I will agree with we need more assassin types. It's hard to gauge how many there are though. Most assassins want to stay in the shadows, not letting people know they are assassins :(. Only myself and a few others have actually left the safety of the Shadows and stepped into the light to announce our true identities.
Ah, but if to many group up togeather, at what point do you decide that an AOE spell starts looking good, one for the many? if allowing your one team mate to possibly die (taking a friendly fire AoE hit) but allowing multiple enemies to get hit, could turn the tide of the whole battle, and not just that one fight.
Lifedragn wrote: Perhaps even a cooldown ability that breaks targeting and allows you to maneuver - making the user re-target you before their auto-facing kicks in. I would be okay with this, as it still gives me an optional skill to allow what I want. Even if it has a CD (or in the form of a larger amount of Stamina needed to use.) But the breaking of targeting is the big part of this. If you give me a skill for maneuvering, without breaking the targeting, the skill is useless. See, with talking we can find stuff that works for all :D (or so I hope) Another question real fast, and instead of making another post: How does running and hopping around break immersion? Just make sprinting and jumping cost a small amount of stamina, and if people chose to spend their stam that way, so be it (and I don't see why you would jump, as that does nothing for you in any game I've really played, unless your talking about Dashes, which are normally limited). There are many "weird" fighting styles out there that may not make 100% sense to us, but they work. that's all this is, is people finding a working way of fighting. (I will agree that this is an annoyance to me in WoW, BUT I think adding a stam use to sprinting would fix this)
My worry is not with a Sneak attack, or even an attacking bonus. It's as simple as, if I'm behind them, they can't hit me (or should be able to). This is the assassins way of fighting. not going face to face with your enemy. I'm okay with a larger "swing range" then normal. Maybe allowing most small weapons to give you a little over 180 Degrees, (185, 190 maybe?) then larger weapons going even further, but auto facing just seems like a lazy way of playing a game to me and ruins the fun to me. (assuming these are all opinions and just stating how WE would like the targeting systems to be:(. As to lag, IDK what to say about that :S. Doing most of my PvP in WoW, where there's tab targeting, but no auto facing. Even with lag I never really had a problem with it. There are many aspects of WoW PvP that I did not enjoy, and I would not call WoW pvp perfect. I even feel bad using it as a comparison as I hope PFO has its own PvP "experience". But it was the quickest thing that popped into mind as a reference.
Lifedragn wrote: I want the game to auto-face me to be swinging or shooting in the right direction, even if the foe was behind me. I do not want to worry about aim or facing direction - AT ALL. Anything but this :( I'm pretty open to the targeting system and have enjoyed multiple types. Had a blast playing Tera/FF14 (twitch based), and have always enjoying the Tab Targeting of WoW. But to have the game auto-face you would ruin so much for me. As an assassin, if it comes down to a face off, or I'm in a fighting situation, I'm depending on my skills (either actual gamer skills or skills within the game) to maneuver behind my target, where assassins belong. If the game just auto faces them towards me again, my skills are wasted.
*Feeling that being near Grol for much longer may be dangerous, due to his uncivilized manner and that of him being an orc and some roaming adventuring type might be feeling antsy, Tigari quickly says: Ah, alas my friend, I have to depart, for I have spent too much time here, and I must make progress on catching up to my targ..... work" *Tigari does a short bow, and starts for the door, then stops as quickly as he started, turning back to Grol* " Ah, I almost forgot, A gift for a gift." *while turning back for the door, Tigari sets a small folded up piece of paper down in front of Grol, slightly open were a small amount of yellow dust can be seen, and continues to walk out the door.
"Well, my my, looks like you need a new dagger my friend. I know not the location of a nearby Blacksmith, but if you so desire, I can go and get us some ale, or anything else if you prefer. I would like to hear the story of how your dagger ended up in its current state.." *a short pause*
*while speaking, tigari eye's the lump of meat in front of him, looking for some sign to tell him what it may have been before Grol got a hold of it*
Pax Shane Gifford wrote:
A sneaky assassin :(. Can't go losing my wits in the middle of a job now can I? It may be fun to completely mangle them, but the escaping part wouldn't even register. And that good sir, is bad for business (well my business anyways!)
I used to stream games, and OBS (Open Broadcast(er?) system was a great free program to use. Xsplit is good if your willing to pay, and get the subscriber version. I think you pay for a year. I could be wrong, it's been a bit since I've looked into it. As for assisting with making videos, time is not on my side these days. This is about a much help as I think I can offer. Hope it helps.
I did a long post in your other thread, and I don't want to rewrite it all, so I'll so a short one.
Andius wrote:
If that's the way a certain settlement or Company wants to deal with people, let them. But they need to deal with the consequences, something EVE doesn't really have. People should get a warning (or have it be considered a CE act to kill them). Also that place will grow very slowly compared to surrounding settlements and possibly even get overrun
leperkhaun wrote:
I also agree with this on the other side of what I said earlier. If you are at a position the game thinks you should be a FFA target, you knew you were approaching that point and continued your actions, so you deal with the consequences. My main point in the previous post was talking about players with low rep, but not low enough to be at the FFA level.
So, I haven't Spoken up yet on the whole Rep thing yet, but I think it's time. I hate it... Let me start by saying I have no intentions to "grief" but I think it is to hard to program a way to track a players actual and "meaningful" actions in a game. If a character is planning playing Evil (like myself), and I see some guy wondering through the woods, with maybe 1 or 2 more friends, and they are equip with some good looking gear, I'll call in more friends to take them, then split the gear. Although it may be considered a "random" killing, it was full of meaningful interaction. I'm an evil character who seen something I wanted, so I took it. Another reason I don't like the Rep system; In all my Pathfinder games, and in RL, I've never had a bar above someones head to say "low rep, scum bag, ect". I had to depend on my OWN interactions with that person, or interactions from people I trust. THIS IS A SANDBOX GAME! DON'T DEPEND ON THE GAME TO DO WORK WE COULD DO! Found that person who is constantly random killing lowbies for no other reason then to ruin there play? or puts up a ridiculous SAD that not even the richest of Merchants could pay? THEN NETWORK IT! Let your friends, Company, Settlement know! Let your Alliance, your neighbors knows! THEN make there existence in your land a living hell! But don't let the fact that for whatever reason the game decides they are "low rep", decide your opinion of them! I think that's all the rep system is, the games OPINION of the player. Something to maybe take into account, but not base your decision on the sole fact. EDIT: I do not hate the system for how it works, but how it is being planned on being used.. I think we need to really put some thought into how we use the systems, and even more, TEST THEM OUT first. EDIT2: sorry for the thread jack with this rant Proxima, it just kinda popped out.
T7V Wexel Daventry wrote: It might be possible to have a sliding mechanic on the Rep gain/loss proportional to the SAD % amount requested. If a SAD is requested for a low percentage or reasonable amount and accepted more Rep is gained. If it is denied then there would be little or no Rep loss to killing the denier. If instead the SAD amount was a high % amount and was accepted, the Bandit would get less Rep for acceptance and if denied would get a larger Rep loss for killing. That may not work with the mechanics though. I'm pretty sure with the current mechanics, if a SAD is denied at all, there is NO rep lost for the death of the people who denied it. Unless it has recently changed, this is my understanding
Fiendish wrote:
I believe at one point (cant find it) they said they would allow for one race change. Since there will only be the 3 starting choices. I will start elf or human, and just wait for the Half-elf to come out.
Since I plan to play a rogue, I look at it from this viewpoint. I enter a fight, get damaged, and manage to escape combat (lets say via stealth, like the Feat "spring attack") and then enter a "out of combat" state were I regen. "quickly" or "instant". Then I am able to renter combat fully healed without a healer even looking at me, while the person I originally engaged is still stuck in combat, with the other combatants. This situation would be okay in my mind if I used a "First aid" like skill that I have actually dedicated training too. But auto regen should have bit of a delay if it is instant or should be a little slower.
I know all you casters were happy to see this, but I woke my room-mate yelling with joy! all because this one little line: "A Rogue's Rogue Kit, which contains poisons and other alchemical and mechanical trick" That's right! if your giving people Expendable items, give the rogues poison! so happy to see this!
Hardin Steele wrote: (This thread is less about ALL the cool looking MMOs on the horizon, but more about the MMOs that are similar in theme to PFO that have a better website and are marketing hard right now. Thank you for pointing that out :D. although I read it in the OP, and I just wanted to throw a thought out there, being that the others can have cooler websites, and be just like PfO or whatever, but they can't beat the link we already have with Galorion (by we I mean others like myself who really enjoy the Galorion world.)
Banesama wrote:
Im re-reading the series, and by that I mean listening to it on audiobook. Its pretty good to here the different accents the reader puts on the characters. But silk is by far my favorite character.
Fanndis Goldbraid wrote: Good thing we got some of those folks in Europe, Australia and, I imagine, many other countries to take care of defense while I am getting my beauty sleep! (You're right...I don't need it. But it's good to wake refreshed nevertheless, even if it does mean cleaning up the pile of brigand corpses the night shift left for us!) Don't forget the U.S. people like me who's prime play time is late evening/Early Morning
I like what I read, and for the first read through, seems like a really good system. Especially if the guards can be assassinated. That would be a fun time spender, Assassinating NPC guards (with a group of assassins) so a group not so trained in combat could to a super quick Hit and Run Raid on a outpost. As an example, some merchants hire some "farmers" (people with high cultivation skills) to go in and Strip mine a "rival" merchant's main source of product, and hiring a group of assassins ( The Bloody Hand maybe :D ) to take out the guards. This would allow a higher outcome and higher quality product, since the raiders would have a higher cultivation skills, rather then combat.
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