|
|||||||||||||||||||||||
|
Chris Ballard wrote: I am wondering when we'll get that double hit of APs from the missed issue at the end of the year. We intend to be back on schedule in August. We're aiming to compress the gaps between volumes to 3 weeks instead of 4 for a few months so that we don't have to actually double up AP volumes in the same package, but it's too early to say whether or not we'll be able to achieve that goal. If we do have to actually double up, that would probably happen in August. Nihimon wrote:
From the wiki article Ryan linked: wiki wrote:
pretty_druid wrote:
*If* a bunch of people were to return tickets, we'd reinstate the "add to cart" button, and it'd be first come, first serve at that point... but I honestly don't expect that to happen. We'll look into perhaps forming some sort of standby line at the venue itself, though... April Bowen wrote: I'm starting to get concerned about the ratio of human NPC minis to monsters. I'm hoping for more monsters and less everything else. I can get most of these NPCs from Reaper already, so I don't want them in Battles. I'm in it for the monsters. There are plenty of monsters in the set. Don't take the ratio you see in blog to date as the ratio you'll necessarily see in the set—Erik is grouping previews by theme, and two of themes he has chosen have just happened to be NPC-focused. Howie23 wrote:
Howie23 is correct that we don't allow redistribution of our maps, though "you may create your own interpretations of material presented in our artwork and maps, provided that your interpretations don't look substantially similar to our materials." Sorry to hear that... Assuming that your bank is in the process of assigning you a new number, and that they've already deactivated the old number: If we try to ship something that has the old number attached, you'll get an email letting you know that we couldn't charge your card, and that you should update it. (Depending on the specific response we get from the bank, we might attempt to retry the card later, and you might get another email.) We won't cancel the order anytime soon; it'll just be waiting for you to provide the new number. Once you get the new number, just follow the instructions in the email we sent, and that'll put the order back on track. Zombieneighbours wrote:
I think most of your comments are due to the fact that we're presenting them at roughly double the normal size, so you're seeing things that you just don't see at full scale. In real life, these all look as good as—if not better than—the other minis in the set. Maybe the larger images are a bad idea, and we should go back to smaller previews. Golden-Esque wrote: ...Sure, in a game like Kingmaker a Seige Master is going to be useful.... ...and that is why it exists. Not every option we publish is going to be useful in every campaign, but every option should be useful in *some* campaign. That's not a "trap" in any way. That will be true for this book as well. Blaeringr wrote: Interesting. Does this mean no increases in HP or damage dice of spells as a character progresses? We didn't say anything like that. All we said is that power levels won't have dramatic increases; options will. I'm convinced that most of the issues that people in this forum are having are the result of trying to map the things we've said too strictly to Pathfinder RPG mechanics. Free your mind, and the rest will follow! Dolarre wrote: I hope that some of the great items from the RPG Superstar competitions show up - suitably edited of course. December 5 Paizo Blog wrote: As a special treat, we plan to include selected wondrous items from this year’s Top 32 in 2012’s Ultimate Equipment Pathfinder RPG hardcover, which will also include selected favorites from previous years.
Onishi wrote: I know a few as well as myself have been worrying quite a bit about the possibility of it taking 2.5 years to be able to be competitive in PVP. Considering that is going to be a notable fact of the game, I like the idea of tactics, timing and player skill taking much precidence over raw time having played etc... We said in the blog: Onishi wrote: We know people are apprehensive about the "first mover advantage," where the earliest adopters are able to hold all the power, and we want to assure everyone that we're going to avoid that problem. The world of Pathfinder Online is not going to be dominated by the characters and groups who are the first to explore the world. Players who enter the game later will have similar opportunities to carve their kingdoms out of the wilderness. While the second part of that paragraph is specifically about exploration, the first sentence could stand alone. We want the most important distinction between established players and newbies to be that the established players have been having fun longer. DeciusBrutus wrote:
Yeah, sorcerer is probably an even better analogy. Level advancement is more about gaining new options than about increasing the power level. Somebody who's trained ten levels is going to be only slightly less powerful than the person who has trained thirty, but the person who has thirty levels will have a much wider variety of potential actions to take. In Pathfinder RPG terms, imagine two wizards that can cast spells of exactly the same levels, but one of them has a lot more spells in his spellbook. Nihimon wrote: Vic, there has been a ton of speculation about the relative power levels between players. Could you please quote the particular piece of that blog you're talking about? Sure. Maybe it's not as obvious as it could have been—and part of that was my own doing; Ryan was more specific in his original draft, but I felt that part of what he said was too specific and also likely to be misunderstood by many, so I removed it. In doing so, it became less potentially misleading, but also less explicit. Blog wrote:
The part Ryan originally had in there that I thought was likely to be misunderstood is that he called out power level in Pathfinder Online using a specific Pathfinder RPG equivalent. I don't have access to that draft right now, but the original phrasing was something like "...the kinds of classic adventure content that the tabletop game features at levels 7 through 12." To be really clear here, I struck that because I didn't want people to use it to draw conclusions such as "all wizards probably can cast fly" or "druids won't be able to summon greater elementals," or other things that are *not* intended by that statement. He was just talking about adventure content and power level in a very generic sense, and that absolutely does not extend to specific mechanics. What he *is* saying is that if you want to compare Pathfinder Online power levels to the Pathfinder RPG, we're talking about Pathfinder Online being all about mid-level adventuring. Gorta wrote: Is there any chance that both this set, the Rise of the Runelords set and any future sets could be listed under "Pathfinder® / Pathfinder Miniatures" like the Reaper, WizKids and Pathfinder Paper Minis? That way there is one place to find these. I would never have found either of these except they were mentioned in some forum posts. They're not listed under Minis because they're listed under Tokens. Pete Apple wrote: PvP seems problematic to me as well, from the leveling standpoint. Sure, there will be "safe" zones where you'll be fine. But how to deal with players camping just outside the safe zone, waiting for players 10+ levels lower to come out. I'm wondering if you've read the design blogs. Specifically, you'll want to learn about the bounty system described in this blog, and about how character levels work in this blog—(both in terms of how one levels up, and in terms of relative power levels between players). Nihimon wrote: My point is that if they do it like they say, in the very paragraph Vic Wertz referenced, then they are failing to do what they say they are doing. I said "read the paragraphs beginning with..." We addressed your concern in the following paragraph: Blog wrote: We fully expect that there will be characters who become specialized bounty hunters, tracking down and redeeming bounties and earning acclaim (which will translate into more commissioned bounties). These characters would never want their reputations besmirched by the idea that they'd be splitting the bounties with the targets, so the social reputation of these characters will dictate how successful they are at this role. Furthermore, we expect that some players will form bounty-hunting organizations, and those organizations will also need to maintain scrupulous reputations as agents of vengeance rather than agents of collaboration.
Kajehase wrote: Apparently it's very radical to write fantasy that's not told in the past tense, through a third person point of view. Change both, and you get bad reviews. (Call me an artsy-fartsy with a penchant for reading the occasional book by a Nobel laureate [like, you know, the Jungle Book or Of Mice And Men], but I rather enjoyed it.) This book will be the more typical third-person, past tense. Joseph Wilson wrote: Now that we've seen the final cover for Ultimate Equipment, might this one be coming soon? Ultimate Equipment is a bit unusual in that we had the finished artwork in hand before we had to make the mockup cover. So while that mockup uses the final art, it's *still* a mockup cover, and will likely be adjusted prior to publication. Generally, we post the finished covers a little while after the books are sent to the printer, and the printed has generated proofs, and the proofs have been approved. That's the first point that we know the cover is 100% final, and we wait until that point so that we don't have to update the image repeatedly should things be required to change. I'd expect that to happen for this book within about a month. Steve Geddes wrote: I suppose it's also worth pointing out that all of this is presumably not Paizo's choice (though they no doubt have input) but rather up to WizKids. Presumably there are a whole bunch of other factors we're clueless about as to why the various bundles are sized the way they are. Yep. (And I'm still clueless about many of those factors too, but I'm doing my best to learn!) There's a lot of complexity when it comes to constructing a set. While it seems easy to say "put so many of these size at this commonality and those size at this other, and then box it all up in these ratios," the truth is they have to examine a lot of variables right down to the number of parts that need to be molded to make up a given figure. It gets pretty complicated. When it comes to us giving input to WizKids on this sort of thing, we give them goals to achieve, and let them figure out the specifics of achieving them. One of the primary goals we've given them is that we want it to be easy to figure out exactly what you need to buy to get a complete set most of the time. I know that requirement has added dramatically to the complexity of their task, but I think they're going to be able to satisfy that for us. Rafkin wrote: ...they can just take off all their gear and have a guildmate kill them to clear the bounty. The blog on bounties made it very clear that that's not possible. Read the paragraphs beginning with "There have been attempts at bounty systems in many MMOs in the past, and they tend to have the same problem: If I put a reward on your character's head, you can arrange for one of your friends to kill your character, and you then split the reward with your friend." Jason Nelson wrote: I don't think any whale watching tours actually leave from Seattle. The Victoria Clipper launches tours from Seattle. July can be good for Orcas.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
