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![]() celestialiar wrote: Edit: you know the reason I come to PFO forums every once in awhile is because I kinda feel like they may say something like O we were wrong! Our game isn't robust enough, we are going to make it deeper! I know it's stupid, but it'd be nice if it happened. I'm not sure why they would come to the forums to say that, when I believe the majority of the people here understand that is the status quo, ie. it is understood the game is still being built. I'm also still baffled about the comparisons here with LiF. LiF is Rust with a medieval flare, combat a la Chivalry Medieval Warfare, and minecrafting elements. Now granted, I think that is a really cool combination of features, it is still a whole different gamefrom PFO. When LiF servers can hold hundreds of players, and the towns/buidings they build persist indefinitely, then I'd consider equating them from a overall gameplay standpoint. ![]()
![]() I still think the best way to go is to group up with some folks and kill the wolves. PSA's are not good enough, unless you mean spamming chat about the wolves every 5 minutes. :D I can't think of anything else you could do in alpha right now more worthwhile than help ensure some new player's have a decent experience. ![]()
![]() With more players potentially coming into Alpha over the weekend, the still persisting "guard wolfs" in towns near the Skirmisher/Fighter training forts need to be dealt with. We'll have new players with no idea what's happening getting killed. Not a good scenario. I think it would be helpful if geared up vets made a point of patrolling into towns occasionally and clearing out the wolf if there is one there. I've found I can solo one with a Longbow, and kill the wolf before the Thornguard gets to me and melts my face off. I think Bullwark might help against the TG's rooting effects so you can make a get-away before it kills you. We can do this! :D ![]()
![]() Kobold Cleaver wrote: I guess I just have trouble taking the people who don't like PvP very seriously. I have trouble believing they're going to stick around if PFO is at all successful. I think there could and should be a place for players in PFO who choose to avoid PVP, just like in the real world non-combatants still play a meaningful role in society, and even in the wars between groups. Whether or not PFO evolves to a point to facilitate that kind of gameplay certainly remains to be seen, but judging by Ryan's statements, I think it wouldn't be omitted intentionally or purposefully. ![]()
![]() I've been looking more closely at some of the benefits of the various armor feats while keying them into pathfinderonlinehq.com I'm not really sure if I want to focus on just one track with the same character and was trying to wrap my brain around the feasibility of swapping out armor and armor feats mid-battle or right before an engagement. My thinking is, maybe I want more defensiveness if I am solo, or maybe if in a group setting I may use a more support-oriented build. I'm curious about what other people think about swapping out armor/feats like that to change your capabilities on-the-fly. Gamey? Smart? ![]()
![]() Xeen wrote: and of those 2300, how many have played more then once? how many have even played in version 8 much less 9? Would it matter if we had a number? I'm not at all disappointed at the state of alpha, pretty psyched about EE starting in a few weeks, and yet I'm still barely playing right now. Why is that? I mainly tried to get into alpha to learn how the game worked, not to test stuff. If I'm needed to test/break things I'll happily contribute, but until I get a call to action from GW I'll assume they have enough people trying things out. So, I play a little here and there. But I have no intention of spending hours a day farming stuff and crafting stuff, when it's all going to be wiped very soon, and features are continuously being added. I suspect a good percentage of these other alpha accounts are being used in a similar manner. ![]()
![]() Jakaal wrote: Hardin Steele so you're telling me you think people will make caravans taking goods large distances without knowing the market at the destination? Just because the game design might limit you (a single player) having unlimited alts at each trade hub to know what's for sale there all on your own - I don't see anything limiting a team of traders from organizing and scouting out Auction Houses in a region and coordinating their actions. That's kind of how a trade league works, coordinating activity to maximize everyone's profits. Now you have meaningful interactions, and teamwork. Good things, right? -- Granting omniscience of all auctions houses, or even worse granting the ability to buy and sell across a global auction house, erases a huge amount of game-play opportunities for people, including related PvP actions. ![]()
![]() A funny thing about trade hubs- in Eve a guy some while back did some research on average number of jumps between systems. And funny enough, the system in game that is generally regarded as the main trade hub for the entire map "Jita" is #2 in smallest average number of jumps to get there from any other place on the map, IIRC The #1 spot is also a big trade hub, but I forget the reason it isn't really the most used. That being said, I think trade hubs will develop, even if not an NPC settlement, because they make good trade hubs. Ease to get to, and safety might end up being factors. ![]()
![]() DeciusBrutus wrote: Removing the ability to gather market information for free just means that the website with that information has to charge a fee to users to recoup the costs, making the commerce game effectively pay-to-win. That isn't realistically going to happen in a useful/effective manner unless GW decides to expose the market data via services or consumable json files, or a consensus of players decide to upload market snapshots or info to a centralized external repository. Forcing people to choose to organize and volunteer to manually upload market data to an external central database at least requires some effort, and has the potential to be laggy in accuracy. Alternatively - Allowing people to have usable alts that they can place at every trade hub basically would allow them access to instantaneous snapshots of market status everywhere. Ever more efficient, I can do this with Eve with a program that scrapes the market json files for each of my characters local file cache, after logging in with each of them sequentially and scanning the local regional market I have them placed. --- In my opinion, that argument there still makes limiting alts preferable. ![]()
![]() Jakaal wrote: Even without earning XP it would be useful to be able to log in to an alt to check the market of another town and such. Unless the ability to see only what is for sale locally in the AH is off the table or it will list all the prices for an item and where they are being sold globally, this will be a primary use for alts aside from basic crafting. Not to mention zerg recon. It would seem to me that all the reasons you indicated for wanting non-paid-for alts, are essentially quasi-teleportation workarounds for cheating the naturally-inspired limitations of a physics based world. Maybe people shouldn't be able to instantly see what is for sale at a local auction house 100 miles away?
Maybe people shouldn't be able to have instant no-danger reconaissance on an enemy bases miles?
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![]() Urman wrote: In Alpha 8, the one escalation I took part in (one party) was dropping the level of the escalation for completing missions (the x's: killing priests and killing commanders); each completed mission bumped the escalation down something like 3% or 5%. How do you see what the missions are in a hex? ![]()
![]() Karl, et all - I've further refined the Armor Keyword Lookup tool to display matching Armor Feats as well. For example, with the lookup page filtered as such -> Heavy Armor, Tier 3, Masterwork, and Dense - you can see a list of all of the Armor pieces and Armor feats that synergize together: ![]()
![]() Heyo, I just wanted to let all of you kind ladies and sirs know that I put together some filterable lookup pages for recipe ingredients and armor keywords, over at the PFO HQ website. The Recipe Component Lookup lets you input a specific crafting resources, such as a refined item like Adamantine Ingots, and the page will spit back all of the recipes (those keyed into the HQ website database so far) that use that item as an ingredient. - You can also search the recipes database here and filter by required rank, tier, and other metadata to help you find what you are looking for. The Armor Keyword Lookup lets you filter by Armor Type and Major/Minor keywords, and as well whittles down the database table of Armor items to the ones matching your needs. The results are sorted by type and tier accordingly. The site is being designed from the ground up to be mobile/tablet friendly, so it is my hope that it can be useful for some folks out there trying to get their crafting endeavors sorted - Cheers! ![]()
![]() Being able to wrap your brain around it is a function of how well the vision is articulated and how familiar you already are with the concept. Since themepark MMORPG's are the prevailing paradigm, it will require a substantial amount of outreach and visionary leadership to demonstrate why and how Pathfinder Online can be viable and fun. Dumping potential customers/players to the side because they don't grasp it right away is folly in my opinion. ![]()
![]() "I completely understand someone saying they want nothing to do with a project being run this way." I don't understand it at all. Who else do they think is going to make a game with this kind of scope/concept, for this little (relatively speaking) money? Where do they think the investment money is going to come from for such a niche market, with investors that won't be backseat driving to ensure profit margins? EVE is the closest thing to the kind of game Pathfinder Online hopes to be, and there is probably a reason why there aren't other games out there like it already - and yet still be hundreds of other themepark WoW clones. I still believe the biggest challenge facing GW is public relations. Programming is easy. Getting people to buy into your idea and believe in your vision - and stick with it while it's not there yet - that's tough. ![]()
![]() As we get closer to Early Enrollment... I just wanted to let the leaders of companies there is a new Company database and featured Company recruitment tool at PathfinderOnlineHQ.com You can register and create a page for your company that you can manage/update *yourself*, and once published it will get your company listed in a filterable database. Visitors can search the companies based on various attributes so they can easily find a company that fits their preferred play-style. Recently added was a "Featured Company" area, that appears on most of the pages on the site. Each company in the database has an equal chance to appear in those spots (it's a random selection each page view). I think this might help companies recruit, while people are browsing for crafting or item information, etc. Hope this is helpful, thanks! ![]()
![]() IMHO, public relations is going to be one of the most important activities GW can pursue, going into and through Early Enrollment, besides actual development. They're going about this project in a way that is going to feel very strange to many people (not me I'm a programmer) and shaping they're perceptions will be critical to keep them from bouncing away quickly and not seeing the potential. ![]()
![]() That will consequently make it really rough on folks who want to diversify, and seems to me like it would result in a strong incentive to create a separate alt for everything you want to do." Maybe it should be tough to advance quickly in many areas? There is a reason for the saying "Jack of all trades, master of none." ![]()
![]() I agree with that sentiment. Speaking personally, I never heard of the Pathfinder RPG before I found out about Pathfinder Online. Most of the people I would recommend the game too have never played it either, much less T.T. role playing. I was mainly on the lookout for a sandbox MMORPG, and was deeply disappointed with the faux sandiboxiness of ArcheAge. Either way, even though a lot of people who spent a lot of time here don't seem interested in Reddit - which is totally fine - I'm probably going try to split my reading time on both. Too each their own. :D ![]()
![]() @Being - Disagreements are great! Bickering is annoying. Rather than being forced to wade through posts that IMHO are not constructive at all, alternatively I'd like to be able to take advantage of the community's ability to vote on what is considered additive to the overall conversation. That's not a "lynch mob", just the community providing some feedback on what it considers relevant. Whether what that community considers relevant or valuable is intrinsically worthy, is just a reflection of the community itself, and not really an issue of being fickle. I personally don't see why anyone should enjoy the ability to broadcast their negativity any more than one should enjoy the ability to downvote said negativity into oblivion. Anyway, this was just a feeler, was curious what folks though about Reddit is all. ![]()
![]() I figured I would see what people think, about shifting a lot of discussion off this forum and over to the sub-Reddit for Pathfinder Online that already exists - http://www.reddit.com/r/PathfinderOnline Why? Well, Reddit has a built-in voting mechanism that allows readers to, as a group, downvote to oblivion comments or threads that are deemed inappropriate, off-topic, or just rude. There seems to be a tendency for a few specific individuals to dominate every discussion, and it sometimes turns a bit negative. Other than flagging posts, there doesn't seem to be much other readers can do? For instance, if you think my post here is bothersome, you could all downvote it and not have to deal with it anymore. :) Thoughts?
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