Carbunkle Squirrelbane's page

Goblin Squad Member. Organized Play Member. 36 posts (2,391 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


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Lord Fyre wrote:
Cthulhudrew wrote:
I prefer the Firefly tv show version of the Reavers to Serenity's version.
Not surprising. They movie had to compress all the information that would have been developed over three to five seasons.

It still did not cover all of it. The mystery behind Shepherd Book's past was not fully revealed until the Graphic Novel's came out.


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Go walking with a skilled hunter and you will be amazed what he "sees" in the forest that you miss. it is not that his eyes are innately better at seeing a deer standing in the bushes. A lifetime of experience allows him to "spot" what you have missed.


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Always preferred Greyhawk to Eberron.


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In the end it depends on the nature of the players.

In my local group there used to be two players you could NEVER put together. The first felt that anything that did not involve moving miniatures about tactically and then rolling dice was just time wasting. The second player felt that if you got to the point of having to fight it out instead of wrangle/manipulate/connive and con your way past you had failed and you may as well be playing warhammer.

Generally though it also depends how well done the scenario is. probably the most popular module in the old Wizards 3.5 LG organised play has the party being transformed into dolls in a doll house.


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Tooth Fairy :D

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I would assume it is actually a bit of settlement corporate-presence PR. Despite predictions going back months that Emerald Lodge would have to give in and sign up with either Xelias or EBA eventually they have managed to survive as an independent entity (as have several others like Talonguard and Pathfinder University) - and even to some extent prosper.

They have my congratulations on that.

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Thod wrote:

I also never got many of my land rush backers to join me.

Same with Keepers Pass, most did not ever play even in free Alpha. I think a lot of the original backers were forum warriors with little or no intention to ever actually play.

Regardless of original backers, we are getting new members every week and growing steadily as well. Keeper's is healthy and in a good position.

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so a roleplay thread huh ..

He looked at the pile of paper in front of him. The role of Guardian of Light and Priest of Sarenrae at Keeper's Pass seemed to involve more politics and paperwork then anything else. Rarely did he ever get to do anything truly worthy of a Cleric of Sarenrae.

There was a tap at the door. With a sigh he grunted for them to enter. A timid acolyte quietly moved into the room.

"Yes?"

"Your Grace there are people poaching our resources."

"So they have not attacked anyone then ... and just what exactly are they are stealing?"

"well, iron Your Grace, and gold ore and maybe tansey Leaves"

He looked out the window at the excess piles of iron ore sitting on the edge of town awaiting eventual processing. " and we need to preserve these because?"

"We do not Your Grace we have more than enough."

" ... so do we have anything at all down here of great value, anything that is not easier to get up North?"

" ah .. maybe Buckthorn Berries, they are more common here Your Grace"

"Which are valuable because ?????"

"They are not sir, the Greenweed is far easier to find and far more useful"

He looked up from his paperwork and stared at the acolyte over the heavy reading glasses perched on the end of his large dwarven nose. "So why should I care about these poachers?"

"It's the law sir, it is our territory"

" .. and Keeper's Pass is a lawful settlement and Sarenrae is a lawful God?"

The Acolyte looked shocked.

"No - definitely Neutral sir"

"As neutral the law is there to serve us not rule us. Those laws are there to give us options if enemies or bandits harass our people, it gives us the freedom to evict known troublemakers. If you see them again tell them to get a permit it is free and we do not even charge royalties. If they get onto the lists we know they are well intentioned - they are perfectly safe then and will not be harassed."

"Yes sir, will do sir"

With a sigh he returned to the paperwork and large pile of permit applications. Was everyone under 50 a fanatic these days ?

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Nihimon wrote:
Black Silver of The Veiled, T7V wrote:
EBA is if anything True Neutral aligned.

Phaeros and The Seventh Veil are True Neutral.

The Everbloom Alliance is predominantly Neutral Good.

At a settlement level definitely not Lawful, there is not a single Lawful Settlement in the alliance.

EBA settlements are either TN or NG - no Lawful whatsoever.

It is Xelias that is lawful.

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What the game really needs is more of those 60's Pixie Chicks.

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"The Disenchanted" would make an awesome name for a Company.

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Crafting from vault and the fact cancelling a job returns the items to your vault are the two biggies for me.

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LOL at the "goons are big and scarey and will come kick your butt" talk. CFC SOV is bluesec renter central these days.

As a long term EVE player I would like to point out that the two main EVE new player corps BNI and EVE UNI are among the most successful and active in the game.

At the next step up, alliance level, Brave Collective is also the biggest alliance in the game about 20% larger than Goonswarm according to current Dotlan stats.

Now of course there are no nullsec player coalitions to compete with CFC or N3 or the Russians or whatever but that is beside the point. New players are not flying supers and titans, they can throw out sizable doctrine fleets of subcaps but will never be able to hold SOV even if its handed to them on a platter.

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Gol Tink wrote:
Half of this thread is just people talking about Good and Evil in vague terms.

Actually most of it was confounding good with lawful and confounding evil with chaotic.

Which is understandandable as even the core rules and lore books sometimes got that one wrong. Also real world press/hollywood bombard us with a very simplistic black and white (almost gnostic) world view so people tend to believe obeying the law makes you a "good" person, that if its legal its also moral and ethically ok to do it and that actions like union strikes and activist protests are chaotic and therefore evil.

In PFO though the alignment mechanics are only just now being announced so all this talk is basically hearsay and obiter opinion and whilst interesting and fun to debate is not really relevant.

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The biggest issue for me is my inner troll-baiter has trouble resisting stirring the pot with some of the more argumentative types.

So far though I have just taken the judicious precaution of staying on party chat so I can avoid being tempted.

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To be honest the fact that you are in a game where you continually kill things including human NPCs all the time and it is not evil until you kill a character played by a human rather than a computer is a bit illogical.

Killing a computer controlled bandit who lorewise does not resurrect is not evil. Killing a player controlled bandit who does resurrect is evil.

There is a lack of logic here.

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I do not see you guys as particularly evil at all.

Most of what you get up to is random banditry (chaotic) self serving banditry for loot (more neutral) and settlement wise lawful (autocratic rule and all). There is no rule of law per se but that is not in itself an evil thing.

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Al Smithy wrote:
Quote:
I don't bother with diplomacy on someone who is proving himself disinterested in actual, meaningful conversation. Why would I do so? I reserve diplomacy for Phyllain, Bluddwolf, Atheory, and others that actually engage in meaningful conversation framed by our environment. You cannot contribute to the conversation by pulling from resource not available to us.
You keep using that word meaningful, as a way to undercut the gravity of my words as a way to making them seem "meaningless". I'm just stating a set of truths. I don't need to provide you with examples on how to play Lawful Good. You need to demonstrate that you are able to play as Lawful Good because you want to play as Lawful Good. If you cannot do so then you are not Lawful Good.

There is no definitive Lawful Good. What it originally meant when coined by Gygax (who I actually met once, he was dressed as Elminster) is different to how 3.0/3.5 wizards/hasbro use the term and it is different again in 4th ED (which adopted an American Hollywood simplistic Manichean/Gnostic approach) and is different again in pathfinder.

I actually worked as a research assistant when younger for someone researching the Manichean Heresy and Gnostic cosmologies in general and the amount of gnostic thought on good/evil that has snuck into modern thinking is surprising.

It absolutely and definitely will be different again in PFO.

Adopting a fundamentalist approach to alignments and quoting canonical texts is no more valid here than in real world religious discussion.

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Surely you actually meant to claim this area.

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Al Smithy wrote:

Killing is not always evil according to alignment theory. A distinction can also be made between "killing" and "murder".

This is a good read:
http://easydamus.com/lawfulgood.html

It also seems to me that if you are Lawful Good as a society you are almost obliged to stamp out evil by either destroying or attempting to subvert/convert it.

Being basically good and having a "live and let live" attitude to evil sounds more Neutral Good to me.

Roleplay aside however what eventually matters is how the game implements the alignments.

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There are some obvious ones if your moving stuff.

- pick a quiet time of day
- send someone to scout ahead
- gear up to run not fight
- never get distracted by shiney things (do not stop and gather)
- try to take the less obvious/quieter route even if its further
- pass hexes are bad places only cross them if you must to go up a level
- cliffs/map edges reduce the direction threats come from by 50% but reduce your escape options by the same amount
- if doing multiple runs vary your route

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Forencith of Phaeros, TSV wrote:
Traianus Decius Aureus wrote:
My fear is the current system will ultimately push the bulk of the population into heavily defended settlements with a few excursions every day or so for bulk resources.

This is exactly what I expect will occur. By the beginning of OE, with the exception of fulfilling crafting or quartermaster duties, I expect I will be logging on for large(-ish) pre-planned events only - be those events harvesting, PvPing, PvEing, or RPing.

While the PvP system might add to my prediction, it only has minor efficacy. More importantly, being a sandbox, it will be absolutely necessary for players to develop their own content (read preplanned events). In fact, I would go so far as to claim that the eventual "winners" will be the settlements who manage that best...in the long-term this will be more important even that who can PvP the best.

In addition to this, PFO is specifically designed to require groups (as opposed to solo play) to accomplish most goals. The bigger the goal, the bigger the group...probably. Considering the difference in timezone and playtimes, I will be planning mine so I can participate in the big goals.

Finally, with high level skills requiring weeks/months to train, the usual drive to log on an MMO to grind and "accomplish" just is not as powerful or relevant. Playtime (for me at least) will boil down to the points above.

So, I agree that the current system will eventually drive people to the above behaviour. I think that the entire dynamic of the game (PvP least of all) is designed to do so. Like every other aspect of the game, the winners will be those who embrace and utilize the mechanics as given.

EDIT: Sorry for being off-topic. I wish the people of BWG had tried joining forces with another settlement before deciding to leave the River Kingdoms. Best of luck in their travels.

Unfortunately (though it's not really the case) the impression currently being given is that GW wanted all the PvE/TT players to sub early to pay for the early development then quietly quit to be replaced by low maintenance (no need for quests) PvP types once the game was rolling.

I am aware that is far from the true situation but its easy to see how people could get that impression.

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Kryzbyn wrote:

What exactly was the tragedy here?

From what I've been reading the game, as it's intended to be experienced, happened.

No.

The game as some of the PvP fraternity intend it to be experienced happened.

In EVE the philosophy is learn to PvP or go play another game. People go out of their way to harass PvE people in EVE with the idea they need to either get into PvP or just quit.

Pathfinder is not actually meant to be that way longterm.

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I can see clearly now the ogres are gone.
I can see all the plant nodes in my way.
Gone are the debuff spells that had me blind.
It's gonna be a bright (bright) bright (bright) Golarion day.
It's gonna be a bright (bright) bright (bright) Golarion day.

Oh yes, I can make it now the ogres are gone.
All of the red mobs have disappeared.
Here is the loot drop I've been praying for.
It's gonna be a bright (bright) bright (bright) Golarion day.

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One of our members collects husks if they look like expiring and tries to find the owner to give them back.

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Caldeathe Baequiannia wrote:
Mourn, is there someone in Blackwood Glade that wants to be leader? If so, you can ask the Goblinworks staff to transfer to them. If you'd rather sell it with the account, that's fine, but could be stressful for some of your settlement-mates.

It also opens up some very interesting tactics for territorial control. harass a settlement until they are unviable then offer the leader large amounts of real cash to acquire it as a subsidiary of their existing settlement.

I can see TEO and Golgotha getting into a bidding war over this one.

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T7V Avari wrote:
Sad to see you go Mourn. Wish there was more we could do for you.

+1

It's also sad in general to see the smaller settlements and small settlement players disappearing. I know the popular view is we had "too many" settlements and the game will be better with just two huge power blocks battling it out but my personal feeling is all the little settlements with their own communities are what makes PFO unique and add a true pathfinder feel to the game.

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Gol Tink wrote:
Cronge wrote:
Gol Tink wrote:
We just wanted to kill some stuff, and the south happens to be the easiest place to kill some stuff...
Once again, no TT GM in place to give the eyebrow.
Nor should there be. TT is an inherently cooperative experience. This is a competitive experience. The two are not comparable.

You clearly play in a non competitive TT game where the GM is trying to avoid killing the players and sees a party death as unfortunate unless "deserved".

It's true that 90% of TT is played that way but not where I come from.

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Do you see a small girl and a dog called Toto ?

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Gol Phyllain wrote:
The grass needs to be way prettier or I am going to uninstall.

The grass is also seriously underpowered, in other games the grass has much better saves and can do ridiculous damage whenever it is in the mood.

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Frustration usually comes from excessive but misplaced enthusiasm along with inappropriate expectations.

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Savage Grace wrote:

The other thing working against needing "safety in numbers" is that no gathering load is all that valuable. It represents *time* but there's no jackpot sort of loot for gatherers to care about, unlike a PvE hunter who lands a level 19 tier 3 recipe and deeply cares about getting THAT load home, even if it only took him 20 seconds to get it.

Recipes in trash nodes would fix that :D

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Keepers can make them as well. Keepers tend to charge just mats only for aligned settlement members and double mats for outsiders.

Basically the AH system collapsed and has been replaced with inhouse trading and bartering. Sandbox gaming at its best.

In fact many settlements have gone somewhat "communist" and merely hand all mats and recipes into a central repository and are issued recipes materials armor and weapons as they need it.

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Stephen Cheney wrote:

The exploits were an experiment in training people to make use of conditionals. That they just add precision and damage was to make them very easy to understand. I'm not sure they've had the desired effect, because they seem to be making people value them as a source of pure damage, when conditionals are generally for making good use of the other effects in the system.

So we may look at making them more varied in their conditionals rather than just incentivizing going for the biggest straight up damage numbers.

The issue with the ranged exploit, which seems to be the one that makes the min/max training fans the most upset (as it makes the whole "learn complicated game rules to be superior" exercise pointless) is the synergy with opportunity.

There is simply not a situation other than very first shot where a ranged fighter does not get opportunity as every enemy is either shooting, casting or running/charging. You always get opportunity. Hence the target having opportunity is effectively NOT a conditional for ranged fighters it is a normal state.

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Stephen Cheney wrote:

The bandit archer low-stamina attack is 100% Interrupt on Opportunity.

The Stamina cost on it is 23, which means they'll have enough to use it every 2.3 seconds once they get low in stamina. If you are also repeatedly using longbow attacks that are also 2.3 seconds, you could probably easily get into a loop where they manage to land in your interruption phase every time. However, if you happen to time it so they're hitting you during your non-interruption phases, they'll probably keep hitting you during those phases and never interrupt you as long as you also keep attacking every 2.3 seconds.

The bandit attack is changing stamina cost slightly due to some math changes in EE4, so it will probably be less likely to get stuck in a perfect loop of either yes or no in the future.

Technical question.

If a group of archers all begin to shoot at you at exactly the same time, will they eventually get into a synchronized 2.3 second loop where they all fire simultaneously or is there some randomness built in where they can get out of synch.

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Pyronous Rath wrote:
Neadenil Edam wrote:
I sort of think 5X speed would have you running off cliffs and slamming into ogres with gay abandon unless your secret super power was minimap perception range.
5x is a bit high considering a horse can gallop at 88 kph and the fastest human runs at 44 kph. There is a perception advantage on horse back due to height.

yep and that 88 kmh is only for a Quarter Horse which is why the Quarter Horse gets used here for competitive jousting all the time.

Normal breeds are quite a bit slower.

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KarlBob wrote:
A high percentage of the player base (so far) is more interested in PVE, trade, and politics than PVP. Don't worry, the great mass of PVP fans will find this game eventually.

There is not a huge advantage to a PvP player being in a no-xp cap game super early. Your current char may get a nice headstart on stats and excel at solo PvP compared to later players but most of the early game will be grindy and getting gear is a chore. Its worth playing early but not essential to be in on day one or in alpha.

On the other hand if your motivation is to be a big frog in the political puddle or dominate map wide trade getting in early is essential. The successful settlements over the first few years will be the ones that had leaders that were super active even in Alpha.

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I was having coffee with a teenage university student friend the other day and she said "You know I always thought you were competitive but I now realize your actually just argumentative" and I thought "she has a good point, such perception in one so young - this one will go far".

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sspitfire1 wrote:


So, in this context, the answer is "priceless," unless you are thinking the economy should switch to the coal standard instead of the copper-piece standard.

ummhh ... Keepers kind of is on the coal standard.

You want a +2 staff or set of +2 armor .. we will supply it for the appropriate amount of coal or pine or moonstones. T2 recipes are also welcome but it seems unlikely many people are trading those at present.

No-one down our way wants copper.

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Gol Tigari wrote:
NO evil settlements have left the nap. The only 2 settlements to leave the nap are Aragon and Freevale, nether are evil, they are CN. The only 2 evil settlements are Golgotha and Hopes End, and BOTH are still in THE nap.

It was not very chaotic to be in the NAP in the first place.

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Savage Grace wrote:

Golgotha has no secret to targeting specific players for focused fire.

I worry that should we ever get an assist command, that focused fire will be TOO effective. I'm not a big fan of alpha unless I'm immune. :-)

LOL ... lets create a doctrine where we all deploy zombies and then assign them to a single fleet company commander with good targeting skills who uses the zombies to alpha designated primary ...

... oh wait

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KarlBob wrote:
Lemkii Twins wrote:

If Feature Feats for Freeholder and Expert are put in, then that could address my "Discourage Specialization" issue.

The Transparency can be fixed with better UI and tool tips.

But I still don't see why attributes are needed when you can get the same results with just the Achievement system.

PFO has ability scores at least in part because the tabletop game has ability scores, and it gives players a familiar touchstone with regard to character capabilities. We know that a character with Dexterity 16 is better at Dex-based stuff than a character with Dex 9.

In this game, the progression is actually backwards (getting better at Dex stuff gives you a higher Dex score), but the basic association of 'high ability score = good at stuff associated with that score' is still true.

Well maybe backwards compared to TT but in a very real sense its more natural. You do not in real life take a "strength pill" and then magically gain the ability to lift heavy weights. You lift weights and eventually get stronger.

The PFO system is only counter-intuitive to people brought up on traditional MMOs and D&D based TT games.

The old-school D&D idea that you can for example run around gaining experience as say a wizard and then "level up" and decide to invest all that experience into more strength is, if you give it any thought at all, plain stupid.

In PFO your ability scores naturally increase as a result of doing (to get achievements) and training (by investing in feats) things related to that particular ability and as the ability increases your capability to take on more advanced training improves.

It is also realistic that you cannot just focus on a single thing and advance. Real life Football players also run and swim and do other related training they do not spend all day everyday on a pitch just kicking a ball.

This is actually MUCH more logical than the traditional old-school gaming level up method. People just need to let go of bad habits from older games.

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sspitfire1 wrote:

lol@KC

Seriously, impersonating should be allowed so long as it is tied to the bluff skill and the player has a "real" name, and can only impersonate using an alias. But that is a thread de-rail if ever I saw one :)

We need Maxwell Smart style Bluff situations:

Maxwell Smart: I think it's only fair to warn you, this facility is surrounded by a highly trained team of 130 Black Op Snipers.
Siegfried: I don't believe you.
Maxwell Smart: Would you believe two dozen Delta Force Commandos?
Siegfried: No.
Maxwell Smart: How about Chuck Norris with a BB gun?

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One way of thinking about keywords is they could have been just A, B, C, D etc but giving them names gives us hints as to where to look for a match. Hence armor with a "silent" keyword is no more silent than armor with a "hippopotamus" keyword but silent gives a HINT to look for matches in those roles and feats that are maybe rogue like or related to stealth.

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Nihimon wrote:
Stephen Cheney wrote:
I am curious whether people feel like these states are long enough. Keep in mind that making them longer makes it easier for you to capitalize, but also makes it easier for you to be capitalized upon.
When I was playing my Fighter, I found that it was virtually impossible to use an Attack while my target still had Opportunity after closing the distance to me. I realize Opportunity isn't one of the applied States you're talking about, but that's the only one that has felt "off" to me.

The only time opportunity is presented to melee opponents is when casters or archers are firing while in melee range.

On the other hand for a ranged fighter there is almost no time when a ranged target does NOT present opportunity. They are generally shooting at you and present opportunity, running at you and present opportunity, or casting at you and present opportunity.

This makes the exploit and other opportunity attacks on a ranged weapon far more useful.

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The issue to be fixed:

Upon a system crash or disconnect your husk stays for one hour during which time it can be looted/retrieved by enemies/friends before disappearing forever.

This means on a disconnect that is not the players fault everything can be lost.

Suggested Solution:

Implement a combat timer similar to EVE.

If a player disconnects then the husk remains lootable for a short time (for example 5 minutes) to give PvP opponents or any friends trying to help out time to access the husk. This time needs to be long enough to avoid any disadvantage to PvP opponents.

After this short time the husk "disappears".

When the disconnected player eventually gets back into the game the husk is reinstated in the same location it was previously for whatever time the husk would originally have stayed in the game.

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Train any of these:

Clothing Armor Proficiency
Light Armor Proficiency
Stealth
Light Blade Attacks
Shortbow Attacks
Longbow Attacks
Ranged Attack Bonus
Light Melee Attack Bonus
Reflex Bonus
Mage Armor
Archer Armor
Chameleon Armor
Scout Armor
Swashbuckler Armor
Artisan Armor
Light Blade Specialization
Bow Specialization
Cutthroat
Daredevil
Opportunist
Power
BAB
Master of Opportunity (any)
Bleeding Attack
Slow Reactions
Befuddling Strike
Crippling Strike
Dispelling Attack
Charge
Trip
Bullrush
Evasion
Defensive Roll
Feint
Tumble
Lightning Reflexes
trophy Implement Proficiency
Rogue Kit Implement Proficiency
Bow Weapon proficiency
Light Blade Weapon proficiency
Bowyer
Leather Worker
Gem Cutter
Weaver
Tailor
Officer

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KarlBob wrote:
Fighting in town is the only reliable source of PVP? If that's true, then WoT isn't doing its job at all. Maybe the change allowing defenders to always subtract capture points will make WoT a more reliable source of PVP, since defending should become a viable option.

My observation of in town PvP so far is it consists mainly of:

- targeting AFK players
- targeting players standing at craft stations
- targeting newly logged in players during the 20 seconds they are visible in game to others but have no game interface themselves

combined with a lot of running away :D

Though a few in my settlement have reported a new tactic they observed in starter towns. Apparently the trick is to claim someone is attacking and then you all run after the "attacker" and then if you sucker any new players into joining the "chase" you all turn around and kill them once they leave the settlement hex. Rather clever work around for the no-PvP in starter town rule.

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I was opposed at the time to the idea of accounts where you can login even though they are not subbed.

The idea of 10 or 15 iso-boxed dwarves marching in exact sequence out of a settlement sprinting in precise formation to a target, simultaneously grasping staves and casting wilting surge in a synchronized attack with machine like precision before all turning at exactly the same instant and sprinting in formation to the next target - kinda kills the immersion.

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Gaskon wrote:
Nihimon wrote:
My point was not that Wizards aren't useful. My point was that they're not really "glass cannons" - they're "glass" sure enough, but there are other Roles which dish out significantly more pure damage.

Which really follows the precedent set by tabletop pathfinder. If you want big damage numbers, you take an archer or a barbarian.

You take a wizard for control and effects that supersede mere damage.

If its possible to eventually translate that into PFO, wizards will be great fun.
In the current state, I agree, wizards are much too squishy and damage is the primary thing that matters in combat.

In TT (especialy pre-pathfinder) traditionally the fighters and barbarians are the low level combat monsters divine casters can sort of hold their own and wizards are fragile but occasionally useful, by level 10 or 12 the divine casters (Druids and Battle Clerics) took over as the melee combat monsters and arcane casters started to show benefits and by level 20 there was very little to compete with an arcane caster throwing level 9 spells around.

What has changed with MMOs is this new idea that all classes must be balanced against each other at all levels from beginning to max level. That is not the way it traditionally worked in TT.

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