Some people do not hear so well. Some people can not hear at all.
Any requirement or expectation that people use some sort of voice chat program leaves all of those people out in the cold.
I am not saying that I am one of those people, but anyone could be.
I had a bad experience with a guild one time because of their decision to require voice chat for some things.
Unfortunately, it goes back to what they say about the view never changing if you aren't the lead dog.
That was the only "real" guild that I ever joined in any game, and in every other game that I have played, it was a thing that kept me from joining other guilds.
Maybe I am just not cut out for this sort of thing.
I want to re-post something that I posted in this thread.
"I am wondering about something, though....
$35 – Adventurer wrote:
Now on to my donation level...
$100 – Crowdforger Pioneer wrote:
Again, emphasis mine.
I am not trying to cause a fuss, but if you run this back, I should get a 3 month sub (now raised to four months) and a new player pack of consumables, whatever that is, for donating at the $100.00 level, and in addition, get an additional 1 month sub and another new player pack of consumables because my donation also gave me the rewards for the previous tiers, which includes the Adventurer rewards.
The new player consumables pack is probably not going to be a big deal.
Just think that it is something that you may want to look at.
MTX is probably the simplest way to go.
In order to keep the racial choice upon character creation meaningful, though, they could limit the availability of the MTX and make them very specific.
It's not fair to say that a person made a choice if they created a Human character rather than a Tiefling if Tieflings weren't in the game at that time.
But they could put a one time MTX transformation into a Tiefling on sale in the store for a month after they introduce Tieflings into the game.
People that want to be a Tiefling can't sit on their hands. They will have to buy the change in a fairly short time if they want to transform an existing character. After that, they would have to roll a new toon, just like everyone that comes into the game after that time.
By limiting the transformations to just the new races it still maintains a level of meaning to that initial racial choice, too.
As stated: The game is going to be a F2P hybrid.
Training will cost money. You get training time with a sub or you can buy it in chunks via MTX.
This was covered a few posts up if you want to take the time to read (the "Pay2Win query" link in AvenaOats post should be quite enlightening for you), and if you are in a reading mood, go to the Goblinworks site and read their blogs where they cover all of this and more in greater detail.
In another thread, Ryan talks about players gaining the services of a dragon...
Ryan Dancey wrote:
So looking at this, I just see pets as another type of gear or structure.
At the high end it's a big deal. People will be shelling out a lot of money and spending a lot of time to get a dragon ally, and if the dragon is slain, then it is going to be a big hit.
The trick is how to make lower-end pets worthwhile as more than just cannon fodder.
I get that a necromancer might build an army of zombies or skeletons and just send them out to die, but a druid, ranger, sorcerer, and wizard might be more concerned for the well-being of their companions/familiars than that.
I have been thinking about this for a while (no, really... Far longer than I have any reason to) and I have an idea, but it pretty much transforms the pets into magic items with an upkeep that provide different types of buffs for the players.
In this regard, those pets would be clearly different from other types of fodder that players may wish to exploit, no matter how impressive that fodder may be.
V'rel Vusoryn wrote:
Well I suppose I'm missing your higher level macro point then, on any level, things that are easy to do, can be done safer etc... suffer from high amounts of overubundane within the worlds. As a result profit per time spent, is drastically lower.
I am missing it, too, I think.
If something is easy to get, then more people will get it. This will impact the market.
If they vary the time that it takes to harvest different things they may be able to offset the commonality of some activities, but only to a degree.
V'rel Vusoryn wrote:
You set up a premise, I asked a question.I am trying to figure out where you are coming from. If you see that as an attack, then this isn't going to be very productive.
Let's see what I was responding to...
V'rel Vusoryn wrote:
I posted previously that you could set up a merchant enterprise without ever setting foot outside of a safe area.
But whether you subscribe to the thought or not, extra risk is going to add extra cost.
Travel time also adds to the cost.
There can be things in safe areas that no one can find anywhere else, but since everyone can grab those things at no risk, they just aren't going to be worth much.
People's perception will vary.
When does AI stop being "tough" and start "cheating"?
If I see a lone mob 50 meters from any other mobs and attack them, but every mob in the vicinity starts racing towards me, is that 'cheating'?
If players can consume potions in a fight to restore health, is it cheating if a mob does the same?
If they are going to expand the 'safe' areas then that automatically shrinks the 'open' areas.
And this discussion has been limited largely to harvesting, but what about empire-building? Shouldn't people with that interest be able to enjoy it from the luxury of a 'safe area' as well?
Should people that wish to play a diplomatic role be able to negotiate peace between to NPC kingdoms, where they won't have to worry about being attacked by other players as they venture through the battlefields that exist between the two nations?
There might even be a few players who could be such an AI too. But that number would be tiny.
Players can not be AI and AI can not be players.
If you mean that maybe they can let some players have a chance to play a monster for a day, then you are still fighting the same human intelligence that you would be if they were playing their character.
If that is the case, why not just deal with other player characters from the start?
If it's not, then what do you mean by players being "AI"?
V'rel Vusoryn wrote:
In low risk areas there will be no shortage of people willing to harvest whatever resource.
Resources located in higher risk areas are going to have fewer people working them.
The result is that they could put a diamond and gold mine in a safe zone and a copper mine out in no man's land, and copper would end up being more valuable than gold or diamonds absent some market manipulation.
Nothing is stopping a player from becoming a wealthy merchant that has never left the city/safe areas, but expecting to be able to harvest everything for yourself without ever setting foot outside of the city/safe areas is unrealistic, I think.
If it is all right there for everyone to grab at little or no risk, then how is any of it valuable?
Your proclaimed willingness to fight against AI (and claiming that they could make smarter AI for just that purpose) for resources but not other players just makes me ask why?
Robb Smith wrote:
Except for EVE.And maybe a couple more, but I am not plugged in to all of the MMO comings and goings.
I would start a list of all of the 'themepark' consensual PvP only games that have "failed", but I really don't have the time. ;-)
So, in a word I state simply "no." I firmly stand against Open World PVP on a whole, or at a minimum state that it needs to be on dedicated servers for this sort of behavior. If people want to be jerks and/or play with jerks, they can do it on a server I don't play on.
If people want to be jerks, they will have to be jerks out in the wilderness where there aren't going to be guards ready to crush anyone that decides to attack someone else.
PvP may be there for the people that want it, but it doesn't mean that everyone wants it, and it doesn't mean that it is going to happen everywhere.
Why does this bother me, and why not just quietly not support it? Because to me the direction of this Kickstart is reminiscent in my mind of what another company did, which lead to the creation of another company that followed a "path" the fan community loved. Needless to say, the first company didn't really make the impact they hoped for and are playing catch-up to the company who found a better "path".
If you are trying to imply that Goblinworks is taking the Pathfinder Online game in the direction of some sort of 4E MMO, then who is going to be playing the part of Paizo here?
I don't get the comparison at all (and not everyone hates 4E).
They are trying to raise money. To have them offering novels and Pathfinder game material and musical soundtracks doesn't mean that they are not working on the MMO.
It means that they are trying to reach out to people that might be on the fence about MMOs.
People that like Pathfinder but not so much MMOs may have been convinced to donate to the tech demo to get the Thornkeep book, with or without autographs.
There is MMO stuff in there. There are the free months and the game packs.
As others have said, I expect that stuff when GW moves the game to it's own site.
Now that the game is going to happen, I would wager that it is 'in the works', but since we are looking at 1.5-2 years until they even start letting people in for the beta, I can't imagine that it is a pressing issue.
Maybe 6 months? That would still leave at least a year before the first players will be creating permanent characters.
I am wondering about something, though....
$35 – Adventurer wrote:
Patrons at this level will receive a digital downloadable copy of the Pathfinder Online MMO and an invite to play once the game hits Open Enrollment, a one month game subscription, and a New Player Pack of consumables. In addition, you will be made a member of the Goblin Squad. Goblin Squad members will be identified with a special icon on the Goblinworks messageboards, currently on paizo.com and later on goblinworks.com. The Goblin Squad will receive special alerts letting them know about new information first: announcements, blog posts, concept art, etc. We’ll give special priority to Goblin Squad members throughout the development process. This is your chance to identify yourself to us and to the community as a key supporter of Pathfinder Online.
Now on to my donation level...
$100 – Crowdforger Pioneer wrote:
Patrons at this level get all the Loremaster rewards including a digital downloadable copy of the Pathfinder Online MMO and an invite to become an Early Enrollee in the Beta, a three-month game subscription, a New Player Pack of consumables, and a Pathfinder Alliance Pack. Patrons at this level will be invited to join Early Enrollment in the order that they pledged this level. The first 2,000 will be invited into month number one of Early Enrollment. Once we have reached 2,000 patrons at this level, the next 2,000 will get invites to month two, with the next 2,000 getting invites for month three and so on through the ninth month of Early Enrollment.
Again, emphasis mine.
I am not trying to cause a fuss, but if you run this back, I should get a 3 month sub (now raised to four months) and a new player pack of consumables, whatever that is, for donating at this level, and in addition, get an additional 1 month sub and another new player pack of consumables because my donation also included the Adventurer rewards.
The new player consumables pack is probably not going to be a big deal.
So, this stuff:
Kickstarter wrote wrote:
I hope this stuff will still be available to the Golarion geeks, such as myself, who aren't interested in the MMO.
Well, no one ever said that you had to play the MMO. ;-)
Yeah, just saw this in my inbox.
I just wish that I could merge my Goblin Squad status and my Crowdforger Pioneer investment and become a Goblin Pioneer. ;-)
No one's "claim" is stronger than their ability to defend their turf.
Even if they awarded claims there would be people having to fight for their little patch of land at every turn.
If someone 'claims' a spot that you want, you are free to try and take it from them through either diplomacy or force of arms.
Besides, if they gave out claims, there would be all sorts of drama once the game launched and people realized that their claim was in a terrible location.
Not to mention people that might think that a claim meant that they could build a homestead in the frontier and their little group of 6 would be safe because it was "their land".
When a group of bandits decided to use their homestead as a campfire for their first annual marshmallow, weenie, and settler roast, they may get angry.
I should have been clearer.... I meant that when someone swung a weapon, that they were sometimes not even particularly close to hitting their enemy.
Sometimes they would swing and the enemy would not react at all in time to the supposed strike.
I wasn't trying to pick apart how they looked swinging their weapons or anything.
But like I said, that wasn't really a focus here.
Grass looked okay. Tower being crushed was okay. Characters looked pretty good (again, except for the guy. Didn't like him).
I'm on the other side of that preference as I would prefer my adventurer to have a visual backpack with torches, rope, slung bow, shovel and bedroll visible on my character.
Which is why I suggested options.
You could equip a belt with 'extras', pants with 'extras', a chest piece with 'extras' and look like you were carrying your whole world around, while others could equip one or more without extras to get just the right amount for each person.
Maybe even have it as a toggle. Every piece of gear would have a version drawn of just the basic gear and a version drawn with extras, and then let players toggle them on or off for each piece.
Looks good overall.
Thought combat was off, but that isn't a finished product, so not much to say there.
I did think that the guy looked odd.
I also am not a huge fan of characters appearing to carry all of their worldy possessions with them.
I just hope that that is kept in mind when the art is being done for the different gear.
Some gear carry some excess, other gear without, and then people can at least mix-and-match to get just the right amount of "clutter" for their characters.
That was my initial thought, too, but I wasn't going to go and get my old 1st edition PHB to list them.
I do wonder if there is some sort of protection for those, though (goes and gets his 1st edition PHB...).
Is anything legally stopping them from letting fighters earn the Veteran, Warrior, Swordsman, Hero, Swashbuckler, Myrmidon, Champion, Superhero, and Lord titles as they level up?
Would there be a problem if a ranger gave himself the "Strider" title?
The more titles that they can include, and the more ways to include them, the better.
For whatever achievements. Obviously as we advance in level we could earn badges and titles, but for different skills or skill groups and even general game accomplishments as well.
If someone wants to earn the "Goblin Slayer" merit badge and title by killing a ridiculously high number of Goblins, then more power to them.
And what will get your interest?
And how long will that keep your interest?
All due respect, but you sound like you might be flighty.
I'm sure I'm not the only one who feels that way.
I'm sure that you aren't. This is why games spike; People want to play them as soon as they come out.Thing is, many of those same people move on to the next thing so that they can be amongst the first to play it when it launches, too.
When you are looking for people to help shape and develop a game, those aren't the best people to rely upon.
I think you vastly underestimate the MILLIONS of people looking for something different than WoW. I anticipate a monsoon of customers just dying to get into PFO, and then moving on to whatever the newest game is, or continuing to play game x and forgetting about PFO.
Again, many people just do this as a matter of course, not because they got passed over for this round of invitations.
People that do not come when invited are probably not that interested in helping shape the game, so no big loss.
When given the choice to play one game, or waiting in line to play a better game, well, this is the age of instant gratification. You'll lose a ton of customers. if you turn them away, they'll become someone else's customer.
If PFO is indeed a "better game", then it will still be here when those people that are more interested in immediate gratification than helping test PFO get tired of whatever it is that they jumped into while waiting.
And if they never tire of that other thing, then good for them. I hope that they enjoy themselves.
@Sparrow, I wouldn't be surprised if it doesn't in the traditional sense. There is a wealth of information about them at Pathfinder Wiki. I don't expect PFO will have long quest chains that reveal the stories of the factions, though.
Yeah, I wasn't expecting any major quest lines or anything.
I would be satisfied with just being able to access a brief history of the groups.
Could be through in-game books, could be the website... I just think that having the info available for people would help for people that want to get into the setting, not just see who has the 'best' stuff.
Well, that's the plan, but how many people will be coming in at a time, and how frequently they will be adding people at the start, are unknown.
Ryan Dancey, from the Goblinworks blog wrote:
As we've said before, we're going to be opening the game to paying players in a nontraditional manner, gating the number of new players into the game at less than 5,000 a month for most of the first year.
This came from the "Time Keeps On Slipping, Slipping, Slipping into the Future!" blog entry on 9-26-2012.
The people that backed the Kickstarter project numbers 4,212.
So it really depends upon how many less than 5K that they let in at a time.
If I had to bet, I would say that the Goblin Squad will be invited in by month two. Half in the first month (largest donors and most constructive/active on the boards) and then the rest in the second month.
I am guessing that they will be seting up a registration when they get their site up and running, though, and everyone will still have to do that.
Arlock Blackwind wrote:
glad to hear a divercity of answers and a well balanced view of seperate ideas so heres another chip of the cookie i thought of. in factions that offer archatypes or prestiege classes, will the skills be considered a sperate class altogether and null our chances of cpastone abilities or will they double as lvls of original skills. I know it is well away to early to answer this question but it is interesting to consider it if you are planning a cross class or single class avatar...
Capstones are supposed to be a benefit for people that stick to a single class.
A PrC, assuming that such things exist, offers it's own rewards, much like taking the more conventional multiclassing route.
Providing a capstone reward on top of the 'already better than the regular class advancement rewards' wouldn't fit the bill of what capstones are even there for.
No, I didn't miss that.
I know that if capstones offer power then it is nothing but a bad choice to multiclass.
But under your system, single-classers are still the only good choice.
If it takes 2.5 years to hit 20, then you are making a person that multiclasses through two classes wait until 7.5 years have passed to get those classes maxxed.
If they are all going to end up in the same place (capstones and diversity), then why shouldn't they get there at the same time?
If capstones will be off-limits to a character that multiclasses mid-training (and this is what was posted in the blog, though it may not be carved in stone), then I do not think that they can offer any power.
Then if someone wants diversity now they can have it, but what they lose is nothing but fluff and thus not a big deal.
A group will not care whether you are capstoned in a class or not because it won't make things any easier if you are.
If capstones do provide power, then I think that the simplest and easiest way to do things would be to just open them up to anyone once they get to level 20 in a class.
No need to slow down multiclass training because their pursuit of diversity and whatever advantages that it offers directly delay the time that it takes for them to get the power that they recieve from the capstones.
How does this help anything?
The people that choose to level a single class at a time will still achieve diversity while also getting capstones, but those that choose only diversity will suffer from slower training time.
No, I am not 'stuck' in anything.I am talking about this game.
2.5 years after launch someone has a capstone and someone else has 'diversity'.
2.5 years after that they both have diversity but only one of them has a capstone(s).
If the capstone provides real power, then one of those characters is gimped.
Run that out to 10 years and the discrepancy between people with capstones and people without grows even larger, because more people will have more capstones.
Stephen Cheney wrote:
But we're completely open to discussion on how big that reward should be and whether that's even the best way to incentivize such behavior.
But the limit with time is as long as the game is around.
Everyone throws out the 2.5 years, but you can still advance your character beyond that time.
So yeah, after 2.5 years character 'A' has diversity and character 'B' has a capstone.
But after 5 years, character 'A' can finish pushing the two classes they they have dabbled in up to 20 and player 'B' can get their capstone in that second class.
Now if capstones provided power, the early jump on flexibility that character 'A' had is forgotten as they are now and forever left behind because they lack that power.
Maybe the 'pure' paladin will have an option to glow with goodness.
Maybe any of the 'pure' classes will earn a special title.
You might think that those are not good enough to keep you from looking for flexibility right now, but that is the point, isn't it?
A choice isn't a choice if there is only one reasonable decision to make.
Because everyone can have flexibility later.
I am also puzzled as to how they account for a character being able to train up whatever they need to to get to a class capstone and then just start training up other stuff while heading towards a new capstone.
What is the difference between a character that went straight fighter to 20 and then straight wizard to 20 and one that mixed the two classes up as they advanced?
The 'purist' will have capstones, whatever form those take in the end, but how will the 'multiclasser' be more diverse when they get to that point?
I know how they will be more diverse along the way, but unless I am misunderstanding how the skill system will work in relation to classes, I do not see how they will be more diverse after the other character has capped the same two classes.
Chuck Wright wrote:
How about simply limiting the capstone system to one per character? The one you master first is the one in which you excel.
I suggested that earlier myself.
I think that it would be a way to offer powerful capstones because no one would ever be cut out.
Whichever class you get to 20 first is the one that you get your capstone in. Simple.
Because if I put forth the effort to max out an archetype the way they want, I want that capstone too.
So if there is only one capstone available, then pick that one that you want most and get it.
Every other class that you take skills in would still be allowing you to diversify, and everyone will get there eventually, whether they go straight to 20 in their preferred class or take a bunch of detours along the way.
I support capstones.I posted as much multiple times in this thread.
I just wanted to get that out of the way first for the sake of clarification.
And while it is true that 1A+5B+19A is not identical in every respect to 20A+5B, they do both add up the same.
And that is why I have been saying that capstones need to be a whole lot of nothing unless multiclassers can get them.
That diversity that someone gets now is going to give them some flexibility but if it cuts them off from a capstone that offers real power, and the characters that get the capstone can get that same flexibility later, then later on the people that multiclassed early are going to start lagging behind.
So now I am back where I started:
1) If they include capstones that are just so much cosmetic fluff (animations, FX, titles, etc) then you can enjoy your diversification early and know that you aren't gimped later, but I don't want to hear anyone crying about not getting the shiny version of some ability that the people that did without those extra options early will have.
2) If they include capstones that are powerful, then everyone should have access.
First class you get to 20 would make any individual capstone more rare, and you can grab flexibility now if you want to, but it lengthens the amount of time that it will take you to get the capstone power.
In the end it's a wash. 1A+5B+19A and 20A+5B will both have the same amount of power and flexibility, but the first character will have gotten flexibility earlier, while the second will have gotten the capstone power a little earlier. :-)
I was using a hat reference because Mbando used a hat reference.You want my ideas? Look higher up on page 4 for my general take.
The big point to take with you, though, is that no matter whether you diversify before you hit 20 in paladin or not, you will be able to diversify because after you hit the paladin capstone you can start working on other skills, even obtaining other capstones.
I do not think that anyone has seriously suggested that silly hats would make excellent capstone rewards.
But there is no cap.
You don't stop once you hit 20, you just move on to the next thing and the next.
You can talk about multiclassing because all you get is a stupid hat, but everyone will be able to multiclass. It's only a matter of whether they start diversifying before they get to 20 in a class or if they ride a class to 20 before moving to the next (and the next, and the next, and...).
So yeah, you can go ahead and be that fighter/monk from the start and enjoy whatever that offers you, while someone else may not be there for a couple of years, but when they get there, they will at least be able to wear their stupid hat.
If a character could only get 20 total levels, then yeah, capstones should carry some power to cover for whatever was lost in terms of diversity or power by not multiclassing and/or selecting a prestige class, but that is not the case here.
One option, if I am just throwing random ideas out there, would be to give capstones some real power but only let characters have a single one; Whatever capstone comes with whatever class they get to 20 first.
You could multiclass all you wanted then, and enjoy whatever advantages that offered, but the more you multiclass the longer it takes you to get to 20 and get the power that whatever capstone you would get has to offer.
But as it has been presented, with everyone qualifying for every capstone if they just train up to 20 one class at a time, the capstones really don't need to be more powerful.
A simple reward for people that want it, but nothing that should compel anyone to avoid multiclassing for fear of gimping their character.
Stephen Cheney wrote:
I think that simply inserting options for alternate animations and FX is fine.
I mean, I don't know all the details so I might be selling it short, but I have been defending capstones in this thread based on them being no big deal.
I am all for a capstoned cleric to be able to get a giant flashing holy symbol to appear over their head when they turn undead if they want it, for example.
But if you let that capstoned cleric turn undead more effectively then it will lead to people asking for for capstoned clerics only for some occasions, and then the slippery slope and group-think take over; Some occasions becomes all occasions, and clerics become every class.
A player should feel free to know that they can multiclass, and while that choice may leave their OCD with an itch that can't be scratched, at least they will know that they didn't make a non-correctable choice that will ultimately make their character mechanically worse than someone that did not make that choice.
This isn't a bad idea... Let people start stockpiling Goblinbucks now to get some more investment into the game earlier, up to an including just opening GoblinMart early...
One thing that The Repopulation is doing, is rewarding early donators with alternative currency, that will be used to purchace things that won't be part of their cash shop.
... And offering some exclusive early-bird fluff doesn't sound like it would hurt, either.
I am not much of a joiner, as in even if I do join a CC I do not expect it to be one that is much more than just a social club.
That being said, I can only think that it would be irritating that any time someone in my network posted something on their page that I would get an in-game notification.
I think that allowing us to check our 'network' in-game would be more than adequate, but I wouldn't even fight for that.
In a large network, enough people may be logging in at different times that they could pass along the most recent updates (in the event that someone not playing wants to add something) in chat.
How about if your fighter finds a sword with the 'sneak attack' keyword that allows them to do more damage, but only if they train up some rogue skills so that they can actually access the sneak attack ability?
The person that stays pure fighter never gets that extra back-stab damage, while the person that takes rogue skills does.
Long term benefits? Maybe not, but capstones are said to be 'nice', not must-have.
If someone thinks that backstabbing would be nice to have right now, then the price to pay is the capstone.
Besides, even if class skills are all unique, it's going to be faster and easier to get the early levels (and the flexibility that multiclassing offers) than it is going to be to continue to drive up the skills for the single class.
It's going to be easy for a fighter to drive up a few fighter skills from 0 to 1 or 2. Once you have all of those lower level skills raised up, though, now you have to spend ever more time raising 2s to 3, and then 3s to 4 and so on.
Much faster to start looking for the multiclass payoff, right?
What you want appears to be everything, and exactly when you want it.
There is nothing wrong with presenting players with a choice.
You say you want to play a fighter/monk, does that mean you want to play a fighter for awhile then play a monk for awhile, or does that mean you want to play a fighter/monk?
It was just an example, but I'll play along...
Depends. Is there a benefit to multiclassing that makes the journey more pleasant for me?
What is the capstone ability that I will trade off for that benefit?
I just have to weigh my options. No different than when I am choosing which skill to train up or what gear I might equip.
If I have come across one to many locked doors that I couldn't get through or locked chests that I couldn't open, then maybe I think that that losing a capstone is worth learning to pick a lock.
But if the requirement is to level a class from 1-20 and not earn any levels in another class then you have not met all requirements unless you do that.
You made a choice that obtaining/advancing certain skills that were not associated with your class were more important than focusing on the requirements to get the capstone ability.
Denying that taking that second class skill is somehow gratifying doesn't change anything.
I want to have fun playing throughout, but who said that you can only have fun by multiclassing and getting capstones?
I don't think that playing, and enjoying, the game precludes my ability to build the character that I want to play.I do not expect that I will have to have capstones alongside the ability to dip into any of the 11 classes at any time in order to build the character that I want.
If I want a capstone badly enough I will work towards that capstone.
However useful or useless those capstones may ultimately be.
The deal is on the table.
If you refuse to take it it is not a punishment. It means that you felt that the rewards for doing something else were better.
When they start explaining capstones with some useful context then this may be worth revisiting, but as of right now it all looks just fine to me.
One of two things ends up happening here:
1) This becomes a daily, where the players have to go to a particular NPC vendor in a particular town to purchase a particular item.
2) Some player(s) harvest the necessary item(s) and sell it/them for a tidy profit in towns across the region, meaning that '3 counties over' becomes 'right outside the door of the temple', no matter where that temple might be.
This encourages player interaction and initiative, but defeats the intent.
Either way, it's not really going to be optional.
I say let the clerics do the buffing, and if they can create potions, they can write up contracts for other players to perform duties in exchange for those potions, allowing them to get their buffs when they need them.
I didn't see in the blog where names were confirmed as unique or non-unique, or whether there would be a single or two-name system.
Did I miss something?
With Ryan saying that they plan on recycling unused names, I would guess that they plan on a unique name system.
Special characters I am okay with as long as there is at least a click to report function.
If someone is willing to risk alienating some other players in order to get their character name just the way that they want it (or to make the best out of a name thatthey wanted but someone else already had) then that is one thing.
If you want a fighter/monk, then you can have a fighter/monk and you can have your capstones.
If you do not get the capstones it is because you wanted certain things at a certain time. Instant gratification.
If capstones were some ultimate power then it would be easy to not multiclass. No amount of 'and then I can get this and that ability by training up skills in another class' would be worth it.
By making them a minor, or even inconsequential, thing they are letting you have the freedom to pick your way of levelling up.
Would it really matter if your character doesn't get some flashy FX accompanying some ability if they can use a less flashy version of that same ability anyway?
All you have to do is decide whether you want that capstone later more than you want to learn how to pick locks or whatever right now.
If the capstones are little more than special emotes, or reskins of lower level powers that just come with flashier FX, then what difference does it make?
If you are so OCD that you can not bear to do without the capstone, then you're going to be complaining about them even if the capstones were nothing but badges that only you could view.
You can ask "Why punish someone that multiclasses?", but I can just as easily ask "Why not reward people that forgo the instant gratification that multiclassing offers?".
Especially if that reward doesn't involve game-balance.
They may want people to believe it, but it doesn't explain why people would post things like "This is going to be a WoW killer" on message boards.
Talking to investors is not the same as talking to potential customers. Who is going to invest inb a company simply because the company says that they want to build a WoW killer?
And if the company says something and the customers pick it up and run with it, like the 'WoW killer' thing, then that is because it means something to those customers.
But that is really neither here nor there.
As far as the 'PvP as content' thing that people are now talking about, I am torn.
I have been killed in EVE for absolutely no good reason (unlesss you consider passing through low-sec space to be a 'good reason').
I didn't like it, but I can't say that it warranted a suspension or a ban.
But how much of the game can someone play if they stick to the 'civilized' area(s) and do not join a CC?
I just think that there is serious potential for a gang-mentality to take over, and if you are not in a large CC that you are could be in for some tough times... People in the large CCs could kill you for whatever reason (including 'because'), and if you dare seek revenge each and every member of that CC could then kill you whenever they see you for the forseeable future because you 'disrespected' them and are obviously in need of a 'lesson'.
I hope that the devs can find a good way to let players do their own thing within the game but not let them run roughshod over other players while hiding behind the game.
That can be a tough thing to do.