Personally, I doubt it. As someone who prides themselves on being able to write a decent book, you strive pretty hard NOT to fall into stereotypes. The characters that you stereotype end up being remarkably flat and one dimensional, and everyone wants to make their own characters unique and whatnot. Imagine a character in a book that was ONLY a "fighter", or just a "Ranger". It happens, but not in decent literature.In short, I think that this has already happened on some scale, but the authors that do WELL will never fall into this category.
oops, sorry about that. I didn't mean to post that last (blank) post.
What I was intending to attempt was this: I really like the idea of being able to train other players and whatnot. If I get started in the game, I want to eventually introduce friends to the game. If I do so, I don't want to be forced to a) create a new character just for playing with them, or b) carry them because I am significantly more advanced.
A con, however: I'm not sure how, but it seems like there would be SOME way just to create a farm for skill points, that would allow a hoard of angry people to run around, far more powerful than they really should be.
*Shrugs* Or not. Who knows.
So I've been following this so far, and have to put in for Incremental Launch so far. That being said...
You were all about how the game was going to be built around those players and the core pathfinder community, and how the key idea was that it was not just a beta TEST but true development based strongly on player feedback.
Community Development Launch
The second just sounds better, in my opinion.
The point being: It's generic, it can be used in other games, and it sums up exactly what is going on - The launch of a game still being actively developed by the community.
In the case of sex, they've already got the loaded AK-47, and it's not like you can take it away from them.
Well, you COULD. That's just a whole different set of issues to work through with your kid...
That being said, I'd never thought of the comparison between sex as a problem and violence as the same that way before. I don't have children myself, but the analogy nevertheless made me smile and - more importantly - shed a new light on the difference between the two, at least for me.
Also, I just wish, (as long as I propose a toast) to raise my glass to the Naming System that Goblinworks has decided to implement. No more Drizzt The XVII, no more imafighter2, and no more obscene slap-in-the-face names.
A third toast will be briefly downed to the lack of filters. Every filter I have ever played with is either paranoid beyond all get out, or useless. Either way, they can be circumvented, and the paranoid ones just frustrate normal conversation.
And now, a final toast - and be sure that Blaeringr didn't slip something in your drink - let us stand for this one:
If we stick only to rock solid, hard core, never experimenting techniques, we would never progress anywhere. I applaud GW and Ryan for his irrational pursuit of something amazing.
To quote Thomas Edison himself: "Hell, there are no rules here - we're trying to accomplish something."
We ready to move on, now?
First off, I came here expecting races between monstrous PCs. Like the Half-Ogre 50m dash. Then I opened it, and thought, "Oh...of course."
Anyways, I imagine that this sort of thing would be initially unavailable. GW has a lot on their plate right now, and I assume that monsters as PCs are not high on their priority list. That being said, I can definitely see this idea going somewhere, as Monstrous PCs are a supplemental part of pretty much every RPG.
Ranger or Wizard, depending. I'd like to second Caedryan's statement of gameplay being a major influence, but...
I have to agree that sitting around for 8 hours is a quick recipe for death, or a mage who suddenly finds that he has no friends.
That being said, I would despise a game that does what DDO did. Sure, a wizard has to be able to hold his own in combat, if he only has two spells with a ridiculous recharge, he's useless in a fight. But when it comes down to it, a magic missile should not be the exact same as an arrow with a different animation. And fireball is the same, but has slightly higher damage. And Poison is the exact same as that, except it is purple, and deals 3 damage over 30 seconds.
Additionally, spells that deal "3 damage over 30 seconds" are kind of pointless. So? In 30 seconds, the goblin is dead anyways, or the dragon just doesn't care.
Basically, if you're going to do magic, do some MAGIC. Otherwise, you might as well be a ranger, and get a favored enemy to boot.
I've been keeping fairly quiet on this one, but I want to throw in my two cents: So, aside from immersion breaking - which has been thoroughly covered - a memory I have was that I was once in a party that consisted of (and I don't remember the exact names, its been a couple years) Arthur Strongbow, Drizzt something-or-other, bob jones, and imabarbarian. It was immediately obvious in under 5 minutes exactly who was playing the game seriously, and who was not.
A player who is too lazy to take 30 seconds and come up with a serious name, or at least capitalize it properly, isn't terribly likely to play it seriously for the rest of the time either. In almost every game I have played, the people who put effort into everything - including the character - are the ones who I enjoyed playing with.
In short, throw me in with the elitists wholeheartedly, but if we need to exclude some people because they can't bother to come up with a serious name, we probably didn't want them in the game in the first place.
Also it should take a while: "Ponder and deliberate before you make a move."
Again, logistically hard to do, but that would be an awesome way to do massive battles.
I think that art wise, it makes the most sense to have a stylized world, with realistic art. Basically what I mean by this, is I want everything to be cartoon, but with decent proportions. Again, walking dead is a good example of this, or SOME of the original D&D art. You can't have super realism in an MMO, so cartoon is better, but that doesn't mean it has to look cheesy.
...because nothing says "secret society" like posting on a blog...
Sorry, just had to say that. I have to admit, this reminds me of one of my
Hey, just looking at the last few posts about religion, and war, and what not, etc...
Wasn't it originally objected to, in that it would get us all of on some random tangents that were a waste of space? Isn't this whole discussion one of the tangents that we wanted to avoid in the first place? I'm all for discussing this kind of thing, but not HERE and NOW.
Just a personal opinion.
I'm all for war, but I'd also like to throw my weight behind no arena challenge areas. I think that one of the most idiotic - well, not totally true, but - things that a MMO can do is have you head into the tavern and nuke it out for an hour with other players, and then go off and do something else.
I always found a purpose for that chalk, signal whistle, lantern oil, and rope. Boy did I ALWAYS find a use for the rope.
Boy do I hear you. Chalk and rope every time...
I have to admit, one thing I find really irritating about MMOs in general is the lack of flexibility that is offered in tabletop games. Really, in your average MMO, if you have a sword, bow, and arrows, you are set. You don't need camping gear or food. What would you do with them? Game play allows for running, jumping, swinging, and shooting. Maybe a heal potion, once and a while.
Another thing that a lot of games are missing (that I've played) are just a little bit of totally gameplay-useless-info. It would be cool if instead of "Goblin. Enemy." Or even the information mentioned above (not saying I'd ditch that, this is in addition to that improvement) something along the lines of "Goblins are from the desert regions to the south, and are known for swarming with...etc." One sentence can make all the difference.
Wagons are amazing, and I love riding dogs, just because...I mean...it's a RIDING DOG!
Anyways, I would add tall ships to this list. I don't mean just the kind of tall ship at a dock, you board it, and then you arrive after a loading screen. I want a tall ship I buy for myself, need a minimum crew to run, and then can sail places.
Anyways, just my suggestion, and I love paintable wagons.
Myself and some associates will be founding...
Investors, associates and new recruits welcome. Just be polite, willing to adventure, sell snakeoil, and don't compromise our position.
In addition, I will probably be looking to join a bounty hunter/assassination type group, depending on the amount of time I have to invest, and the opportunities that present themselves. I might found my own if there is none, but I don't see that happening. Really, I'm looking for a group that is into the game for fun, rather than 24/7 swearing on chat...
Maybe this addresses you question, this is from the GoblinWorks blog:
"...each hex will become unique over time, gaining a story of its own that's formed from the actions of the players. People will know how certain features of the land were created, and those memories will invest the place with much more value to the world than mere random buildings would ever generate."
I think that just about sums up PFO's attitude toward this question.
Let me clarify: I LOATH steam punk. To me, steam punk is the worst combination of jetpacks, blimps, shiny goggles, bad plotlines, and 14 year old girls trying to be emo. Not to offend anyone, this is just my opinion.I think that Southraven really got the point across talking about that point at the dawn of the Renaissance, and I think that feel is more like what I would like.
@DeciusBrutus: They are just going with the 11 basic classes that we have all seen before to start with, according to the blog. They said they would add classes from supplements later so my fingers are crossed - gunslingers are badass - but for now...
I would hope the tech level evolves with the game.
Obviously, that would be ideal. The problem is, while you can simulate a growing economy, it is really hard to simulate tech invented by characters, unless there is a mechanic for it, and that could be easily abused. So unless they release an update every once in a while that is "okay, you can forge steel now!" I'm not seeing how this would work. What did you have in mind.
Oh, magical laser guns = badass.
In the Pathfinder RPG, gunslingers are a playable class. Clearly they are not in PFO (which makes sense, they were a little over powered anyways), but guns were available to all characters in Pathfinder RPG.
I would tend to lean more towards the original idea here, in that this is primarily a disadvantage, with small perks if you choose to play it right, as a major consequence to...well...getting eaten by a werewolf. I dislike the idea of "buying the right to be a werewolf or vampire" as I think that it falls back into so many of the problems that games like WoW have, and PFO is trying to avoid.
I can see a major problem with Vampires being that once you get one, then you get 5, and each of those makes more, and suddenly everyone is a vampire. I think that the best way to do that would be either a time limit on vampire spawn (3 hours of actual time logged in?) or maybe just poisoning a player "bitten" by a vampire, instead of them turning into vampire spawn.
Love where were-animals are going. I don't know how you would do "going mad." Becoming an NPC temporarily, perhaps? Either way, having to separate yourself from society, and warning your friends as a precaution is amazing. Or, better yet, releasing the werewolves on a full moon all at once as part of invasion.
Okay, so if I'm reading you correctly - and let me know if I totally screwed this up - YOU as the player could actually get stuck as a vampire, or running around on the full moon as a werewolf.
Regardless, I'm excited about pursuing this line of thought further. This could get very interesting...
I thought of that, actually, but there are some nice advantages to being able to push people off of cliffs. One thing I can't stand in combat is fighting at the edge of a cliff, and the cliff just being totally impassable. Thus my idea, stated above. The clipping animation idea for those areas where passing through is okay is a neat idea, though. I hadn't thought of that.
What if there was a system in place that allowed for collision generally, with the exception of areas where there were doors, quest givers, etc. Basically, the best of both worlds. Combat wouldn't get screwed over, but around a door or a quest giver, you could still get through.
Okay, I realize that I'm jumping on this bandwagon a little late, but I just want to give my input here. I personally love the idea of having offline characters act as NPCs, but I think there are a couple major problems with this. I would hate to log back on, only to find my character is dead. Okay, so the character can fight for himself? There would have to be limits on that kind of thing, so you didn't go on vacation, and come back to find yourself in a totally different part of the world. Also, I can totally see a form of Griefing being trolling offline characters.
I think the idea is fabulous, but it needs some more discussion. (And I love how the players are getting input - at least somewhat - on this whole thing.) Thoughts?
I would just like to throw out there that I - and I admit that I am a bit of a standout on this one - consider a game based on its game play, not what it can blast me out of the water with on a screen. I have a decent computer, but I don't want to have to buy the latest and greatest computer to play anything that PFO has to offer. In addition, we've really seen the best that graphics in and of graphics themselves have to offer. As they said on the forum "SWTOR is the Avatar of the MMO industry." You can't compete with the pure graphics, and I don't want the appeal of my game to be based on how debased my character can get. I want my game to draw me in because of the options I get, the things I can do, the intricacies of the world that I have seen PFO developing. Maybe they will change that direction, but I for one would urge them not to.