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Why not just allow thieves to break in and get 1 random item or 1 Item stack from your personal vault, then a X minutes cooldown timer kicks in, so no thief can get to your vault for the next 5 minutes while the last thief needs to wait 10 mins?

Of of course, how well you disarmed the traps etc. can play a role here, like say, you disarmed them all perfectly then you get 2 random items or more from his vault, and the cooldown timer is reduced. If you set of the traps you get nothing and the timer is increased ?


I was thinking that their account system could be built up like this.

You can create and play on 1 account for free and it has 1 character slot available.

If you want to open another slot, you have to pay 1$/month, open 5 slots and you pay 5$/month or something like that. If you wish to only pay 2$ in December, you get to choose wich characters slots to still be open for play, the rest will be locked until you pay for them again.

This just popped into my mind while reading the thread though, dont really know about the cons and pros yet, enlighten me xD


Deadestdai wrote:

So many posts here that I'm sure my wants and requests have already been thrown into the mix; so there'll only be one thing I will offer in this thread:

Bards - please please please, do not leave the bard class relegated to just being a glorified buffer. There is so much more to playing a bard than just singing your songs to give your team mates bonuses.

I'd love to see the Peform skill offer up chances for a Bard to pretty much have a chance of making money in any community - and not just singing or dancing either. I'd love to see as wide a range of musical and performance related actions possible within programming ability - dance, instruments, juggling, poetry, even stage-type acrobatics - this is a suedo medieval setting, those are pretty much the forms of entertainment that both the commoners and nobles would most likely enjoy.

Also a Reputation based score dependant on one's character's performances and audience response so a player can keep track of how well they are received and where they can expect to perform in-game from village inns all the way through to a King's Audience chamber! Even have this reputation affect how vendor prices are calculated in a "Fame" type way - "O no sir, this fine bottle of wine is on the house after sir's wonderful performance this evening." :)

I was thinking of how Entertainers and Inns etc. can be made more useful.

I dont know if this has been mentioned or discussed before though, but couldnt they make some kind of mental fatigue? Like, your character has been fighting/crafting/fishing/whatever for 5 days straight, and has now reached rock bottom in his mental fatigue. In order to regain your spirit you go watch a bard sing some stuff, go have a drink in the inn, go watch some exotic dancers or go pray in your church.

The mental fatigue could gimp your character slightly in some way, like -5% crafting speed or some s+*@. And you only get completely drained after a long time, so that it doesnt become a chore to go binge drinking lol.


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A couple of different structure models/styles would be nice. Like 2-3 types for each kind of building, and the ability to choose the house colors.

A PC with the architecture skill could be making the "structure plan" with all the specifikations, like "Wooden House, Green and Red Colors, 2 storis high", and then a pc with the engineering skill appropriate for the structure plan would be needed to place the building site.


KitNyx wrote:

English is my first language and I had to look it up. Initially the big word added an illusion of authority I think. Now its use has become a bit of a derogatory label for "us". Saying something you suggest is for "verisimilitude" just says, "oh, you are one of them..." without actually having to lower oneself to tossing about insults.

I like the idea of a customizable UI including obvious (bar) and overt (vision blurring) visual and/or audio (heavy breathing) ques for the elements on the interface (course, I also advocated a touchscreen interface).

Touch interface? By the gods!


Scott Betts wrote:
I don't actually see any purpose to removing the numbers from your health/mana bar beyond making the game more frustrating, presumably for the sake of "verisimilitude"?

Haha, I'm sorry. These are just my idea of a nice game. You know, not everyone shares the same opinions. I've seen most of your post, and frankly, you seem like a guy who thinks your ideas of a game are always the best.

And why cant you just say truthlikeness or realistic instead of verisimilitude, I'm not a native english speaker. In fact, English is my fourth language, I had to google that one haha. There is no need to complicate things even more.

And to Caineach, your arguments are really good. I have never thought of it that way, but then again, I have my way of playing games and other people have their ways. And I am not, and I dont know anyone, who is deaf or hearing impaired so I didnt give that any thought either.


Onishi I was thinking about the problem with healers as well. I guess a little "IM DYING HELP ME" shout would be in order. Could be used to trick enemy healers as well, shouting for help. If friendly fire is in the game, I suppose healers can heal enemies by mistake as well ;)


Yes minigames would be really nice, as long as they are not mandatory. Cutting trees or mining through a minigame can be fun some times, but lets face it, at some point you are going to go nuts. Maybe the minigames add a little extra wood/stone/ore, and when you dont use minigames it just gives slightly less resource.


I think the idea behind this is really good. I like it.

I also think that the developers of PFO should take a look at the new Territory Control system that Starvault is making for Mortal Online.

It seems perfect, to me.


No visible healthbar/stamine bar/mana bar. At least a energy/stamina bar can be replaced by heavier breathing and grunts made by your character. Your vision getting blurred, the sound around you fades/ does a lowpass effect. You know.

Enviromental dangers. Like, when you are walking around in -20 degrees celcius, your character gets a debuff in speed or something like that, because of the cold. You can counter this by wearing more clothes, or stop and drink some special tea kind of thing. Or just make a campfire and get warm for some time.

This might be far fetched, but I would love to see different islands/continents where players are sailing ships in between.

A very well working alignment and morality system depending on your current ingame locations. Like if your moral compass tells us that you have killed many people, and eaten babies (example!!) in some parts of the world you are not welcome, or merchants can trade with you without losing some of their standing in their area. Then, if you travel to another area, where eating babies and killing people is the norm, you are loved and everyone respects you etc.


I dont know how the combat system is going to be, if it is going to be somewhat like Wow (sorry for using the reference, but I dont know what the term for such a system is lol) or if it's going to be more of a twitch based realtime system like, say, Mortal Online.

Personally, I enjoyed Mortals combat even though it had it's flaws. It really brough your own personal skill into play. And yes, there was friendly fire.

In my opinion, this system brough back the danger of combat. As an example, take a look at the old Star Wars movies, like A new hope etc. and compare the lightsaber duels with the new movies. The old fights were slow and more accurate to how a real (REAL) swordfight would happen. I mean, when it's a matter of life and death, no one in their right mind would go flailing a longsword around in a 10 vs 10 melee fight right?

You would probably hit some of your friends if you dont act carefully.


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Hello guys.

I've just recently heard about Pathfinder, and Pathfinder Online. I have read most of the posts made in this thread, but some of them might have slipped.

These are just some of my thoughts on some of the things discussed here.

I think that decaying items is a must. The decay should only happen when you use the item, naturally. The current condition of the item does not affect the efficiency of the item. Say, a sword is a at 25% durability, and it still does 10 fire damage, just like it did when it was first created.

Now, what I think is interresting is that there should be some kind of a display system available. Like a player owned house, where you can hang your old weapons/armor on display. You can put up your new weapons and armors as well, it's totally up to you. Some kind of a crafter would be able to fit your item permanently onto a holder of some kind, allowing you to still have the weapon on display, but it is useless, in case someone breaks into your house and tries to steal it.

This is just a thought experiment lol.