Sajan

Andas's page

Goblin Squad Member. 76 posts. No reviews. No lists. No wishlists.


Goblin Squad Member

3 people marked this as a favorite.
BrotherZael wrote:

@Tuffon

Well I mean, it is ALPHA, last I heard. Having a crap-ton of bugs that they then work out with the help of the players was the whole point, wasn't it? The "develop the game alongside the creators" idea?

Unless I misunderstood the year I spent investing 20 hours a week into these forums and the development prior to it's release.

So, if that is really what caused all this, then I really am saddened because that sounds like we the players let the GW team down in a hard way after all the promises of being ready for the bugs and the lower-tier graphics and whatnot.

Sorry, my expectation of a minimum viable product did not match up with Goblinwork's minimum viable product - so I was one that never activated my account.

Nothing I saw from any forum posts or other media was enough to convince me to start paying for access. I think there were a lot of people like me.

Goblin Squad Member

1 person marked this as a favorite.
Kobold Cleaver wrote:

Regardless of all this, I think that something more would have resulted had we not been asked to pay for what was basically a beta.

I understand why this was done. But it made it very, very hard to keep up enthusiasm. Everyone just ended up saying, "Screw it, I'll spend my money when the game works." And then everything went downhiller.

And once you start charging a subscription you are released - no matter how you may protest that it is 'early enrollment' and not a public release. Cue the reviews and the firestorm of criticism...

Goblin Squad Member

7 people marked this as a favorite.

I guess what they are trying to tell you AvenaOats is that the term "WoW Engine" primarily and immediately calls up the graphical engine of the game used by WoW while I think you mean the "WoW look" as in presentation.

Referring to it as the "WoW Engine" sidetracks the reader off the point you are trying to make and frankly confuses people.

Not trying to give you a hard time, but I have had to read your posts multiple times to get what I think is your point. (yes, you can call me dense)

Goblin Squad Member

1 person marked this as a favorite.
Doc || Allegiant Gemstone Co. wrote:
Neadenil Edam wrote:

Edam be looking forward to much fruitful trade at the new free trade city emerging near the weird Glowing Green Spire.

OOC: Historically maintaining neutrality relies on being useful. In WWII many European countries were neutral but were still over-run. Switzerland succeeded in staying neutral mainly because it provided a valuable resource to both sides.

Switzerland was not overrun in WWII because Hitler didn't have the right timetable to initiate Operation Tannenbaum. Nothing to do withSwitzerland being "useful". Additionally,, the active training and defensive deployments of the Swiss military leadership ensured the offensive would have cost the axis a high amount of casualties, manpower needed for the eventual invasion of the USSR.

I was just getting ready to post the same thing :)

Goblin Squad Member

1 person marked this as a favorite.

mmmm.... pi.... ;)

Goblin Squad Member

1 person marked this as a favorite.
Arumvorax wrote:

There has been a desire for a high level of immersion and actions have consequence, so just to toss something out here as an alternative for Corpse Retrieval: don't allow it. Have character death be permanent (no resurrection methods). I don't believe PFO would travel down this path, but it is an idea. The corpse would therefore be a different character making "retrieval" impossible.

The corpse would be fully loot able to any character that can loot it. Gear would suffer durability loss in usage, and not require a death event to trigger it. No "Destroy Item" button would exist, since it doesn't in real life, but a "toss away action" or "convert to materials" could. Having only the game destroy objects (item, corpse, etc ...) adds a bit of processing overhead, but timers could be used to account for how long something would persist.

Accounts would only have one character on them to play. When the character dies it no longer is selectable and the Account would be required to create a new character. The dead character would last until persistence timer has expired (freeing up the character name). An account with the Destiny's Twin feature would have a skill point tracking object named DT_SkillPoints and instead of the newly created character having zero skill points, it would have skill points equal to the object, and the object's skill point counter would be reset to zero.

I don't think permadeath would be very popular. In fact I would go so far as to state that in my opinion it would keep a lot of people from trying the game.

Goblin Squad Member

1 person marked this as a favorite.

EQ2 added an in game chat interface. I think I used it twice in a year? I can't remember for sure. My raiding guild had their own TS server.

I know it is necessary now for coordination and such, but I still have trouble with the deep bass voice coming out of the slim elf maiden (LOL).

I avoid voip chat for the most part.

Goblin Squad Member

1 person marked this as a favorite.
Steelwing wrote:


Before anyone says yes I know all about training and no we wouldn't regard it as a problem because we know from Eve experience that the behind the curve theory is largely a myth that is mostly bandied about by people who want to excuse their failure and can be easily overcome by a group who plays with their brains

Well said :) PFO in EE will be a hard sell to people that are not strongly interested in it - even then waiting for more features may appeal to people.

Goblin Squad Member

1 person marked this as a favorite.

I see. The proposal is:

You have your subscription and are paying for it. Once you are paying for it you start accumulating experience for 1 character (2 if it is a destiny twin account).

If for some reason you are delayed in creating your character (server instability, work, personal reasons) your character will accumulate this experience until you can get him made.

This makes a lot of sense. It takes the pressure off of GW. They do not have to worry about a specific time to open the servers and there is less worry that every body that is going to start EE tries to log on in minute one of availability.

It also lets people that want to get their specific look/setup have the time without worrying about falling behind.

I know I would be disappointed if EE started while I was on a business trip or working.

It seems like a win/win.

Goblin Squad Member

1 person marked this as a favorite.

LOL, well the 'seasoned' crowd explains why twitch combat is not popular :)

I just have to say - Thank god the monitors keep getting bigger rofl!

Goblin Squad Member

1 person marked this as a favorite.

What happens if you are in the middle of a siege and the pvp window ends?

Do the really tough NPC guards start spawning or does there have to be a break in the action for x amount of time before they activate.

I can see both sides. It would be disappointing to be in the middle of a good siege when the tough NPC guards show up. On the other hand it could provide a morale incentive "we just have to hold out to x and reinforcements will arrive."

Goblin Squad Member

1 person marked this as a favorite.

Generally I do not like PvP. What I want is an open world where things happen and grow.

If I toss a fireball in the party everybody gets burned. If somebody kills for no reason there should be consequences.

I will be very interested to see what happens in pathfinder. If I don't like it then I will not play.

It looks to be an interesting system so far. A lot of thought seems to be going into the design. Perhaps I'll enjoy a game that is built around pvp versus a pve game with pvp slapped on top.