One day I will claim my place among the lords of PFO by claiming a small bit of land where only my closest confidants will be allowed to tread. Behind the stone walls of Skytalon Keep, my men and I will wait to be contracted by the populace and revered as renowned monster hunters. This has been a dream of mine for many years in Pathfinder...carve out a little slice of the world and go to town on its denizens! Train warriors to handle the big threats that will inevitably come! Tell tales of the day's valor in the taverns created by real people! Gosh I keep throwing money at the screen but nothing happens... :(
Man am I glad I found this page. I put my $100 in weeks ago and have been following this project like a dragonhawk. I've seen the slow improvements, and wondered the same thing. I've done everything I possibly can to get my friends hooked short of pledging for them and charging them later haha. Good to know this project is in good hands with Lisa, Ryan, and all of you guys out there that truly care for gaming....whether you're a tabletop man or an MMO enthusiast. If I could afford alpha in any way shape or form I would have done it...but my meager $100 is in there somewhere. Happy new year, gents...it'll be one to remember!
I like to think that who my character is has a pretty heavy impact on what I think he is capable of/wants to do. For example, If I was going to be a spell sword or magus of some kind I would focus on a single weapon, spells of a certain category based on the temperamaent of the character I'm playing (a good character wouldn't choose to use necromancy/enchantment etc., and the rest of what I think he could do depends on a character decision. Do I focus more on arcane knowledge because my character is studious? Or do I focus more on swinging my weapon because my character could care less that he has the ability to use magic and and only uses it for convenience? Yes I could probably roleplay it out any way I wanted to and no one would be the wiser, but I personally would feel like I am cheating my character....he's mine after all. And I personally think it would be weird to see a wizard running around in robes and pointy hat saying he's a fighter for roleplaying purposes...
How do you gain friends as a merchant? Be a better, more memorable merchant! If I have 10 friends that vote for me that's 10 friends and 10 "votes" but if I suck as a merchant I might only have 12 or 14 votes vs the good merchant who has 5 friend "votes" and 25 good customer votes. I see what you're saying, but in the end I think that hard work and good business ethics would win out. Edit: A thought....would it make you feel better if there was no voting, and all that mattered was how much gold exchanged hands? ANY system dealing with an economy can be gamed by people who are willing to sit and break it imo.
Nihimon's got this one right. It says as soon as you start training in another archetype's skill tree the decision will be "irrevokable" after you are warned. As a wizard you must progress only in your archetype's skill tree to gain wizard merit badges. If you train outside of your skill tree, the skills you train cannot be listed in another archetype's tree. If stealth happens to be one of those then yes you can have stealth, but I'm pretty sure wizards won't be able to use polearms or heal outside of cross-arhcetyping, or crafting potions.
Oh man what a headache...I can see where that would be useful for a merchant, and would deter people from making their own shops if they weren't hardcore about it. I'd rather see something with the Appraise skill. You click a sword in a shop, you see the seller's price if you have low appraise, but as your skill increases you begin to see a small pool of data showing maybe the last 10 purchaces of said item both buyer and seller so that you can make an informed decision without traversing buildings.
Perhaps the ability to turn it on and off? Just a thought...there could even be an option for people to burst into candy! That would be UTTERLY HILARIOUS! Edit: Wanted to be a little more specific. I don't condone most of those things in video games, but I want a few heads every now and then and a brothel without cleavage is like an ocean without boats...barren and terribly bland. However, if you want your daughter to play, perhaps a "safe mode" could be turned on that limits the areas the child can go (ie if it's a brothel she couldn't go in if the filter is on), chat would be sensored, dismemberment and blood/gore would be turned off. The best of both worlds! P.S. My candy idea is still funny to me...however impractical/stupid it may be.
If there are 100 people at launch and 20 of them like shopping at my store and 50 of them preferred yours...yours is probably a better shop by sheer majority. If there were 10 shops and each of them got 10 regular customers that all liked that particular shop then the data is evenly distributed and everyone benefits regardless of wether or not the shop has a 5 star rating. The rating system is there to provide ease of use on both ends rather than be an end-all-beat-all solution. I'm sure someone much more clever than I could run with this idea.
Here is a question though that I've been thinking of, and I'd like to present it to the assembly: In a world where PvP is the main source of conflict, how can someone who builds a character for role-play survive encounters with people who build their characters to kill other characters? I would like to see a diverse world of players from all walks of life, but from recent descriptions I see an emerging problem of "If you don't have the best build, you won't get the best stuff." I like building characters, but a lot of the time, my stats, feats, and skills are chosen on a role-play basis and aren't exactly the best as far as character class optimization goes. As a king I'd like to be able to win my own battles, but I don't want to have to pump strength in order to make trip my primary method of attack so I can win every duel a'la DDO... This probably won't be as much of a problem as I'm thinking, but I'd like some of you more experienced chaps to put my mind at ease if you can haha.
I had a couple of ideas to run by the assembly on this matter. *Ahem* To truly get the best of both worlds on this matter between whether buyers or sellers profit most from an exchange of goods is really very difficult and I believe I have a couple of compromises that might work in various ways. The first method is one that is very much used in today's modern market and would benefit both buyers and sellers: Customer Ratings. A localized branch of the merchant's guild run by NPCs who store the information for every shop within a town in different categories (weapons, armor, consumables, trade, etc.)would be the hub for the system. Buyers tag their stores under each category that applies to their wares, and their information (including description provided by the seller as well as respective location) is placed in a list provided by the merchant's guild representative in that category. The more customers like your store, the higher your shop will be on this list. It would behoove you, then, as a seller of goods to make an attractive vista for your customers as well as providing quality goods at an affordable price, because after all...the customers are your livelihood! Sellers go to the merchant's guild building (perhaps built and run by a faction of player characters who can provide information on local shops other than what is written) where they scroll through a list looking for weapons, armor, materials, or whatever they need at that time and make an informed decision about where they want to spend their gold based on customer reviews and rankings. The buyer makes their decision, jots down the location of this merchant and then walks over and purchases the item(s) in question. In this model, the seller profits from being good at what he does by making good impressions on buyers, keeping up appearances in his decor, and generally making the buying experience a pleasant one for the consumer. The buyer benefits from the experiences of others who have gone to the shop before them, as well as a more streamlined purchasing method that doesn't have them running around town for 3 hours looking for a +1 sword, but still allows them to enjoy the full merchant social interaction. Adding on to this system, that same merchant's guild would house a walk-in auction house where extremely rare and valuable materials (perhaps noted by some sort of item raking system built into items themselves) would be traded in real time via a market chat or silent auction where objects could be placed for people to bid on for a set amount of time (perhaps more time the more rare an item is) in order to ensure that the seller gets what he wants for it while the buyer is free to walk away or make an offer. I tried to separate it out as much as possible for cohesion. What does the assembly think?
It's funny....in anticipation for this game I found myself relogging on to DDO and trying to recreate one of my characters that I've been using in a current campaign named Dorian Swift. The name instead came out to be something like Doreaeen Swift...and I was thinking to myself...if I want to play a character named Tim, and my friend also wants to be named Tim...WHY CAN'T WE BOTH BE TIM?! He has a different last name than me so that's how we tell each other apart not whether or not our first name is different! I fully support the aforementioned list!
I don't know if anyone played FFXI here, but an "ATB" guage type thing would be pretty neat to have. The one in FFXI was hidden but basically it allowed you to act every few seconds kinda like a turn based thing, but you didn't really feel like it was. Running and positioning with this system need to be timed sometimes to get greatest effect (like a rogue needing to time his swing with a sidestep to crit a monster with backstab.) This sort of thing would allow for "turn based" mechanics to be used while still fighting multiple targets. Each acts on its "turn" every few seconds and if he doesn't then his turn becomes "auto attack until I figure out what I'm going to do." If someone D/Cs in the middle of combat with a raid boss, then at least you know he'll auto attack while he's reconnecting. And perhaps, taking it a step further, we could set up macros allowing us to program tatctics into our characters so that they preform certain functions in the event of us not being able to act quickly enough. I know that leads to a "why am I gaming if I'm not playing" sort of problem, but I am just shooting from the hip here anyway o_- |