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Deadestdai's page
10 posts. No reviews. No lists. No wishlists.
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O wow, fantastic, thanks a lot!
Brand new to the Beta rules and making my first character.
Tried hunting down the answer in the Core pdf, but I seem to be coming up blank.
During Character Creation, if I choose skills for my Sorcerer, then my Bloodline also gives me the same skill, do the Proficiency mods stack to Expert? Or would one of the "Skill" training become redundant, forcing me to switch it out to a different "Trained" skill?
Nihimon wrote: DeciusBrutus wrote: Crossbows have two advantages over bows: armor penetration and easier training. And the "easier training" part is not trivial. Any real person posting on these forums could probably pick up a crossbow and at least hit a target at 20 feet on the 2nd shot. The likelihood that any of us would hit the same target after 10 attempts with a simple bow and arrow are significantly less.
Also, crossbows can be kept ready to fire at a moment's notice, with no other work than pulling a trigger.
The advantage of bows is that they can be cycled much more quickly. They're typically more expensive than bows too. A lot more goes into the making of a Crossbow than a standard bow.
I think (hope) the dev's will research all weapons properly so that a good balance and somewhat realistic end effort is created.

GrumpyMel wrote: Sounds really good so far. My only real concern is the ability to provide some automated defenses for the smaller structures. It'd be nice to have some way to avoid the... It's 2:00 AM on a Sunday Morning, 1 or 2 miscreants decide to log on and wipe out the structures of every guild/group within 4 hex's...and because no one happens to be online to stop them at the time, they can do it.
Games should not force Guilds/Builders into taking on a 2nd real life job in order to achieve some level of persistance with structures. It's going to be a tough balance to strike....obviously if an organized group engages in a concerted effort to take something down they should be able to do it... but there should be some measures availble for builders of small structures to make it difficult for 1 or 2 characters to take those structures down when they aren't around.
Perhaps something like the ability to hire a few NPC guards to provide protection. Nothing super-powerfull mind you...but enough if you are willing to spend the money that 1 or 2 individuals will have a difficult time tackling it on thier own.
Even relatively decent sized guilds aren't going to be likely to have enough coverage 24/7/365 to protect thier resources. I'd hate to see all but the largest guilds completely locked out of the building game. A small/medium sized guild should be able to at least construct something like an Inn and have resonable assurance that it won't be taken out by anything less then the efforts of an equivalent sized guild.
I'd be interested to hear GW's thoughts on that?
I echo Mel's thoughts and would also love to hear GW's opinion on this.
Also, if Roads and docks/ports are to be an option, then would also the option of canals be available? Transporting goods via waterways, man-made or otherwise - as opposed to trudging through miles of road/trail, etc would be a fun idea to explore and offer yet another ingame career for players as frieght haulers on barges, etc.
Pheoran Armiez wrote: I'd like to roll a bard who... well, entertains.
If I can make a living never setting foot outside of a settlement or moving between settlements entertaining crowds and earning renown, all the better. I'd really love it if I could perform in taverns or on street corners, earning tips and granting those that tip me a temporary (hour or so long) buff that I can improve as my skills grow.
He could be a collector of lore, gossip, or maybe trade secrets. Either way, let perform skills not only exist, but let them exist in many different shades and styles.
If you do, I'll be your friend... promise. (^_^)
This is pretty much what I intend to play too. ^_^
(With a little magic flinging for gits n shiggles on the side so I'm not totally useless in combat.)
Just hoping that Bard isn't relegated to purely a buffing machine and offers a entertainment trade in and of itself.
I just wish I had as much time now to play an UO or SWG type game as I used to back then. That’s the one thing I’m worried about PFO when compared to the likes of WOW or SWTOR where I can just jump on to take care of a mission or two and then get back to my family. Would never have been able to do that with UO….. in order to maintain a productive character one had to apply hours upon hours of playtime or remain stuck in ½ arsed usefulness for ever. (And also never get a house cos you’d never be able to earn enough fast enough to buy a plot on Europa server, they were getting snapped up that fast!).
But ya, UO was my 1st exposure to MMO's too. PFO already has me dreaming of better online gaming days.....
Count me in for that Mercenary group. Sounds like an awesome idea, though large scale conflicts should be on the radar - profit should come from any avenue regardless of which side one chooses to take at any given time.

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darkling23 wrote: I am looking forward to spending 50 hours doing something that I could have paid $20 to skip because it's a F2P MMO and that's how they work. I can't wait to be nickel and dimed by microtransactions! Also I look forward to killing 6 pigs. Or maybe 8. Or collecting 6-8 boar tusks and returning them to a questgiver who then will say thanks and then offer me the quest again. Oh! Also I am looking forward to griefers trying to wreck the game for everyone.
I can't wait!
O please grow up. This type of comment is getting tiresome to read again and again on this forum. If you're not excited or interested in what GW is describing thus far, then don't comment at all instead of providing this type of piffling negativity.
I for one am excited as all heck for the game as described thus far. I was an avid Ultima Online and Star Wars Galaxies player and fell in love with the sandbox style MMO. The prospect of getting to play something similar with updated graphics and a prospect of a more rounded system is one I relish.
PvP combat where real risk is involved.
An ability to work toward real goals (Own towns, homes, businesses) instead of just the newest released pvp armour/weapons, etc.
The chance to play a Bard that will actually be interesting much like in paper'n'dice Pathfinder. (I guess this one is more of a "hope")
So far I like most everything I've read in the blog updates and I look forward to reading more.

Arbalester wrote: Deadestdai wrote: I was thinking of how Entertainers and Inns etc. can be made more useful.
I dont know if this has been mentioned or discussed before though, but couldnt they make some kind of mental fatigue? Like, your character has been fighting/crafting/fishing/whatever for 5 days straight, and has now reached rock bottom in his mental fatigue. In order to regain your spirit you go watch a bard sing some stuff, go have a drink in the inn, go watch some exotic dancers or go pray in your church.
The mental fatigue could gimp your character slightly in some way, like -5% crafting speed or some s&%@. And you only get completely drained after a long time, so that it doesnt become a chore to go binge... Ever played Star Wars Galaxies (pre-Combat Update)? That had a few systems that encouraged a lot of player interaction, including a fatigue system like what you're describing... it was called Battle Fatigue, and it could only be cured by watching/listening to a performing Entertainer, which was a player class. In return, Entertainers could only improve by getting Mental Healing Exp, which was only earned when they healed a watcher's Battle Fatigue. That kept the cantinas busy at all hours of the day. O yes, played from Beta and on for a couple/few years. it was a pretty cool system and yes, made performance really useful. Using that as a model, I'd also like it to apply to npc's also and perhaps make it so a "well loved" character who has performed in a village/town/city/area for long enough and gotten better known to see benefits thereof such as far more positive interactions with NPC vendors, etc - ie. cheaper accomodation/food/taxes(?)/etc.

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So many posts here that I'm sure my wants and requests have already been thrown into the mix; so there'll only be one thing I will offer in this thread:
Bards - please please please, do not leave the bard class relegated to just being a glorified buffer. There is so much more to playing a bard than just singing your songs to give your team mates bonuses.
I'd love to see the Peform skill offer up chances for a Bard to pretty much have a chance of making money in any community - and not just singing or dancing either. I'd love to see as wide a range of musical and performance related actions possible within programming ability - dance, instruments, juggling, poetry, even stage-type acrobatics - this is a suedo medieval setting, those are pretty much the forms of entertainment that both the commoners and nobles would most likely enjoy.
Also a Reputation based score dependant on one's character's performances and audience response so a player can keep track of how well they are received and where they can expect to perform in-game from village inns all the way through to a King's Audience chamber! Even have this reputation affect how vendor prices are calculated in a "Fame" type way - "O no sir, this fine bottle of wine is on the house after sir's wonderful performance this evening." :)
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