A wizards Tower


Pathfinder Online

Goblin Squad Member

It seems to me that this MMO is going to be about all kinds of cool player driven building, and content.
That being said, will we be able to make our own wizards tower, or thieves guild or church, in the same way that one might make a mine or farm?

'Cause that would be the cats pajamas.

Grand Lodge

If the MMO does allow it, it won't prevent another player from knocking it down. :)

Goblin Squad Member

LazarX wrote:
If the MMO does allow it, it won't prevent another player from knocking it down. :)

In fact, protecting those structures is a bit what the game is about!

Goblin Squad Member

I like the idea of having a place to trade and learn, but my undead army will protect it :P Not to mention hireling players..

Goblinworks Executive Founder

How many players do you expect one player to be able to hire?

Goblin Squad Member

I hope there are zero hirelings. Zilch, none. No pets either. Mounts, familiars and summons only. Has anybody seen the gates at Neverwinter? all those hireling clones just hanging out and farting at every gate?

Heeeellll NOOOOOOO!!!

Goblin Squad Member

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This just in! Avari3's crusade against Rangers and Druids!

Goblin Squad Member

Drakhan Valane wrote:
This just in! Avari3's crusade against Rangers and Druids!

I'm playing Ranger! What does that have to do with hirelings?

Goblin Squad Member

Both druids and rangers get a Companion, not really a pet, or a hireling. so he did not include them in the "no" list, just did not include them in the "yes" list :D

Goblin Squad Member

LOL. For the record, yes on companions.

Goblin Squad Member

I sincerely hope people will be available for hire and PFO equivalents of Red Frog Freight evolve.

Meanwhlie, back on topic, whilst individual Wizards towers would be nice and all, there would be an awful lot of them in a very small area if every arcanist in the game built one.

Goblin Squad Member

Neadenil Edam wrote:
... whilst individual Wizards towers would be nice and all, there would be an awful lot of them in a very small area if every arcanist in the game built one.

Well, they'd still have to stop everyone else from tearing them down, so there probably wouldn't be that many, actually...

Goblin Squad Member

Nihimon wrote:
Neadenil Edam wrote:
... whilst individual Wizards towers would be nice and all, there would be an awful lot of them in a very small area if every arcanist in the game built one.
Well, they'd still have to stop everyone else from tearing them down, so there probably wouldn't be that many, actually...

Or maybe simply taking them over. . . .

Goblin Squad Member

Why not have wizards group together, and have maybe a "collage"? have maybe the 100ish nearest wizards group together, maybe even making their own "unchartered" company, and they pitch together to pay/build a tower? We are allowed to be in 3 companies correct? Only one being "chartered".

Goblin Squad Member

DeciusBrutus wrote:
How many players do you expect one player to be able to hire?

If you're wealthy in real life, many.

Goblin Squad Member

Tigari wrote:
Why not have wizards group together, and have maybe a "collage"? have maybe the 100ish nearest wizards group together, maybe even making their own "unchartered" company, and they pitch together to pay/build a tower? We are allowed to be in 3 companies correct? Only one being "chartered".

As far as we know, venture company is a term that GW is using in identical meaning to chartered company. Best stick with "sponsored" and "unsponsored" company to avoid muddling the topic further.

Grand Lodge

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Quite frankly in PFO, the tower is the LAST thing I'd want to build as a wizard player. You're just asking for it to be demolished by a griefer.

What you want as a wizard is a suite in some lords well protected castle.

Goblin Squad Member

I think they will have hirelings. I do remember reading somewhere that you will have NPC's helping guard a settlement. Hirelings will probably be part of a settlement, and only hired for the settlement.

Goblin Squad Member

Blaeringr wrote:
As far as we know, venture company is a term that GW is using in identical meaning to chartered company. Best stick with "sponsored" and "unsponsored" company to avoid muddling the topic further.

Yea sorry. unsponsored is what I ment to put. just got mixed up trying to type faster

Goblin Squad Member

I seem to recall that we'll not be able to build individually-inhabited buildings, a logical move in terms of programming/server resources but a shame nonetheless.

The buildings look like they'll be limited to settlements, and to shared resources like smithys, sawmills and so forth. A shame, but there you are.

Goblin Squad Member

Sadurian wrote:
The buildings look like they'll be limited to settlements, and to shared resources like smithys, sawmills and so forth. A shame, but there you are.

Like watchtowers? or hideouts? Inns?

From the blogs:

Quote:

Q. Can individuals, groups, or companies own structures in the wilderness? In settlements?

Most structures will be located in player settlements. However, each potential settlement hex is ringed by half a dozen or so wilderness hexes, each with a "point of interest" site where a free-standing structure such as an outlying farm or watchtower can be built. Naturally, it takes a settlement to build a structure in a settlement, but a group or company can claim the point of interest site in an unclaimed wilderness hex and build an appropriate structure there.

Goblin Squad Member

Groups or companies might build a shared structure, but individual's are unlikely to be able to just go build themselves a hut in the wilderness or wizard's tower or whatever.

GW Blog wrote:
We expect there will be many more players than space to build individual structures, so we have strict limits on what individual players can "own." There will be a few structures that can be fully owned by a single individual (such as those with the Tavern Owner reward from the Kickstarter), but these will be the exception rather than the rule. In general, structures will be owned by venture companies or settlements, and individual members of the settlement or company will manage the structure on the behalf of their group.

So the wizard's tower is likely a non-starter, unless it is a coalition of wizards who build a shared structure and call it their Tower, even though it looks like a Hall or Tavern.

Goblin Squad Member

LazarX wrote:

Quite frankly in PFO, the tower is the LAST thing I'd want to build as a wizard player. You're just asking for it to be demolished by a griefer.

What you want as a wizard is a suite in some lords well protected castle.

I think I'd rather try to build a Wizard's Tower in the Wilderness Hex adjacent to a powerful, friendly Settlement.

Goblin Squad Member

A powerful, but friendly Settlement may already have plans or restrictions on what they would like to see in their neighboring hexes. A settlement powerful enough to protect your point of interest site would likewise be powerful enough to push you out for their own ends (either planned community structure or personal holding for influential figure). A friendly settlement would more likely try through diplomacy and may just get sore if you do not give way to their "larger vision".

I fear that having point of interest hexes be right next to settlement hexes would merely favor power players from said settlement. Lone characters who wish to associate with the settlement without being part of the settlement may quickly find themselves pushed aside.

And as mentioned, more distant unsettled regions will be easy for selfish groups or griefers to dislodge solo holders.

I find this unfortunate, but the lone player is going to have a rough time constructing and holding onto a personal structure. Hopefully I am just being overly negative. Time will tell.

On the subject of hirelings - I think it would make sense to be able to hire NPC guards for some endeavor. Such hirelings would be time-based and have static abilities. You might hire '10 Guards for 1 Month with X gold' to guard your point of interest. This would allow in-game wealthy characters to have holdings that are less easy to dislodge, but would ultimately fall to a concerted group effort.

Goblin Squad Member

Given that bandits have those wonderfully invisible hideouts,* I wonder if there is anything to stop an individual ranger or druid building themselves a similarly invisible hideout?

After all, having a hideout hopefully won't mean that you have to go robbing and killing, and the ability to spring ambushes within an area of influence would make perfect sense for a ranger or druid on home turf. You could push the idea further and say that a wizard might built a magically obscured 'tower' which would function in a similar way.

*I am wondering about this. If stored wealth is vulnerable when your home structure is attacked, an invisible home structure makes you pretty much immune to being attacked and therefore having your stored wealth stolen. If this is available to everyone then I see a lot of hideouts, if it is limited to bandits then I see a lot of 'reformed' bandits who have built their hideouts and then decide to be good guys after all.

Goblin Squad Member

They are putting in and players will engineer ways to locate hideouts. Given the lesser number of likely defenders and the isolation inherent, it seems like a dangerous gamble to store much of value in a hideout.

Goblin Squad Member

I know that the intention was to have some way to find the hideout, but until that has been decided and implemented the hideout is invisible. An invisible storage spot is safer than a well-defended stone keep!

Player-Created Buildings and Structures wrote:
Hideouts are used by bandits to waylay explorers and others who impinge on their areas of operation. Hideouts normally cannot be found once constructed, although the potential exists for certain types of characters to learn how to find them. Hideouts have limited storage, and they allow characters to be logged out of the game safely.

Goblin Squad Member

If you allow a way and it is lucrative, it will be used...

Goblin Squad Member

If it is possible then I know one Witch who will certainly be using it!

Goblin Squad Member

Sadurian wrote:

Given that bandits have those wonderfully invisible hideouts,* I wonder if there is anything to stop an individual ranger or druid building themselves a similarly invisible hideout?

After all, having a hideout hopefully won't mean that you have to go robbing and killing, and the ability to spring ambushes within an area of influence would make perfect sense for a ranger or druid on home turf. You could push the idea further and say that a wizard might built a magically obscured 'tower' which would function in a similar way.

*I am wondering about this. If stored wealth is vulnerable when your home structure is attacked, an invisible home structure makes you pretty much immune to being attacked and therefore having your stored wealth stolen. If this is available to everyone then I see a lot of hideouts, if it is limited to bandits then I see a lot of 'reformed' bandits who have built their hideouts and then decide to be good guys after all.

the hiddenness of bandit hideouts is not meant to be absolute non-detectability, it is a layer of defense on what otherwise is intended to be the hardest to defend structure.

Goblin Squad Member

Sadurian wrote:
If it is possible then I know one Witch who will certainly be using it!

Maybe I was unclear. If you allow a way to find hideouts and it is lucrative, it will be used...

Goblin Squad Member

Onishi wrote:
the hiddenness of bandit hideouts is not meant to be absolute non-detectability, it is a layer of defense on what otherwise is intended to be the hardest to defend structure.

At present, however, the information is that hideouts won't be detectable under most circumstances. That makes it pretty safe.

Goblin Squad Member

Sadurian wrote:
Onishi wrote:
the hiddenness of bandit hideouts is not meant to be absolute non-detectability, it is a layer of defense on what otherwise is intended to be the hardest to defend structure.
At present, however, the information is that hideouts won't be detectable under most circumstances. That makes it pretty safe.

I encourage any and all "bad guys" to stash good loots in their hideouts. It will probably take some time for skill levels to mature to the point of finding hideouts. By then, you should all be comfortable that it is nice and safe to store leet loots there.

I hope that no "good guy" hideouts get found and sacked while they are offline.

Goblin Squad Member

Anyone with a hideout who doesn't keep their finger on the pulse of the 'hideout-finding' development probably deserves to have their loot discovered.

Goblin Squad Member

Shhhhh! :)

Goblin Squad Member

[whispering]I wonder which roles will have the hideout-finding skills in their skill-trees. I assume Rangers, but I can (just about) see that Rogues would also be able to justify it. I would be less convinced by Rogues as I always assume them to be more urban than wilderness, and tracking and discovering a Bandit hideout is surely the remit of the Ranger.

Having said that, is it going to be possible for Bandits to make hideouts in urban areas?
[/whisper]

Goblin Squad Member

[whispering]Not sure. I don't think they have said. Instinct tells me no.[/whisper]

One question, also occurs. What qualifies you as a bandit and gives exclusive hideout rights only to bandits?

Goblin Squad Member

Well taking the Bandit flag would be a start....

More seriously, this is where I was going when I said that anyone could 'set-up' as a bandit to build a hideout, then decide that they had changed their ways. Unless the hideout suddenly disappears in a puff of smoke or the character suddenly forgets where it is, you have a nice little hideout without being a flagged Bandit.

Goblin Squad Member

Hmmm... Well, we shall have to see what, if anything they do about that. It leads to the probability of a whole bunch of hideouts. a real WHOLE BUNCH.

Goblin Squad Member

Maybe one per character, indeed....

Goblin Squad Member

It's a pity that we'll have no 'individual' Buildings in a Settlement.

There goes my dream of a Warehouse or Tavern with a hidden base built under the cellar .... *sigh*

Goblin Squad Member

Same here. I really wanted a ramshackle rural cottage. I shall have to look at the possibilities of Hideouts and Watchtowers. Maybe then start to badger GW for building skins (probably in return for real money). Not everyone will want a Tudoresque half-timbered house, after all

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