Allustan

Alzaric's page

Goblin Squad Member. 46 posts. No reviews. No lists. No wishlists.


Goblin Squad Member

2 people marked this as a favorite.
Summersnow wrote:

A quote from the Blog

"The implication to this is that players will be able to kill other characters frequently without blocking their access to most training. Killing a several characters a day will not be catastrophic."

My understanding that killing players was never intended to cause rep loss as it was a core fundamental part of the game.

GRIEFING other players is what was intended to cause rep loss.

So I think what you MEANT to say Ryan is "Griefing several characters a day will not be catastrophic"

I asked you during the Kickstarter if you intended to build a by griefers for griefers game like eve and you said no.

Seems you lied.

I'm sorry, but Jesus F^&* C#$%! They're tweaking the numbers because people have been reluctant to engage in any sort of PvP because it completely wrecks your character at this point.

This does not mean that they want to create a murder simulator. If the numbers appear to make it too easy to kill (or in particular, grief) people, they'll tweak them back to the harsher side of the penalty again.
This does not make one "a liar." It simply means the game is still in development/testing.

Get over yourself.

Goblin Squad Member

1 person marked this as a favorite.

Gaming can wait and will be here when you're feeling better. Do whatever you need to do to kick that cancer's ass! Godspeed on your recovery!

Goblin Squad Member

1 person marked this as a favorite.
<Kabal> Kradlum wrote:

Nearly 3 weeks in, another newbie question:

When should you buy lvl 2 attack feats? Do they work with +1 weapons, +2 weapons or only with tier 2 weapons?

I'm sure someone will correct me if I'm wrong, but as I understand it, a +0 weapon = a level 1 attack feat, a +1 weapon = a level 2 attack feat, so on and so forth. All you're basically doing here is trying to match the keywords of your weapon with the keywords of your attack.

If you have both an attack feat and a weapon that have the keywords Light and Balanced, for example, then I believe you would need the weapon to be +1 and the attack feat to be level 2 to match or activate both of those keywords. At least, that's how I understand the system to work.

Goblin Squad Member

1 person marked this as a favorite.

Aaaand... the anticipation tension goes through the roof!

Goblin Squad Member

3 people marked this as a favorite.
Takasi wrote:

Does it matter if the majority do not feel the product is viable when game data becomes persistent?

What if people are uncomfortable with what the state of the game was when the product began and how it will impact the future state of the game?

Does it matter when a player chooses to begin their paid playtime if the world itself was created in a state they will forever be uncomfortable contributing to?

Those are all questions that an individual would have to answer for himself or herself. The fact remains that this is how the development process has always been described by Goblinworks. This isn't something that has been kept secret and only recently revealed.

In my opinion, the level of intolerance and impatience displayed by some people is over the top, given the facts that have always surrounded the development of PFO. I think pointing out the fact that a piece of software in its alpha state is unusable is akin to pointing out that a car without an engine won't go anywhere. Yes, everyone knows it's not working. Those who are constructing it are still working on it. But then again, they told you in the first place that it wouldn't be a finished product from the very first moment you have access to it. If that's not one's cup of tea, I get it. But don't act like you are owed something that was never promised in the first place, or that you've somehow been duped into purchasing a game under false pretenses.

Goblin Squad Member

2 people marked this as a favorite.
Takasi wrote:
Leithlen wrote:
"threatening" to open the game to paying customers

The threat of opening the game to paying customers doesn't concern me.

I'm still a little apprehensive about playing a game that has skipped beta altogether.
The concepts of 'early access' and 'minimal viable product' with persistent online gameplay are new to me. The concept may be new and novel but that doesn't make it appropriate or wanted.

If everyone who purchased early enrollment were given a chance to play the game in its state prior to game data being persistent and were asked if the game was 'ready' then does it matter to you if the majority said no?

It's also worth noting that their "threatening" to open the game up to paying customers is predicated upon the fact that those paying customers get to choose when their playtime starts. I believe Ryan has stated that they don't have to "start the clock" on day 1 of Early Enrollment. If they feel the game is not up to their standards, they can wait to activate the gametime they've already paid for in whichever package they've purchased.

The game has basically been built around the idea that GW would release a Minimum Viable Product to start with, and those Early Enrollees would have the opportunity to participate in determining the priority for development tasks. They're calling this process "crowdforging." If certain people are uncomfortable with this process, perhaps they should wait to start their gametime/subscription time until Open Enrollment begins. Hopefully by that time, the game will be in a state that they feel is acceptable.

Goblin Squad Member

1 person marked this as a favorite.

I don't even care to respond to the OP. What I want to say is directed at anyone and everyone even remotely involved with the development of Pathfinder Online, even though they probably already know this:

There are many gamers out here in the real world who care more about the gameplay than the graphics; gamers who will gladly open their wallets to support your efforts as soon as the game gets to a stage of development they find acceptable. Do not worry about the graphics until much, much later.

If you build it, they will come.

Goblin Squad Member

4 people marked this as a favorite.
Nihimon wrote:
will be a strong signal to any other mega-Guilds that it is perfectly acceptable to have multiple entries in the Land Rush, or at least that it's something they need to do in order to avoid being at a disadvantage.

Do you honestly believe in your heart of hearts that this will discourage mega-guilds from not doing this? Call me a skeptic, but I highly doubt that. If anything, if any of those ginormous guilds have been paying attention to this at all, they'll just create "shadow guilds" that, to all outward appearances, are not affiliated with them. Then they'll march merrily on their way to multiple settlements and none will be the wiser.

I hate to say this, because I like what I've seen from GW and I desperately want this game to work, but if something like this is not allowed, GW needs to step up and say so. I know it may go against the "spirit" of the competition, but by and large, most open-world PvP players are asshats and they will do whatever they can to gain an advantage. The "spirit" of a fair competition doesn't factor in for them.

Clear, concise rules need to be posted in advance of such things and swift justice dealt to offenders. Period. I realize that that's an easy thing to say and that it's difficult for a small company to turn away money from any potential customers, but that's a harsh reality.

Goblin Squad Member

1 person marked this as a favorite.
Ol' Man Jenkins wrote:
HA! IT WAS ME ALL ALONG! I was gonna scare y'all off the thread while I looked for Nihimon's secret Pokemon collection.

And to think that you would've gotten away with it too, if it hadn't been for those meddling kids!

Goblin Squad Member

2 people marked this as a favorite.

I received an email from gwauto@goblinworks.com and I would like confirmation that it's a legit GW address before I click the link to set up my account. I can't imagine that it's not legit, but stranger things have happened and I'm too much of a skeptic to just blindly click the link. Thanks.

Goblin Squad Member

1 person marked this as a favorite.
Andius wrote:
Andius wrote:
To me Mass Effect style aiming with Original Guild Wars style abilities and ability selection would be the Holy Grail of combat systems.
Having now played ESO I feel vindicated in this statement. It feels like breathing. It's just that fluid and natural. 10/10

I only played ESO in beta, so maybe it's changed a bit since then. However, if the combat is basically the same as it was in beta, I hope PFO does not go that route.

I recall it feeling spammy and not very tactical. I hope you have to make smart decisions about every attack you make in PFO. I hope there are tradeoffs to using any given attack versus another. I don't mind having to position yourself, circle-strafing and other "twitchy" type of gameplay, but I hate it when it's just a mindless cycle of pressing keys 1 through 3 repeatedly and occasionally throwing in key 4, 5 or 6 without any real decision making necessary. It boils down to using skills just because they're available.

I want to have to seriously consider whether I should use that special attack on key 5. Heck, I want to have to seriously consider whether to use key 2 or 3, because of the impact it could have on the entire fight, not just the current round.

I know I'm probably just setting unrealistic expectations and that PFO will be more of a standard MMO combat system, but hey, I can hope, right? :)

Goblin Squad Member

1 person marked this as a favorite.
Nihimon wrote:

A professor was explaining double-negatives to his class and remarked that in some languages, such as English, a double-negative actually conveyed the meaning of a positive. In other languages, such as Russian, a double-negative still conveyed the meaning of a negative. But there were no languages in which a double-positive conveyed the meaning of a negative.

A student in the back replied "yeah, right".

I chuckled. :)

Goblin Squad Member

1 person marked this as a favorite.

It took a little doing, but I finally got it to work after trying a couple different browsers. Obviously some kinks need to be worked out, but it appears as though my card has been charged, so I'm happy for now. :)

Goblin Squad Member

2 people marked this as a favorite.

Thank you very much! I see a lot of interesting discussion going on around here. It's going to take a while to digest much of it, but this game already looks like it has a solid community that will foster lots of sandboxey goodness in the future. :)