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Kaerishiel Neirenar

Valkenr's page

Goblin Squad Member. 969 posts. No reviews. No lists. No wishlists. 1 alias.


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This game is not being designed for a free to play crowd.

This game is targeting an audience that can afford and is willing to pay more than your usual monthly subscription.

You will be able to play for free once the game officially launches, but you will be hard pressed to be competitive. The 'free' aspect is mostly for experienced players with developed characters, it gives them the ability to fund an 'alt' for free

Very few people will be able to play without ever paying, and those people will have to dedicate a huge chunk of time to start out, or develop at a much slower speed than everyone else.

I'm guessing most players that get to a level where they can play entirely for free, will put at least $50-$100 into the game.

If you look at the MMOs that let you sell cash shop items in-game, the prices inflate very fast, and inflate to a point where you are effectively earning $0.50 to $1.00 per hour doing the most efficient farm, which a new player has no chance at accomplishing.

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If you have a quad core processor,
8GB of ram
and a Nvidia 560+,660+ or 760+(should be out by the time PFO is), or their ATI equivalents(I just know Nvidia), you should be able to run the game smoothly at medium/high settings.

The above is not a stretch for computer gaming expenses, you really shouldn't be in modern computer gaming if you can't shell out that kind of cash.

By no means do you need a crazy system. That is only necessary if you want to run at crazy refresh speeds on ultra-max settings with 5 monitors running 6 different games.

A 'good' gaming pc is $1000, a great gaming pc is $2000.

Goblin Squad Member

We can go with the Canadian vernacular: "Have you finished your Ranger Grade 10?" as skill training seems to be tied to structures.

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I'm guessing 'Deed' will be used for 'structure deeds', that are required to start building a structure.

Commonly a deed refers to a single action, not a series of accomplishments. I would call each requirement to a badge a 'deed' but not the badge its self.

The most accurate word would probably be 'certificate',


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Eldurian Darkrender wrote:
Have you ever played a game with a modder community? People develop professional quality assets for free in dozens of games every day.

There's a difference between a modding community, and open submissions. Look at things like The Architect in CoH(RIP). Most creations were either garbage, or focused around exploitation.

Mods are also long term constant upkeep endeavors, not a one-off submission. The amount of dedication required demands a higher quality.

Goblin Squad Member

I don't think it would be helpful, it just creates more work for GW. The chance of getting a gem from the pile of crap submitted is very low. They hire artists to create this stuff.

The farthest I would go is allowing the community to submit concept art. Though I still don't think it is worth the effort from GW. They already have an extensive library to work from.

Very far down the line I could see GW releasing a unity scene, and the necessary game assets, to allow players to create scenes(we have been calling these modules). That is assuming they are not making any significant changes to the unity engine.

Goblin Squad Member

Kobold Cleaver wrote:

I plan on doing my best to help new players, but not by being a wuss like the rest of you. You introduce a new player to the game by showing them what the game's like, right? So here's what I'll do.

1. Promise them more gold, and give them a trivial amount.
2. Teach them how to use a secondary soul bind far away from the starter city
3. Lead them into wilderness.
4. Kill them and take their stuff--use an assassin ability or the like to make it an extra-big pain, maybe.

And then I'll apologize and try to do it again. And again. Once they've learned their lesson, the introduction will be complete.


Goblin Squad Member

Bringslite wrote:


The idea has some merit and few downsides. It would only be a positive, except that verbal descriptions are more difficult to follow than written or preferably "in-game physical guidance".

I can, for instance, describe where a shop is or what a certain node looks like but if I "show" a new player or small group, they will find it easier. As well, my "physical" in-game toon is more personable, less confusing (many voices drowning each other) and so will have a greater impact than an impersonal voice.

Edit:A hybrid combination of in-game presence and a voice chat would not be half bad either. Hmm...

Just because people connect in one area, doesn't mean they will not move on to another area. In my time in SWGemu, there were multiple times where my chat with someone in the help channel led to an in-game encounter. Even using the general chat channel led to in-game encounters.

The idea is that you have a single place to start from, and a chat room is a combination of accessibility, speed, and low bandwidth, so you can run it with the game on almost any modern internet connection.

You send everyone to a single link, where they can ask for a wide verity of help. If they want in-game support, they can ask for it. If they want someone to talk to them on a VOIP server, they can ask for it. If they just need the link to a game guide, they can ask for it.

My first choice would be using an in-game help channel, as most games have, but you don't have any real verification there, anyone can answer anything. I would rather see a singular location that people log into when they are willing to help, and they are marked in a way that can be removed if they end up being disruptive. Also an in-game channel is also inaccessible from the outside(presumably), so people can only help when they are in the game.

Goblin Squad Member

I don't think a roster is the right way to go, you lose out on a good number of people. I'm willing to help people, but I'm not willing to put my name on a list. I only want people contacting me on my terms.

I see 3 options:
1. Build an online help desk center

2. Use an in-game chat channel

3. Use an out of game chat channel

I would suggest option 3, and use an IRC channel. Even when the game is launched. For a few reasons.
- It will be online even when the servers are down(people like to go chat during maintenance times)
- It can be accessed out of game
- Unless GW uses an IRC client in the game and allows external access, it will probably be more customizable.
- It is very easy to create channels on the fly

The only issue is getting people to use it. You would be surprised how often people log in then out within minutes of each other. You need a decent sized group getting on as often as they can for a few weeks, and hopefully build up a constant flow of people.

The easiest way to do this is probably using mibbit, it's free and they have an online client, or a chrome app. In about 10 minutes I refreshed my memory of commands and created two channels #PFO, and #PFOhelp. Both of those links will take you directly to the channels, or you can type '/join #PFO'. I'll idle on them for the next few days during the day(PST) if people want to chat or ask questions(I like to think I know most of the current information that has been released). If these channels catch on, I'll make a more detailed post with some quick tips and instructions.

I don't think a fan site is a good tool for new players, everything needs to come from a direct link in official forums and require no new login to maximize participation. I know I'm not the only person that doesn't like to juggle websites and logins. In most games now I'm only interested in my guild/clan's website, this is the only game forum I really read. Right now the setup isn't great, but it fits our current needs. I have no reason to suspect there won't be a help/support section in the official forums where people can ask questions, or post guides, and maybe have some get stickied.

IMO, an IRC channel is the easiest way to help people. As above, you can create a direct link and all people have to do is type in the nickname they want to use at the time, hit go, and wait a few seconds. Then they are in a channel that contains people that can help them with their problem.

Right now all we really need is a place where people can go ask questions, and get answers, while not cluttering this forum with the same questions, like "when do I get my PFS boon", or "Does this game have open PVP."

IRC is also a good place for live dev chats or other moderated gatherings, such as a Q/A with a certain organization or noted community member. I would love to turn this into an IRC centric community, it's one thing I miss about my time in SWGemu.

Goblin Squad Member

Expect a horse that you magically summon, and when you get on it you move 4x speed, then when you get 'hit' it magically disappears and you are thrust into combat.

Then wait 2 years after EE starts and then there will probably be some mechanics around companions. Like in the PnP, Druid animal companions will probably be the best(maybe also animal domain clerics). The tricky part is balancing it so animal companions are not a must-have. My guess is that an animal companion will take up a few of your passive slots, and most of your refresh slots.

Personally, I would rather see something like the 'Creature Handler' and 'Bio-Engineer' from SWG in the game, where you have to go out and find baby animals to tame and train, and do away with the simplified 'here is your companion, go play!' mechanics in the PnP. I hope to see a lot of these mechanics simplified for the tabletop go away and be replaced with some more complex and time consuming activities.

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3d is not a big undertaking, why does everyone think it would cost a lot of money? It is only expensive if you want to do what Blizzard did and take full control of 3d in-game(and they failed).

It just requires a different approach to the UI, IMO it sounds easier basing information off of entities, and not having to make projections onto the UI. But it is something that needs to be started now, before major features are implemented in a way that would hurt stereoscopic rendering.

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Nihimon wrote:
Valkenr wrote:
Why does it seem that some people that don't enjoy 3d want to deny others the experience?
I expect it boils down to the very natural response of not wanting Goblinworks to spend scarce resources developing features they don't intend to use.

I'm not just talking about here, it is an attitude I see everywhere.

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Why does it seem that some people that don't enjoy 3d want to deny others the experience?

If 3d movies make you feel nauseated, you are probably sitting too close to the screen. You should always make sure that the entire screen is visible through each eye, and sit back as far as possible. This fixes the problem for most that get sick in 3d movies.

Also, if you don't want to deny friends/family the ability to see 3d movies with you, you can buy glasses that only view one image. If prescription glasses are your problem, you can get clip-on lenses. Both cost less than a movie ticket.

Goblin Squad Member

I built my computer with Nvidia 3Dvision in mind, and finally have gotten around to purchasing it. It adds a lot to games, but very few will properly render. Some games look great, but then the lighting and shadows render differently for each eye, or you have overlapping graphics rendering in a conflicting way, such as a background at screen depth, and models 'inside' the screen.

I ask that you refrain from dumping too much visual information onto the UI, as that is where the majority of 3D issues arise. As much information as possible should be rendered in the 3D environment. Things like name tags, damage numbers, or brackets around a character should be rendered around the center of that character, not around their projection on the UI.

Also make sure light sources are static to the world, and not at all based on camera position. Shadows are the largest form of incompatibility, turning off shadows is the most common fix to 3D problems. The sun should be a light source that circles the game terrain

Getting on the short list (<50) of '3D vision ready' games would probably help game sales. I know there are more people like me trying to get the full effect of their 3d setups.

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ZenPagan wrote:
faction ammo isn't purchased by cash however it is purchased using loyalty points which are earned in game. In addition when you purchase faction ammo you also need to provide the equivalent number of nor normal ammo of the correct type as part of the transaction

If you are refering to EvE, that first part isn't true. A good part of a L4 mission grinder's income is based on spending LP, and selling those items on the market.


Throwing around these big numbers isn't really constructive to the argument, as they are very rare events, or unrealistic. The issue here really isn't debatable. There are two sides, people that are OK with putting more than a monthly fee into a game, and people who aren't. The bottom line is, GW stands to make more money with an RMT store, and 'gold selling' through goblin balls. There is a reason sole subscription games aren't working, and being converted, the market has changed from 2008-9's all subscription lineup, you need way more subscribers than any new game can accumulate, especially if you had a bloated development like SW:TOR.

I hate RMT stores, but I see why they need to be there and have accepted it. PLEX is probably the biggest innovation to come out of the market in the last decade, it corners the gold market, and makes 'free' accounts possible. The one thing I would like to see is the ability to convert Goblin Balls back into skymetal, to make nothing 'real money only'. STO's system is probably my favorite, it uses a 3rd currency, refined dilithium, that is earned doing specific activities and traded for high quality items, that you can also trade to players for 'Zen'. When everybody has potential access to everything, it makes things easier. That's how they can get away with selling 'better' ships in the store.

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I loved the lack of player collisions in Warhammer Online, Racked up so many kills on my sorceress farming keep gates in T4 RvR.

No collisions + no max target AOE abilities = no players exploiting 'stacking'

If there are player collisions, no matter the size, players should slowly push eachother to avoid jams from AFK players.

That would also mean it is possible to push a player miles away into the wilderness if they are afk for long enough. Which is a good thing, players should be encouraged to log out while not at their computer.

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The difference, is instead of very rare components for specific recipes, you have very rare components to build a settlement instillation/upgrade, that takes regular components to make very rare items.

I would like "very rare" to be turned into "takes a long time and lots of components and training"

Goblin Squad Member

I think the key is to make anything singular, or low quantity to be useless for a solo player or small group. All 'rare' items should be exclusively for settlements. And the reward isn't: 1 'Sword of Awesome' the reward is components to a structure that manufactures the 'Sword of Awesome' for your members to have.

All other loot should basically be coin and salvageable items(which I believe is the current plan).

Goblin Squad Member

I would expect to have 2-4 character slots at account creation, and be able to purchase more, maybe 10-16 for database size/access reasons.

Goblin Squad Member

Juts want to put this out there.

And there's an average 1.5 inches of flexible real estate on each finger, half for the thumbs.

Also, Mr T.

Humans can wear a bracelet, and bracers.

Humans can wear rings under their handwraps.

Humans can wear anklets, and toe rings too.

Humans can wear layers of clothing(i.e. more than one shirt).


If you haven't figured it out yet. This is about character accessories, and the limiting factors that plague the current game base. Have adverse effects, make certain things cancel each-other out. But in the end. I should be able to have as much enchanted jewelry as Mr. T has regular jewelry. Even if my character dies when they look at the color purple, I want to be able to do it.

Goblin Squad Member

I'm guessing the game will have a very similar mentality to EVE when it comes to what you risk. In eve it's all or nothing, so you don't often PVP in an expensive(relative to your personal wealth) ship unless you know exactly what you are getting into, or know you can escape form anything.

In PFO it will be similar, but instead of 'you don't use', it will be 'you don't put in an unthreaded slot'. I have a feeling most people will thread the items that fill their role, like a weapon for a fighter or the armor for a heavy tanker, and use good, but not expensive(relative to their wealth) items in the unthreaded slots.

The quality of gear you want to use will also be a factor in choosing how you want to spend your xp. We don't know how much, but it seems like a large portion of your threads will be bought.

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Onishi wrote:
Valkenr wrote:

@Tigari, Don't think that targeting Goblin Ball sellers will get you a good reward, Assassins only break spawn point threads, and hardly anyone will buy a top quality item with out threading it. Some will, but then you also have a low chance to get specific items off their corpse. Player looting is, as described by GW, a lottery.

You are correct about the assasains part, but I have to say you are wrong about the "hardly anyone will buy a top quality item without threading it". If we are talking a character buying 1 super item, while leaving the rest of their gear as garbage... well now we are talking nothing worth even taking notice of. at least I'm going under the assumption that GW intends to spread effective power over many slots, and believe ryan's comments when he agreed that a character wearing only what he can thread, will in general be more or less negligible next to a character who has significantly more than he can thread equipped.

Where is everybody getting this idea that you have to equip garbage if you want to use good items?

The way I understood the explanation of threads is:
Low Level - Everything you own
Mid Level - Everything you use
High Level - Most of what you use

Yes you will have to take some risk at high levels of play, if you want to use all top tier items, but you don't need to equip garbage, because at your level of wealth, you losing mid range gear has less of an impact than a lower player losing lower gear.

Goblin Squad Member

@Jazzlvraz, yes some ISP's do that. Getting a static IP address can be tough or impossible for residences. I'm guessing the IPs your brother get's have the same first 3 numbers, the IP lock I suggest is to prevent someone from giving out their account details to a power leveler. Using just the first 3 numbers, combined with the hardware locking it would be near impossible to access an account from another computer in, lets say, North Korea.

Anyway, the example is not serious, those kinds of limitations would kill a game and be a community service nightmare.

@Tigari, Don't think that targeting Goblin Ball sellers will get you a good reward, Assassins only break spawn point threads, and hardly anyone will buy a top quality item with out threading it. Some will, but then you also have a low chance to get specific items off their corpse. Player looting is, as described by GW, a lottery.

Goblin Squad Member

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Rafkin wrote:
Ryan Dancey wrote:
If you can invent a system that keeps people from exchanging real money for virtual goods, while still retaining the idea that characters should be able to exchange items and buy and sell items on an In-game market economy, you will be rich beyond imagining. Every MMO publisher on earth will license your idea - and not a few national governments will too.
Not allowing cash shop items into the in-game market would be a good start.

Putting the 'gold selling' in the hands of the developers is a step in the right direction. It does two things:

1. Greatly diminishes the presence of gold sellers.

2. Protects players from identity theft.

But people who are simply angry at people who spend real money to speed up their character's development don't usually make this connection. Good cash shops either provide players a way to get the currency via in-game activities, or don't sell 'better' items. EvE does both, PFO will do the latter.

And if this turns out anything like EvE, buying the best gear will cost a few hundred dollars. So those people will be few and far between.

1. Hardware and IP lock accounts. (1&2 prevent account selling/power levelers)
----a. Require a CSR, phone conversation, and waiting period to switch computers.
----b. Require prior notification of connection from a different IP, to get a pass for X amount of days to use that specific IP address.
2. Clog all upload bandwidth to prevent remote access.
3. Game regulated pricing on all items, players can't choose pricing.
4. Make 'gifting' against the TOS and have no game mechanics for it, or require a CSR and a waiting period to transfer goods to friends, or other characters. Any and all exchanges must be 0 net gain for both sides.
5. Loot can only come from NPC's(so you can't use a dead body as a gift box)
6. Loot is per character, like Diablo 3. No killing something for someone, they don't get anything if they didn't do anything.
7. Scan all files before every login, to check for unauthorized modifications.

Goblin Squad Member

Under no circumstances do I want to see 'Master Looting'. It is just a tool for children or emotionally underdeveloped adults to act out their power fantasies. Some people use it in a good way, but they are far outnumbered.

It's like DRM, it screws over honest people most of the time.

No equipment should drop, everything that drops should basically be currency(coin/tokens), crafting components, or salvageable items. And be numerous enough that they can be spread evenly.

For unique rewards, I have two additions:
Sponsors: Sponsor parties, and provide payment in return for the unique loot. They can be part of the party, or sitting comfortably in a chair back at their inn.

Intelligence Reports: Outlines a mission to get a unique item.

The way this works is, scouts/adventurers go out exploring, when they find a unique item guarded by group of NPC's, they can create an Intelligence Report. Higher skilled reports contain more information about the guards, all rewards are present on a lv 1 report. These reports are by no means unique, multiple reports can be created from the same instance, and the instances could naturally move/disappear, so prices should end up being low, due to the uncertain nature of the report. Until you own the report, you don't know the exact location, just the general region, and 'level' of enemies.

A sponsor will buy these reports(or make their own), probably scout out the location, to make sure it is still there, and then form a party with a sponsorship contract. The contract has an option for up-front, and completion rewards, with the requirement of the unique loot reaching a designated storage container*.

Before you accept a sponsorship contract, you are made aware of the award, so players can ensure they aren't being paid pennies to retrieve legendary items. Party member see as much of the contract as one would see before buying it, so they have a general idea of what they are getting into, but not enough to reliably find the location.

*If the sponsor is in the party, they have to safely get them home to complete the contract.

Goblin Squad Member

I was thinking about this a little, and rollbacks are not that big of a deal, assuming players get compensated for lost xp, and refunded any cash shop purchases.

Not that this applies to this game, since part of 'beta' is building the world. But HiRez did a good thing with Tribes: Ascended, they tested the cash shop out by allowing players to make $$ 'Gold' purchases, but when the game launched, they were given all the 'Gold' back. So if you spend bought 7000 gold in beta, you had 7000 gold at launch. Unless you are a sandbox, I think this is is how any game should handle launch/beta if they have a cash shop.

Goblin Squad Member

The blog looks good, I just have one suggestion, and another that builds off it:

{for the purposes of this post Lawful-Chaotic/Good-Evil}

Don't let core alignments start out at high values, the core alignments should start a true neutral, or low in the alignment. For example:

L/G: 3000/3000
TN: 0/0
C/G: -3000/3000
NE: 0/-3000

This gives you enough to make one bigger mistake, and clean it up easily. Also you can have alignment specific skills that require a higher shift, and people can't automatically use them. For instance, the starting paladin skills would require 3000 good, but once you move past the first tier, they require a higher good alignment.

The idea is that you can't passively work towards a level you haven't already reached.

Idea 2:
Players should set 2 things: their Core, and Target alignments. The core would automatically set its self towards the target as you shift your active alignment.

So if you are at 4000/4000 Core and Active and your Target is 6500/5000, and you commit a good act that gives you 500 points, setting your active to 4000/4500, your core is automatically shifted to 4000/4500.

OK, one more idea:
Don't allow Core Alignments to go past a certain limit, so if you want skills that require a high level of 'good' you need to 'keep up the good work' I'm thinking maybe the |6000-7500| range.

I want characters to be forced to continue acting in their alignment, it shouldn't be "Do 50 good things and you are set". It shouldn't be a 'grind' the whole way, but the top alignments should require dedication and some upkeep. Nothing more than an hour a week to stay steady.

OK another idea:
Doing evil things as good(past a threshold) should give a high shift.
Doing evil things as evil(past a threshold) should give a small shift.

Being -7500 evil, should be just as prestigious for opposite reasons than being 7500 good, You shouldn't be able to shift evil easier, because the alignment system is being used as a pvp penalty. Once you hit -4000 evil, those shifts should get smaller for killing people without justification. And helping the innocent should get you on the fast track out of evil. This also makes TN a good juggling act, you have to balance your actions, you can't just say you are TN but only do LG things, and still shift TN, you have to take some chaotic with you law, and evil with your good.

Out of all this, the main idea, is quick to get to the low scores of the alignments, and slow to hit the high magnitudes.

Goblin Squad Member

I can see it being very difficult for the game to sense when a war is 'just', there can be obvious triggers, like group A killing X members of group B outside of group A's territory over Y days, where X and Y are outside of normal interactions.

Alignment should play a role. Good and lawful shouldn't be able to declare war against anyone with no drawback. Good organizations should only be able to target evil organizations with no/little penalty, and lawful should only be able to target chaotic with no/little penalty.

Goblin Squad Member

EA has the opposite of the Midas Touch when it comes to MMOs.

Goblin Squad Member

I know I'll have a LE character, so there will be some push for evil support in TSV.

Goblin Squad Member

We wouldn't reject you at TSV, we have no alignment restrictions, our pursuit is knowledge. I'm not exactly sure what is going on with shadow haven, I think it's more of an idea at the moment, Ravening is part of TSV and if Shadow Haven is created it will bud off from us.

It's up to you to decide who to join, I'm not sure what you are trying to accomplish with this post, register on the organizations forums, talk to them and see who you like best.

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I personally would like all stats to remain hidden, I don't like the atmosphere created by too much knowledge, everything becomes about maximizing builds, over-calculating encounters, and comparing stat pages on websites. I like to learn through experimentation, and the knowledge I gain elsewhere was the result of someone else's experimentation.

I don't want somebody to link their killboard to show their ability, I want their reputation to spread by word of mouth. If someone wants attention, they should really have to work for it, not be one of the top 50 when you filter by kill rating.

I don't want to ever feel like I need to be going to some website, or using some application to effectively build my character. I want everything about the game to occur in two places, the PFO website and in-game, and possibly in a smartphone app created by GW.


I would like to see in-game interactions where you can determine the physical properties of things, in the style of the game-universe. measuring things like weight, purity, and dimensions. This would be done by going to a shop or lab, and interacting with various devices, like a scale, or using a chemical to determine the purity of a substance. There could even be training grounds, where you can test your character's ability to find how fast you are with a weapon. There can even be skills tied to this, and characters could specialize in finding this information for other players, or constructing this equipment.

The bottom line would be that you can't go somewhere online and find how you will do, or how you are doing, you need to go test your self in a controlled environment.

Goblin Squad Member

There is no huge ISK sink when you get blown up, there are some fees associated with crafting/marketing, the major drain is an item drain, which traces back to raw materials.

Nothing that would seriously alter the value of ISK. The insurance payout probably brings in a comparable amount of isk, to that which was drained by various fees while creating the ship.

Goblin Squad Member

You know how much stamina you have, you know how much stamina your abilities cost. Find the combinations that use your entire bar. If you aren't getting the combinations off, you need improvement, if you are getting the combinations off, you are doing fine.

I would be surprised if this game doesn't have a 'queue up' for the next attack, so you don't have to hit an ability right on the nose, just before the previous ability finishes.

The system you describe is good for twitch games, where player dexterity is a large factor. Ryan doesn't seem to want this game to rely largely on player dexterity.

Goblin Squad Member

I'm not sure how valuable this data would be over looking at the item and character stats. Unless Ryan has decided to change his stance on twitch combat, accuracy is determined by a comparison between you and your target.

For what you want to know, I don't think they need to go any further than applying character modifiers and showing the final build stats in-game.

Goblin Squad Member

DeciusBrutus wrote:

The player spending less time per week playing and making it up by dropping PLEX is causing equipment to leave the world and bringing ISK into the world (via insurance). He is also causing ISK to go from PVPers to builders by purchasing equipment, and from PLEX buyers to himself.

Where is the ISK drain?

Clones, Private Messaging, Fleet Creation, Insurance that expires, Repairs, If you do any Planetary Interaction everything costs, and every purchase made on the market removes a percentage.

Casual players don't, and shouldn't see much of a drain, the large drains are for the players who accumulate a lot of wealth, and large organizations.

Goblin Squad Member

PLEX doesn't devalue ISK, it devalues lower tier items. Though this seems to only effect high traffic markets, everywhere else keeps prices low. I doubt the prices of multi-billion isk items have gone up more than they do with general inflation.

EVE wouldn't be what it is without PLEX, it gives casual players a way to keep their equipment up with their skills, and it gives people a chance to play for free.

Any negative effect PLEX has caused are minimal to its benefits.

Goblin Squad Member

There were only 6-7000 accounts reserved in the kickstarter, so GW is giving all backers who pledged crowdforger or higher first month access, though I'm not sure how that will factor into upgrades, though I'm guessing they will let them also go into the first month.

Goblin Squad Member

Those costs are not higher because of PLEX, they are high because players learn to game the system. They find the quickest way to make the most money, and overload the market with isk, lowering its value. What you are describing is regular inflation in any game. If you compare isk in 2006 and now, you will find that the value of isk lower now. Same outcome as the $, but for a different reason.

I think the real problem people have with connecting real money to game money is that someone is gaining benefits for no other reason than they have excess money in their game budget. People didn't like PLEX because it allowed new players to sidestep the hard work the vets went through.

I want the game to be a flat subscription model with no cash shop, but that's not how to be profitable in the current game market. There are too many games out there, and nobody can hold enough players to make enough with subscriptions alone.

Goblin Squad Member

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Onishi wrote:
Everyone wants to be the uncommon exception to the rule but in the end, you just wind up with exceptions that outnumber the rule.

This describes every game community, the vast majority of the ideas are people wanting to do certain things without thinking what it would be like if everyone could do those things. It's like the people that want a PvP toggle, but still want a thriving economy not plagued by inflation. In the end, the people really want their character to be special, and everyone else to supply the proper world around them.

Goblin Squad Member

From "A Three Headed Hydra"

'blog' wrote:

Consumable Slots

F3 and F4 are for consumable items like potions and scrolls.

I'm guessing things like ammo(spell components) will have an auto-reload toggle, as EvE has, and the ability to right click>>select from available ammo in bag.

I haven't seen anything to lead me to believe there will be long term consumable buffs, but if there are, I think it is up to the player to keep those rolling, they should be aware of how long these buffs last, and realize that they shouldn't enter a 5 minute fight with 3 minutes left on the buff and either wait the 5 minutes, or re-buff early.

If it's just busy work stuff, like consuming food because the game says you need to make your character eat, I think a repeat button voids the purpose, and they should just put a money sink elsewhere.

Goblin Squad Member

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@Decius, I think nonzero is better than zero, but it shouldn't reduce to basically zero. I in general hate diminishing returns, especially when they reduce something to a point is is no longer useful. I don't want to see the outcome diminish to more than 50% of it's starting value. The only place I like diminishing returns, is in Crowd control, because perma-locking isn't fun.

I don't want to see a number that determines if someone is grinding or not. I've never though of repeatedly running normal missions as 'grinding', by my definition 'grinding' is the rounding up of mass amounts of NPCS to kill with AOE attacks. In some games this can be done in missions by running 'solo groups' or using built in systems to inflate your mission difficulty.

I really want to see no diminishing of any rewards. I think saying "it takes 800 hours of missions to go from 0 to full 'Good'", is better than "It takes 400 days playing 2 hours a day to go from 0-full". Progression shouldn't be based on how much you play, not how often. If two people play the game 10 hours a week, but one does it Monday-Friday for 2 hrs a night, and the other does it Saturday and Sunday for 5hrs/day, they should both see the same rewards.

I am fine with having missions say 'magnitude 100 lawful shift', and the shift is smaller, the higher your alignment. People can shift in and out of low rank alignment relatively quickly, but you need a higher rank to get the more useful benefits of the alignment.

Goblin Squad Member

Stephen Cheney wrote:

I got slightly confused in that original quote and shouldn't have included Good vs. Evil. The current idea is:

  • You gain Law over time but can turn that off if you want to stay Chaotic.
  • You gain Good by doing certain PvE actions like quests (probably at a restricted daily rate to keep people from just grinding all the way from Evil to good in a marathon session). You can remain Evil by not doing these actions.

The idea is that Good vs. Evil is much more of a roleplaying and PvE choice, while Law vs. Chaos is something that even players that primarily PvP need a way to recover.

Please no limits, a player should never run into a situation where they stop receiving rewards for actions they enjoy doing. And no asymptotes inside of possible boundaries. If someone wants to keep running 'good' missions all day, they should be able to, after 20 or so missions, the rewards diminish. People who play a lot should get the same fulfilment through their entire session. The limit should be based on how long it takes to move form quest to quest.

I think the key is to make the time required to maximize an alignment long term, like the skill progressions. It should take months to move from TN to NG. The 'marathon grinder' would still take months to shift, and the casual player will probably take a year.

The character should always be moving forward, and never stopped. They can be slowed down, but not so much that it feels like being stopped.

It may also be worth it to start increasing other rewards once alignment rewards start diminishing, to keep the total value of running missions constant.

Goblin Squad Member

I like the ideas in this blog, but it seems doomed to failure. Wrote this over a few separate sittings, so sorry if it's repeats of what has already been said.

Unless the game is forcing random names on everyone, the disguised name system will eventually get figured out. It could work great for a while, but eventually people will start to recognize which names are original, and which are generated. Players should be able to set their own disguise names, and tailor their new identity based on how high their skills are. A player should be able to create a disguise that is indistinguishable from a normal character, and can only be revealed by super advanced skills.

It seems like the 'Being Observed' mechanic will hurt the profession, the 'spread paranoia' idea is all well and good, but the big organizations will lock up and do a role call when a single person gets that debuff. I think perception should be the key defense against assassinations. If people get the 'Being Observed' debuff there should be some way for the assassin to get past OOG verification methods, like appearing to be a wandering NPC, and these NPCs wander EVERYWHERE in the settlement, including inside EVERY building and IN AND OUT of the settlement for seamless entry.

The development index thing seems nice, but it raises a question on how the game will handle offline players. I don't think it is fair to keep characters in game and at risk at all times, and I don't want to see indexes only seeing a bonus while the character is in game, features that greatly award high play times drive a spike in the community between the casual, and heavy players. A Master craftsman shouldn't get turned down for a position running a crafting index, simply because they only play 3 days a week for a few hours. What is going to stop these index leaders from logging off during sensitive times, and only logging in under heavy protection?

This also seems like it could be abused to halt other organizations from gaining a foothold in the game. One thing that will keep new players away is knowing they will have to affiliate with existing organizations to gain a foothold in the game. There should be mechanics that prevent perma-locking a settlement, except in a time of war, and I would like to see a war system very different from EvE, you shouldn't just be able to randomly pick people and exploit the war tool for PvP in lawful areas.

I'm also curious where the perception vs. stealth balancing will end up. This is the paradox that every game has, stealth is fun and all for early and mid game, there are always people passing eachother up, but once you get to the end of the line there are only a few possible outcomes for the end-game.
1. Stealth can go higher than perception, stealth becomes overpowered
2. Stealth can go higher than perception, but is next to useless, and can only be used in very specific situations
3. Perception can get greater than or equal to stealth, and stealth becomes useless in high-level play, and is mostly used to abuse lower level players.

I prefer option 1 with the highest levels being absurdly difficult to obtain, the Master Assassins should deserve the ability to use indistinguishable disguises and take down a settlements production single handed. I want stealth to be viable at the highest levels of play, and I don't think I have ever seen a system where this was both possible, and not tedious. There should be a 'hump' that assassins have to get over(that is much larger than most others), and after they pass this hump their job becomes easier.

I think the blog is a step in the right direction but not all the way there. Stealth and assassinations are probably going to be the most variable system for the development and early life of the game.

Goblin Squad Member

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Nihimon wrote:
Summersnow wrote:
Nihimon wrote:
Not to mention that playing on a PvP server would be incredibly boring, so the players there would begin clamoring for "More Content!", which is exactly the dynamic that Ryan is trying to avoid by creating a sandbox where player interaction is the content.

Sorry, this made me laugh :-p

I think you meant PvE :-)

I did. Dagnabbit.

It works with PvP, because if there was a PvE server, almost all people that can tolerate PvP, but prefer PvE would go play there, and the PvP server would become a gank fest, everyone would get bored, and ask for more content because the 'players are content' is now boring.

Goblin Squad Member

Mbando wrote:
Would a radial distance system, where effects diminish the farther they are from the burst center, impose an unsustainable burden on the server?

I don't think it would be much of a burden, just another line of code checking distances(which is probably already being done to determine a 'hit') and scaling them by whatever equation GW chooses for the ability. Instead of 'deals 500 damage' you have 'deals 5*(distance/4) damage'

Goblin Squad Member

AvenaOats wrote:

"Interference" of spells: Reminded me of my old physics lessons: Interference (wave propagation)

It's solid concept/lore reason for magic.

So with good timing people could make their attacks more powerful!

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