APersonOnAComp wrote:
Didn't see you get an answer for this so here's my take on it. All but starting equipment will be player crafted. People will need swords soon after starting. They will give you a recipe and materials for one so they can have and thus you have a recipe now. More people will want a sword, you have the recipe so they can supply you with material for several swords as payment. Now you can make several and give that guy one. Now you have a couple to sell. Also, it might take several hours before some one might have to buy one, you can run along and help kill some things for some materials or money, possibly a recipe. Some more starting wealth. I don't see it being very long before your craft will be able to support you.Networking will be key to this. Let people know you will be a dedicated crafter and as soon as some one gets what is needed, you will make one.
Tony's Totally Legitimate Breadmaking Business is a great place to discuss these things. There is forums for venting, anti-griefing, information gathering, contracts, black market and more. Register and stop in.
The names and personal information subject has been in debate for quite some time. A lot of good ideas have been thrown around that could work. I personally would love to see it limited to interaction. Deciding on the interaction is the tough part. But there has been several threads on this subject and a little input by GW. I am hoping that with Alpha and EE coming up that maybe one of the devs can tell us what is planned for this. <Looks around for Ryan or Lee>.
I tried not to post here but the subject is worth discussing................................... too bad the thread became worthless. I say that with respect to every one here because you all have put in good points in a lot of things. Hopefully this subject can be discussed subjectively at some point. done with this thread though.
1) When will more information on the Add-Ons be available? 2) Several give low level gear and equipment (class pack, player pack, alliance pack), will these be ready for EE? 3) Alliance trait pack gives you increased ranking and membership in that alliance/faction, when will we get the specifics of these and will they be in EE ? 4) Will there be any way to change the character they are attached to if there is a significant change or more information develops that makes the alliance pack not compatible with the character ?
Certain races are always going to be best for certain things. They are also going to be the worst for others. This needs to remain to add variety. Movement speeds need to vary. Use your races innate abilities to over come that. If you are are are a halfling rogue, you better use stealth or mobility to get away. That plate wearing fighter should be slow also. Caltrops also work well for get a ways.
@Stephen or Ryan A question regarding belonging to multiple companies and information that shows up upon seeing or meeting people. Will all three of my companies instantly be available for them to see, just my sponsored company, or some combination ? Also, as an OP ask, how will gaining influence work in this situation ?
Pax Shane Gifford wrote:
I will have to look it up again, its buried in our forums. Being that its still a while until EE, we haven't set any thing down yet. I'll let the author know people are interested, though he will probably see these posts sooner or later.
Notmyrealname wrote: A newspaper sounds like an interesting way to do what I was thinking of. You could cover what has gone on recently and do other things like you say. It could be fun and useful done that way, do you think GW would let there be in-game newspapers to inform and entertain? There has been some discussion of some thing like this coming out of our corner of the game
Being that you buy training time with in game currency, you need some way to earn it and spend it. If I am deployed for 3 months and have no sub running, I need a way to earn some coin and spend it to get XP coming in. If I can't log in, then my account is pretty much lost unless I spend cash. That I think is a no go. There needs to be a way around that.
I like Shane's idea. I believe Rift allowed you to mark the in game locations for your group or raid. There was four different colors so you could designate, green marker for this effect, red for that one. Also marking targets and allies is always a bonus. As for in game voip, its nice for a small group of people you dont work with often. But it doesnt get used much. Vent and TS are used way more. So I wouldn't want them to waste money on it for a while after OE.
Bluddwolf wrote:
My neither. Although DAoC let you give equipment to keep guards which actually did help. Killing them didn't return your stuff though. Once given, it was lost. Having mobs loot your body, I don;t really care for. You have criticals etc. to give you disadvantage. If you want mobs PvE top be tougher, just give them an opportunity to get an upgraded weapon etc upon killing a PC. Example, I am fighting these orcs and one of them kills me. He has a 5% chance to recieve a weapon to increased damage 5%. Something easy and controllable. And if he receives this upgrade, then ha drops a little better loot. Kind of like a level up for him.
Here is a link to a discussion on identity etc.
These has a lot of good information and opinions in it.
No matter what the min/max ends up being for the PvP window, it needs to be just large enough that it costs a significant amount of resources to maintain NPC guards for that vulnerable time. Now what is considered significant will still have to be decided. A settlement needs to be balanced and you buff one area up, another should be lacking.
Steelwing wrote:
I perfectly agree with this. Steelwings toned changed and Ryan hasn't said any thing in a while and yet every one else is carrying it on. I imagine his posts are worth something or he would have been removed already. If they get to the point that they aren't then I am sure he will. You don't have to like some one's tone for the information to be relevant, and a lot of his is. As for Ryan's replies, every one is human and imo they were snarkish and probably shouldn't have been posted but he also made relevant points. Some times you have to slap some one to get their attention. Enough said
@Drakhan But being second class probably wouldn't be that bothersome to a casual player as they get to play their game. @Steelwing I agree that playing more, you are more likely to get into a well organized group, but that doesn't mean that if your not, you won't. A well organized group will recognize the value of the casual player especially if they are consistent. @Nihimon I think the series of other actions being necessary will depend on the DI of the settlement you plan on attacking. Even the smallest settlement should take a while to become vulnerable to that last attack. I think it should require destroying or taking all adjacent PoI's and require that you take at least one as a base of operations.
@the casual players Ryan wrote:
Don't let this statement make you think you can't be invited into a powerful organization. Notice I bold lettered one, and that's because value is what really gets you invited. Value is the eye of the person judging you. You can be valued for the quality of the ore you make, that they use for their tier 3 weapons. You may have missed the entire siege, but your work made a difference. And all you did is play your two hours a day, to gather and make your ore.
I think the reputation system would be the better way to punish players who participate in destructive behavior. If I am wondering around with my necromancer and decide to raise an army of undead and help clear an EC, and it just happens to be against the law in that area, doesn't mean that this is destructive behavior. Is it CE, most definitely. Is it being anti-social or destructive to another, no. It would flag me as a criminal and therefor subject to those consequences. So he helped with an EC, created sanctioned PvP and meaningful interaction, and is being punished by the alignment system in so doing. This somehow seems wrong. If we switch the penalties to reputation only, it frees up chaotic alignment to play their alignment better. In a settlement would it create more corruption, sure, but if the settlement can handle it by spending more influence for increased guards or other things to fight corruption, this should be punishment enough. You could allow the settlement to restrict access to a certain level of reputation, and use that to base what types of training can be attained there.
@Ryan
So it sounds like my "Bat Cave" will be instanced. If the entrance isn't going to be physical, it could be implemented like so. I find my spot i would like for my "Bat Cave" and mark it. This mark would be the access point for the hide-out. The mark can be on a tree, rock, wall or whatever. The mark will only be visible to whom I give permission. Clicking this mark loads you out of the terrain into the instance. Now for a character with out permission to see it, they have to have the training to see them, then be in line of sight when some one uses it. Then after all that, they still need to have the perception to actually see the mark. Setting it up like this will enable us make a hide-out just about any where <behind the counter of a bakery etc.> But if its made in town, you will be more likely seen using the mark to access it. Being a player created structure, it should offer a stash and some power regen at the lower levels, then bigger stash, detection radius, and fence at higher levels.
With the new blog out on PoI's, I started this thread to get ideas flowing for my "Bat Cave". We can assume that hide-outs are a PoI much like a watch tower or inn. They aren't resource producers and are more permanant than a mine etc. So let's start the process of building my "Bat Cave". First thing is to clear this hex of its monsters and claim it. Once that is done, the first group of questions come up. With my "Bat Cave" active, will monsters respawn? This question is important due to the fact that the absence of monsters would be a give away that the PoI has been claimed. If it has been claimed, people are going to be curious what's there, probably leading to discovery. Monster would provide some cover as to the "Bat Cave" being in that area. If so, how many should there be? This could be considered an upgrade possibly. Do you have to keep the balance so you aren't over run or possibly have this controlled by upgrade options also. They could be considered your gaurds, non aggressive to you and named allies by default. Now my "Bat Cave" is established, it has two outposts nearby. A second group of questions come to mind. Can other people use those outposts? If some one else tries to use it, will it notify them of my presence? Would I be notified of thier presence? Can they be used as an extension of my "Bat Cave"? Whats going to be available for my "Bat Cave"? Is it going to be considered a watch tower with stealth for all intent and purpose? Will it have a storage and power regeneration properties? Just some questions and ideas I have. Put some input and suggestions in.
I think their marketing strategy just sucks. 100 boys are potential buyers, only 80 are going to buy. Add 100 girls to it and maybe 25 buy it. You don't pull the project because you might sell more ! That was 25 more sales and 75 more word of mouth that might lead to more sales. Those 75 that didn't buy, you need to find why and what they want and fit it in the marketing. If they are watching it, some thing appeals to them. And maybe of those 20 boys who didn't buy would if the neighbor girl did. We all know we males buy stuff just because the female liked it. Dumb, just dumb.
Display range: 300 meters or so. Adjusted due to physical inpediments, trees, fog, heavy rain etc. Audio range: 200 meters or so. Adjust due to actions, just exaclty what is that guy doing? If you can't see him until he is 100 meters away, what ever was blocking sight, probably blocked sound also, depending on exactly what it was. Identification range: 100 meters or so. Adjusted by targets outfit. Face covered, good luck lol. Target range: Same as visual.
Wearing heavy armor also makes you stronger and you do get used to it. That's why fighters get a bonus to armor penalties. And its designed for fighting, not every thing else. So while a fighter should be able to climb and swim in armor, it should still be hard. Or why would rogue and barbarian types wear leather armors ? Imagine a heavy armored guy climbing a ladder, not terribly difficult. Now imagine him scaling a wall which would require stretching on tip toe or a small leap to catch a hand hold, extremely difficult in heavy armor. Heavy armor limits your movement in certain directions, and happens to weigh more. I know from experience, carrying 30 lbs of weight and moving on the ground and ladders <window installer for 3 years> is way different then climbing straight up with only 20 lbs <tower climber 10 years>. It is a completely different set of muscles. Also, climbing a ladder and a sheer surface are different muscles. I have worked from 45' to 300' in the air, climbing all sorts of things, and just in winter clothing <Carhartt bibs> makes it a lot harder. My partner for tower climbing was the mule of the team, I was the agile one. In nothing but climbing harnesses, I could climb the sheer surfaces a lot easier than him. But he could pack 40 lbs of weight up those 100+ foot towers a lot easier than me. Armor does make a difference, even if society's view is way off.
A friend and I started playing WoW together, his first MMO. One time when we were playing together he gives away this 1% rare purple drop. I was like, "Holey crap dude, you could have sold that on auction for a boat load !" He thought it was blue. Come to find out he is color blind. Red and orange, blue and purple look like the same color to him. He didn't know they had a color blind setting. No dot= White item <common>
Monsters levels etc were done in the same fashion. And of coarse the name plates also had a different design also for type, rare, elite etc. So my question is this, now that I finally got to it... is PFO going to add a setting for this ?? I truelly hope so.
I am choosing PFO as my main for a few simple reasons. 1> I heard of it first. 2> I have been playing DnD for a long time. My uncle has the original 3 pamphlets it was released as. 3> While I loved RvR in DAoC and DAoC itself, I tend to spend alot time playing and need more than just PvP now a days. Although in WoW I leveled via BGs. 3> I already like this community and believe we will make this game a lot fun. While every one loves the 3 faction PvP, I think it was more fact you could happened on to two sides going at it, and it was a free for all for you. I would love picking off healers of the winning side to see it the encounter turn out equal. Then when it gets down to the last few, cleaning them all out. 8v8(v1 that they didn't see lurking in the shadows>, and I am the winner. That or our gank group runs in and PBAoEs them all. We had a 75% win average, the other 25% we just had our ass handed to us. But that was the fun. I can see that type of potential in this game. Maybe not the exact same, but the feel will be there. I'll play CU, but I am more of a one game person. The will be PFO |
