![]() ![]()
![]() Capitalocracy wrote: Also, in an almost entirely unrelated note, Bellows McGurk has the best character name in the game. Thanks! You have yet to meet another of our EL members, Twomugg Aleslosh. ![]()
![]() TEO Cheatle wrote:
I truly appreciate you, Cheatle, for all the work you have done for PFO. It's fascinating to me, though, that you made a big deal in another post about "investigating," even citing one investigation over an incident that took more than a week, and yet in your investigations, you didn't speak to the other person involved in the interaction. I assume that by "being informed," you mean that you spoke to one person who was there - Decius - and formed your opinion from that single conversation. Since no one else was present when all of this went down other than Decius and myself, one would think you would reserve judgement until you had questioned both parties. And yet you are blasting Thod for simply trying to defend one of his own, something you, I assume, would do for any one of your TEO members. Since there were only two players present, it becomes a "he said, he said" situation and you can naturally choose what you want to believe. But for what it's worth, Decius offered no help of any kind. He simply took stuff and ran. I am surprised he would say otherwise because he seemed pretty unashamed of the behavior. I did call him out, using words like Thief, Coward, and others IN PLAY. I would like to be careful about calling this "bullying." As the wizard behind the curtain of my character, I'm fine with Decius' actions as a player. He played the game. My character abhors what happened, as would any injured party. But that's where it stops - in game. Unless someone starts spreading rumors of what happened OOC that are untrue. ![]()
![]() DeciusBrutus wrote:
Which is fine. The thing that concerns me throughout this thread is what I am hearing from various players is tales of you saying "you tried to help the victim until the victim (myself) started being a jerk." If this is some rumor you are trying to spread in roleplaying terms throughout your settlement and the world, that's fine. But it seems like you are spreading this out of play, and both you and I know exactly what happened - it's pretty simple. You found my corpse, looted it and bailed without saying a word. When we talked later in whispers, you said you ran because you would have decimated me in combat and I'd just be dead again. I'd like to keep things clear. Which means Thod wasn't trying to extort anyone. He was simply asking for me to be made whole, and you refused. A valid choice. But lets not poison player's ears with OOC rhetoric. ![]()
![]() FROM THE ACTUAL VICTIMIZED PARTY: So, for those of you speculating about the encounter, I relate both the truth of it and options for how it is handled in roleplay. The merchant in question was Bellows McGurk. I was carrying a rather large shipment of goods from EL to Marchmont which included a nice haul for any thief. There were a couple of +3 items, some T2 resources and other goodies. I wasn't paying the best of attention to my direction and ended up running directly into a group of monsters. Instead of running, I chose to fight, not noticing the yellow critter in the middle of the fray. I got hosed as the group of monsters was pretty large. Anyway, upon returning to my corpse, I noticed it being looted by Decius. As I approached, Decius stopped looting and ran. No helping. No conversation. No "I tried to help this character and he was a douche." He just ran. It was my bad. My fault. He's responsible for his part and I mine, but let's be clear. It was a loot and run. It was not a "Hey, sorry you died and I took your stuff, so let me help you out." I decided to keep it in play and spoke up over general, assuming that general was still Hex chat. I called Decius out over General and accused him in play of being a thieving coward. He chose to take it out of play and suggested that he petition GW to abate the "whining coming from General." I gave him a couple of more shouts and then engaged him in a direct conversation. We chatted, he was unrepentant. That's fine - that's his choice. He did not see that he did anything wrong, which is a valid viewpoint. That ended our conversation. He did not offer reparations or apology and I didn't expect either. I don't expect him to face any kind of out of game retribution, nor should Thod for role-playing this through to whatever end. I'm actually glad this came about because it's helping to shore up how settlements will deal with this and why a system of nobles might be a good idea. As a player, I'm not bitter about what Decius did. He made a role-playing choice that fits with his seemingly True Neutral character. I did as well. I should also note that Thod has not called out Phaeros in this, but rather Decius himself. Bellows McGurk ![]()
![]() Playing in EE as a Cleric: Leveling is slow, as it probably should be. It's not that hard to gain focus levels, especially only using a focus. It is, however, grindy as hell. Grouping doesn't give you the focus levels. Killing mobs on your own does. Just depends what you want to dedicate time to doing. Cleric Orisons: "Holy Damage" doesn't do additional damage to undead. This confuses me as I believe it should do double damage, or at least 1.5x. Minor Cure doesn't seem to scale up at all. It didn't in Alpha and I'd be surprised if that's been addressed. I've been using rank 2 with a +1 focus and +1 implement equipped and it still only does 50 hp. It crits, every now and then for 100, it appears. But if you want us to fill the role of constant healer, you're going to either need to up our mana pools or up the healing, especially when its only touch-based and my fighters, rogues and mages can't sit still. Some range on these spells would be nice. Also, a focus should be usable with a shield, but that doesn't seem to be the case. Please let me know if I am wrong on this. ![]()
![]() Pyronous Rath wrote:
We all are. I'm not sure a small shop can do that. I think you would need a WoW-sized development operation and a re-thinking of the MMO in general to even get halfway to that goal. ![]()
![]() Andius the Afflicted wrote:
Archeage is not anywhere near a competitor for PFO. It never was and never will be. I've played the game for some time, have dropped too much cash in it and find it to be simply a more grindy version of WoW. It's gorgeous, don't get me wrong. But the mechanics are very simplistic and its a simple point-and-shoot game. It's nothing that's really going to hold the long-term attention of anyone who's older than 25 and has played an MMO before. It's a pretty standard Trion Worlds Pay-to-Win game. You really need to back off the comparisons with a lot of the games you brought up because they are really very different in character and creation. I'm sorry you are down on PFO because I do think it's a diamond in the rough. Personally, the fact that the NPCs in Archeage still speak Korean drives me nuts and throws me out of whatever immersion I had every time. But that's just me. ![]()
![]() TEO Cheatle wrote:
![]()
![]() I know I'm a bit early in this, and I do realize that there is an expected interdependency on resources and other crafting skills. But it seems to me that just to be useful as an iconographer requires significant resource gathering and pursuing levels in not just one crafting skill, but several. And with the increases in the XP cost for these levels, we have ventured into a serious concern. It's clear that anyone engaging in crafting will not be able to advance a character very far, so almost everyone who is going to be doing any sort of crafting is going to have to either a) utilize the Destiny Twin perk of Kickstarter or b) maintain a second account. I do not believe you can be an effective crafter and adventurer all on one character. At about 6th level for a character, the cost of advancement becomes quite significant, whereas a crafting alt will hit significant xp costs when just trying to advance to 3rd rank. It could be me, and likely is, but I finally made my first +1 item after four weeks. Granted, others could have helped, but I was trying to see what would happen if I wanted to excel in a single crafting field as an adventurer. I feel that you can't. I'm a rank 3 iconographer, a rank 3 sage, rank 1 in two other crafting/refining skills and have made some +3 components, but am a bit stymied in iconographer. Which makes the required weapons and implements for my class. For example, to be able to make certain 0-level implements, a Golden Crystal is required. That requires Sage 3 to make. Sage 4 if I want a simple +1 crystal. That same implement also requires refined parts from a smelter. So Iconographer 3 + smelter 2 + sage 3 to make a single item that's really of minimal power. Not to mention needing dowsing & mining gathering skills. And we haven't even hit the big time yet. Thats literally THOUSANDS of xp funneled into these skills to make, putting this in carpentry terms, a baseball bat. Am I alone in thinking this crafting skill needs work? ![]()
![]() Nihimon wrote:
Thanks. This made a couple of really good points about controls in the marketplace. Do you have any additional posts where the Devs talk about advancement and application of skills, feats, etc? ![]()
![]() Being wrote:
I really hope that's the case. I haven't found that to be the cas in many PVP-heavy environments. Perhaps I just remember the days where you could spend hours gathering or gaining experience only to lose it all through (gear and goodies, not the Xp, unless you count EQ) a single attack or action. ![]()
![]() Quandary wrote:
Based on what we have seen in other player economies, this is pretty unsupported by facts. First, name an MMO that, within 1 year of opening, has fewer low-levels than high. Just thinking of Guild Wars 2, a fairly young MMO, and World of Warcraft, an older MMO, venturing through lower-level areas is much like walking through a ghost town. Second, what resources end up being the most expensive? The basic ones. Anyone notice how in MMOs, copper ore ends up 10x more expensive than gold or mithral or whatever the high-level ore of the day is? Why is this? Because your second character will always be better off than your first, and savvy marketers know that you'll drop more gold on character number two. I'm not sure there's a work around for an artificial economy. None have ever worked. All are stilted on some way, and that makes sense because you just don't have leveled areas in real economies. ![]()
![]() Maybe it's just me, but the developers seem to be spending an awful lot of time crafting a system that rewards ganking other players far more than exploration and adventure. This seems a bit odd when the basis of Pathfinder has always been "players v. Environment" rather than fostering intra-party squabbles. Granted, the move to MMO seems to require a degree of PVP, but that seems to be the emphasis here. The last RPG that I recall doing this was Ultima Online, and they tanked harder than that "teach a goblin to read" program I tried to set up. And I don't think I fall into the "carebear" set - it's just that some of us have jobs and can't sit online for 47 straight hours leveling up to the point we won't be immediately assassinated on our first ore run. ![]()
![]() New to PFS play, and certainly new to doing it online. Can you point me to the web sites needed? I do have a PFS number and am finishing out a character begun at a convention this weekend. Also, if you have another event down the line (I do shift work, so I can get called in easily), please let me know. ![]()
![]() If one of the concerns about "friendly fire" is reputation/bounty, perhaps players should be allowed to negate some bounties. By "player," I mean the injured party. So if you drop a fireball and that generates 50 bounty (or whatever) for player X who cast the spell, Player W has the ability to issue a negation for that bounty. This way, you could allow for friendly fire, a party member could still attack another party member with purpose and gain negative notoriety for doing so, but you have a way out if the act was not malicious. ![]()
![]() Ciaran Barnes wrote: Advancing two spell casting classes is already quite potent. I don't see the need to tack on more features. Also, not all theurges will channel. Granted, not all will channel. However, I do think, even with gaining spells in each class that missing out on the special features of each class will significantly lessen combat effectiveness. And, even though you are gaining the extra spells, you are doing so at a great cost of level effectiveness. ![]()
![]() Mystic Theurge All of this remains the same: Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline. Hit Die: d6. Requirements
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks. Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells. Class Skills
Skill Ranks at Each Level: 2 + Int modifier. Weapon and Armor Proficiency: SAME as current Spells per Day: SAME as current Combined Spells (Su): SAME as current Spell Synthesis (Su): SAME as current Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries: Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6. Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster. Theurgical Alteration:Mystic Theurge All of this remains the same: Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline. Hit Die: d6. Requirements
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks. Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells. Class Skills
Skill Ranks at Each Level: 2 + Int modifier. Weapon and Armor Proficiency: SAME as current Spells per Day: SAME as current Combined Spells (Su): SAME as current Spell Synthesis (Su): SAME as current Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools or domains. The MT may also choose one of the following discoveries: Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6. Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster. Theurgical AlterationMystic Theurge All of this remains the same: Alignment: The motivations of a mystic theurge rarely stem from a sense of altruism or philanthropy, so most tend to be neutral, neutral good, or neutral evil. Lawful mystic theurges, whether good, neutral, or evil, are rarer, and often use their powers for either the benefit—or control—of society. Chaotic mystic theurges are rarer still, as the calling generally requires great personal discipline. Hit Die: d6. Requirements
Skills: Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks. Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells. Class Skills
Skill Ranks at Each Level: 2 + Int modifier. Weapon and Armor Proficiency: SAME as current Spells per Day: SAME as current Combined Spells (Su): SAME as current Spell Synthesis (Su): SAME as current Mystic Discovery (Su): At 1st, 3rd, 6th and 9th levels, the MT adopts a single ability from one of her arcane or divine bloodlines, specialization schools, domains or metamagic (including divine metamagic) feats. The MT may also choose one of the following discoveries: Advanced Channeling: The MT may increase her channeling ability by one step. For example, an MT with 5 levels of cleric can channel at 3d6. This would advance her ability to 4d6. Practiced Spellcaster: The MT's ability to combine divine and arcane power has manifested in the ability to power her spells above the level restriction of her class. When casting a spell, the spell's effective level is considered four levels higher (not to exceed total HD of the caster) for determining its effects. Thus, 4th Wiz/4th Cleric/3rd MT would cast her 4th level spells as an 11th-level caster. Theurgical Alteration: The MT may alter the energy descriptor of a spell in order to overcome an opponent's resistances. An MT facing off against an Efreet which has an immunity to fire, could alter the energy type of a fireball spell to "divine," bypassing the Efreet's natural resistance. This ability is usable 3/day. An MT - or any multi-class character - is not going to be the Uber Blaster in a party. But Multi-class characters were never meant to be - a 6/6 Wizard/Cleric doesn't have the offensive power of a 12th level Wizard. That seems balanced, because the cleric levels add versatility to the equation and give the multi-classer multiple roles to play. This is especially useful in parties that have less than 5 members. I think this variant gives you the ability to be a more effective spellcaster and allows one to fine-tune their MT along the lines of a divine or arcane specialization. Thoughts? ![]()
![]() Cpt.Caine wrote:
It really strikes me that tabletop RPG has be severely tainted by the mindset of video game RPG calculations. For my part, this is one of the reasons I fled from DnD 4.0 - the variety of spells and their capability is not necessary in a video game, but situational usefulness in an RPG where the environment really shouldn't be: encounter, drop highest level damage or insta-incapacitate spell, fire again - encounter over. Granted, I think some spells should bypass SR. I'm not sure why this one would - there's no good discussion as to why, just some whining about which school it should be in. But I also see that there's a lot of hatred toward spells that just do limited damage that really doesn't make sense to me. Sure, Magic Missile isn't the be all, end all spell, but it was never meant to be. Taking out 25 points of damage on a critter is a good thing, especially since it never misses. It should be useful, even against higher-ECL monsters. |