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.
Richter Bones wrote:
There is something similar in many different physical activities, like soccer, you use your non-kicking foot to aim your kick.
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.
Wyldethorne wrote:
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:
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.)
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:
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:
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.
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."
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? |