Nihimon wrote:
To add to this, the game really isn't developed enough to have griefing in some respects. Right now, spawn camping is a great strategy for locking down an attacker, and you can't blame anybody for using the best strategy available. So for now, there's not much outside of being rude, offensive and/or obnoxious in chat that could reasonably get you punished. If GW doesn't want every fight turning into "AoE fest at the enemy spawn point" they would be wise to getting a better respawn system ASAP.
Ryan Dancey wrote: We are having some lengthy conversations this morning about helping to get the economy bootstrapped in the NPC Settlements.... :) There are too many NPC settlements. The initial rush is over, we don't need that big of a buffer. Before an NPC-city economy is attempted Fort Inevitable should be finished, it and Thornkeep should be the two starter towns, and the player should choose which one to start with. I'm pretty sure the groups around these two cities are there because they though that's where the new players would be coming from, and/or most of the lower-tier activities would be taking place. Existing organizations also can't be expected to have characters sitting in each starting settlement looking for new players to help/recruit. If we only had to be in two places, you would probably see more help from us. I don't think the NPC zones will see much use until all those white triangles on the map are patrolled by something equivalent to EVE's CONCORD. And the players that want to play 'safe' stick around there.
It's just going to take a while for a coin based economy to kick off. IMO, PFO is starting with a much larger game world than it should have, and it's a little late to downsize now that people have 'their' settlements. People are too spread out to facilitate good trade. Not many people are looking to log into a game that requires about a hour of travel every time you want to gear up, so groups like TEO, T7V and PAX, that can craft everything, are quite attractive right now. Also encumbrance is an issue, we're not going to see a flourishing economy until we have the PFO equivalent of EVE's industrial haulers. And a better auction system with global browsing would help. I really don't see a good economy starting until after the cataclysm, when we have access to full(isn) settlements, and are more limited in what we can do (hopefully, I don't think that 3 settlements should be able to work together to cover all the bases, should be more like 10)
Here is a link that will take you directly to the #PFO channel. All you have to do is enter a username. Give it a few seconds to load the channel.
irc.mibbit.com
I made a post earlier today that I realize now wasn't very informative to those with no idea what IRC is. IRC, or Internet Relay Chat is an archaic mode of communication developed in the days of dialup, before the time of VOIP. For socially based MMOs it can be an invaluable tool, especially when the game does not support global communication. It allows players who are not in-game to connect with the community in a real-time way. This is great for help and trade channels, because someone offline may have the answer to your question, or the rare item you are looking for. I have set up 3 channels: #PFO, #PFOhelp, and #PFOtrade.
The easiest way to connect to these channels is through the mibbit web-based irc client.
From there you can type "/join #PFOhelp, and/or "/join #PFOtrade" If you want to learn more about the mibbit client or IRC in general, google it. On the channels I operate, there is a zero-tolerance policy on impersonation If I find out you are pretending to be another member of the community, you will get an un-repealable lifetime ban. --- If any GW employees want to identify themselves in the channel, message me(/msg) or anyone with a star* by their name, we'll do some email conformation to verify your identity, and identify you in the channel.
*The full star represents an Operator, this may be different if you are using another irc client.
I tried this back a while and it didn't catch on, and there was a recent push in T7V to give it a go again now that things are more active, so I thought I would try the community channels again too. I set up two channels on the mibbit IRC servers: #PFO and #PFOhelp Mibbit is a browser based IRC client that can be found here, it should be pretty straight forward. Please idle on the server, and do not leave if you see nothing happening. You have no idea how many times I have scrolled up in chat to seen a bunch of people join and leave within minutes of eachother. I'd really like to see the #PFOhelp channel catch on, as it is very useful to have a non-forum where people OOG can help people in-game instantly. ***Impersonation is a zero tolerance offense and will result in a lifetime ban.***
If any GW employees want to identify themselves in the channel, message me(/msg) or anyone with a star* by their name, we'll do some email conformation to verify your identity and identify you in the channel.
I know not everyone uses these forums, so please spread the word in your own channels if you want this to catch on. For now this will be administered by T7V, if necessary we will identify members of the community to help with moderation. Please don't ask for moderator permissions, that only makes me suspicious of your intentions. *The full star represents an Operator, this may be different if you are using another irc client.
They just need a dps boost. Their survivability should be in killing their target quickly. Fighters shouldn't get both the best defense and highest damage in melee. I'd say that the 'sneak attacks' should give 50-70 base damage if using light weapons. Out of all the classes they should be more combo driven, and able to set themselves up for big attacks, not having to rely as much on debuffs from party members. TT/Single-player-game rogues are a different thing than MMO/pvp rogues. They are spike damage, quick movement and stealth classes, not pickpocketing, lockpicking, smooth-talking thieves.
None of these are MVP, but they would all be nice to have. And why are you posting this again? It seems like I have seen you post a variation on this list every week. Ryan made it pretty clear to me what the MVP is, and as a Software guy, I know what it's like having a bunch of people with basically zero experience telling you how do do things. We play game, very few members of this community have any development experience. MVP:
Influence shouldn't be turned on until there are things to spend it on, the UNC doesn't need to amass influence you you have a huge surplus to spend on feuding. Company storage is nice and all, but needs a lot of customizable access controls, something that will need to be thoroughly focus tested on Zog after EE starts. I'll give you the settlement sponsorship point, but I would hope that is in the patch they've pushed back 2 weeks now. Although, I would prefer settlements to be the base organization until companies can help other companies defend towers, without capturing them.
Ryan Dancey wrote: I am absolutely not surprised that server population is low. I think we have been in Alpha a month too long. The initial rush of "how does this work" is over. Now most people are just waiting for the "real game" to begin. The stuff that is hard to do will be wasted when we start Early Enrollment. And the benefits of having a lot of people logged in and playing won't materialize until the results of all that work is persistent. I'm holding off playing and waiting for 2 announcements: 1. "Towers are working!" or "We've increased crafting trainers level for T2 training!"2. The character TP/desync/db corruption issues are resolved. If you want to do a high traffic test, you should give everyone 2.5 million experience, turn all the crafting facilities up to 11*, add a factor of 10 to the drop rates, and let us go crazy. I'm probably not alone in getting burned out, because I wasn't progressing. It was getting boring slowly fighting through goblin ghouls, when I knew my character was ready for T2 gear that would make a good impact on the difficulty. *not 11 quality, Spinal Tap reference, turn them beyond what we will ever see in the game.
Saiph wrote: Found this ASUS cpu on Newegg for 969.00. Was curious what you all think? Would it be able to stream? At first glance, I wouldn't buy it. It looks like they took a fast processor and filled out the rest of it with sub par components. I doubt it could stream well. Keep in mind, most residential internet plans aren't setup for large upload speed as they are mostly used for downloading/browsing, so you need to have a plan a few rungs up the ladder to get reasonable streaming speeds, if you want to stream above 480p. Here's my recommended setup, this is very similar, and a bit better in some respects than what I am running. Total Cost: $1013.93 CPU - $239
Motherboard -$164.99
GPU - $189.99
RAM -$159.99
HDD - $103.99
Power Supply - $59.99
Case - $59.99
Disk drive
Monitor
If you want to expand your budget:
Bringslite wrote:
The armor feat passives are not tied to keywords, you get them for just equipping the feat. The keywords increase power, defenses, physical resistance, recovery and hp, and for cloth armor, energy resistances.
The download usually goes up a few hours before. I'm guessing it can't be any earlier. They probably finalize the build Wednesday night, then fire it up Thursday, do internal testing, then release the new client for download. It's just over 1GB so it's not that big of a download. Pretty small by today's standards. It's not like you have to fire it up the night before.
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.
@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.
Tyncale wrote: 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.
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.
Bluddwolf wrote:
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.
I'm contemplating selling some extra Guild-Pack invites from the Kickstarter and wanted clarification on a few things, so if I do, I can list everything. 1. Can the invite be attached to a current GW account? if it can, are there any limitations? 2. Can the account be linked back to Paizo for the PDF Super Pack and other digital material? If so, how?
There's construction going on up my street, and they don't have a good track record with my ISP(they pulled the fiber line and smashed our box once), and they seem to be having fun bandwidth fluctuations the last few weeks, so I may go in and out. I won't be talking much if at all over the stream, hop on T7V's Teamspeak Server if you want to chat. Thank you Nihimon for being the only one paying attention to the Alpha contest and getting me an invite!
So, when this tread gets locked, can we not delete so much? Those of us that check these forums constantly know, but everyone else isn't seeing the true colors of a few posters here. They get saved by the delete and their public image isn't as damaged. I know that this may be against Paizo's policy, so I would urge GW to ease up on the editing practices when their forums are public.
If you want PFO to succeed, there needs to be items like these in the game. Period. I challenge anyone to create a single server game that can survive and prosper with only a $15/mo subscription and a shop full of fluff items. There is a large untapped mass of gamers: People who don't want to spend 40 hours a week grinding out cash. A lot of these people are more than willing to pay a higher price, to not have to spend as much time in the game, and stay competitive both functionally and mechanically. There are two things I want to never see, and believe GW will never put in the shop: 1. Items of equal or more power (in magnitude not function) to those that require Max crafting skills. 2. A way to speed up XP generation. Everything else is fair game. I don't care if they create a magical box that disguises its self as a tree and acts as a fully functioning settlement, that sells for $20,000. It will get annoying if these items don't have a high price point, otherwise they become will get spammed. And because they have a high price point, people will always cry about them.
Pay to win Examples(not sure if these are still happening): World of Tanks - Best ammo in game obtainable only through shop Star Trek Online - Best ships only purchasable through shop. Pathfinder Online - Item combines use of... some other.... items, and provides...no mechanical advantage.... wait, this doesn't belong on the list! Unless GW is selling T3+6 items, PFO is not pay to win.
Company names should be publicly registered, and accessible by everyone. The name history should be visible, and easily navigated, there should be no cap to the list length. Unique names are necessary, otherwise you have one company that does really well, then a bunch of people copy their name. Limiting uniqueness to companies of a settlement will lead to problems when companies move, and the people that get scammed by the copy-cats aren't paying enough attention to know what settlement to use. Name changes are a great way to get extra $, they are rare, and when people want to do them, they are usually willing to drop $15-25. Real money is also a great way to prevent frequent changing. You can never make something costly enough in-game to not be spammed, and still be fair to honest people.
They may call it something different, but in our hearts, they will always be Goblin Balls. And it is only vulgar if you have a sick mind. Goblin Balls are trinkets that grant us insight into the world. They are about two inches in diameter, and composed of small trinkets and bits of shiny stuff goblins find and bind together. They are then taken by wizards and enchanted.
FMS Trippic wrote:
Last I heard, the Twin and Main are permanently linked. The Twin gains when the Main in gaining. They are either both on, or both off.
Q3 = Q4 in game development announcements. If something comes out on time, that usually means it was rushed, and this isn't a release game, so no reason to try and hit the holiday shopping season. When I thought they would start in September, I was expecting them to have already given out the first two rounds of invites to the alpha backers by now, and have at least half the EE map open. Unless there is some mega-update next week, I'm hoping for late October, and expecting November. After watching every other MMO I've played from beta crash and burn due to rushed development, I want this one to take its time. I've already been waiting 2 and a half years, whats another six months? --- Back to the matter at hand, I still think the Landrush should end at an undisclosed time. Force people to put up all the votes they can accumulate, and put in their real pick-lists. At very least, I think they should lock the top 10 spots early.
Here's a multiview for use tonight: I've left the bottom 3 views open so you can select which other streams you would like to view.
The current alpha streamer channel names: (All use Twitch.TV)
Meh, game mechanics matter more now. Everyone has played "The Theampark" and now it's just a competition to make the newest shiniest one for people to throw money at. Basic Graphics + Awesome Mechanics = Largest Audience People aren't used to seeing alpha footage. Most of the times alpha's are behind very closed doors, and the only visual releases are high quality renderings.
What happens a year down the road when a new patch comes out introducing a new role or two? Settlements aren't going to be saving space, that's a waste of DI. They aren't going to be advertising that "rogue support is dead when monks come out" because that either creates community members with no real stake, or simply drives people away. --- Here is the main problem: Guild Land Rush Guild. Go find 200 guilds that are all interested in this game, and have a community that is only planning to cover 1/4th of the roles. GW explicitly set to target guilds from the start, now they are expecting those guilds to lower their total fun-factor, even more than alignment does, by limiting what classes the guild can play. I'm guessing that most guilds are/were planning to dip into every role, so they could cover all the bases. --- I'm going to say this again: If every settlement cannot support every role, then every role needs to be perfectly PvP balanced at all times Having a Rogue/Wizard settlement needs to be just as viable in PvP as a Fighter/Cleric settlement. A settlement needs to be able to fight for itself. Now you have created a system for cookie-cutter nations, everyone will use the most optimized setup to cover the entire spectrum in as few settlements as possible. I do not think there is a group of developers out there that can create a 24/7/365.25 balanced system. The best option is to give each side the exact same toolset, so they can both be OP in the same way. --- The only reason I see for limiting what roles can live in a settlement, is to force high reputation for high rank skill usage. A much better alternative is to require high reputation to slot high rank skills. Blame it on Phrasma. Training, and Markets are all the forced interaction you need to create. And alignment restrictions limit what a guild can do more that most people would like. Role support is a great idea, don't get me wrong, but something like that needs to be one of the listed features in the game's first press release.
KarlBob wrote:
If you have to travel for 20-40 minutes, just to play with friends, there is an issue. That adds about an hour of wasted time. The settlement you 'live' in should have nothing to do with it's functionality, it should be about the people in it. The functionality of a settlement should just be its source of income. The alignment system already limits current groups of friends enough. I'm guessing 10-15% of most gaming group's members are having to change their play style if they want to stay with the group. The system as described would work great if everyone came into the game with no prior associations, and no friends.
Remember, it takes 2.5 years to fully train a role, ignoring everything else. It's not like GW doesn't have time to think up better ways to make us interact. Since i am wholeheartedly against reputation limiting power potential, I can't support that reasoning for keeping role support. People are already organized into groups, most of them are called guilds. Its already been enough of a headache mapping into company/settlement. We don't need another headache splitting up groups so they don't have to compromise their play style just to stay together. There are people that want to play together, and they want to play largely different roles. This idea GW has would be great if everyone was coming into the game with no friends.
If you are running things outside your own group/clan/guild/whatever, it is a hassle to get everyone on some 3rd party VOIP. Voice chat makes running with PUG's much easier. Just whatever you do, don't even look at how SOE does their in-game VOIP, It had bugs when DCUO came out, then they used the same system in PS2, and signals were still getting misdirected years later. It's great playing for an hour with someone else's voice comms coming into your channel. My guess is that hosting it in the game would be a bad idea(and probably why some games have such poor quality), it should probably be some external system that plugs into the game.
Here are some examples of what you can do with our stream watching tool. T7V's 3 Alpha streamers with the Goblinworks stream on one page, no chat. Here's T7V's 3 alpha streamers, with their chat below them. This is using our mutliview tool.
I would also suggest that people stop asking about when EE starts. You DO NOT want GW to feel rushed. If you have spent any time with other games during the Beta-to-Release phase, you should know how stupid it is to try and make a launch date. I think every AAA MMO has had a game-breaking bug or two, that was known, make it into launch. To GW: Take your time, we can wait.
KarlBob wrote:
This is why I don't follow these boards much at the moment. The level of anticipation is to high, and people are getting antsy.
|