

In cases like this where we question the moral "existence" of rights as the belong to non-player entities. In most cases such as this I believe that the River Kingdom Freedoms would apply over all others, and as such should probably apply to any creatures that are "intelligent" enough to warrant caution, as well as applying to property.
In the case of Goblins and their ilk, I imagine in such a setting any reasonable PC would have been raised to think of them like vermin, monsters, or simply best to avoided. In such cases we would be skirting the ethical questions, based on our current objectives.
Travel any road means that if we receive a S&D we are unhappy with, we would be well supported by our organization to slay the offender without fear of repercussions.
As this applies to animals, I would simply bulk them under the category of property, or a "native" resource to be used if they are not properly owned by a settlement.
Non-Aggression to me means thinking before acting. We are free to react to things as we see fit, so long as we aren't working to actively infringe on the right of personal safety, or ownership we will find things much simpler by simply not making enemies.
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Rufus UK wrote: I have now posted something on the board to show that I have actually arrived there so don't nag. I just don't have anything interesting to say :p I rarely do either, but that doesn't stop me from boring people.
I feel that this question is kind of moot for one reason.
Bag of Holding can be threaded. I imagine certain low value/high weight valuables being transferred by wealthy guilds, and certainly any poor caravan wouldn't be able to afford it. Nonetheless, given the settlements first "X+1" wealth level, anyone with sense will make sure to buy a Bag of Holding, and the better connected the caravan is the better one you can buy, or you can purchase multiple. These folks would be riding wagons full of heavy junk, protect a craftsman, and break the wagon at the first sign of trouble. If the player dies, everything in the Bag of Holding (Type 1-4) should be safe. I suspect the bag will "cost" more Thread when it is full but I don't see why this would cause too much undue harm to a peaceful caravan. The Merchant respawns losing all the crap that might get looted, and then secures travel to his original destination after reequipping and regrouping.
KotC Nymerias wrote: I'll be taking notes for my company, but I doubt I'll record it. Oh you'll be there too? Fantastic news! I'll probably try and schedule as many of the PFO events as I can. At other times you can find me in the PFS room helping people with Hero Lab.
All the junk discussion aside, I would be immensely disappointed if I cant buy a Decorative Water Clock, and set it up in my house because of "Decay."
Allowing for an innacuate volley, coordinated with other archers sounds like some kind of Teamwork Feat you might train for.
Say you que up the range, location, and ready the attack until a sufficient number of archers have set up, or have some way of visually perceiving group readiness. It would be nice to have a "ready mode" whereby many people ready up and the first person to "fire" would set off the other archers, like a readied action. Just something to think about.
Chai Guy wrote: Ring of Earth Charter
The ring of Earth is the true Foundation of the Circle, it is with the resources we gather that the rest of the Circle depends. We will organize mining, logging, farming and other resource gathering operations with the support of the other rings. The quality of materials we gather will directly effect the quality of goods the Ring of Iron will produce. This in turn will effect the quality of gear at the disposal of the rest of the Circle, Finally affecting the effectiveness of the Circle to Defend out Camps and Caravans. It is also the job of the Ring of Earth to construct Walls and Structures for the Circle as needed.
Here is the Charter for the Ringo of Earth for those interested in related matters!
If you are still looking for a place to call home, and can make play with a Neutral Settlement, I'm sure you can find a place in our organization, regardless of playstyle.
I agree, and don't see what you are trying to accomplish here Bludd.
I understand you want to do all that nasty nasty, but I don't understand what is so hard to understand about agreeing not to be viscous, abusive, or grevious. The mutual benefit portion is only implied because of the fact that an environment free of such things will clearly benefit all thereby.
At least you don't smurf.
Yes! Great neighbors to both you & Phaeros hopefully!
randomwalker wrote: Carbon D. Metric wrote: Alexander_Damocles wrote: The Roseblood Accorded Association of Federated Independent Sovereign City States in a Bond of Fellowship has finally launched! Glad we got *that* cleared up. I think you forgot Conglomerate Affinity Sovereignty Organization in there somewhere ROFL Conglomerate Honorable Affinity Organization of Sovereignties has a better acronym. Or worse, depending on which side you're on.
Pretty sneaky sis!
Alexander_Damocles wrote: The Roseblood Accorded Association of Federated Independent Sovereign City States in a Bond of Fellowship has finally launched! Glad we got *that* cleared up. I think you forgot Conglomerate Affinity Sovereignty Organization in there somewhere ROFL

Lam wrote: With all your circles, how would a crafter, aristocrat, or cleric role fit in?
Hi Lam!
Warden (Officer) of the Rings of Gold and Earth here!
As for crafting goes you would find a good home in our Earthen Ring, but you would best be suited towards joining our Ring of Iron, who will serve as our quartermasters, craftsman, builders, and pioneers.
Aristocracy and the like will likely fall under our Ring of Gold owing to the fact it is our primary rulership/diplomacy/international trade organization.
Clerics could find a home in any given ring to be quite honest, given your personal interest in the activities involved. For example a Cleric would be best suited toward our Ring of Light, focused on holy work, charity, and divine spellcasting specialists. On the other hand you could VERY easily fit in with our warring of Ring of Steel if your playstyle is such that you are more interested in the prospect of defending the homeland, or purging frequent escalation cycles with our team of elite combatants as a healer (Every group needs them).
If you are interested in more information you should check out our guest forum page with much more detail and information that I'm willing to really type out here, simply due to amount of it.
We are quite interested in new members, as well as anyone looking for a kind of diplomatic outreach to get to know their neighbors better.
I hope this was helpful.
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Agreed! I'd also like to thank everyone who made the turnout to work on the Accord, from T7V, to Arcadia, and all my fellow members in the Keepers of the Circle to successfully hammer out the terms and everyone else who contributed to the discourse.
I expect to see many great thing spring from this.
Time for an update/bump perhaps?
The latest figures below.
Lawful Good 15%
Lawful Neutral 14%
Lawful Evil 9%
Neutral Good 28%
Neutral Neutral 8%
Neutral Evil 3%
Chaotic Good 11%
Chaotic Neutral 7%
Chaotic Evil 4%
Total votes: 148

As for the disguise portion of your discussion, I surely hope that these disguises are not that easy to see through as any pattern that would distinguish this PCs activity from any other PC acting regularly would entirely defeat the purpose of the disguise, especially if the person checking them already failed their perception/sense motive to discover their identity.
There is no reason why PCs should't be able to dress up and transmit a disguise that treats a CN human rogue like a LG half-elf wizard given he has the proper disguise and skill. If rogues move in a specific way/speed, then the disguise should automatically alter these so they match the disguise.
On the other hand it would be nice PCs could "play it cool" and enter a settlement under the disguise of a NPC, and have his gear, movements, speed, and general affect replicate these. There are plenty of games on the market where commoners, NPC merchants, and even guards are milling around everywhere. Sure the person can break their disguise by jumping around, talking, or attacking someone but letting the system be where someone watching can obviously pick out the phoneys even after losing their skill check is WORSE than not implementing a disguise skill at all, as the developers programming time has been wasted when it could otherwise be put to good use.
As for guards, I can see a type of busywork being done at all of the city entrances and important checkpoints, checking people for paperwork, disallowed magic items weapons, or contraband should provide the player who wants to play the guard with things to do. I can see perception and sense motive being vital skills to this player. If they spot someone or something that is out of order they can either choose to confiscate the goods, turn the person away if they dont trigger a thief/assassin/criminal tag, or arrest/attack them if certain requirements aren't met.
This also gives players a chance to reasonably bribe other PC guards, who in turn can eventually even face the consequences of these actions should the be caught.
Poor life choices, every time.

I would much rather see players purchasing Tier 3 weapons from each other with our proverbial Goblin Balls, which have their own GW set price, and can be used to access other, non-mechanical benefits, boons, and the like. As I see this being a primarily RP based community, I can guarantee if you can buy a "Decal Tool" or pack of "Dyes" or "Harness Kits" to customize a given piece of equipment, armor, even Tattoos; from the Cash Shop, then this will already cause reason for players to buy X Goblin Balls, trade that game currency (Previously real $$) for these high end Craftables like the T3 weapons and armor. It give the in game economy a real tangible link where even Gold-Cash will end up getting worked out by the community.
This way all the gold spammers and salesmen are out of a job, since buying or trading commodities is what will define the core of the economic system of PFOL, and with Goblin Balls having a material world value, and can be traded for goods and services certainly they wont be able to compete with the store.

Yeah, I have to vote with the "no resources in the cash shop" people.
Allowing people to magically summon resources that other people have to spend LOTS of time and effort into getting (As low level players, low level resources are level appropriate challenges) is simply not right. Shortcuts are one thing, but a "faucet" that charges the customer for resources would only ever be shut off when the person (Or people) stop paying money for the resource. Simply put, every time someone buys resources from the cash shop it will reduce the overall value of all other resources of that type that exist in the world. One thing we've learned from allowing players to spend money in game is that people WILL use the service, no matter how expensive it is, and these purchases will end up back in the market one way or another, especially in a system where nothing is "bound" to a character.
Anything a player can use to increase there experience, level, skill, talent, or otherwise give them a tactical, or even financial advantage shouldn't be accessible in this way.
Allowing a player to purchase any good that lets them attain greater glory is exactly what Pay-to-Win means.
Sure GW can limit the amount of $$ someone can spend on these resources from the cash shop, which seems to be the only way GW could control how these resources affect the economy, but as a business this would antithetical to the entire premise of selling the game at all.
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I'm personally preferential to Iron Bits, loved using a sub-currency market to undermine the sales potential of the PC.
Necromancer Games Slumbering Tsar shoutout.

Dario wrote: Carbon D. Metric wrote: What does everyone think of a Coin (Not Gold or otherwise, Real world money) faucet in game? Think something along the lines of daily tasks for NPC factions that allows the f2per slowly (I mean something on the likes of 10 cents worth of Coin a day) build up the currency so he can eventually access the same features others can by simply giving GW their credit card.
Effectively, some sort of in-game way to earn the skymetal bits that serve as stored-value currency in the cash shop? Yes this is exactly what I'm talking about.
Throwing out some arbitrary numbers to clarify.
Lets say 5lbs of Skymetal (SM) cost 9.99$ USD. GW would have discounted levels of Skymetal at double this something like 10lbs of SM for 18.99, etc.
Now lets say the other in game avenues reward SM on measure of ounces of it at a time. For example we engage in a top level escalation event, and players who participate meaningfully towards it are awarded 2 ounces of precious SM. This kind of activity would take a long time to accomplish, and even longer to build up to the stage where the "faucet" can even be turned on.
I think by allowing players to trade and acquire this SM then it will help defeat the idea that you HAVE to buy SM to have a fair shot against those people who can afford it. It goes back to the idea of being "time wealthy" versus "monetary wealth."
I hope that helps clarify.
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To be fair, if you make encumbrance something that can be written off with something like a Bag of Holding that CANNOT be lost (Think putting the bag into the appropraite slot in every single MMO ever) then I cannot envision ANY players not simply looting 100% of the what they can for Player Husks.
I guess my concern here is that if a system is put in place that lets players ignore the encumbrance system then that will invalidate the whole point of the system in the first place.
TL:DR Bags of holding should NOT be able to be threaded, otherwise encumbrance will be meaningless to any players who aren't brand new to the game.
What does everyone think of a Coin (Not Gold or otherwise, Real world money) faucet in game? Think something along the lines of daily tasks for NPC factions that allows the f2per slowly (I mean something on the likes of 10 cents worth of Coin a day) build up the currency so he can eventually access the same features others can by simply giving GW their credit card.

Jazzlvraz wrote: Nihimon wrote: There's really no reason to present a list of the target's lootable equipment unless you're going to allow the looter to select items from that list. It could just be a delightful tease...
It was so much more fun when our first response to "random" was to wonder what kinds of useless crap we could carry to ruin a bandit's day. I now wonder whether we crowd-forged our way into the "list" idea :). Hmmm this in interesting.
I like the premise based on the fact that it will help make killing someone and looting them more appealing in general, as due to the fact that upon killing you can choose 1 of a given randomset of unthreaded pieces of equipment the person had instead of just getting whatever the RNG wants to throw at you. This will help reduce the amount of garbage that someone loots that they have no use for.
Example: A Wizard get told to Stand and Deliver, and as a CN Evoker specialist, the would be fully armored bandit is now a smoldering pile of ash. In the random loot scenario there is a decent chance to loot his full plate, exotic weapon, or other piece of otherwise useless gear. In the system where loot is presented to the looter and a choice is given then the player will almost certainly be able to find something among his gear that he can put to use such as a Wondrous Item, a Potion, or maybe some armored Bracers.
The same can be said about Fighter types looting casters, as they wont share very many keywords between items, a random situation would only serve to force the winner to try and find someone else to pawn his goods off on, which is in-itself a whole different skillset.

Ok, well then how about features such as
5) Character Rebuild (Respec) for money. - I can see this being very VERY popular, so much so that GW would probably put a cooldown on it. It would allow you to retrain a certain amount of your experience towards other training you currently also have access to. It wont change you from a Wizard into a Sorcerer, but it might allow you to go from a Blasty type Evoker to a Conjuerer type.
6) Character Re-name Tokens - Possibly gamebreaking if PCs are identified only be character name
7) Kingdom/Land/Settlement upgrades (Non-Cosmetic or mechanically beneficial)
8) Kingdom/Land/Settlement visual modification
9) Kingdom/Land/Settlement Hex Deeds (For actual real $$ purchase)
9) Player Character Titles (Baron, Duke, etc)
10) Experience Boosts
11) Kickstarter Boons
12) Uniquely Researched Spell/Special Attack Research Materials (For players wishing to make their own, new spells or slotable attacks)
13) Mini-Pets - Non combat functional
14) Exotic Mounts, animal companion skins
15) Opening a Chartered Company - Meaning each guild (Post EE) will cost some amount of "coin" to activate.
That's right, we are going to speculate, and complain about other models we have seen in other games, and be all anal about how we want do give Goblin Works, our money.
I figure what better way for your company to understand how their target audience wants to spend their money on your product than by asking them?
A couple ideas to think about here.
1) Pay to Win
2) Lottery Tickets Keys
3) What products/services do you want to see
4) Cash shop Auction House
In any given tabletop, I rarely stop to take more than perhaps a few potions or an obvious magical item off a body on they first pass through an area, carrying an armful is NOT advantageous in dangerous territory, and loot and always be taken care of later.
Aizom the Tiefling II wrote: This might seem like an odd idea, but maybe a merchant char. could, if people aren't entirely happy with the way loot was distributed, take it all, and then see everyone was given the equivalent amount of money the entire venture earned. the problem would be resting the loot from the one who benefitted...
Afterwards you could attempt to buy it back, but then you might have to pay exorbitant fees to get it back....
The system might need work. Thoughts?
That sounds like a great idea for a slotted ability for Expert type characters, or even a major ability for a cohort your hire to use, great thinking!
Being wrote: So far I have not found a way to script an NPC so that he will become aggressive. I think I need to find a way at that point to prevent the player from trying to interact, yet be able to identify The Adder because it isn't yet time in the storyline to have a chat with him, especially while engaged in conversation with the Drow. The developer over there appears reluctant to let us 'build' bosses or script any NPCs for anything but conversation and dropping things into the players' inventory. Really the Foundry there is quite limited currently. A good thing, probably, except it does impede really interesting efforts. Perhaps the two NPCs that are speaking should run off when the non-stealthed character gets within range and drops some sort of incriminating document which you can use?

Bringslite wrote: Carbon D. wrote: Also when it comes down to those really rare "Dragons Claw" type items, I think the corpse should produce a reasonable amount of the material so that nobody gets left out. 4 Claws per dragon, 1 Heart, 1 Skull, 200lbs of Dragon-Bone, and 50sq Feet of Dragon-Scale. That is unless you brought a Wizard with Disintegrate along, in which case you get Nosching! I am of the opposite opinion. I would like to see really rare items... well, really rarely drop. Seems like that would keep them rare. I agree that certain materials should be rare, but I think that the function of their rarity should be flipped on its head from what MMO's typically use.
That being instead of having a loot list of items and harvestables available to loot on death, perhaps each corpse will have only its ruined gear (Salvageable at best) and whatever physical components that given creature actually IS. In our case we want really rare material like Dragon-Scale for our discussion.
In the past MMO paradigm, you would have to go out accomplish a few things.
1) Find the Dragons. Typically pretty easy to do in most MMO themeparks as long as you are of sufficient level.
2) Slay the Dragons. Usually these kind of high grade material, lets say Quality (300) for argument sake. So this kind of material is very valuable, so it will be guarded by high level monsters, and as such the developers cannot allow a flood of the material.
3) Farm the Dragon "Zone." Sometimes it would take hours, if not days to get enough that you need, as they are dealing with the typical wash/rinse/repeat respawning kind of world the Dragons they have access to is practically limitless, HOWEVER, the chance of the drop rate is something like -1%
I would like to see a system where there is more emphasis on step number 1 (Being that actually locating the Dragon). We will be relying on Monster Hexes to develop and eventually escalate into monster attacks. This will be the primary supply of higher level, and more fortified enemies. Dragons are if not THE Kings of Kingdom Attack, rank among the most iconic encounters the Fantasy RPG has to offer. During this escalation info will come that a Dragon Lieutenant, or Major, or otherwise is located 3 Hexes into dangerous Wilderness Hexes. Once the party rallies, and chops the creature to bits, there is nothing in the system to respawn said Dragon.
Once our Dragon has been looted once, the lair has been plundered, and the treasure dragged home, the party would certainly be upset if their Dragon failed to yield the arbitrarily "Rare" quality (300) Dragon-Scale. It's not like they can just go out and prepare to go out to find more dragons spontaneously. In fact I anticipate people treating certain Escalation Cycles like they would treat the respawn rate of Iron, Herbs, or other treasure.
My point here is, sure Unicorn Horn SHOULD be really rare, but NOT because you have to kill 40 Unicorns to get the item, but because FINDING and CLAIMING the kill are going to be significantly more involved than walking up to the Unicorn Spawning Hole Cave v.048b.
Hope I'm not coming off poorly, just trying to help think outside the preestablished norms. :D

I think it would be a nice feature if the developers allowed there to be something like a "shared loot inventory" that the party members can always access as long as one or more of them are carrying it, and they are out of combat to retrieve the goods.
I know for a fact that this is how a number of TTop players handle it in a dungeon, or out in the field exploring, we write everything down on a list as we get it and if anyone wants something in particular they negotiate it with the rest of the group if there is a contest for it. That way groups can go about looting the dungeon for the 1-5 hours they are likely to be "at-it" and they can all just toss it on the master list to divide up as they choose at a later time.
Worst case scenario someone has to get offline and they arent around for the looting, but the Devs have already said that PCs will persist in the world in some way even when they are logged offline, and if this is the case there should be nothing keeping the remaining party from splitting the treasure with that PC anyhow whenever they need.
Also when it comes down to those really rare "Dragons Claw" type items, I think the corpse should produce a reasonable amount of the material so that nobody gets left out. 4 Claws per dragon, 1 Heart, 1 Skull, 200lbs of Dragon-Bone, and 50sq Feet of Dragon-Scale. That is unless you brought a Wizard with Disintegrate along, in which case you get Nosching!
I'd say in terms of alerting the guards it should alert the NPC's you are there to investigate. In fact when I went through I killed about a dozen guards thinking I had to slough my way through, then was surprised when the person I was there to investigate didn't react to my presence in the room.
Perhaps some dialogue the player overhears from the next room over instead of having direct access would flow a little more naturally. Sorry if the feedback wasn't enough I capped off my character limit in foundry as it was lol
@Being, testing out the quest now.
I love to see so much variety in the selection from the Pantheon! I'm just hoping each Diety has their own real features instead of just another statistic to track.
Unless you REALLY REALLY care about your will save and initiative, then you could sacrifice your Wis down to 17, so you can bump it up to +4 at level 4 and room to have 11 Con to give you +1 health & Fort save.
In fact I'd go with a spread like
14
16
12
10
16
10

1) Describe the new situation. Keep in mind the stone block will either a) Be hollow, or b) automatically fail if the BBEG is inside it.
IF the NPC is touching the hollow stone block around him he gets a save. If it is light wherever you are keep in mind illusions do not block line of sight or effect, and therefore would let the ambient inside of this solid wall. Right off the bat I'd give the NPC a WIS check just to figure this out as soon as the spell hits.
2) If the BBEG has any ranks in spellcraft or knowledge arcana then he could roll to identify the spell. He succeeds, give him a significant bonus on his WIS check, and a circumstance bonus for the Save. No matter what, by RAW he wouldn't automatically know the illusion is just that even if he saw it being cast. He could similarly roll a MUCH higher check versus a magic item activation effect, something on par of 10+Caster Level+Spell Level
3) If your ranger cannot make the save against the cube by interacting with it first then he could not use line of sight to target the BBEG, so it would require multiple shot, or a simple word from the illusionist-allowing him a will save of his own. Careful what you say out loud though, because the boss WILL be listening. I would give the Failed BBEG another will save for every additional time something interacts/passes through the stone cube, heck, I'd add up a +1 stacking bonus to each time it happens. Also I would be including 1 check every round as a full round action for the NPC to stumble around confused trying to figure things out.
4)It should be dark. The latest spell wins when it comes to equal level light/darkness spells. Since he has the drop on the party IF he is smart then he will use the Darkness to dispel the Light altogether.
If the Scimitar is outside range or even on the edge of it, it will continue to shed light outside Darkness radius as long as the Darkness is cast on an area instead of on the weapon itself. In this case we have normal light (From the Light spell) being reduced to dim light inside the radius of the Darkness The torch would work fine outside the Darkness, but burn and shed no light inside its radius as it is nonmagical.
In any case you will either have a situation where the Moon creates ambient dim light around the scene, and where darkness is cast the Moons illumiation goes down to darkness, the torch goes dark, and the Light spell only provides the same level of lighting as the Moon would anyhow. Like I said though, if the BBEG uses Darkness to dispel the Light, then they will be MUCH more disadvantaged than otherwise as it would drop them strait into darkness if he can target the weapon. (Users Will Save to Succeed as the item is "attended")
Hope this helps!
I am playing a Cleric/Druid (Depending on whichever lends itself best to farming) and my Diety will be Erastil. The reasons are pretty self explanatory when you look at his domains (Animal, Community, Good, Law, Plant) as they match up almost perfectly with the character I plan on work out as my primary PC.
Longbows, animal husbandry, healing, plant mastery, and skillset focus. I figure doing my Gods work is the core, essential driving force for him.
Yes exactly, and sure it will take time to construct that big marble column but that will all be part of the time investment and I'd imagine would have some sort of in-process animation or NPC behavior regarding the construction to facilitate the changes.
This especially excites me thinking we can use Foundry like tools to make real lasting, and semi-permanent changes to the actual persistent world.
I imagine someone with the skill, resources, and time being able to help create something wholly unique, I imagine at least the level of detail seen in the Environmental Experience. These tools can be used to create systems that let us physically shape the world around us.
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DeciusBrutus wrote: Alignment will create meaningful choices and forcing the player base to split has interesting emergent developments. This out of everything here embodies what I also believe. Alignment is not a way of controlling characters, it is a way of describing them, and always will be. In terms of MMO tech, this is trivial for the system to handle.
Actions have consequences.
As long as you use typical english-latin style lettering and possibly accents then that should easily cover it. I don't think players need punctuation, or even Russian lettering etc

My plan is to try and level whatever Divine Religious Healer Archetype they come up with, mixed heavily with whatever skillsets are required for heavy resource collection, farming/cultivation, and Handle Animal for breeding purposes. So ideally in the 3 year run I think I'd look like.
10 Cleric/Druid
10 Farmer/Tamer
0-5 Channel Energy Specialization
So versatility will play a major role in my character theme, it will be more like I have 2 fairly separate roles I fill, at different distinct times.
In all likelihood I assume my leveling and focusing on the production, process, and distribution themes of the game will impede my "professional adventuring" skillsets. Sure I might have a useful companions, and can provide supplies for 4 weeks in the wild, horses etc, but that might not mean much when the party is staring down a Basilisk. For that reason I plan on playing maximum to the support style so as to provide healing (typically underestimated, especially in PVP style games), a less "attractive" role than many others, particularly bandits, expert fighters, wizards etc.

While I agree in hindsight that ideas and actions can have value, opinions are personal self-world views, not facts and as such cannot be assigned to have an innate positive or negative value. That's the reason I used the term world-view, because I don't think its unfair to say that you are easily one of the most vocal and adamant members of the community, and you should understand that if the creative process is to take place, all ideas and opinions MUST be considered at first, if only to be discarded later. From what I see, our job is NOT to try to evaluate the validity, viability, and value of these ideas, not at this stage at least. We should be brainstorming, not criticizing each other for what they believe. Sniping at someones idea is infinitely easier than actually generating your own, and such behavior is abhorrent in polite discourse as I feel it should be considered as such here.
I think that some people of the community have taken this process of informal crowdforging too seriously, especially at this stage, and try to insist their opinions on others, the basic belief that "I know best". As you know NOBODY likes that, even if it was an attempt to defend them.
In this case I really only was intending to highlight the meaning of this. My goal here is to try and assure that I wasn't trying to attack you either, although the post does come off much more adversarial than I intended, probably out of a lack of sleep, so please accept my apologies for crossed and mixed messages.

Bluddwolf wrote: Think of PFO as being closely related to a Fantasy based, EVE Online, in a setting inspired by Pathfinder RPG. I surely hope this isn't the case Bludd. First thing, that aren't advertizing the game like this. Second, only about 1/5 of the team that is actually working on it has any EVE programming experience.
I sure hope PFOL doesn't turn into Fantasy EVE, to be honest, there is almost nothing in EVE that strikes me as actually "fun" instead of chorelike. I guarantee 90% of the people involved in the kickstarter will be sorely dissapointed if all this turns out to be an EVE clone. I don't even really consider EVE a video game as much I consider it an alternative hobby for people who want to be corporate, emotionless dicks to everyone except the people who can kill them and take their stuff.
Also trying to talk about people opinions being more or less valuable than others is like comparing your personal experience to another person, if anything you are the one being rude repeatedly ramming your worldview down everyone elses throat.

Bluddwolf wrote: It is my hope that GW takes a good look at the chaos that has hit another MMO (AD&D based) and decides to forego having regional or server-wide auction houses.
Auction House MUST be local! You MUST actually travel to the settlement to see what is in that Auction House.
100% agreeing on these points. If anything maybe even these should be settlement only.
Bluddwolf wrote: Another fix for exploits that may hit a player-economy is that NPC vendor prices should also be increased, and listed next to any item placed in the Auction House, so that players can see what an NPC would pay for that item. This will cut down on rampant price gouging. I don't think I agree on this part. I see the ability for craftsmen to take X amount of golds worth of material and turning it into 1.05X (Or greater) will end up FAR outpacing the pace that I believe other sources of wealth acquisition. Sure there wont be great payouts, but as long as the material is available, they can essentially throw away the goods (By selling it to an NPC vendor) and get paid for it. That in itself going to be a permanent NON-PLAYER involved economy of it's own, and will only ever change at the behalf of the programmers deciding whatever formula for determining an items cost. Finished goods being made to just to be destroyed means the primary player market will never be involved.
I'd much prefer a system where items can be easily "wholesaled" after they are made to large player Merchant Guilds, who then host them for sale at the local Auction Houses/Magic Shops around the towns. Offloading your goods should come down to the Contract System they have yet to fully flesh out yet, and deal with either large NPC Organizations in NPC Settlements, or the Player Built structures, and organizations. It should be as simple as speaking to whoever is in charge of goods transfer, (My first thought here is a typical Quartermaster) who will be able to either as a player negotiate terms, or as an NPC entity, would be able to respond by giving a system calculated fair market value with a possible penalty or discount due to alignment and reputation.
By allowing craftsmen to get a long term profit out of selling to NPC's then they will have skipped any player interaction they would normally because nobody else can make a profit off the goods you made, that in itself is a financial and tactical advantage.
Bluddwolf wrote: Finally, player crafted items MUST be the end-all and be-all of high quality gear. No item drop in game should ever be greater than 70% of the quality level that player crafted gear can be. I also agree here, HOWEVER, one thing to note is that ALL of these high end pieces of equipment will require rare, expensive, and possibly dangerous, Material Components, which have to be harvested manually, from dangerous monsters or dungeons. I think there will end up being a few throw-away magic items we find lying around such as Bags of Holding, Special religious Artifacts, and Plot Device equipment.
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Owning a pair of domestic pet Rats I can say that even for their size, they surely weigh a lot more than they seem like they should. Of course they are fed well, but being little longer than a foot from head to tail, my male rat weighs about 4 pounds already.
I can see a Ratfolk at small size easily weighing up to 100 lbs, due to how they thick they are around their legs and midsection. I can see Ratfolk looking more on average having the kind of Friar Tuck spare-tire around their middle.
Also fun fact, they can squeeze between areas that are big enough to fit their head so that's fun.
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