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![]() Zodd Zerker wrote:
Maybe I don't understand this completely, but a simple system, where you kill npcs, gather resources and craft accumulates influence for your company and you use that influence to feud other companies and get the unthreaded stuff of their corpse, would have sufficed much more in my estimation. ![]()
![]() My two cents on the war of towers. The good thing. GW is adding features.
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![]() Cirolle wrote:
I think it's a little premature to predict the future like this. I feel The Roseblood Accord is a bunch of people that want to play with each other and not throw fingers at each other on the forums. ![]()
![]() Xeen wrote:
I think these are absolute necessities for PFO. I'm sure GW will implement mechanics, some of that we have allready seen, that don't encourage metagaming. An example: Only one character can manage a one aspect of a settlement, same can be done for kingdoms. So companies, settlements and kingdoms all have aspects or slots and only one character fits into any one slot at any one time. If you want the most out of that slot, that character must be trained. So metagaming works in making alliances(, which is not really metagaming because the game only supports three social entities: companies, settelements and kingdoms,) but not in managing a company, settlement or kingdom. Simple. And why would anyone be at war with someone and outside of the game at peace? Doesn't make sense. ![]()
![]() Xeen wrote:
Funny game mechanic creates a lot of toxicity among players. What a drag! ![]()
![]() Lifedragn wrote: All bugs and exploits will end up on a priority list. And those near the bottom almost never get fixed. They do not become "working as expected". They stay bugs. But they may not provide enough Return on Investment to spend developer resources on them when compared against other bugs and new features on the backlog. A prime example of this imo is SWTOR. All those small glitches that never get hammered down. They don't make playing unbearable, but just a little less more unattractive. I think it's just a great shame and gives the industry in general just a bit of a bad taste on the side. ![]()
![]() I think that there are aspects of PFO that makes it differ from other similar titles. The fact that players can, will and want to build buildings on predetermined spots and choose what buildings they want to build and the fact that someone can come and kick that building down or even a whole settlement that players have built is kind of exciting. And if all these things can be done in fairly multigraded multifaceted ways, then it'll definitely set PFO a part from other titles. ![]()
![]() Steelwing wrote: I like what I see because those systems are weapons to be used in war. The more complex the system the more loopholes we can use to subvert them to our own ends I'm sure if any loopholes appear they'll be patched up. Steelwing wrote: Example if our group comes in we will pick the most mechanically advantageous alignment for us,set up a settlement and then we will start declaring wars...no rep loss no alignment loss. We will then continue to declare wars and sack settlements. Working as intended. Have you revealed your cards? I'm sure many will want to spend their extra DI points towards you. :) Of course, the more soldiers the more powerful a kingdom is. ![]()
![]() avari3 wrote: I've taken a pretty nice poll among many of the groups and everyone seems to agree that the Reputation v.s Alignment system is not going the way we want it. I don't think nice is good enough, so I'll disagree with you. You do realize that the reputation is there to quell excessive "non-sanctioned" ganging(or just ganging if you like) and the alignment system has to be tied to the reputation system in someway because they both measure character behavior, partly similarly and partly differently, and this is what gives it nice shades of gray what most people don't seem to understand. It segregates players into groups and gives those groups a motivation and a chance to pursue a chosen role. edit. to make my point more clear ![]()
![]() I don't see the problem with alignment. I think it just brings more dynamic, meaningful choices, fantasy realism, excitement and mystery into the game. It brings so much more into the table that we couldn't have without it. Characters are going to be different according to it, settlements are going to be different, settlements will have different kinds of advantages, there will be different consequences for different actions. The hardest choice will be whether to play with certain friends or with a certain alignment. ![]()
![]() The newb bomb issue could be solved with some kind of a warzone or a feudzone flag. "Entering a warzone. Proceed at your own risk." What kind of character actions could be deemed to trigger a warzone? When at least 2 characters that are at war approach each other. They would not get the warzone flag but any third parties would... killing someone with a warzone flag would not yield reputation losses. edit. or something like that :) ![]()
![]() I have to admit I didn't get the explanation about the why spellbooks can't use weaponslots in the blog. :P That's quite a brainstorm for me. And I'm a bit turned off by the fact of mundane items causing effects that normally are reserved only for spells. It's a mix I wouldn't have wanted to see. Especially if there are exact same effect from mundane and magic with just different names. ![]()
![]() I hope people who just want to be crafters are allowed to do just that. I understand if there are some companies or settlements that don't want such people in their ranks, but I also hope there are a lot others that do. Well, it all comes down to what kind of atmosphere the leaders of the settlement want, but I hope the game mechanics are flexible enough not to force those crafters into combat. It might seem legitimate that some companies will require their crafters to get some combat training before they start crafting. This might be a way to min/max certain situations. This feels like some min/max discussion where roleplaying doesn't exist. Yack! ![]()
![]() Qallz wrote:
Maybe I'm just saying that I don't think crafting weapons and armor for warriors to defend or expand the settlement or it's territory is secondary. I must be very egoistic. :P ![]()
![]() Qallz wrote: Crafting is of secondary importance, that doesn't mean it's not important. This is an opinion. If someone is a crafter, does he think it's secondary. I don't think so. Why would someone be a crafter if he thinks it's secondary? If you craft for your settlement but think it's secondary and play a main that is soldier, what's up with that? So what is that time spent on crafting, if there is always something other more relevant things to do to help the settlement than crafting? That's just hocus pocus or bad design... ![]()
![]() GW Blog wrote: This means that a fully loaded character now has access to twenty actions at one time (thirty-two counting weapon and implement swapping), accessed via ten keys (plus a modifier key and a weapon swap key): I think this is reasonable. Some pretty cool stuff on the post. The critique: An Aristocrat's Banner/Warhorn, which contains party-buffing maneuvers and A Fighter's Trophy Charm, which contains self-buffing maneuvers aren't very Pathfinderish. I'm used to the fact that there is magic and then there is not and many games overlook this fact and make an unlimited amount of effects that resemble magic(have the same effect as some spells) for characters that don't traditionally use magic(like the fighter in pathfinder). That's a huge turn off for me. Magic is explained in Pathfinder with Gods and not by looking at some old picture of a deceased person in the middle of combat and getting an adrenaline rush... Such a rush is reserved for a barbarian... I'm sure games can be balanced in other ways... And party buffs, don't get me started on those... I'm old school... ![]()
![]() Pax Areks wrote: To give Rogues Stealth and apply concealment both mechanically and visually would be more accurate, and what I am lobbying for. I disagree, that in PFO, if stealth would apply concealment both mechanically and visually, that such a mechanic would actually represent more accurately the spirit of the TT. Both perception and stealth are fixed numbers that denote the distance at which a character in the stealth stance can be seen and the distance at which a character in the stealth stance can be targeted. I think this depicts the spirit of the TT in a more meaningful way. Separating these two aspects, the visual(seeing) and the mechanical(targeting) will be more fruitful and more robust of a system imo. ![]()
![]() I'm giving my thumbs up for this kind of stealth mechanic. I've never liked that complete invisibility-stealth in other games. I think what the devs are planning will be so much more fun than just jumping out of nowhere. You need more planning and more strategy and cunning to be a rogue, which is the way it should be. Every situation is new and you have to carefully balance your options. I think it feels right. The stealth mechanic seems to have gray areas and will bring much more variety and fluctuation to combat than a simple "invisibility-stealth". That's why I'm giving it my support. ![]()
![]() Let's say engaging in meaningful player to player interaction increases reputation: Completing contracts, taking part in wars, feuds, faction warfare, raids, building settlements, harvesting, gathering, SAD, etc, etc all the mechanics GW builds for player to player interaction. But the reputation increase from those activities should be so slow that compared to engaging in a one random "unsanctioned" killing should have a devastating effect on a characters reputation. Lets say reputation is a five star scale. Engaging in one random "unsanctioned" killing of a group or of an individual would decrease the reputation of a character by one star or even more. Edit: To contrast, playing PFO two weeks in a "sanctioned" way 5 days a week 8 hours a day might bring a reputation increase of a half a star. ![]()
![]() If there would be hexes without consequences, I'd like there to be an rp reason for that. I don't think alignment is just something you turn off in the world of Golarion once installed. Maybe some magical object that makes everybody "grazy" so that the gods turn a blind eye towards them. That object could then instill more events in the hex for players to combat over at intervals. Maybe something that spawns irregularly that settlements send scouts to scour the lands and when the stuff pops up the scouts rally a big raid to take home the stuff etc... ![]()
![]() Nihimon wrote:
I have to say I'm with you on this one. The reputation and alignment are not too separate mechanics, but a one system. The reason for this system is probably what most people don't understand, but in my opinion the reason for this system is to allow a broad range of playstyles for a lack of better understanding. Combined with other mechanics and player dynamics PFO should thrive. ![]()
![]() Reputation is not a pathfinder core rule book rule. So why has GW added it into the game? I think they want unsanctioned pvp in the game because many people get their thrills out of it, but they also want to control that thrill a little bit. I think it makes sense although I could see PFO thrive even without unsanctioned pvp and maybe even have more players interested in it without it... ![]()
![]() My interpretation of sanctioned/unsanctioned is the hostile state. I see hostile PCs no different from hostile NPCs. I don't always attack a hostile NPCs if I don't need to, same with hostile PCs. Then there are nonhostile PCs and NPCs. One probably can't attack nonhostile NPCs, but whether or not to attack nonhostile PCs is everyones own business. If you go along the path of attacking nonhostile PCs, there will be some consequences, namely reputation and alignment changes. How those changes affect a persons gameplay, who knows? It has been highlighted by GW how reputation and alignment changes affect a persons gameplay many times, but there seem to be a lot people who are not buying those talks. I wonder why that is? ![]()
![]() I like the fact that people can play just sanctioned pvp if they want. Lawful good alignment and high reputation at least to me mean a lot of things. Mostly I want to be in a good settlement where there is no mindless slaughter. The fact that settlements can ban individual characters and characters based on their reputation/alignment(play style) are things that make PFO a better game in my opinion. And I really hope the system works so that people who want to live in a settlement where it's mostly peaceful outside "sanctioned" pvp can do so. I don't understand why some people try to drive that aspect out of the game. The people who want unrestricted pvp should see that it exists in PFO with the mechanics we have now. So why should those people try to take the aspect I just described out of PFO? Doesn't make sense to me... ![]()
![]() Shane Gifford wrote:
I suggested a magical plague by Pharasma. A debuff that gets worse the lower the characters reputation drops. Maybe first implication of the plague could come at -1. I know this would lead to more meta playing for those that want to balance with the plague, but otherwise it would keep a lot of players on the plus side. Of course the debuff power could easily be tweaked to suit the needs of GW and/or players, which makes it ideal in my eyes. ![]()
![]() I would like the game to keep track of everything my character does whether they are achievements or not. Of course grinding something to get a mechanical benefit isn't ideal. But it would be cool if the game could register and calculate every system feedback, kill, interaction(ie contract) etc. So that the player could see everything that can be done in the game. I know it would be big list but worth it in my opinion. At some point it would give the meaning of achievement even if you get no other system feedback or benefit from doing something other then see the list of what your character has done. Copper longswords crafted: 4
etc No mechanical benefits, no linking, Maybe someone wants to rp an elf killer and do unsanctioned pvp on elfs, but I wouldn't think that would be a problem ![]()
![]() I have the most awesome idea!!!!!! How about some incurable disease that gradually becomes worse when reputation drops. Let the wretched come they can hardly lift a sword. And the more the wretched have dealings with each other the worse the disease gets. Ha ha ha hah aaa. Heh :) When a character gains reputation he is miraculously gradually cured from the disease. Oh It's a magical plague by Pharasma! ![]()
![]() Bluddwolf wrote:
I would be complete fine if reputation was only used as a players pvp behaviour meter that includes contract behavior etc, all player to player intercaction behaviour. Instead I would like alignment to meter all of players actions, everything he does in the game, pvp pve and whatnot. Don't know if it's possible to do this way though. ![]()
![]() Lord Regent: Deacon Wulf wrote:
I disagree strongly. I would prefer a game where alignment is an indicator of the players actions. Those that meddle with the undead are definitely evil in my book, those that use slaves are evil, those that kill people with no reason are evil. How could good alignments have equivalents for these? ![]()
![]() A good article. The difference between unsanctioned pvp and non-tolerated behavior is a good question. For now they seem to be two separate concepts. I don't mind that. But allowing companies and settlements to segregate according to alignment and reputation has more to do in my opinion with unsanctioned pvp than non-tolerated behavior allowing companies and settlements to create their own kind of pvp policy or atmosphere. Which I could say enhances meaningful interaction at least for some people, but maybe not for everyone. ![]()
![]() I hope PFO has an option or a built-in hotkey for switching mouselook on/off cause I really like to play with it. It makes movement a lot easier for me because I only like to use the mouse to move. For those that use the mouselook there could be also be an option so that when you bring up an UI element like an inventory window etc you automatically switch to cursor mode. And with the mouselook:on a player also needs a bindable separate interaction button outside mouse to loot and interact with objects and npcs. I'd say these are pretty modern standars for an aaa mmo but I could be wrong... Please please Goblinworks :) Pretty please :). It's a little extra work I guess... pretty please holding down the right mouse button all the time is tiresome... :( ![]()
![]() I've played a lot of pen and papers as many others here probably have but to me alignment in them has always been this kind of small curiosity that no-one keeps track of. I think it's fascinating to pick an alignment that gives certain guidelines to character behavior or not in case of some alignments in the grid. The state of alignment in PFO is different in my opinion. The alignment system will blossom in a computer game in my opinion. Especially in the way GW is trying to implement it. I know it doesn't go hand in hand with the pen and paper, but the fact that a computer keeps track of a characters actions in the light of the gameplay rules is the middle way I think. It's not factional but it's not truly free either in terms of player interaction. Most certainly a paladin walking into a wretched hive of scum and villainy would find trouble at the door and that in my opinion is something that makes a fantasy world tick. |