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Goblin Squad Member. 770 posts (975 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Goblin Squad Member

Simple question:

looking in the GW "sample crafting and refining" guide, i see a lot of seemingly basic recipes that require (IMO) disproportionally high refining ranks to make.

example1: footpad's leathers. This appears to be the "starter rogue armor" given at leatherworker rank 2 , but requires a weaver rank 7 padding. For comparison the starter fighter armor (hide and steel banded) only requires rank 3 components. Reaching weaver level 7 is a significant xp cost, and players at these levels have likely outgrown rank 2 armors...

example2: introductory trophy charm. This appears to be the "starter fighter feature item" given at jeweler rank 1, but requires smelter rank 6 silver bars.

Question: are item ranks for refining equal to the minimum skill level for making them, or can you make them at lower skill (given the recipe) just using correspondingly longer time?

Goblin Squad Member

Bluff, persuasion, sense motive and perform are already on the skill list.
Factions are on the to-do list.
Aiding (and controlling) escalations are on the wish list.

Goblin Squad Member

Giorgo wrote:


Pending Confirmation
Blacksmith, Carpenter, Stonemanson

these three skills match the bulk construction resources very well:

Blacksmith -> bulk iron ore
Carpenter -> bulk wood
Stonemason -> bulk stone

I expect the 3 skills are for constructing buildings (settlements/PoI). So far unknown how they interface with Architect (and siege engineer...)

Goblin Squad Member

Quintalmot wrote:
Hmm, you have not seen reform of US export regulations perchance, have you? Reformed yes, simple, uh. ...

Did you make your Will save, or did you take the full Wis damage?

Goblin Squad Member

Andius the Afflicted wrote:

The distinction is important because it's debatable whether or not chaos is a bad thing. Some settlements (such as Aragon) would say it's a good thing. Where corruption is always a bad thing even for chaotic settlements. It generates only negative effects.

I don't like the term 'Chaos' here. 'Freedom' and 'Deregulation' have good sides, but 'Chaos' is almost by definition negative - Webster synonyms include Mess and Havoc.

In the same way, 'Lawful' is too positive. Less rosy alternatives are: Bureaucratic, legalistic and conforming. (And netural good is obviously the best alignment).

Chaotic settlements should be allowed to rename the 'Law-Chaos' axis to 'Bureaucracy-Freedom' in forum discussions.


to the topic: economic warfare is good, but trying to evade consequences is ...bad sportsmanship. Shame on the ninja locust! Shame I say!

Goblin Squad Member

3 people marked this as a favorite.
KarlBob wrote:
What do robot cows like? Electronic hay?


that i lurked for a long time before posting

Goblin Squad Member

Master of Shadows wrote:
a fighter does not forget how to swing a sword, a cleric does not forget how to wear armor, a rogue does not forget how to pick locks, and a wizard does not forget how to prepare spells simply because they moved away from home...

And major league baseball players would keep the same batting average if they trained with a soccer team for a season?

Taking away things I have spent a significant amount of time and energy developing is a pisspoor mechanic from a customer service standpoint.

Having your settlement razed - that is loss of significant time and development. Having to find a new place to live within a month or some skills are temporarily disabled - not really so much.

(And if anyone ends up in the situation where no established settlement will take them, then the real problem isn't the loss of skills).

Goblin Squad Member

2 people marked this as a favorite.
Ryan Dancey wrote:

There's a corner case [....] "Dear customer service, we keep finding people in nearby hexes strip mining and they're all aligned with NPC settlements and we can't get rid of them without taking Rep and Alignment hits, please make them stop."

But... that only works if the company actually listens to the players, and everybody knows tha... oh, right. This is Goblinworks - talking to them is actually very likely to work.

To paraphrase (with great artistic liberty): We don't believe this will be an actual problem. If so happens, we'll deal with it.

Goblin Squad Member

Bluddwolf wrote:

3. Every harvester, even if criminal flagged, may be bait just waiting for an attack. How long do you figure before the NBSI turns a settlement's controlled lands into a PVP playground?

I don't quite follow. If the harvesters are unaffilated, how many players could you end up in combat with? (ie what is the max "party size"?) Five? You don't get to say "me and THIS army" if you are unaffilated.

Giving ninja harvesters the criminal flag lets defenders pick the fight if they want to, and might even (?) have npc guards respond. If you see "getting the criminal flag cheaply so you can bait defenders" as an advantage, we see it differently. Settlements can obviously legalize it if they prefer.

Blue blocking requires collision detection between non-hostiles. Is that in the game? (if so, blocking building access will be more annoying than mushroom guarding). Also, blue blocking isn't very successful at protecting from ranged attacks in a tab-target game.

Goblin Squad Member

KarlBob, some weeks ago wrote:

Armor slowing effects or no, I just like to go faster than un-augmented characters in most MMOs. I hope at least one feat line will let us run faster than a baseline character in street clothes.

Note: I don't mind waiting if that's not part of MVP.

I expect/suggest/hope that monks and barbarians get this some way into their armor feat line. Not tabletop monk speeds, but a small increase (+10% ish). Certainly less than a mount.

But: In tabletop, barbarians and monks typically use their speed to get into melee, not for kiting. There would have to be a way to prevent evoker monks from dominating pvp and pve.

Goblin Squad Member

1 person marked this as a favorite.
Lam wrote:
I have vague memories (or not given my age), but Nihimon for the actual reference! Or sometimes KC.

I find the problem isn't so much remembering stuff that was stated by devs, as forgetting all that was speculated by forumites and avoiding mixing them up.

so.. why did Buurz marry that fish again?

Harad: I must say I am impressed with the amount of work you put into preparations. Your maps have been praised multiple times, but let me restate it's a privilege to play with a GM who takes such pride in quality preparations. (And with the latest gobbocasts i even got a face and voice to go with the text...)

You may all meet Foxglove in game - she is likely to be an elf, mostly travelling around the southeast map during GMT prime time (based somewhere in the Bri/KP/Phae trinity), but with great ambitions of traversing the entire map and visiting every settlement during EE.

Goblin Squad Member

2 people marked this as a favorite.
Black Silver of The Veiled, T7V wrote:
ugh... someone in Alpha has already started 'Griefing' activity. Shame on you. Hope you get it out of your system before EE starts if not, I hope the 'Ban Hammer' hits you repeatedly.

From a different angle: GW prioritized these changes to the game in this extremely hectic period because of one single griefer.

Whether the griefing was an "experiment" or not, the response from GW is encouraging.

Harad, is it time to declare this dead?

Goblin Squad Member

Find Cheatle's guide, or the GW alpha crafting guide. Sorry for not providing links (short coffee break at work only).

That should give a list of skills, but the production lines are not completely straightforward.

miner -> smelter -> weaponsmith & armorsmith

but miners may also find crystals, weapons also need leather grips or wooden hafts, etc. etc.

Goblin Squad Member

longbow kills contribute to martial achievements,
shortbow kills contribute to subterfuge achievements.

Goblin Squad Member

Dragoons appear as female goons. In terms of game mechanics, it's an armor skil. Probably the skill needed by burly fighters for squeezing into chainmail bikinis.

Goblin Squad Member


The items have to be good to fetch that kind of money. As Edam implied, there will be enough crafters rushing to craft equivalent items (either to make money or to close the percieved power gap)

But the description of smallhold makes me wonder how Taverns will work in order to be worth that much more.

ok, let's try to continue.

I'm away next 2 days for my grandpa's funeral (sad enough, but he was 92 so not tragic nor very surprising), but will surely check in on my return.

Goblin Squad Member

1 person marked this as a favorite.

Democracy doesn't have to be absolute democracy nor direct democracy. Bascially (according to Popper and myself) it simply means that leadership is accountable to the people and can be controlled/replaced by them without needing to change the system (as opposed to a dictatorship/tyranny, where revolution is needed).

Democracy by representation is good enough for reality, and the government/administration/board/council can be fully accountable without everyone meddling in day-to-day affairs.

One feasible way of organizing a functional 'democracy' is by means of electing representatives for various committes and/or a centralized government. In practice, settlements and guilds will be divided into subgroups anyway which make logical units.

Mechanically, it is not possible to enforce unless GW give mechanisms that allow transfer of power (formal guild/settlement leadership) without the consent of the current holder. This was previously discussed in the context of settlement leaders going AWOL and crippling the settlement, so I'm sure there have been some thinking around the issue. On the other hand, if you need to enforce democracy it isn't a very good democracy in the first place.

My best solution: find a leader you trust, and talk to him/her as needed. (If large organization: make a hierarcy of such leaders).

I would like to see the story come to some kind of conclusion, though I would would be ok with fast-forwarding and summarizing a bit to move the plot along quickly.

I am still intrigued by the story hook - the statuette, insane dwarves and the mysterious 'one in the water'.

On the other hand, you playing Alk as npc requires Dezi and Cat to take a more active role to compensate - so I'm only for continuing with a solid buy-in from everyone.

The cat is very intriguing, but moves too much in the background. If we go on, there should be a revelation scene so we can establish Cat as a proper party member.

nice interview with Tork. Nice to have a face to the voice too :-)

any idea when/if this will resume?

Goblin Squad Member

Nightdrifter wrote:
Similar problem cropping up for wizards. Eg. to get level 8 wizard requires Mage 6 which requires Clothing Armor Proficiency 2 which requires Dex 14.

Dex for wizards and Wis for rogues is much easier to train by taking cheap levels of adventuring and trading skills. Con is harder based on the current data.

(Ironically, I expected Rogues to be the most MAD class, but it turns out they may be the least).

Goblin Squad Member

Congratz! Nothing like getting a new alt!

Kitsune Aou wrote:
..except the [thing], which is resolved by using caffeine

yeah.. caffeine is one of your closest friends the next 1-2 years. (but don't give anymore to the baby).

Goblin Squad Member

Stephen Cheney wrote:

Keywords on your role feature/expendables don't have anything to do with keywords on your attacks/weapons or armor feat/worn armor.

so.. to sum up & dumb down (feel free to correct):

There are 3 independent keyword systems here, each linking something you trained (and slotted) with something you have equipped.
attacks (including cantrips & orisons) <-> weapon (sword, staff, wand etc)
armor feat <-> armor (cloth to heavy)
role feature <-> expendables (trophy charms, rogue kits, spellbooks, holy symbols)

It feels weird to think of spellbooks, holy symbols and thieves tools as 'expendables', but this is how I understand Stephens response.
Role features are weapon specializations, sneak attacks, wizard schools and cleric domains.

Goblin Squad Member

on the topic of keywords, can someone confirm how the keyword system works?


Ex: Say I'm doing a basic dagger strike:
-i have the attack at lvl3, giving me keywords: Piercing/Precise/Light
-i have one-handed melee specialization at lvl2, giving me keywords Slashing/Piercing
-i have light blades specialization at lvl1, giving me keywords Piercing

Does the attack and fighting style independently look for equipment keywords?

ie: Assuming my dagger is piercing, precise and light, does that mean I get:
* basic hit chance/damage based on weapon and attack
* 3 bonuses (extra hot chance? damage?) from my attack skill matching keywords
* 1 bonus (+5 precision) from 1h melee spec matching keyword
* 1 bonus (+5 precision) from light blades spec matching keyword

(btw.. can I slot both specializations or only one?)

Do you simply get the feat bonus added once per keyword that matches between the armor and your armor feat?

Ex: if a unbreakable14 fighter wore an armor with all 8 keywords matching, would he gain 8x35 bonus hp, 8x2 fortitude bonus, etc ?

Goblin Squad Member

Reading the latest 'Alpha testing week' blog notes, I see the Achievement system is being fleshed out in a way I like very much. Thanks.

Consider my worries dropped until further notice ;-)

(ps: does subterfuge replace martial for rogues? ).

Goblin Squad Member

Ryan Dancey wrote: may find that you rarely pay attention to Achievements until you're very close to earning one and then maybe you adjust your play a bit to close it out.

Thanks, good to see the same message reinforced. But: I would definitely pay attention to achievements if I can't advance to the next level because I lack points.

Now, I don't expect that to be the case until lvl 16 or so. Then the question is "what % of total achievements to i need to max the role"? If there are 1000 martial achievements in the game, it isn't a problem. If there are only 500, getting 400 of those likely means blademasters must go out and get the "kill 1000 mobs using a greatclub" achievement.

Ryan's comment suggests (but isn't crisply clear to me) there will be enough achievements laying around that achievements won't be the bottleneck.

The corner case is gathering skills: if I want to gather materials but not craft, the bottleneck for advancing my skill is definitely the craft achievements.

Goblin Squad Member

Dear GW,
You promised me something like "xp over time means no grind, only meaningful stuff".
But the currently available info about Categories and Achievements has me worried.
It is a simple matter of scaling, really, but still... (if lvl 20 is supposed to be 2 years away, then the number 6250 means 'several per day')

1) Craft achievements.
So far, the only thing we know(?) we get craft achievements for is crafting stuff. Fine. But if lvl12 achievements require you to craft 6250 items (that seems to be the pattern) of said type and you need a total of 400 craft achievements to reach lvl20 skills (and 250 for the gathering/refining skills), then even if we can craft 40 different types of materials, it still seems we must craft thousands and thousands of items (and hours!!) just to qualify for increasing our skill. And many of these will be in crafts we don't even care about - low-lvl stuff made just for the 'cheap' achievements.

2) other achievements.
Essentially the same. Requiring players to play around with different possible weapon/spell combination is good. Requiring them to kill thousands of mobs with weapons/combos they don't like just so they can reach the next level with the those they do like... sounds awfully grindy.

What is the crucial piece of info I'm missing here?

-Is it that i can get 75% of the achievement with 1% of the work, so that the grind doesn't start until the endgame, and the powercurve there is so flat I shouldn't worry if don't like it?
-Is it that there will be so many more crafting/mob/weapon/spell/escalation categories added that I'll never need a lvl 10+ achievement to make it to 400?
-something else?

Goblin Squad Member

Ryan Dancey wrote:
Don't worry about it. I read all the ideas and if I think that something is too close to a feature that will be in the game I usually take action.

so.. is Ideascale then only for new and original ideas?

I thought the crowdforging was also (more!) about priorities ("I want this before that") and not just brainstorming.

Three quick points from the devil's advocate:
-If I believe the community would prioritize a "known idea" way higher than GW thinks, isn't Ideascale exactly the right tool for that?
-If the community absolutely loves an idea you were going to put in anyway, isn't that just good?
-If the community hates an idea you were planning... isn't it better to know?

Goblin Squad Member

Nihimon wrote:

Passive, Attack, and Expendable Feats


ooh.. shiny!!

Finally starting to get a real grip on the keyword system with this.

Goblin Squad Member

grrr-eat stuff!

possible errata: while looking at how xp/requirements scale for different skills, i notice that xp cost for adventuring skills seem to decrease from 18th to 19th level.

(i might have been ninjaed - the version i'm using is already more than an hour old..)

interesting to see that while gathering/refining skills initially are much cheaper to train than craft skills, the total cost to lvl 20 is very nearly identical. The cost to master an adventuring skill (presuming an errata) also seems to come in not too much below, despite them starting extremely cheap.

Goblin Squad Member

looking a bit closer at the gather/craft and skills requirements:

1) craft achievements requirements are 0 for everything until high levels. I expect that will be fixed.

2) the stat requirement increases at lvl 4,6,7,8, and then every second. Ie levels 7-8 seems will be the point where you -have- to broaden your focus simply to build stats. I see it is the same progression for skills.

Is it the same also for Role achievements? (ie Ftr6 requires str12, Ftr8 str14)?

3) the "pure crafting alt" seems not very practical on mid-levels. An alchemist/artificer/spellcrafter/engineer/jeweler combo could meet all stats and achievements requirements from purely crafting, but anyone else needs stats and/or achievements from somewhere else.

Goblin Squad Member

Dakcenturi wrote:

For example for Cleric 4 you need an 11 Con. You could probably bump up a bunch of skills (perception) or harvesting (miner) to boost your con for cheaper XP or you could boost HP which is needed for later levels of character, still boosts your con, but costs a LOT more XP.

I find it very significant that gather/refine/craft/profession skills (and to some extent, multiclassin) can help you qualify for class levels.

(i would suspect that the -cheapest- way to build stats is to pick up level 1 of lots of skills, but that this is a silly strategy in the longer run).

Goblin Squad Member

Fannis, it's not a list of crafting structures, it's a list of trainers.

The obvious fit for forge is the weaponsmithy. Making horseshoes, tools, nails, barrel hoops and chains there should not be any problem. Most armorers would also have a forge.

Goblin Squad Member

Steelwing wrote:
While declaring yourself has an advantage until GW decide how much not being lawful good is going to suck then an early declaration may leave you at a disadvantage.

That is a very good example of "lawful evil" reasoning!

(disclaimer: not a personal attack, just pointing out that the archetypical LE would consider potential advantages of declaring a different alignement, where the archetypical LG and CG would not).

Goblin Squad Member

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remember: Government is evil, business is evil, military conquest is evil and money is the root of all evil.
= If you are playing to win, Lawful Evil is the way to go!

..and for many of us on the other side, we much prefer the "bad guys" to be in organized, properly labeled evil empires that can be occasionally negotiated with.

You should not be ashamed of the label. It's basically a fair warning to the world saying "We play to win, even if it means you lose".

Goblin Squad Member

Andius the Afflicted wrote:

Based on their comments Decius, Being and Randomwalker all seem ok with it. I don't think they really understand what they are asking for though.

Speaking only for myself, the issue isn't that I disagree with your description of the problem, but that I think the problem is a small one. Maybe I just expect stealth (and thus perception) to be a lot less powerful than you do.

If stealth becomes a key pvp skill and active/equipment bonuses are not a key part for stealth/perception you are obviously right.

Goblin Squad Member

This is fun ;-)
(disclaimer: this post was left unsubmitted for a day, i may have been ninjaed by an army of posters)

I ask myself: Why does Pharasma not want us to go to afterlifes?
Possible answers I've come up with for myself, and that I see already in the thread:

1) Doing so would disrupt something
2) She made promises to the other gods
3) It's all part of the "grand secret plan"

in more detail:

1) Doing so would disrupt something

Andius wrote:
Crash_00 wrote:
Pharasma was wounded in a battle with Urgathoa over control of the boneyard. Though she pushed the forces back, her lifeblood mixed with the storms raging across the river lands, and those drenched in the Fate Storms wrath have been marked by the experience.

I like the premise of unintentionally spilled blood.

That is a very good way to have it happen "accidentally". I think adding something about the blood being attracted to those with a spark of greatness in them or inspiring a spark of greatness in those it touches could help explain why our characters are so much more rich and powerful than the average commoner.

My expansion: Pharasma fears that sending the marked ones through to the afterlives might dilute her power (kill a little bit or herself), or that the lords of the respective planes could use the marked ones to somehow tap into her portfolio and tamper with the balance (or simply bypass her judgement).

2) She made promises to the other gods

Kemedo wrote:

Would it better if called "Marked of the Gods" and mean that gods are blessing us to fight for our objectives endless? Or "Marked of XXX" where XXX is the name of our assigned God (as Neverwinter did).

Maybe Cayden Cailean freeing us from shackles of death. Calistria and Asmodeus trickering the death of their cult. Erastil need champion to fight against immortal Asmodeus worshipers

My Twist: It's a bet/game/research experiment between the other Gods where they want to see who has most influence, or simply want to see what (if anything) humans can achieve if left alone. We are the playing pieces (this is much how i run alignment/religion in PnP games...). Pharasma has promised to lay off the champions until the game is over.

3) the grand secret plan:

keovar wrote:
Kobold Cleaver wrote:
I really liked the theory that this is some sort of grand plan Pharasma hatched with Aroden relating to the false prophecies and Groetus. Sure, it's nuts, but it's nuts in an awesome way.

I've been proposing that idea as it has come up, so I'll expand on it...

My twist: Combine with (1) above. Aroden's 'essence' is somehow distributed among a selection of mortals (for safekeeping, as a result of a failed last-ditch rescue attempt, or whatever secret reasons). As long as they are kept among the living, there is still hope of bringing Aroden back. In the meantime, the essence drives the marked ones towards every greater achievements.

Goblin Squad Member

Stephen Cheney wrote:
You can joke, but ...

..and so can you.

+1 to Lee's coolness factor increase.

(is that the source of the overpowered bow attacks: Lee can kill 12 mobs in a minute with a bow but sucks at fencing?)

Goblin Squad Member

Andius the Afflicted wrote:

A small boost in power could be VERY much worth the investment if there is no limit on how many utility skills you can have actively benefiting you at once.


The keyword here (except 'limit') is 'actively benefiting' (or passively benefiting). Are you assuming (based on alpha play?) that utility skills don't need to be slotted?

A priori I would also expect that Perception is always-on, and that stealth doesn't -need- a slotted item to work (although stealth bonus items will exist).

I expect that eventually everyone will max out their hitpoints, power, perception, stealth and knowledge skills. But if the sum of all those takes years, and they are "balanced" to the point where none are obviously far superior to the others (so that different builds prioritize them differently), then it won't be a matter of everyone having the same skills for a very long time.

(Perhaps if the highest levels of utility skills required support buildings??)

Goblin Squad Member

KarlBob wrote:
Lord Regent: Deacon Wulf wrote:
Remember back in the day when the Kickstarter said this was going to be a classless game? Golgothan Farms remembers.

Right now it does seem like more of a class-based system that supports multiclass characters than a truly classless system.

I'm not really clear on what you lose after a month away from a well-developed settlement...

KarlBob's question is good:

* what fraction of our abilities will be "role-specific abilities"?
* do we need support for "general" abilities (skirmisher/dreadnaught feats and spells)?

If I keep use of 95% of my abilities it is very different from keeping 60% of them.

For my rogue role I train light armor, stealth, light weapons, power, hitpoints, swashbuckler, cutt-throat and rogue kit proficiency.

If I lose rogue support, do I lose ability to use *any* of these?
Do I lose ability to slot Rogue kits (big deal)?
Do I lose access to all abilities that have "Rogue N" as prerequisite?
Do I lose access to all feats trained at the rogue trainer, but not those trained at the skirmisher?

Goblin Squad Member

Andius the Afflicted wrote:

In other words, there is no downside to taking them, and everyone can take them, so why shouldn't everyone take them? Sure it takes time to train them but I know that:

A. The moment I capstone the first thing I do will be to start filling in gaps in the character sheet.
B. I'll train the early levels that can be gained quickly of any gaps in the character sheet as soon as progression in my primary role is slow enough to make it worthwhile.

Your point A sounds to me very much like "I won't do it until I've maxed a role", which is 1-2 years into the game. If everyone "will" take the skills but don't, the concern is at least not urgent.

Point B is extremely valid though, but the large variables are "quickly", "slowly" and "worthwhile". As Ryan said, there are two extremes and the 'strategic choice' middle ground, and you seem to be exactly where Ryan wants you.

Strictly speaking, spending even 10xp on a feat you never need (never use or use only in situations where it doesn't make a meaningful difference) is a waste of xp. Xp is a finite resource in any given time period, much like income (except you cannot spend xp before you earn it), so the downside of wasting it should be obvious. Since everyone is on the same budget, the differences in 'xp management' will show.

EDIT: the above is a general comment. Stealth and Perception is hardly a skill "you'll never need", and the "worthwhile" point for these skills come much earlier than for any random skill. Still, the cost of maxing perception comes at the clear cost of not spending that same xp on something else. (and 'max' is a very long way to go when you start as a new character).

@Decius: If you ever get to the point of having trained every skill in the game, they will add more. If not, that is the point where you stop paying for training and just enjoy the free game.

Goblin Squad Member

nice nice nice!

good data gathering, clear organization and highly commendable attitude to sharing!

Goblin Squad Member

Kobold Cleaver wrote:

5. Distinguishing environments overall: Making monsters unique to different types of hexes, like owlbears in forests and gargoyles in mountains

-Harvestable resources and bulk resources will differ with terrain (including types of wood, types of gems, types of herbs, types of ore)

-Escalations will differ with lots of variables, but 'permanent' escalations means many monsters will be unique to small regions (though expect them to recycle the art).
-forests will have more trees than mountains, mountains more peaks than swamps. I'm pretty sure you will be able to tell the difference.


2. Improving waterways: Adding bridges/adding swimming

Are there any waterways in the map? It's called River Kingdoms, but the EE map doesn't come with kingdoms, so I thought it didn't come with rivers either...



in most MMOs you do stuff, fight stuff, craft stuff, etc. So stuff is most definately a key ingredient in any game.

Goblin Squad Member

Pryde wrote:
...but noone wants to play a game in the year 2014 (or 2016/17 when the game is supposedly going to be more open to the public), and have it look like something that was dragged out of the EQ-era.

I think you meant "not everyone wants to play a game...". I do.

Pretty graphics makes a good first impression, but for games that really held my interest for a long time, the reason was never the graphics.

Also, mind-blowing graphics are for mind-blowing budgets and big art departments, and can even be a bad thing in an MMO (more stuff -> more bandwith and processing -> slower), especially for players without dedicated gaming rigs.

There are reasons Unity is the engine of choice, find the old blog post if you want to know more.

Alpha... unless you are participating in the alpha, it doesn't affect you, but since Early enrollment is defined at the Minimum Viable Product, then by definition Alpha is not a viable product. Many of us are actually more intrigued about seeing (and helping shape) the evolution of the game instead of being served a polished product.

Goblin Squad Member

Kobold Cleaver wrote:
Did somebody say "socialist"? Do you want to get Comrade Anklebiter on our case?!


I don't think that word means what you and Andius seem to think it does.
Maybe you meant the trickier word "Consociationalist"?

Minority dictatorships is exactly the problem socialism was invented to solve. (While consociationalism was invented to prevent majority dictatorships).

As for how to design a game, old Karl Marx would probably argue that Goblinwork should work on making durable quality entertainment (high 'use value') and not on producing hype to increase share values or on expensive marketing of worthless products.

If Anklebiter is a socialist, why would he refer to himself as 'comrade'? That only makes people think he's some variety of communist instead.

PvP success, isn't that measured by the colours on the world map?

Goblin Squad Member

BrotherZael wrote:
You mentioned a banjo?

This has gone too far! Trees are ok, but banjos are ...not trees.

Goblin Squad Member

DeciusBrutus wrote:

In other words, is there any one step in any production process that requires more than one feat to complete?

wild speculation 3: I believe not. The intent is to make players cooperate, not build jack-of-all characters. It makes more sense to have complex items require 10 different types of materials gone through 5 different refining steps.

wild speculation 1: it would likely be relevant for high-end recipes anyway, not for anything added in alpha/EE. So even if the answer is currently no it could become yes.

wild speculation 2: There might be rare salvage items that have a very low chance of spawning unless you have more than one (knowledge) skill.

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