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I think EvE has it almost right for logout timers, and general unsanctioned pvp flags. 5 minutes from the last PvE action(from or against you), 15 minutes from the last hostile player action (from or against you). Bottom line, your character is in the game until things cool down. But there should be a global logout of at least a few minutes. If you want a safe logout, do it in a location with a soulbinding point, otherwise roll the dice.
I often have to abruptly step away, I accept this as part of my playtime, and it factors into what risks I'm going to take. Unless I know I have a solid hour, I'm not going to go do some hour long activity in my best gear.
There's not much that can be done for someone who doesn't know how long they have to play, catering to this crowd just presents ways to exploit escape. I'm guessing it won't be a huge deal for someone to step away for a minute or two, as long as their group is willing to hold up, some groups may even be willing to hold up for log-off timers.
I agree with Wyspr.
If the game was in First-Person-Perspective, I would support more realistic terrain, like in Rust, but when your camera is flying 30 feet above your character, that is a lot of screen crowding. I would love for the game to be like that, but that idea was shot down pretty hard early on.
Wasn't there a huge discussion about this about a year ago, where all the casual people and hardcore people were yelling back and fourth? I think I started it, and I think it was along the lines of having sleepers like Rust, for logged out players.
If it couldn't be exploited, I would suggest players are returned to their bind point when logging out.
2. Depends, you shouldn't be making macros that are 'fire and forget' type things. If you macro isn't more than a few seconds long, and doesn't loop, you should be safe
Stop trying to think of a way to play multiple characters at once and slave them together.
Lord Regent: Deacon Wulf wrote:
Bonny was handing them out to Adventure Time participants, among other gear appropriate for the level of training. No way the escalation could have been done without them.
I think that number is coincidental. I think the red triangle signifies that you are at your maximum bonus, because that's when my rep started skyrocketing. I think I finished my first night around 4k rep, and got the bonus an hour or so before logging off. A lack of icon seemed to indicate high rep, an icon was neutral rep, and a red icon was low rep.
If you are going to play the game, just not right at launch, I would hold onto the account. If you are going to start playing within the first four months, I would consider starting your character from day 1, and letting them accumulate xp with the free subscription time you were given.
To sell at the current time, someone gives you money, and you give them your login details, then they can go change them. The trouble here is with the Paizo account, since they are kind of linked, and all the digital content is through that account, so you either have to lower your asking price, or give them your paizo account too.
Then the buyer has to hope that you never try and retrieve your account details from Paizo or GW, and claim someone stole your account.
Unless you are selling an invite from a guild/buddy pack, in which they get to create their own account. All the buyer has to worry about is actually getting the email. The buyer could request to use Ebay, but they should also expect to cover the associated costs of using Ebay.
Ryan has told us that down the road they will be providing a safe way to sell accounts, but who knows how far out that is.
If you are buying a pre-made account, yes, you can't tell what kind of account it is. But if you have someone like me, with unused invites, you can be positive it is for a kickstarter Crowdforger Pioneer account.
@Adding to Tycale
There are two types of DT accounts. The $35 one is for Open Enrollment, which will start some time in 2016.
Then there are the Early Enrollment DT accounts, that retailed at $100, but I doubt anyone will sell them for close to that price now.
The EE DT accounts will always be a much higher value because they will have 1-2 years over the OE DT accounts. They also come with a few hundred dollars worth of goodies.
Perhaps players should be able to pick-up smallholdings at a reduced cool down (24-48 hours), inventory in-tact(but inaccessible until it is placed again). When a hex is claimed, after 48 hours all smallholdings not aligned with the POI are despawned with this reduced cool down.
POI's should take precedence, players shouldn't be able to place items in a hex that increase the time to claim. Claiming a hex is a PvE activity. Raiding or taking the hex is the PvP.
After seeing that Base Attack Bonus 4 (or 5?) was upwards of 50.000 XP, I wanted to start a discussion on how people feel about these large cost feats.
My first experience in EvE lasted between 1-2 months. The moment I queued up Carrier V, I lost all interest when I saw a 60 day training time.
Keeping people interested is very important, from my experience in gaming, this means that they are actively advancing their character in a very obvious way for a long period of time. I would like to be see people able to pick up at least a feat every two days that moves them towards maxing their role. And for the first few months, people should be able to pick up multiple feats a day.
So instead of having something that costs tens of thousands of experience, you give it lots of requirements, or trickle down that xp into the required feats.
I would have NPC guards, not Wardens, patrol hexes with POI's. They have to observe people breaking laws set by the POI. If you break a law in view of a Warden, you are flagged for 1 hour to everyone from that POI to their Nation if they are connected to one, and the warden tags your location. There could be an upgrade where the NPC's pretend not to notice law-breakers and just report their location, so the law-breaker doesn't know if they were spotted.
When a POI becomes part of a settlement, the guards match the settlements defense capabilities, and increase in number.
TEO Cheatle wrote:
With boosting everyone this week, I'm predicting a continuation next week with some more alpha invites. Then a wipe the next cycle, back to standard advancement.
Didn't that end up being Darcnes?
There are two groups of players. Players that play for the group, and players that play for the game.
Players that play for the group are a concern when it comes to actual morale, because if their morale is lowered, they are more likely to leave the game, than to find another group.
One thing I would consider adding is a limit to how much you can attack a non-war target. I get this idea from killing Decius 50 times (when he was red!) at the Sotterhill spawn point. At 40 kills I was fine, then sometime after that my rep tanked. It would be nice to see a penalty for over-targeting a player or organization, outside of War or amicable PvP agreements.
I am also curious if GW is thinking about putting a certain limit on the amount of achievements you can get per 24 hours.
Everything in this game doesn't need to be time-limited. There have to be some things that people can grind away.
There are these gamers, they have lots of money, they have lots of time. If GW makes a game they can only enjoy for an hour or two a day, they will not give GW their money.
I'll say again, there is no good reason to limit how much someone can load a character with unused xp.
1) There is a suggestion that there may be limits to how long you can accumulate.
Doesn't sound like they plan on it, and there is no reason to. The only people that would get mad are simply jealous someone made money and they didnt, or they are mad that someone doesn't have to wait as long as they did.I don't see why GW wouldn't want people to do this, they get more money in the end. They don't get the box cost from the buyer of the account, but the seller spends 4 or more times that amount cooking the account.
2) to accumulate, there must be investment of monthly costs.
...or increasing my investment..
3) If you want to sell, I want another.
Shock me with an offer.
I have some. I'm not committing to selling to anyone, or even sure If I'm selling them yet, unless someone shocks me with an offer. I don't really know what they are worth to people, as Destiny's Twin doesn't have a known value.
I'm torn between selling them now, or increasing my investment and cooking them for a year or two. An DT account with 2 blank 2-year-old characters could be worth a lot of money.
Sorry to lump the whole company in, but you have to admit that the UNC doesn't have a great track record interacting with people with aversions to PvP.
There is a basic level that everyone has to follow if they are going to last in the game: Turn and attack your attacker. No build with be 0% effective against other players.
This seems to be an idea unique to the UNC that they keep trying to shove down everyones throats.
Someone who focuses entirely on a PvE build will have a high output.
Yes PvPers can PvE, but if GW is doing their job there won't be a build that is equally effective and competitive with pure PvP and PvE builds.
Imagine there are 1000 units/hr of PvP threat, 1000 units/hr of PvE resources, and 100 allied players in a hex.
If 50 players can dissipate 20 units/hour of PvP threat each, and the other 50 can collect 20 units/hour of PvE resources, they cover the output of the zone.
You can also have every player dissipate 10 units/hr of each to the same end.
Protection is a commodity to be traded, just like everything else.
In practice, a collection of diverse specialists is better than a bunch of generalists.
If PvP dominates the game will fluctuate.
while (online == true)
I suspect the game will be in a constant flux like this, and the magnitude is based on how GW balances PvP in the system.
This gives me an idea, allow players to donate Skymetal Bits to their company. And allow company owners to purchase things from the cash-shop with those bits. If a renewable item is destroyed/despawns it returns to the companies storage, or company owner if no storage is available.
I wouldn't say they are the best, K is probably the best neutral location. Emerald Lodge is the most desirable to be neutral, as it is the closest to the Emerald Spire, but controlling the Emerald Spire could be very lucrative.
Not saying they are going to do this, but EoX could potentially lock down the Emerald Spire if they also controlled the Emerald lodge.
Truly neutral ground is found in the NPC settlements.
Kobold Cleaver wrote:
This game isn't a 24/7 RP, what you do in-character will always reflect you out-of-character to the majority of the people here. It may seem RPer heavy, but as I have said many times here, forum populations are not representative. This game will cover the entire spectrum of always to never RP.
If you have a Lawful-Good Paladin, and a Chaotic-Evil Rogue, you can't go rob and murder some random group on your Rogue and expect them to be all buddy-buddy to your Paladin.
For most people, your characters are an extension of your personality, not a separate personality.
Not everyone will take negative actions against them as badly, but you can't be surprised when someone does, or think that it isn't disrespectful to negate potentially hours of work. I actually became friends with the guys I pulled my most exciting robbery on in Rust, I also pissed a lot of other people off and was KOS to pretty much the entire server.
Creating a safe zone creates a zone of unhindered PvE. PvE is what drives the economy. You end up with people focusing on what they are good at, and end up with the highest output per area.
They only lose ground if they do it for free.
Early Enrollment is and isn't a beta. For the development process, it can be considered a beta, but functionally, it isn't.
Instead of being given a full game with all the planned features, EE is the minimum viable product that can be played. Starting small, and building up, not piling everything on at once and trying to sort through all the mechanics.
Too many people didn't balk at the idea of having a paid beta, it is basically mandatory in game development now. A bunch of uninformed people who didn't understand what is necessary to bring a game to market nowadays made a lot of noise, and GW shut them all down.
Most people aren't used to seeing a game like this, a game in this state is usually behind closed doors.
Read some other discussions and look at the store, there are a few conversations that include the release along with the new premium items.
Clear answers for game release dates don't exist, and you shouldn't want them to.
GW announced September 15th, believe it if you will.
Expect September/October for Early Enrollment
Q1/2016 was the projection for Open Enrollment.