There are.... so many things... that I would like to see in the new forums. I think the community has done a great job expressing their desires, and I'm sure all the ones on my list have been covered at some point... so I'm not even going to bother listing them. I'm not saying you guys shouldn't list them - I'm just saying that I am feeling rather lazy. ;)
TheRedKommie wrote:
Our small guild (shameless plug: Deathwatch) consists of about 10 definite players, 7 of which being in Early Enrollment. All 7 of us currently play either local Pathfinder tabletop campaigns with each other, or specifically use roll20.net. (two campaigns going at the moment) We looked around for different free and/or paid software, and roll20 is by far the best we've come across. And the free version has everything we need, too! Edit: We have about 3-4 more friends on-the-fence about purchasing the game - I think they are just going to wait until Open Enrollment.
Just adding a quick note: To further expound on this, if I remember correctly, "Crowdforger Guild" buddies (all 6) were told NOT to vote in the original LR1 - their 6 votes were assumed. Whether all of the guilds in LR1 obeyed this or not, who knows. In any event, this might also slightly skew your figures (by up to 6 in either direction), in addition to the EE vs OE problem.
Thank you all for the welcoming attitude - it shows a prime example of one of the many qualities we like about the the Phaeros community. I'm wondering if anyone would dare to give me feedback about our new guild website? I'm aware that the following things need to be worked on:
Thanks! :)
Stonebreaker wrote:
I'm thinking along the same lines, but I would still recommend that they perhaps disband, reform it without "pax" in front, and then maybe perhaps add a note in their description that describes their affiliation/relation/whatever with the other Pax settlement, etc. Can a Pax person please comment on this idea?
Ryan Dancey wrote: I am going to be recording video for the blog this afternoon at 4pm our time and I won't be leaving work until it's been finalized. Due to the way we're running the web site it may not be published live until tomorrow. That will depend on when I get done editing. This news is exceptional. Thank you. (It also implies I can stop hitting refresh for the next several hours!)
Xeen wrote:
With all respect, I believe you have misread that. That is when Chris added the last batch of guild names, it appears.
Amigad, I've never done this until today, but I'm now finding myself clicking refresh on the blog at least once per hour today. I think the largest problem they are facing is that Ryan is currently graciously answering every email that is sent in - which might lead to less time allotted to things like writing carefully-worded blog entries.
Xeen wrote:
I wouldn't be so sure. My prediction is that smaller "guilds" that find themselves in control of an early-game settlement would have a prime opportunity to recruit some of the other 70+ "guilds" that failed to achieve the same. If they played their cards right, they could end up being larger than some of the "top 10" "guilds" in the LR2. Just a thought - because Deathwatch was considering trying to do the same (it was our "Plan A"). T7V Avari wrote: ... Separate websites, separate private forums, separate voting structures, separate meta game guilds. No common military, no common diplomacy, not even a promise to form in game nations. ... ^ This. All of this. As being one of the more recent companies to join the Accord, I can clearly see that while there is very, very open communication between members of the Accord, we each have our own priorities and all the things Avari mentioned. I think that this thread should show great evidence of that, as it appears to me (I may be wrong?), each company from the Accord has their own opinion on the situation at hand. Even some members of these companies are speaking on their own behalf. Cyclops Face wrote: ... Can Nihimon come in an unequivocally say that Veil has not given any votes to any other settlement in the Accord? ... I'm not saying that I disagree nor agree with Nihimon's stance in this argument by stating the following: On behalf of Deathwatch, I admittedly approached Nihimon about doing something similar to what Pax is [perceived to be] doing with Golgotha. I spouted out some random plan that would involve soliciting T7V's assistance gaining extra votes for Deathwatch's settlement (which, to be fair, was to involve those who voted for us to actually reside within). There were to be benefits for T7V as well, according to the proposed plan. Nihimon and other leaders of T7V were against the idea, solely based on the idea that no matter how fair or rule-abiding the plan could become with tweaking or otherwise, it would still look dishonest and would make us look like we're doing the same thing as Pax - even if we weren't. The plan was quickly destroyed, and we investigated other options to how me might work with T7V, the Accord, and other supporters. We found a few options, and ultimately found the best for everyone's interest. Now, speaking on my own accord, I believe that what Pax is doing is very much perceived as unfair - but only because there are no technical restrictions keeping people who vote for a guild in LR2 to actually play/live within that settlement. Perhaps the best solution to please all parties involved would be a simple plan as such:
I believe a plan like this would help Pax's image, perhaps make Nihimon a little bit less angry, still abide by the rules set forth by Goblinworks for LR2, still keep PFO looking like a fun game to play. Perhaps I'm being too idealistic. EDIT: And, perhaps I've opened myself up for a whole lot of flaming?
Audoucet wrote:
Rather, I'm feeling antagonistic, so I'm quoting you - just because you had asked another person to stop quoting you. ;) Also, Panda Express. noms
Audoucet wrote:
I'm feeling antagonistic. >:D
I would like to formally announce that we will be joining the Phaeros settlement. As such, we have officially disbanded our Land Rush "guild" - but our chartered company will remain intact. We will be working very closely with The Seventh Veil in this venture, with more exact details regarding our partnership to come at a later date. In the meantime, all of our members will be placing our "votes" in the Land Rush to Phaeros (currently named "The Seventh Veil"). Although there are several other options available to us, including throwing all our votes into another affiliated (Roseblood Accord) settlement, we (both T7V and Deathwatch) felt that this was against the spirit of the contest. After all, we are planning to live within the walls of Phaeros, and we should represent this with our numbers as well. It was a difficult decision to come to, but in the end it is quite relieving. Here are the basics of our reasons:
Again, to summarize:
One "final" note:
Before making any wild assumptions about any of this, please just ask me questions. You can post here, or private-message me.
CBDunkerson wrote:
Deathwatch has indeed "dropped out" of the the Land Rush 2, but only to join Phaeros directly (with all of our votes). Even though we remain a separate company and we will be working directly with The Seventh Veil, we choose to take all of our votes and place them into their settlement. Some of the things we could have done would include placing our votes with other affiliated (Roseblood Accord) guilds, we felt that this was against the spirit of the contest, as we do intend to live within the confines of Phaeros. I will be updating our forum thread shortly with details as to why we came to this decision.
Greetings Nihimon, et al. As the official diplomatic representative of Deathwatch, I hereby pledge our affiliation to the Roseblood Accord. Most of our details can be found on our original Chartered Company introduction thread, however we are shying a bit away from the necromancy theme slightly (in light of the heinous flag mechanics that were announced sometime after that - we shall see how actual game mechanics will work in regards to how heavily involved we will be with necromancy at some future date). Otherwise, we are simply a humble group of adventurers that wish to take part in a larger scheme of things. Alone, we are weak. As part of a larger group, we can not only benefit from the strength of numbers, but we also seek to offer our skills to benefit a greater cause. We believe we have found such a cause. We are a True Neutral company - open minded to all sorts of adventurers, even if their tendencies may take them down one path or another. (Mechanically, it gives us five options for compatible alignments, versus four, or three.) Our adventures may take us deep into dungeons, or perhaps onto the battlefield as wars between kingdoms ravage the land. With such a varied bunch, it is difficult to say exactly where we will end up from one month to the next, but I can assure you that we will do our best to make it a fun experience for those that join our sides. I guess you could sum us up with this:
I'd be happy to answer any questions via PM.
I completely agree with the statements above. I know a big focus right now is to migrate everyone's account over to goblinworks.com, among other tasks (e.g. Alpha readiness), but the guild/company/settlement confusion REALLY needs to be summed up. I would even say to go as far as explaining it in a kickstarter email... Or something equivalent. Like an FAQ. When we first created our guild on the LR2, we were confused a bit about how everything will come into play (e.g. multiple companies to a settlement, etc.). Which, by the way, can anyone pinpoint a quote or a blog post somewhere that describes the mechanics in which two or more companies within a settlement will interact with eachother? Such as... will we have separate buildings (like guildhouses)? Will the founder of the settlement be in full control over all of it? We're one of those smaller guilds that are on the fence about trying to recruit more people (individuals or companies), or to abandon ship and filter-in with the "big guys" and just join their settlement(s). So really, any functional information right now would be nice. *ramble, ramble*
Honestly, I didn't read every post in this thread - mostly the ones that seemed important (ofc including Ryan's). I'm the leader of a small guild (shameless plug: Deathwatch) - mostly consisting of a small group of friends from the same small town who have been through several MMOs and in most, had our own small guild (frequently taking in many outsiders/acquaintances to make it a medium-sized guild each time). Seeing these "giants" (e.g. Pax) come in and sweep the leaderboard seems unfair and frustrating... at first. Ryan's post/PM really did remind me of several other posts, articles, and other texts made by Ryan and Goblinworks, where they've clearly stated that they want giant metaguilds to come into their game and make things interesting. It's hard to be frustrated at something like this, when it's sort-of the whole point all along. Nonetheless, it really does give the smaller guilds/groups a run for their money. It sounds like the best thing that the smaller guilds can do is to band together and attempt to get a settlement this way. Only problem with this is: at the end of the day, who gets control of the settlement? If you have two groups of 20 members each attempting to join together for a shot at the top30, who's going to concede to the other, granting them [what I am assuming is] full control over the new settlement? Back to the large-guild thing. When I first saw that Pax (and the other two winners of Phase I) had not just added themselves to the Phase II contest, but had ALSO added a 2nd guild... I was quite upset. But now seeing that they could have done MUCH worse (e.g. the idea of creating 40 "guilds" with 100 members each... or maybe not so extreme...), I'm sort of happy that they are only creating these two guilds (and the other two winners only creating one each, it appears). tl;dr: I'm a bit unhappy to see that the winners of Phase I are creating guilds in Phase II to gobble up more land, but:
Had a "minor issue" myself over the weekend. Sent an email to that email address (not knowing it was going to Ryan himself), and received a response and a fix this morning. Excellent customer service, it seems. ;) I'm assuming some of the outstanding Guild issues would include the Pioneer Buddies? I had my Buddies check their pledges, and they seem "gone" at the moment. Regardless, we'll wait until the next update/announcement before breaking anything else. :P
LordDaeron wrote:
I think I might be able to get behind something like that. Would like to see some detailed thoughts on the idea first.
Nihimon wrote:
Oh, I was thinking something else - my mistake. But to address the original point: Champion flag is optional. It's essentially "looking for trouble." I would argue against the idea of raising/controlling undead being "looking for trouble." To me, gaining Heinous/Villain over a matter of PvE, only to suffer unprovoked PvP consequences in which there are no benefits whatsoever for the defender... seems a bit unfair. But to throw a "Champion" flag up and tell people, "Bring it on!" seems a deserving target.
AvenaOats wrote:
1) Rather true. And, in light of Ryan's post, it may not even occur that often. But if they already have a section of the flag system that's dedicated to "these sorts of acts", then I'm sure it's weighing heavily on the Devs' minds. I'm just hoping that the rewards for opening myself up to PvP situation where there's no consequences for the attacker - the rewards had better be d*** well worth it. 2) It wouldn't be great roleplaying without playing roles that are different in character from oneself, in my opinion. ;)Nihimon wrote: There are "NO consequences" for an Evil character attacking a Champion... Why wouldn't there be? There would be reputation loss for the attacker? Am I mistaken?
Banecrow wrote:
^ This. All of this. Much better way of saying what I was pointing at. EDIT:
CBDunkerson wrote: It really doesn't. Walk into Pitax or Daggermark with a bunch of undead and you're still gonna get ganked. Let me clarify: By "town" I'm not exclusively speaking of NPC settlements or cities pre-established by Pathfinder lore. CBDunkerson wrote: Only if you do ten things which give you the heinous flag without waiting a minute between them. I'm not sure whether controlling ten skeletons at the same time is ten heinous actions or just one, but either way it still seems like you'd have to work at it to get the 'villain' flag. "Characters using undead for example will have the Heinous flag the entire time they are using undead." In this scenario, the [wizard] summons undead that fights alongside for a while. The entire time, the [wizard] is heinous. Undead minion dies. [Wizard] summons a new one within one minute. Stack another TEN minutes on the timer. Sounds like he'll have "villain" in no time. CBDunkerson wrote: Um, it already is. The 'Heinous' flag has no impact on the reputation of... anyone. It doesn't change the reputation of the person who has it or anyone they interact with. It doesn't directly change the reputation, no. But if other players suffer no reputation loss for killing a heinous/villainous [wizard], then there is no penalty for (what I would view as) murder in cold-blood.
CBDunkerson wrote:
What I'm really saying is: Reputation should be left out of it.
The heinous flag business here is really making me upset. The flagging system in general seems pretty nice and well thought-out, but I feel that the heinous flag needs some serious re-thinking. Neadenil Edam wrote: I would EXPECT this to be the case. Of course if you are witnessing someone raise the dead, I could see it as being similar to witnessing someone commit a criminal act. You could deal with that person's actions without consequences. However, this appears NOT to be the case: Goblinworks Blog wrote: ... such as raising and controlling undead ... Characters using undead for example will have the Heinous flag the entire time they are using undead.... . .And just as Murael posted about earlier: Goblinworks Blog wrote: ... Anyone may kill a Heinous character without fearing reputation or alignment loss.... ^ This is a terrible, terrible mechanic. This is certainly treating necromancers as though they were griefers, and I frankly think this is bogus. I can completely understand an alignment hit for summoning and controlling undead. Of course - it's an evil act! But to suffer reputation loss from players freely killing the necromancer, seems rather silly. It is practically the same as punishing a character's reputation for their evil acts. In this particular case, it seems that the Reputation axis is DIRECTLY PROPORTIONAL to the Good-vs-Evil axis. I don't think these should directly correlate at all. I feel that a powerful, evil necromancer for example, could easily have a great reputation. "Infamous" if you will. In short, I would like to play as a necromancer. This would probably result in a Lawful Evil character. However, I don't want to become a complete social outcast or to have a s***ty character, just because I want to have some undead minions. I think this completely goes against the spirit of the Pathfinder tabletop game, and I'm deeply saddened by this. I feel like if I were to play as a necromancer character, I would be treated like a random-murderer. Proposed corrections:
Neadenil Edam wrote:
I would add this to the list, if I were able to edit the original post. Curse these messageboards and these limitations... But I agree, this was a clever, albeit risky way to get items from one character to another, when the system did not otherwise allow it (or the player did not have a house or something to store it securely in). Another thing to add to the list: Getting loot you can't carry. If adventuring far away from town in the middle of the wilderness where few players travel, it would be possible to drop a less-valuable item on the ground and run back to a settlement, unload, and come back to hopefully retrieve your extra load of loot.
Rafkin wrote: I like the Public Groups in Rift. That way if I come upon someone getting fighting bandits I can join in and group with them with the click of a button. In this model you speak of, how is party loot handled, then? Is loot even important? In PFO, looting a corpse that you do not have rights to can flag you; therefore it might be important to keep the looting rights to only those you trust in your party. Mr. Random Joe that walks up shouldn't be able to join the party without permission, gaining looting rights. Just a thought.
Dario wrote:
While the exclusive "trashcan" (or "donation box") idea would certainly solve the problems of having garbage lying around, it also takes away the immersion a bit, in my opinion. I find it interesting in some MMOs where the most populated cities are always pristine, and never-changing. It's a static world that can't be affected. Personally, I don't like this. One more thing to add in regards to the idea of restricting this to certain areas: An example would be exploring an overworld area that a previous player had gone through, and finding some medium-grade axe lying on the ground. It probably came from an orc that was killed by a player who uses bows, but it might be an upgrade for you as a new player that uses axes. Awesome.
... I ain't gonna be part of your system! Question to the Devs: Will we be able to drop inventory items, including consumables, weapons, armor, etc. on the ground, such that these could be picked up by other players? Background: One aspect I liked about Ultima Online was the garbage all over the ground in certain populated areas (e.g. West Britain Bank). When one player decided he/she did not want something, it was easy enough to drop it on the ground. Another player (usually new players) could pick up the item and use it if they needed it. If it was something that was truly trash, many players would simply use the nearby trash cans, which would delete the items from the game after a timer expires. If I remember correctly, upon server restarts the garbage on the ground was deleted from the game. ... I'm an ADULT! ...
I'm curious to see what the PFO community has to say on this subject, but I'm also really curious to see what the Devs would prefer. Obviously it's too soon to know what the capabilities of the system & software are (and whether implementing this would have negative effects on these), but I really would like to know if the Devs have any interest in implementing this in PFO. As usual with my threads: if this has been answered elsewhere on the messageboards, please simply point me in the correct direction with a link (thanks). ... Man!
Hmm, an update on the subject of Sorcerers vs Wizards (and whether there will be a distinction if there are no individual reagents, etc.):
Ryan Dancey wrote:
It seems they will be focusing on the roles in the core rulebook, and that might imply that these two archetypes will be combined somehow. Obviously, we won't know for some time, but speculation is fun.
Greetings, nanacano! We'd love for you to join us. While we are waiting for more details about guilds and chartered companies, you're welcome to join us on our Facebook group, if you'd like to get to know us a bit better. Most of our members haven't created Paizo.com accounts yet. And Dakcenturi, it's true that there are not many TN companies around yet. We'd like to remain a bit more "open minded" in terms of what types of characters we'd like to attract. Not to mention that some of our guild members may end up playing evil characters, while others will play good. We have a very mixed group so far, and it seems True Neutral might be the best way to cater to everyone.
Keign wrote: Well, as to that scenario: Spell component pouches are fairly cheap, threaded gear, and it's a social game - go get a little help. I certainly hope that's all it would take, which is one of the points I really would like to make. It shouldn't take exorbitant amounts of time to get back into playing the game. Keign wrote: Honestly I'm totally willing to accept change, but I'd sooner have sorcerers and wizards combined than reduced to too-similar shadows of one another. I could see this combination as being a possible solution. Some people may not like that, but I could see that being a better option than the latter.
A guildmate of mine (who is not on these messageboards [yet]) said: Quote: My understanding is that people expecting something close to tabletop play are simply misinformed. The game is based on pathfinder lore and on DnD class and casting concepts, but the game will be an MMO akin to Mortal or Darkfall but hopefully with much more polish and thought put into it. Paizo has earned a lot of goodwill by keeping up the 3.5 support so I'm hopeful they'll be there directing the creation of this game. And another said: Quote: I've been looking through the PFO forums and am worried about one particular aspect of this game: I'm worried people are going to expect PF Tabletop gameplay but just in virtual form. I hope not too many people will be disappointed when all the lore is there but the game essence itself has changed. I have to agree with the common theme here in their posts. While the creators of PFO would like to keep true to the tabletop game as close as possible, I'm thinking that some people might have too high of expectations in regards to how close to the tabletop it will be. That being said, if Goblinworks decided to make sorcerers and wizards cast nearly the same in regards to "physical components" (reagents, spellbook, etc., or the complete lack thereof) in the interest of keeping the game fun to play, then I'm thinking there's going to be some disappointed people. However, making the game tedious and unplayable is going to disappoint and frustrate people even more. Unplayable? Check the spoiler below for this tangent...
Spoiler:
Yeah, look at Ultima Online as an example of a [albeit poorly implemented] reagent system for spellcasting. Not only was it painful, if not impossible, to start playing that game as a caster with no other means of support (friends/guildmates/alts), but if said caster were to die and lose all her possessions, she would not be able to cast spells to be able to make a recovery. Of course it wasn't impossible to make a recovery, but not at all easy. It involved saving up gold to try to buy reagents from vendors, or literally picking them up off the ground. To do the former for a pure caster without reagents... yeah you get the picture. Catch-22.
Scenario:
So what I'm really trying to say is that we really should be prepared to accept change, especially in regards to how PFO archetypes are likely to drastically differ from those in the books.
Soldack Keldonson wrote:
Check out Ryan's response to some similar concerns I had. Here's a direct link: http://paizo.com/threads/rzs2p8bh&page=3?Kickstarter-Community-Thread-S ubscriptions#122
Dakcenturi wrote: While having the link back to a bank is * convenient* it would be pretty immersion breaking IMO. However, simply having crafted spell pouches of different quality eliminates hassle for the wizards and still stimulates economy. I do agree that these should have some degradation effect on them just like you would get with armor and weapons. Well said, and I agree. Just don't forget the "threads of fate" part. ;)
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