Aizom the Tiefling's page

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Sebastian Hirsch wrote:

Well one of the best things WoW introduced was Transmogrification which is basicly a glamaor effect. It has limitations, but it works.

http://www.wowwiki.com/Transmogrification

I completely forgot about that. You are right, that was awesome. If only the rest of the game was better than that, the game might have actually kept my attention.


Vancent wrote:
It's okay, relax, you're allowed to make references and share your opinions. Wait till someone actually accuses you of something before defending yourself. *pat pats*

The easiest way to keep from making a mistake is to think a few steps ahead. Since I failed to do that, I covered all the bases.


And we haven't even gotten into the dicussion of ogres yet.


Richter Bones wrote:

There is something far more exhilarating about throwing a grenade over firing a weapon. There was an 18 year old kid in front of me that when he was handed two live grenades and told to hold him against his chest until he walked out onto the range he proceeded to wet himself. The instructors lost confidence very quickly.

When taught how to throw a grenade it was different then I expected. You're supposed to use your non-throwing hand to aim so you look like you're posing for the Heisman. Your throwing hand is never to drop below the level of your head. If your hand fell too low you got your Kevlar marked and was disqualified if it happened twice during training. This increased the overall difficulty on how far the grenades actually landed, some people didn't have the upper body strength to get it past the kill zone. When I threw mine the instructor called me "Hollywood", wasn't really sure what he meant if I hadn't done it correctly or I posed too long. Either way, I wanted to get those damn things as far away from me as possible. I still qualified.

There is something similar in many different physical activities, like soccer, you use your non-kicking foot to aim your kick.


I like that. That is a good idea.


Good. I have one supporter at least.


Jameow wrote:
Perhaps if items are crafted from modular parts eg hilt, cross guard, blade, with diffuse rent styles that are unlocked different ways and by different people this could work

I'm glad you were able to sift through that and see part of my point. If that comes off as snide it wasn't intended that way. It was a comment on my rambling, not your cognative abilities.


Darnell wrote:
Here is a question, if someone keeps killing the player with an ∞ bounty on them would that be considered griefing? Say, for example, player A is killed by player B. Player A happens to be very wealthy and influential. Player B was a hired assassin sent by who knows who. Player A wants player B to suffer for the inconvenience that player B inflicted upon his person. So he puts a bounty on his head and states that Group C may be one who can collect because they are very good at that sort of thing. Now Group C is really good and kills Player B in about an hour, player A does not think that it is good enough. So, player A keeps putting bounties on player B's head and group C keeps collecting often within a few hours or perhaps a day or so later. Would you, in respect to the proposed treaty, consider that griefing and lay down the mighty hand of all who withhold the treaty? If so, upon whom?

There's another thread at http://paizo.com/threads/rzs2pdoi?Yet-another-alternative-approach-to-ganki ng that went over this topic as well. You might go look.


Jameow wrote:
That would be cool, but how would you do it without creating thousands of armor pieces for the same piece?

Thousands is a little too extensive for the way you are thinking of it, I'll grant you. Maybe have every NPC give you something slightly different. Maybe have the actual crafting process for players be more hands on then "Click" (started hammering.) "Click" (Created item.) Have a general design that can be shaped by the crafter into something different for variation.

The way I'm thinking of it is similar to a game I played called Jacksmith, an internet game where you craft weapons and add pretty much whatever you want to it, but you also went through the whole process smelting, hammering, etc. The main difference for how I would suggest PFO's system would work is that you aren't trying to focus on the quality of the weapon, but on the uniqueness you could give a weapon in such a system. It's not a perfect analogy, but it kind of works.

I feel that I should point out I am only referring to the crafting portion of the game, not the combat portion. I am in no way trying to advertise the game, just had no availabe examples otherwise.


Please do. I missed out on the first two, and I want to contribute.


DeciusBrutus wrote:
The training gets radically less effective when you err with live grenades.

It weeds out the inefficient. Try not to roll a 1.


Wyldethorne wrote:

I hope GW's vision and ours mesh, for a greatly expanded crafting system to include such things as raising livestock for food, transportation, and work; growing herbs for alchemy, potions, dyes, and poisons; cultivating orchards for food, brews, and lumber.

The possibilities are endless, but so are programming resources. I understand this. Consider this a wishlist.

I'm cool with it as long as they advance hand in hand, not like WOW where I can gather herbs for something I'm at least 40 hours of work away from crafting.


Another thing, don't know if it was mentioned, but I think if you purchase armor from different sources, it should differ in appearance. I think that fullplate form Joe the Blacksmith should look different from John the Blacksmith. They aren't the same people, their work should look different (unless one was the apprentice of the other and had no creativity.)


Greedalox wrote:

I actually addressed what you asked I beleive? From my post.

The 24 hours is in real time, but "Additionally maybe something else could be set up so that I wasnt repeatedly killing Bob at the end of every 24 hour period. Like no more than 5 times within a month? IDK, whatever sounds reasonable..." But remember you can still defend yourself, and take kill contracts against them as long as you/friends/guildmates dont post it.

"And this protection would lesson as you transfer from Secure to unsecure hexes." I used Good as an example but it could apply to evil settlements too.

"Bob can post a Bounty on me 1 time for that 1 act, which stays in effect til the deed is done."

"If no bounty is posted within 24 hours then there will be no legal retaliation, and any agressive response will flag the original victim for a Bounty or...

You have to realize that there was some ambiguity in you initial statement about the PvE areas which is why I brought it up. I wasn't trying to shoot it down, just get you to expound upon it. But you are correct in that I missed the real time thing for the creation of a bounty. I still see this system as a means for escalating tit for tat exchanges, where people make it their job to make it difficult for the other person to play, which dimenishes the game.

"He who seeks revenge should dig 2 graves."

From the Chaotic standpoint, though, go kill those who wrong you. Whatever floats your boat.


Greedalox wrote:
...

One thing; if I kill someone and then go offline for 24 hour, does that time count in my favor if I log back on and want to kill Bob again?

And another; I assume there will be certain settlements that will be evil places. Will these places be a shelter for me against the bounty hunters? Will I be able to use places where sentient creatures fear to tread as personal defense? will people eventually have to give up looking for me?

The point I'm tring to make is that the world is not just. I kind of find it unrealistic to make the PFO world just, since on the whole it would not benifit anyone if every killer was reprimanded. It takes all the fun out of being evil. It makes it seem like I have no real choice in the matter. So it's okay for them to be able to put a bounty on my head, but I want some kind of protection, as well as some kind of time limit so they eventually give up actively searching for me.

I'm not advocating griefing, just the right to senselessly kill people for the puposes of alignment and free will.

Just the evil guy's standpoint. (reply to Greedalox's previous comment.)


Idc as long as I get a mammoth. I see your well-bred warhorse and raise you a mammoth.


Being wrote:
I don't want to take the chance that I misled you: I was inventing what I thought might happen. Nothing so specific has been said by the developer.

I understand nothing is set in stone and you where making it up, yes.


Richter Bones wrote:
If it is a skill I would imagine that your character could use dummy grenades to practice tossing. Something you could train while you were offline. That's how we do it in the service, you only get one chance to qualify with throwing a grenade. All the training is done with dummies.

Dummy grenades take all the fun out of it, and the intrensic danger of things alchemists make, which seems to me to make the training lightly less effective.


Being wrote:

Good reason to ensure you know your leader and have the brass to recommend someone else for tactical leadership if their ability is better. Then again we probably don't need a whole lot more opportunities for drama queens either.

But I'd add to the discussion by pointing out that there could be other applications for the formations concept and it's code. If you have an invasion the maneuvering AI for only one NPC would have to be processed per formation, increasing the number of NPC invaders while minimizing the AI workload.

Further in time of need it might be an item in the GW Store permitting a player to make use of hirelings like men-at-arms, bandits, orc fighters, or what have you to flesh out your order of battle.

NPC defences might be strengthened by formations of guards and batteries of sorcerers or wizards or archers instead of lone defenders who can more easily be ganged up on.

Assuming that you will be able to create characters whose sole combat contribution is adding more people to a formation with things like summon monster, a bunch of hirelings, or cohorts and followers, would they be able to make their own formation with those things alone?


Being wrote:

A cutscene, like a dream starring the character's chosen deity, which reveals a location where the character can earn one of that deity's merit badges or symbolic ability or favored weapon would promote the influence of the gods on gameplay tremendously I feel.

For example, Druids devoted to Gozreh are to have Lightning Arc as a standard action (1 d6+1 points of electrical damage per two levels, (touch)).

Gozreh might appear in the dream to the young Druid granting a vision of a forested vale surrounded by distinctive stone bluffs, speaking the single word "Go.", then fade to black and transition back into the world.

The young Druid would then seek out a forested place with those distinctive stone bluffs as the deity commanded.

Arriving there would be a test. If the Druid successfully completes the test he would gain the abilty Lightning Arc.

If that's the mechanic we're going to use, I imagine that Gorum's would be go out and kill this group of people. Which I am perfectly okay with.


I think throwing a combustible should be about the same as swinging a sword. The more you do it, the better your accuracy. (quoting Richter)

You have to admit though, unless you frequently break your sword, it's alot more expensive to train in alchemical combat. If I am having to pay for materials and then make the required alchemical substance to even train in combat, it makes the question of whether I am training in the skill or in combat a little blurred.


Leader's making the movments is okay, but I have played MMOs where the leader really didn't know what they were doing and led us into a slaughter. All I'm saying is while on the whole I agree with the concept of the mechanic, I would like something that keeps Joe Wannabe General from killing a groups because of his supposed strategic prowess.

To that end, in the beginning when you are learning mechanics, a tutorial would be nice. It wouldn't stop all of them, but it could at least demonstrate how they work in certain situations as well as advantages/disadvantages.


Aizom the Tiefling wrote:
I think that your stats should in some way help the journal give a description of you. For example, assuming I have little in the way of attributes except for my Dex and Charisma, "After growing up malnourished, poor, and uneducated, little else could be said of Aizom save that he could dodge a single blow from death himself, and then talk him out of his scythe with his beguiling smile."

Want to emphasize I didn't mean Charon in that statement, as he doesn't use a scythe.


*sigh*. So long 'til my idea for the "class" will do any good. Oh well, moving on.


I think that your stats should in some way help the journal give a description of you. For example, assuming I have little in the way of attributes except for my Dex and Charisma, "After growing up malnourished, poor, and uneducated, little else could be said of Aizom save that he could dodge a single blow from death himself, and then talk him out of his scythe with his beguiling smile."


So similar to the tabletop, there's a seperation between the skill and the "class" with alchemy (or will be.)


Can I sell my character's soul for cool stuff?


Being wrote:
Ryan said in the Kickstarter video that they want to include everything in the Pathfinder Core Rulebook. So I would say that yes, the gods will have more than an honorable mention, and especially if your character will take cleric abilities.

I understand the cleric abilities thing, but what about the things not specific to clerics, like traits or the fiendish boons


Is aclhemy going to be entirely skill based, or are we going to be able to use alchemy for combat; to clarify, will we be able to make bombs and alchemist fire and all the other combat goodies? If so, do we have to then train with the alchemical stuff to become proficient in it's use in combat?

I guess the question is essentially can I be an alchemist similar to the tabletop rpg class?


I'm curious if the various gods of Golarion will have more than an honorable mention in the game. Will I be able to get deity specific feats? Fiendish boons and divine blessings? Acess to specific spells and items? Customizable options to make me look cool, like demonic limbs or something? Novelty t-shirts?

In all seriousness, will they play any real part in the development of my character, or are they just one of those background things that may be manipulating events that you will never actually experience?