When trying the game, be aware it is not a polished triple A title. It has a steep learning curve, it uses a unique system of matching upgradable feats and gear, and the learning resources in game are limited (though leaps and bounds beyond what were there at the start). You begin with essentially nothing, and there are only a few quests to outfit you with basic equipment starting out. To me, it heartened back to my introduction to TTRPGs when finding a lantern and a couple of copper was like a dragon hoard. This is not a game you can learn on your own without out of game research. It is easily learned if you group up with others in a company or settlement. There is an entire settlement dedicated to teaching the basics called Pathfinder University. Asking in general for assistance will always get you help from somewhere. It is hard, it is fun, and what you do is limited only by your imagination. But it is social and trying to play it like "traditional" MMOs or single-player RPGs will only lead to frustration. Welcome to the River Kingdoms!
That's pretty snazzy but I don't see the system requirements listed anywhere? :/
Because development is ongoing, it is not optimised yet. Runs best on newer systems in windowed mode, that have a separate graphics card and good fans. Runs fine windows 7 64 bit and window 8. There are suggestions for tweaking for windows 7 32bit in the support section at Goblinworks. The Mac client was not running well last time I checked. At one point I tried loading it on an old laptop Windows XP with integrated chipset and I had a fps of 3-4. I don't recommend that.
For most people the patcher downloads in minutes, but a few people experience what appears to be the patcher failing to download, or hang. In most cases it will complete if left. It may take a long time.
I thought the next month would not start unless you logged in. I thought we had the option to take breaks, and to save time for future patches.
You can but it's an option to suspend your account you click on in your subscription management page. It's not done automatically by when you last logged in to the game.
Edit: at least, that's what I understand from the last time I read my options on my account page. Been a while since I looked at it.
...Can someone explain to me again why we have the Ability gates? Aren't the achievement and XP gates enough?
XP isn't a gate if someone buys an account with a few hundred thousand xp on it. Achievements do succeed in gating those. Ability scores gives some additional flexibility for gating specific abilities (like spells) and keep a connection to tabletop while not sharing same ruleset.
The leadership is tied to the email address of the primary account. I've heard of GW adding additional leaders at the request of the primary account, and there is an ingame tool for settlement management that adds a leader. It will be interesting to know if you can sell the leadership without the account. Hopefully you won't mind letting the community know how it works out?
For those new to the lore of the main Pathfinder setting, Golarion, there is an ongoing class series by Cheatle looking at the background of some of the main Escalations and how they tie into the broader world's interest into the River Kingdoms that we play in. Examples such as the Razmirian threats and the Ustalavs. Obviously the classes are available in game, but also in Mumble and are often reposted on YouTube.
While it's regrettable in a sense, most people who are actively playing don't frequent these boards anymore. They spend more time on the GW forums. Those looking for answers regarding the current game would best be served asking there. The most frequent posters here now often seem to be those the game literally left behind...
So 'yes' you are a part of the EoX?
With a yes, AGC becomes just a private business who takes up residence in Kreuz Bernstein. Subject to their laws and taxes as would any other fitting company under the umbrella of the Empire, but having no obligations otherwise to the Empire.
You can kill anyone in the game at any time, anywhere, as long as you are willing to take the consequences of such an act. Consequences include, in increasing order of severity: nothing (open PvP window, or they were hostile to you, ie. Red), a reputation hit, automatic death and durability loss (thornguard area), or account ban (killing new players in Marchmount area). The significance of Reputation hit ranges from minimal if you are starting at full rep, to game-limiting at low rep if it means you can't train or enter settlements you want to. "Social" pressure has been surprisingly effective at stopping or limiting some killing much more then anyone probably thought it would. And all of these are with many game systems still not in yet.
If you launched the game client and logged in at any time after Jan 1, 2015 then the timer started on your accounts whether you created characters or not. The only way to stop the timer at that point was to go to your subscription management page in your account on Goblinworks and suspend it. If you or someone who knew your password never launched the client and logged in, then it is a mistake.
The end of some people's free time is near, and many email notifications will be going out. Perhaps you got caught in it. To verify, you can log into your account at the Goblinworks website and check what your pledge package or purchase allowed to you, and whether your game account is active or not. Some people have misunderstood what they were entitled to by their kickstarter donation, and its worth clarifying that before you contact customer support at Goblinworks. They do not monitor the forums here "routinely" any longer.
Is your account active? Check your account details page at Goblinworks, and look at the subscription section. Open the patcher launch window and see which version the patcher is. It should be for 6.2, changing to 6.3 after the downtime today. Personally, I've found less problems if I delete everything and do a fresh download of the patcher and then the game client if I'm updating more than one patch version. If you hadn't logged on since January, there have been a lot if updated since then.
There are a lot of other things to check/try and the GW forum is the best place to get the info as Grip suggests above.
The hardest part, in my opinion, won't be people knowing their attacks, the conditions they can capitalise on, or using expendables. It will be using these in the most effective manner as part of a team. It will be the squads that have practised these things together, and have developed cohesive strategies that will dominate. And it will be a shock and discouraging for those doing group pvp for the first time.
However, simply saying "go play with others" to justify a lack of content is a big cop-out. I'm not saying that's what the devs are saying, but it appears to be your argument.
This is where we won't connect. I'm not justifying a lack of content, I'm promoting it. I specifically chose this game because I was tired of being presented content. I don't want content to come from the devs, I want a game where it comes from players. In my point of view, the less PVE elements, the better. However, I realise that they intend to create more as the game develops, and Crowdforging may accelerate that. In the meantime, as they introduce more tools to facilitate player-created content, such as the upcoming Holdings and Outposts, feuds, caravans etc. it may help satisfy both us.
Coming from a theme park background myself, I would agree that if you are thinking of playing this as one plays WoW, you will not enjoy it. This game is driven by the activity of others around you, just as your activity drives theirs. You need one of two settlement/company situations in game to always be busy - either a small group of very active players, or a very large pool of less active. If you have both you are very lucky. When one has neither, you should change who you play with. The most frequent complaints of "there is nothing to do" seems to consistently come from individuals who are isolated.
I'm so sorry to hear this too. This is the first incidence of account theft I'm aware of, and it's such a disappointment as this is otherwise such a good community compared to most. While GoblinWorks will likely say they cannot intervene, I would strongly encourage you to send an email to Ryan Dancey anyway. He may be able to flag the account for "special attention" especially if the quality of that individual becomes apparent in other ways. On behalf of the rest of the PFO community I apologize for that persons behaviour and thank you for supporting the kickstarter in the first place.
There are always people looking for an account that includes a Destinys Twin perk, which is pretty much any kickstarter account. You have two options in terms of selling: watch the PFO sub form for WTB (want to buy) threads and pm the op for an offer; or, start a WTS (want to sell) thread on the subforum and either specify a price, ask for offers or silent auction for highest bid up to a deadline. Most people use PayPal but some have used Paizo store credit gifting instead. It's an on your honor deal, essentially, with you sending the buyer the account information (username and password) for the Goblinworks site assuming you set it up.
You could also sell it on the Goblinworks forum but no pm functions there.
You're welcome to join us up in the Northwest at Stoneroot Glade or our allies in Talonguard and Tavernhold. I believe one of your mates has found a home in Tavernhold. Azure's weekly Hunts out of Talonguard on Sat evenings have become a traditional Alliance event that is some people's main activity. You don't even have to be an alliance member to join in. Please don't give up on this experience! I'm a fervent Pathfinder fan and i think there is place for any type of gamer here, it's just a matter of finding the right niche.
Gotcha, well it is indeed more lenient in its current state. I don't see your evil settlement or characters being less powerful than your good counterparts. And I think it's safe to say being a bandit is just as easy as being the good guy. I'm almost positive that's not intended.
Ah I see, you're equating character alignment with whether they are playing by the rules of the game. I misunderstood and thought you were referring to mechanics as opposed to whether good should be more powerful than evil.
Is the game in its current state more lenient to murderers than it was advertised to be, or not? And if indeed it is, do you see how some players can be put off by that fact?
There's the crux. The game was advertised to be open world pvp with consequences, severity ranging from nil to gimped character development, to expulsion from the game. Some people have somehow interpreted that to mean it is supposed to stop pvp. The inflammatory use of murderer aside, would you agree that pvp is a core concept of this game, and the leniency you speak of is something meant to be iterated to influence pvp behaviour, but not disallow it?
I'm not entirely sure but I'd guess the problem is (at this stage of the game) the consequences for murderers/bandits are far less severe than the victim's. And, as far as I know, that is not at all how it is intended or described.
The primary deterrents are social as reflected by the rep system which will limit trainiing, and gear access (ie. will crafters equip you), the end result being lower powered characters for pvp behaviour that does not reflect appropriate gameplay. Some people feel a bounty system will be a deterrent, but there is nothing to stop bounties from being offered now. There will always be situations where pvp will be able to occur without rep loss (feuds, wars, factions, open pvp windows on towers/holdings), just as the scenario that started this happened in.
Some people talk about consequences as though they are actually supposed to limit pvp. They aren't. Consequences simply attach a cost to pvp. They will not, and are not intended to limit <appropriate > pvp. They will gimp the power and development of characters doing inappropriate pvp through mechanisms that are essentially already in place and being iterated. This thread is a good example of how the in-game settlements will iterate their own individual responses to pvp whether it is considered appropriate by game mechanics or not.
Edit: clarified appropriate pvp
It seems backwards to me to have the PVP stuff in place before the safeguards are in place or whatever needs to be in place to prevent this kind of thing from happening...
I honestly can't tell if you really don't understand or are deliberately exaggerating. Nothing "wrong" happened. The game played out as intended. Pvp occurred with consequences (not rep loss due to open pvp status, but social consequences such as increased aggression against Golgotha from neighbors), and rewards (loot drops). Some players on both sides changed how they play the game, and others quit because they finally experienced a major component of the game. This will happen again and again and again all across the map because it is the game. Hopefully, there wont be the rage as the people who have so far ignored information from the developers will now understand it better. The echo chamber is never a good place to learn things.
I am amazed and disappointed even, by the people who still don't know or accept what the design of this game has always been proposed to be. GW and Ryan have been remarkably consistent in stating their vision of open world pvp with consequences. I come from a tabletop background going back to the blue box, I've played some themepark WoW. I read the kickstarter, I read the blogs describing the overarching goals of the game. I joined expecting to have to learn to protect myself and my settlement at all times. I expect to learn to pvp. I expect to die. I expect to lose gear and resources. I just don't understand the willfull attempts to ignore everything that Goblinworks has always said this game will be.
I'm sorry, but so much of that is wrong
While the loss of any players is unfortunate, if their play experience was ruined by 2 nights of banditry, I can only imagine how bad they would feel months from now at the loss of everything they had built when more rigorous and consequential settlement level pvp comes in. I can not fault Golgatha for playing as they do; that is the role they are playing in this game and it is necessary*. We cannot have a game of all good players getting along and living happily ever after. Otherwise we may as well all disband our settlements now and all join TEO...
... A great module for Pathfinder Online style adventures is Kingmaker. Players build a kingdom while fighting various other worldly threats in the River Kingdoms. It's what inspired me to back PFO.
Agreed. PFO has a very strong Kingmaker Adventure Path vibe.
Gol Phyllain wrote:
While it likely would not work out well in my favour, I agree that these should be highly contestable zones. I would add that everyone entering the hex should gain the aggressor flag and have it persist until exiting hex, whereupon normal timer would commence for it to dissipate. Personally I would add the flag change to all open pvp window tower hexes, but that's a different topic.