Imron Gauthfallow

Deelron's page

Goblin Squad Member. 19 posts. No reviews. No lists. No wishlists.


RSS

Goblin Squad Member

<kabal> Bunibuni wrote:
who says people don't read these forums? :-)

No kidding!

Goblin Squad Member

I'd also love to get an Alpha invite if anyone is hanging on to one.

Goblin Squad Member

2 people marked this as a favorite.

I honestly despise anything that's killing blow based, in previous MMOs I've never found that they occur as randomly or evenly as one would expect, even if everyone is dealing the best damage they can to a mob, let alone being more of a supporting character.

Goblin Squad Member

Hurray for updates working and stress tests!

Goblin Squad Member

3 people marked this as a favorite.

Thanks for the update, glad you're taking the time to get it right for the MVP.

Goblin Squad Member

2 people marked this as a favorite.

Enjoyable video, glad to see limited slots (takes me back to early EQ!, but with more importance on what is really there).

Also glad to hear about the hit points healing after every fight, sounds like a good balance with the injury system, seems like it makes going out without a healer more viable (particularly if playing a bandit role), at least for short periods of time/limited encounters.

Goblin Squad Member

Same deal here, GS member and tag, both KS and not recognized on the store. I would like to pick up a shirt relatively soon.

Goblin Squad Member

Hurray, looks great! And hurray!


It's a pretty fantastic card, particularly if you have say, 6 items in your deck. It actually won a game for us last night, we were playing Approach to Thistletop and had failed to kill the villain like 4 times (in different locations, largely due to bad draws, bad rolls and rolling a 4 every time he came up for his increased difficulty + the largely unavoidable fire damage).

With one blessing left I got it set up to where I got to roll 2d12 + 1d8 + 2d6 +1 to beat the villain on the final check, and promptly rolled a 12 total on his increased difficulty of 13. Bam, game won. I was promptly informed I may never get rid of the Luckstone.

Goblin Squad Member

1 person marked this as a favorite.
clynx wrote:


Do I prefer PvE over PvP? It really depends on the game. If the game was PvE in design (EQ, FFXI, RO, WoW to name a few), then yes, I prefer PvE. Those games were designed at their core for PvE gameplay...

I couldn't agree with this more, having done both it's really been a blast either way, if the game is designed properly it's fun, and if it isn't designed well with a goal and structure from the start (PvP with PvE tacked on (Warhammer Online) or the opposite (Rift/WoW/EQ etc)) it turns out horrible.

Additionally there's something to be said for dealing with jerks in an PvP environment, there's plenty of jerks in PvE games who have done kill stealing, open world pulling over raids, other types of random griefing etc and there is literally no way to stop them in the PvE environment, the best you can do is report them and hope something happens to them later. At least some of the time in PvP games you can actually stop them in progress.

Goblin Squad Member

Nihimon wrote:
LordDaeron wrote:
Elaborate please...

A classic example is a Wizard scribing scrolls. I can't imagine there's a DM in the world who will force the player to be at the table with the DM while he works through some elaborate process to make each scroll. Rather, the DM is likely to say "Okay, you've had three days of downtime since our last session, which scrolls would you like to have scribed?"

Absolutely. In fact the crafting/researching system in EVE wouldn't be a bad start either. There could even be benefits to crafting in a non-safe place (maybe crafted items would be finished faster out in an insecure settlement then in a relatively safe npc city, or they could have a higher or random bonus quality, or anything really).

Also if fishing/foraging is included I wouldn't have a big problem if that was included in a very small way, maybe just the very basic fish/food could be gotten in that manner, and if you were doing any other automated task you wouldn't be able to choose fishing/foraging. Manually participating would give a chance for greater rewards, but generally speaking I haven't seen a game make fishing or foraging really interesting to participate in while playing. Anything to discourage casual botting is a good thing in my book.

Goblin Squad Member

Richter Bones wrote:
Deelron wrote:

There is a non-zero number of disabled people who play with software that can appear to be botting software, even if it's exceedingly rare id rather see players just completely blocked from all commerce then killed while they appeal and prove their situation.

Also I'd hated to see the resources from a bot to hit the market in another manner, even if the bot owner doesn't profit themselves it still does ancillary damage to the real harvesters.

If there are programs people need to play the game now is a good time to let the dev team know about what is needed and then it is possible it could be integrated or at least have 3rd party software allowed. For this it is better to ask for permission than for forgiveness.

Certainly but it's always going to be a moving target as the technology and options change, particularly if there is a form of auto-scripting detection included within the game. The above was a response to the handling a "bot" flag (if even such a thing is a consideration) and an argument for locking someone out of commerce instead of being able to blanket kill them repeatedly, a much less annoying way for an actual player who may have set off a false positive.

Goblin Squad Member

Bluddwolf wrote:

No one gets flagged without a GM having looked at it, so very little chance of being falsely flagged. If they are ganked every five steps, they won't get to market.

Bottom line, we don't want bots playing... period! We also want to kill them, repeatedly... period!!

There is a non-zero number of disabled people who play with software that can appear to be botting software, even if it's exceedingly rare id rather see players just completely blocked from all commerce then killed while they appeal and prove their situation.

Also I'd hated to see the resources from a bot to hit the market in another manner, even if the bot owner doesn't profit themselves it still does ancillary damage to the real harvesters.

Goblin Squad Member

Soldack Keldonson wrote:


Am I missing something, wouldn't this mechanism always be better then straight out dieing?

Not always. Say I'm out in the wilderness with a group and something comes up and I have to log (or my ISP dies or whatever). So I come back and I'm stuck alone, and have to make it back on my own. So I start traveling back and get jumped by bandits, and instead of killing me they just incapacitate me, take some stuff and move along. This could happen multiple times (even with different groups of bandits so theyre not griefing) and I'd repeatedly lose whatever time it'd take me to either get back somewhere safer or find a nice NPC to actually kill me. Sometimes just cutting your losses turns out better!

Goblin Squad Member

avari3 wrote:
Papaver wrote:
Ah yes, Windows elitism.... how I missed you.
It's Mac elitism; Windows populism :p

Actually (as someone who uses his Mac frequently to game, particularly when traveling) I took it more as most of the people who use their mac for higher end gaming already bit the bullet and installed boot camp.

Goblin Squad Member

Rokolith wrote:
I'm rather shocked at how many people here don't like jumping puzzles. I love them and enjoy the challenge.

I never really cared for them when they took 30 minutes to accomplish and I jump in a manner that should work but because of inconsistent geometry (not exactly uncommon in MMOs) I land in a place that should be ok but instead fall to the ground and have to stat over 25 minutes before. After that particular style of "fun" in SW:ToR I never tried a puzzle again without watching a video of the "correct" way to do it.

If they're fairly short I don't have a problem, but waiting 40 minutes for a balloon isn't fun either ;).

Goblin Squad Member

Harad Navar wrote:
If the daily deals are to help early supporters get acknowledgement, doesn't that loose value if they can be sold? One possibility could be to have the items revert to common items if they ever leave the possession of the early supporter. However, if the bling is really important to the player then threading is the answer.

Nah it's absolutely fantastic, instead of just eating a bank slot when I'm done with enjoying an item it can actually be useful to me down the road by trading/selling it for something new, and the person trading for it can get something they wouldn't otherwise have access to, and we both come out happy.

Goblin Squad Member

Ryan Dancey wrote:


SO the content they're producing is being consumed 10x faster than it was "supposed" to be consumed when the tools that create that content were built.

As a correct subscriber to a theme park MMO (Rift), man is this true. It took ages (relatively speaking) to level in EQ, with the new Rift expansion we were in the max level raiding content after a week (granted we are a raising guild and are more focused then most subscribers), which was way too fast. We blew through the two continents of content in a week and now our game consists of raid progression (very satisfying while you're still working on it) and grinding the same daily quests for rep ( which is awful). Non-raid character progression outside of pvp participation (which has 0 reward for actually being good) and rep grinding there's not a whole lot to do and Storm Legion has been out for a whole month.

Goblin Squad Member

Hark wrote:


4. Combine 2 and 3. I don't recall ever seeing this model used, but it could in theory create quite the industry because everybody will need it, and a well fed character would be getting buffs. But you still get the situation where a player forgot to stock up on food and suddenly sucks because of all of the debuffs. It's still a hassle just now you get a reward for dealing with it.

It was almost this way in EQ (at least when I played) except you could force eat crappy food and get the buffs from the good food without consuming any (whatever food/drink was in the top most inventory slot was considered your current food). It was nice to have the food but you typically didn't have to replenish it often, given that you didn't have to actually eat it (normally it was only lost when you forgot/weren't paying attention).