitNyx; Jazzlvraz. I'm sure Goblin Works will have their own people in mind from an outside-of-these-boards perspective; that's cool. I welcome any input. Don't be afraid to nominate yourself!

Goblin Squad Member

A few walls of text by Mr. Dancey have shocked many on these boards regarding how Pathfinder Online will be played. I'm not understanding the level of surprise. From the beginning the content has been portrayed as character generated; not a WOW pvp server fight over fields of enchanted tulips (tho, of course this will happen) but the struggle of player organizations, settlements and kingdoms for resources, power and domination. The diplomat, travelling merchant, solo monster hunter, etc. will have little to do until this metaconflict is on the path to development. When EE begins, it seems to me wise to build characters towards the end of creating strong, survivable settlements. This opens the door for other playstyles and serves to augment any strategy to deal with the Open Enrollment barbarian invasion.

Goblin Squad Member

Archetypal Threshold? Role Achievement? Bleagh.

Goblin Squad Member

Reading over all the posts and all the ideas regarding pvp, SAD, Bounties, etc., I thought about the maybe overlooked role that NPC guards will play in PFO. Not the powerful Marshalls that will guard the safer areas, but the npc guard upgrades we read about. Can you upgrade a caravan to have guards included? How many and how strong? How about guards for a carriage transporting a non-combat orientated crafter PC? NPC guards for a construction site? With lootable goods and destroyable structures, even a large CC will need auxilliares considering RL responsibilities, IMHO. Perhaps a menu of different tiers/classes could be offered with an upkeep and/or equipment level cost associated with them. I recall that the guards in Stormwind were good enough to protect the king if a couple of us showed up to support them. This would be Horde attacking at 3am of course.

Goblin Squad Member

...if the skill paths/archetypes/'classes' are going to mirror Pathfinder. Bear with me. I'll try whatever game the devs come up with. The alignment component seems essential to the game already-as it is in pnp Pathfinder. Thus the only true healers are good-with access to positive energy channeling, spontaneous casting of heal spells and many ameliorating domain powers. Evil clerics can only heal...undead. Neutral clerics do the alignment tap dance. To compete on the battlefield evil orgs must use undead, enslaved divine casters and lots of neutral buddies. Ever tried to DM a campaign and the players didn't have a dedicated healer?

Goblin Squad Member

I read the last three blogs with great interest. It seems to me the system(s) of flags and the scores based upon the two alignment axes are a solid foundation for meaningful player interaction and the goal of pvp w/o frequent griefing. I realize the devs and many in these forums have already invested some time and thought to the mechanic, but why a separate reputation score in addition to alignment and flagging? The Rep system would be ripe for abuse and metagaming in ways that have already been discussed. It also adds to the complexity of an already complex game. What about adding an 'Oathbreaker' long term flag for not honoring contracts? This along with the Betrayer and Murderer flags which I think are being considered but not yet fleshed out. Doing away with Rep would also negate the idea (which I believe to be nonsensical) that a Lawful Evil settlement cannot build certain prestigious and useful structures. I don't see why the default character setting should be moving towards lawful; PCs could choose to slowly raise their scores along the law/chaos axis by logging out at lawful or chaotic inns/hideouts/forts/settlements with which they have good standing (no criminal, betrayer, etc., flags). At least tie the proposed Rep gain to such a mechanic. A PC could start at Neutral and would immediately have a reason to interact in order to shift her/his alignment to whatever desired. This, I believe, would augment the player-driven storyline from the get-go. Thanks for reading my post this far.

Goblin Squad Member

I think the question of how the alignment system will work in PFO is important enough to warrant it's own thread. It will effect every aspect of gameplay from pvp, contracts, chartered companies, transactions, settlements, npc relations and declaring war. I could go on. I've always believed the alignment system in tabletop Pathfinder (or D&D, for that matter) was /is broken and subject mostly to the tastes of individual DMs. Yet the developers have stated that in this way perhaps most of all PFO will mirror the tabletop version. Exactly how this is implemented may be the most important factor in determining whether PFO ultimately succeeds or fails. I'd like to submit two observations. First, a true neutral settlement would not have to admit all members regardless of alignment. According to the table on p.166 of the Core Rulebook, diagonally situated alignments on the chart are two steps from neutral not one. This would exclude lawful good, chaotic evil, etc., yes? Secondly I've never seen chaotic evil played successfully. In the online version it could be an npc alignment for individuals and brutal, disorganized groups or a 'warning' to a pc who is about to receive sanctions of some sort.

Goblin Squad Member

So we know generally where we're gonna live, how we're gonna live and how we're gonna die. We've discussed, we've argued. So, what excites you about the prospects so far? Exploring content? Starting a settlement? Opening a business? Running around robbin' fools? Whatever? I'm most excited about being able to really specialize my character. I'm not talking about the 'holy trinity'-I mean really make my guy exactly how I want him. It always bothered me walking around Shattrath City in WOW with my raid gear, a set from the arena, and the highest dps cloth a player could make himself and then see, well, the exact same guy, different race maybe. Over and over. So, more arena and join bigger raids? God it got boring, for my friends too. In PFO, they will start with 11 archetypes with all the requisite options and then skills anyone can learn, it seems. With multiclassing, you can be pretty unique, suited to the role you want to play. Relatively speaking, of course. I'm thinking Monk/Sorcerer or Monk/Cleric. Start a family guild or join one. Maybe be a bounty hunter or hired guard. What do you say?

Goblin Squad Member

Just recently I discussed how excited I was to try Pathfinder Online with my gaming group. Two rather salient points came up. 1)When the server population expands, new players will be in competition with powerful, established players and player-run organizations for resources and land. 2)When the game itself expands, these powerful entities will be perfectly placed to quickly dominate the new content. Both of these concerns are heightened by the apparent fact that there will not be large'theme park' areas safe from pvp in which to skill up or level or whatever it's going to be called. So, two things. Soloers, a large portion of potential players, (including me) will be hedged out. New players will be compelled to join an already established corporation to survive, which is the main complaint I've always heard about EVE online. To put it succintly, my buddy said, "Sounds to me that the Power Gamers will eat that one up from the start. I'd rather just buy the next Adventure Path and run that." Comments/suggestions/mechanics to avoid? Or is this game limited to players with a certain playstyle?


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