Jardin

Calis's page

Goblin Squad Member. 30 posts. No reviews. No lists. No wishlists.


RSS

Goblin Squad Member

1 person marked this as a favorite.

I have bought the game, 3 copies for myself, wife and eldest child, with the intent to play from the get go. However with the bugs in the game as mention by Cheatle I will not be playing, till they are fixed. The MVP as it currently stands is lack luster, but I would be willing to play at least for the three months I have, however the bugs are a deal breaker. For alpha I understand to a point, however if it gets to the point of paying to play this, I can not understand how anyone would play it, as it stand even for free it is not even vaguely worth the frustration. As an aside is anyone else disappointed with the complete lack of pathfinderness in PFO? I know you can not translate it as it is in the books ect. However to me it feels in no way related to Pathfinder. Mostly thinking about that since I will probable just run a real pathfinder game, while GW trys to get their act together.

Goblin Squad Member

1 person marked this as a favorite.

Great post Xeen, I agree with 90% of it, and find nothing particularly objectionable. Nice to see a clearly thought out critique. I hope for a bit more out of the pvp, was hoping to be a caravan guard, gatherer protector "for the big node's". I don't see that making it into the mvp but I hope to see it before EO. I feel with what i have have seen, and what has been said the pvp of PFO will make or break the game. To make it clear, I in general don't deal with pvp and only occasionaly play pvp games, in most game I have never found it meaningful enough to participate in. However with the idea's that have been floated about in PFO I see that as a fun possibility. Defending your settlement, or other peoples creations/resources, is something I could develop a character around.

Goblin Squad Member

@ Being tell people to shut their yap, is not called for. Of late of you have been rude and border line obnoxious.

As for the grind, I played eq 1 for years many year. This game currently is just as grindy, with less challenge and more rewards. Obviously I don't mind the idea of some grind, however the form that it is currently in, is very boring. I am hoping for either some progress in the mobs ai/ wandering, or more likely see if pvp will make the game challenging and therefore fun to play. Currently its not for me, and it seems other people have this same issue, and that is really the point of any game. Is it fun? do you enjoy yourself? The point of posting is not to one up each other or silence the game's critics, it to communicate our feelings to the developers and each other. As far as my problems with it as it stand others have stated them in detail. I hope GW manages to address some of these problems, if fear the the MVP will not be engaging/challenging enough for me, and many others, if not I will come back with OE and check to see then.

Goblin Squad Member

Honestly I am hoping to RP in PFO, though not so much in alpha, mostly do to the fact its all very temporary. However a better way to chat with others, and emotes, even if its only /em Dumps a bucket of water over Beings head. Would be very useful. With what is currently there in the system it would seem imposable or at least more work that I would care to put into it. That being said its alpha and chat/emotes are likely far down the list of their priorities and that is quite understandable.

Goblin Squad Member

Were is the information on the changes that are coming to crafting?

Goblin Squad Member

A better way how about only being able to cast/range attack what you are facing? maybe a 180 degree forward arch. @ Xaer I play Pathfind this game is only vaguely simulator to the pen and paper, and that was stated to be so from the beginning.

Goblin Squad Member

Three things, first off alhpa is only for 4 more days ish, second ist more that this is in response to the complaining and something better can be tried, finale this is directed at TV7 Jazz, if you happy with how a cleric plays pls post how your getting them to work and some idea's. While I am not playing and have not played a cleric I have two friends who say they are hopeless and underpowered, both solo and grouping. I know one of them died over and over again "not sure why" Do to the fact I keep giving him new equipment to replace the stuff he breaks. So honestly I am just speaking through heresy from the cleric perspective

Goblin Squad Member

Yes and cleric divine spells, honestly feel more sorry for clerics, as far as I can tell they have the short end of the stick.

Goblin Squad Member

1 person marked this as a favorite.

Been playing a Wizard with my wife's heavy fighter, this has worked surprisingly well, though honestly she puts out more damage and has more kills while we group, in addition to being much much tougher.Though she is not as effective at soloing as a I am. I have the ability to do better targeted dps and more mobility. Now that all ranged is about to be nerfed with the rooting the ranged user in place, I will no longer have the ability to maneuver, and being about twice as squishy as she is that means I will either die due to standing still while mob deal out 50 to 100 damage, or not deal much in the way of dps, because I will have to run about and be at best limit crowd control. Instead I will drop the spell book and pick up a sword put on some heavy armor, a two-hander and a bow and deal dps that way till the complaints about over powered whatever has the Nerf bat swing somewhere else. Honestly barring pure solo play I think close up heavy fighters and ranged char are fairly close in the ability to deal out mayhem and survive. My issue here is not so much this particular nerf (though I find it irritating) I more am disappointed in the nerfing by popular complaint/demand, to address larger issues. If I have learned anything in mmo's: is people are always going to complain about some class/ability being over powered, occasionally they are right most of the time they are not. However, thoughtless broad spectrum nerfing is never a good answer to the real issue.

Goblin Squad Member

I am in the US Tampa Fl, and am haveing the exact same issue, A friend came over and put on a program called cybreghost 5 and bounced me off a close by city and now that one pc in the house can play it, all the other still can not even see goblin works dot com.

Goblin Squad Member

read the thread connecting to server, for more information

Goblin Squad Member

Kinda hard to see a post in alpha forms, when you can not see GW web sight.

Goblin Squad Member

My household has three different pc's from 2 years old to about 4 years old, all of them have the exact same issue, goblin works web sight will not load, and they will not connect to the game. Also before 5 pm Sunday est, alhpa 8 would run on all three rigs. So i dont think its the pc's that are the issue. As resting the ip, and calling the isp,I am working on those options, mostly waiting for the more PC savy person to wake up and see if he can get anything running.

Goblin Squad Member

I will look into firewalls, but I have a friend a few miles from me who is on an playing, he has the same provider. Its just odd was play 7.1 fine and 8 when it came up, then nothing, have multiple machines in the house that can play it same issues for all of them, no PFO, no goblinworks web sight.

Goblin Squad Member

Still unable to connect, was on last yesterday afternoon since then I can not connect to GW websight or PFO. No issue's with anything else internet related.

Goblin Squad Member

Same issue I have tried 10 times with no luck. I can get the GW sight to load very slowly, about 5 mins. Hope someone at GW is watching the boards.

Goblin Squad Member

Invite me pls

Goblin Squad Member

Honestly As long as a Player can craft the same type of item, and make it better than what is sold in the cash shop I am ok "not overjoyed" with goblinworks evolving cash shop idea's.
However I have two issues so far, one this game is has you shelling out 15 a month and has a cash shop offering important "in game structures and possible dungeon content" this to me is simple greed, if it were as stated early on as superficial bling and emotes ect, that only interacted in the game on a graphical and not mechanical level "barring one use items" that would be understandable, if the game were free to play then what they are doing would be understandable, as it is, it is pushing what I am willing to accept from an mmo.

Issue number two is anytime someone disagrees with goblinworks, using stated old posts and common usage, Goblin works redefines what that word/concept means to them, I understand these concepts mean different things to different people, however goblinwork through Ryan redefines their meaning after the fact,and in general does not clarify their statement when asked pointedly about meanings untill after the fact. So I would ask that goblin works try to better define there statements succinctly, because we are quickly approaching beta and the statement that things are not solid enough to give out specifics is getting worn thin.

Also I ask in specific will players be able to craft the same type of structures as what is being offered in the cash shop and if so will those crafted structures be better than what is offered in the cash shop.

Goblin Squad Member

Honestly I have been greatly disappointed with goblinworks attitude towards their possible player base, in particular Ryan Dancey. Somehow it seems he/goblinworks thing that our takeing part in all of this is a privilege that we should be grateful for, and not they they should be grateful for the money and interest in their perspective game. If I also noticed that the attitude started after the kickstarter, once they got their money things changed. If I were today to make the same decision about pathfinder online, I would be of the wait and see, and in no way would I ever give a company money upfront who has the attitude goblinworks is protraying via Ryan Danceys posts. Also who can not even give a decent estimate minium spec of there game when they are about to go into alhpa. Also the fact thier is s signifact euro presence in the game already, one should not just say we dont care about the portion of our comunity "which is what i took from that statement may not be what he intended to convey". As for the potability the game is going to flop, yes that was a known risk, however what they portrayed and how they acted in their kickstater verse post kickstarter has been significantly different to me. I read these forms fairly often and know their is a core of people who praise anything goblin work says, does, or thinks, and some of it is praise worthy, however their player interaction is anything but, in particular Ryan Dyancey's posts in the last month or so.

Goblin Squad Member

Tried the link to the goblinworks customer support and that is also broken.... Take me to Paizo.com. I find it kinda irritating that the email I revived was about getting it done quickly, and I try to do so and it is completely imposable to accomplish what was asked.

Goblin Squad Member

1 person marked this as a favorite.

First off I have seen the idea gm intervention work well, in the first semi massive player game I ever played, a mud called Legends of Terris. The GM's were gods, they enforced the rules that were not possible to hard wire into the game, added alot to roleplay, and and some of the plots going on in the game. They also mediated disputes that got out of hand. While that mud was not pvp, it however had alot of nasty things you could do to people. The "gods" were in general a positive influence, though at times biased force in the game. They allowed for the rules to be loose and yet could step in if things got to out of hand. I would love to see PF online try something along those lines. Their will always be ways to bend/break the rules intent while still keeping with in the letter of them. From reading the boards their seems to be groups of people intent on doing just that, and consider it just part of the game. While with in limits that is fine, when it gets out of hand I think there should be someone to step in. Trying to make rules that have no exploits is not possible and will just end up making the game to restricting while not actually succeeding at their intent. Anyway it likely not a workable idea but one can hope.

PS I was one of the people who used exploits, nasty tactics, ect, and was call before the gods various times, 95% of the time it was justified, I had various in game punishments, and only once was banded for a short while. So it not like i do not understand people wishing to find ways to work around the system intent, it just if it goes to far it make the game no fun for anyone.

Goblin Squad Member

Honestly starting off making temporary defense with pointy sticks is too much. Have you considered starting of with fruit or vegetables, perhaps a pineapple field? Or some green beans lining the perimeter of your enclosure. People always have jump straight to pointy sticks.

Goblin Squad Member

I did not forget to salvage. I did not consider it worth mentioning, in fact i think becuase mobs will drop salvageable loot, than salvage will likely end up in a net gain to the mats, their by the item concentration on the game. As for Siege warfare, that seems like a large assumptions, while I am sure large amount of mats will be needed, GW has stated everything will have a item level, and items levels are dependent on mats, so why would you want a item 50 battering ram or catapult, or really anything. Mabey Seige warfare will be the expectation, but again, will your seige items disappear after the fact, or will you be able to dismantle them and move them, or perhaps salvage them. Are there going to be so many wars going on that this somehow will be the sinkhole that all other production in the game equals out? The issue here is of balance, and with the information stated so far I do not think GW has a balance that will allow a living economy.

Goblin Squad Member

I am not sure if anyone has addressed this, but one key thing is missing. If everything is player made, and items while damageable are repairable. The market will over time become more and more flooded with everything. I have been into tradeskills in many mmo's, and into the economics of many mmo's. The only mmo that I have played that has dealt with this is EvE, and that is mostly through the fact your stuff goes pop quite often and therefore the market is not as glutted with items. While I do not think this is the only way to deal with it, I would like to here how goblin works plans on compensating for this.
I also Have a problem with harvesting, while at first glace it seems fairly ideal, the problem I see is that low level harvesting will not be worth the effort, if all it can be used for is the lowest level gear "again if the gear is indestructible this problem is compounded". I would suggest that some lower/est level harvested mats are needed in all of the trade skills, things that are not intrinsic to the item but deals with it, for example low level wood, is turned into charcoal for the forge and it takes large amounts of wood to make a reletive small amount of charcoal, and alot of charcoal to make a breastplate. By doing this you will give young characters who wish to harvest a way to do something that is useful therefore somewhat valuable to the more experienced character, a concept that is central to the combat element of this game, why not make this concept central to the trade skilling aspect of this game also.

Goblin Squad Member

Started with Atari, which my younger sister threw down a stair well in a fit of jealousy "I would not let her play", since then have had most consoles out there. Started PnP 20 years ago, I have played old dnd, Adnd, Rift, world of darkness, Alternity, Shadowrun, and Pathfinder. Found a Mud in high school named Legends of Teris and fell in love with online gaming, the Main MMO's that i have play was EQ, EQ2, EVE, DDO, Runes of Magic, WoW,Rifts, and many others that i did not stick with for long enough to mention. For PC games I generally played RPGS and strategy either turn based or real time, though my fav is the Total war series. Besides for that I read lots of different fiction and history, philosophy. Of late I have stopped playing MMO's mostly because they have become not much more that a walk in that park, and all the parks seem very similar, and this is the first game I have had much hope for in a long while.

Goblin Squad Member

2 people marked this as a favorite.

I really like this idea. I think the a Colosseum should be in a PC Settlement, and that betting should be incorporated into said build. Also that there should be rewards for the winner put up by the owners of the settlement. Also that the owners of the settlement get a certain percentage of the top of all the betting, this will allow first off that the settlement gets a return on the cost of building said Colosseum, and seconded of to pay for the rewards that will draw in the best players. One of the reasons I think the Colosseum should be in a pc settlement, is simply that i think most of this game should be driven by the community, and that it give the settlements more of a distinction having various important reasons for a pc to travel to them. Other than just purely economical or quest driven reasons.

Goblin Squad Member

I had a thought for the deployment of fast travel that runs along a different line. While the ideas above may be great once PFO's world grow significantly, for not I am not sure of the need for it to be implemented. My idea was more dealing with roads, the basic road, or dirt path is just a means of easy navigation from one place to another, but player settlement must upgrade to paved roads to allow fast travel through their territory. This will give some benefits for the movement of goods, armies, in addition the possibility to charge a toll to use your fast travel roads. Also this idea will limit fast travel to area's that are already fairly settles, and its growth is driven by the players. So that fast travel is not to common place and doesn't lead every you want to be. Keeping the wilderness feel to the wilds, and taking away some of the tedium of traveling more settled lands.

Goblin Squad Member

First off I will state that I am not planning on playing an evil char. That being said I think the since there will obviously be numerous evil PC's running about that giving them some focus in the game, through mechanics is important. My problem with evil in most games is that in general it is just childish destructive behavior, that or that want to make a quick profit at someone else's expense. I would like to see evil encourage on somewhat of a grander scale. I am not sure how this would be implemented, but giving evil better options than at worst being mindless thugs or at best small time assassins for hire, would improve the game and make both sides more balanced, and give more meaning to those who chose to be good. Again how this would be accomplish through game mechanic's is beyond me right now. I have read a few post that have some suggestions, but I don't want to go did them up right now.

Goblin Squad Member

I can see both ways, the fact that realistically resources are finite, and therefore camps should also have a finite time. One the other side of things, if we were to stick to realism too strictly we would have only a certain amount of resources ever, and face deforestation, strip mining, etc. Being that the game, while large for an MMO, will still be quite small for what harvesters will be doing, this does not seem fun, nor do i wish to play a captain planet MMO. I think that more of a middle ground approach would take place, more than an hour, perhaps a few days for forests, a few weeks for mines, with the total resources available to be removed being a hidden stat.

Possibly some skills that allow for quicker and/or more efficient gathering. This I would think would allow for the guild and city pvp portion of the game to have some more substantial reasons for combat, and strife. Also the fact that there would be more organization needed to make long term use of these large scale nodes. While a party may be able to come in, plop a harvester down for a few hours, pick up and go, if someone wants the best results of the find they would need others to take turns in the guarding and moving of all the collected resources.

Again creating opportunities for inter-guild and -settlement strife, bandits, the need for wagons, guards, etc. Honestly either way I would enjoy, the idea that harvesting as a group effort that will require more than watching a tool move for a few seconds makes a warm happy place in my heart.


Sign in to create or edit a product review.