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![]() Quote: Now, I'm confident they could narrow down the number of combat feats (maybe attacks, armor, and role feature feats) for new players without making things 'weird' or 'unfair.' One option is to gate half of them behind Adventurer 1 (or 2), which should take minutes/hours for a new player, in which time they can get a handle on how combat works before they start getting into the details. A few hundred XP can be made up in a few hours. Quote: That actually makes a lot of sense. Gate all attacks except 2 primary and 2 secondary for each weapon type behind Adventurer 1. Also, put all the wand cantrips on the occultist and all the staff cantrips on the war wizard in order to remove that confusion. This!!!111!eleventy!! The bombardment of confusing information right out of the gates is a big problem for new people. People buy skills they can't even use or get bonuses from yet because they don't know any better. ![]()
![]() Just some ideas to help gatherer-type non-combatant folks slot their character in order to help them get out of ganking/banditry type encounters more effectively. Perception
Speed
Self-Healing
Anti-Crowd Control
Recovery
--- Thoughts? Other or better suggestions? ![]()
![]() Quote: Where have you been during the landrush? I was not aware of Pathfinder Online's existence until after the landrush. Quote: 8 votes was all that was needed. Which makes it all the more frustrating, considering how many of the people who were fortunate (privileged?) to be awarded a settlement and have now essentially abandoned it - - with the unlucky new people having no recourse and being stuck choosing from the remainders of which none apparently are willing to provide for an alignment that accounts for at least 10% of the alignment spectrum. Quote: Sandbox MMOs definitely do NOT provide a Hollywood "one heroic hero takes on the world against the odds and defeats the Mongol Hordes single handed and gets the girl" play experience. That's a strawman. I don't think anybody I know wants to play PFO solo. Quote: Advancement limited by the will and whim of other players is almost in the definition of a sandbox. Depends on if by Advancement you mean "accomplishments" or merely just training skills. I just mean training skills. I'm quite happy with the concept that I can't conquer the world by my lonesome, I don't want to play solo anyway. I find the idea that a small group of players can decide unilaterally whether or not I can activate core features of the game (skill training) to be not only abhorrent, but also a really terrible way to design a game that depends on people paying a subscription for it to survive. ![]()
![]() Quote: There are precious few whims involved. It is not a whim to ask that your citizens play by the rules you've set. Most nations on Earth behave exactly the same way. It's quite telling that you think we are your citizens. There is a difference in "playing" by the rules, and being "subject" to the rules. I didn't get to vote on anything. I had no say or influence. Most nations on Earth have representatives they can vote for, and kick out of office when they don't represent them in a way that they desire. Settlement leaders cannot be removed, they cannot be bargained with, and they will absolutely never stop until every last one of us is dead. Oh wait, wrong movie sorry. lol :D ![]()
![]() Quote: Everyone actually playing who wants a settlement has one, and if they don't it's either due to lack of trying or hugely antisocial behavior. Do you not believe that anybody has heard of PFO only after landrush? I got here after landrush, so no settlement. All the more frustrating when watching half the settlements on the map languish empty. ![]()
![]() Quote: And yet such people exist, as hard as that might be for you to believe. Maybe I do believe that, not like it is pertinent to the discussion, I just happen to also believe that core game functions shouldn't be limited or subject to the whims of players unless the recipients of said whims have a reasonable alternative to continue playing said game. ![]()
![]() <sigh> You don't have to antagonize a large group of people to meet that situation. 99% of the people playing this game have no say or control whatsoever about companies being aligned to settlements. Just approximately ~ 17 people or less. Many of whom by the way exhibit a tremendous amount of group-think. ![]()
![]() Quote: Part of the problem is that an individual, or company, can not create a new settlement that is of their liking. Or take over an existing settlement. Indeed. That mechanics or lack-thereof grants an enormous amount of power to settlement owners to shape how people can and cannot play "the game". They hold all the keys, and they cannot be taken away, even if hypothetically there were a larger or significant percentage of people wanting to play in a different manner. ![]()
![]() Quote: If players could simply train anywhere to advanced levels, then what real incentive is there for said players to (a) put themselves at indirect risk by affiliation with a settlement, (b) behave within the strictures established by said settlement (which are related to the larger inter-settlement politics) for the purposes of staying in good standing therein, and (c) protect the settlement itself when it is threatened? Good question. People do all of those things in EVE, while still being able to train their skills regardless of affiliation. 1. People get ganked in EVE by being in a corp that is at war.
Yet, if you leave your corp today, non of your training goes away. Why can PFO not function in a similar manner? ![]()
![]() Quote: Being a part of a company and/or settlement should provide benefits but not exclusive advancement. That's an interesting concept. I think it's worth exploring - From what I can tell, effectively, as the game mechanics work right now your ability to train past level 8 is entirely at the leisure of the small group of active settlement owners. Settlements leaders cannot be replaced by force, or voted out, or anything of that nature. They are gods of their settlement. If they *all* decide in unanimity they don't like you, and deny any company join request that are a part of, you will not be able to use any skill past level 8, whatsoever. Rotter's Hole as a Rep haven is effectively useless in that scope after about 3 weeks. Keep in mind, while there were originally 33 (?) settlements to choose from, I'd guess only close to half are active right now. Not hard to get a little more than a dozen people to agree on something, especially if some of those people are scared of dissenting. Just some idle pontificating... ![]()
![]() Quote: We'll see it when the PVE players successfully get their voices heard over the PVP players' demands. You're joking right? The fact that everything having any relation to PvP has to be couched into the realm of meaningful or purposeful or indirectly consensual (by activity) shows that the development of this game has been firmly directed away from "PvP-centric" and gradually more towards "I-Don't-Like-PvP" friendly. Quote: The game is currently almost purely PvP. Probably a good move because player-generated content is almost always more meaningful and interesting anyway. Not to mention more challenging. But the best part? I doesn't cost Goblin Works a dime to create the kind of political intrigue and warfare shenanigans that players are already doing on their own. Sure, get GW to go off on a tangent and build you a dungeon full of NPC mobs that just stand there and line up for you to mow over with arrows (yawn). Meanwhile a host of other core features won't get implemented because of budget, and the PvE content will still probably not be able to compete with other AAA PvE-based MMO's already out there. Open world PvP with settlement-based conflict that players operate is the main unique selling point of PFO. Not focusing on the core components of that feature set would be a grave mistake, IMHO. </rant> ![]()
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I'm in awe of the ridiculousness of this, especially since it is effectively an empty settlement. ![]()
![]() Quote: I specifically said "I would like for each Settlement Leader who attends to talk with their membership and come up with a list of their top 5 suggestions," but it seems like that was ignored entirely. I read that, I don't ignore anything you say. The thing is, I live in the US, and I send emails to my congressmen, and they do whatever they want. The same can happen here. I don't need somebody to be my representative to Goblin Works, after-all the player population isn't really that big. They have a community support person, I think they should leverage her abilities and use surveys and such, heck even something like Survey Monkey until the feature is in place. To be honest, I'm a bit surprised there aren't surveys being conducted on a weekly basis, considering this is supposed to be crowdforged. ![]()
![]() They are not exclusive, I'm just very opposed to the further bolstering of a small group that has preferential notice from the developers. The player-base isn't so large that it needs a representative form of governance to filter player concerns. A survey on the launcher before log in should suffice, and probably provide less skewed or politicized feedback. ![]()
![]() I'd rather see GW implement the survey feature to the launcher app like they mentioned in a previous blog post. Provide a list of 10 known issues, and have people check boxes for 5 before they log in. I've seen it used in other crowd-forgey style games and it is an effective way, IMHO, to get a good snapshot of the population's opinion, rather than the opinion of the vocal or influential minority. I'm of the same sentiment as Midnight (btw I'm starting to become a big fan, lol). Basically, I'm in favor of anything that doesn't further increase the influence of the entrenched Alpha Aristrocracy. ![]()
![]() Quote: Think about why you are not playing those games, and stop trying to make PFO more like them. I don't think existence of nameplates ever crosses my mind as a reason. This is a game not a simulation. I think making company or (when in game) friends have their name tag or a friendly icon of sorts is a decent compromise. Unknown people are unknown, so no nametag. Just kill them all. ![]()
![]() Too cumbersome. Will lose more players to frustration than gain players for novelty, so net negative in my opinion. They should add nameplates till there are more options for physical appearance and or gear that make it easier to identify who is on your team at a glance. It's why armies in the real world wear uniforms. Unfortunately, right now all we have is armor color (which is nice) but like has been done this week, you can change your armor color to match your enemy within seconds, and confuse the heck out of them. A unique company tabard that you can wear that can't be mimicked would really help a lot. ![]()
![]() Long story short, in a real sandbox game players make the content. ie. they do things that make interesting things for other people to witness or take part in. I think the long term plan will include more stuff for people to do without having to interact much with other people, but for now the idea is basically you need to find other people and see what they are up to and interact with them as a group. ![]()
![]() Quote: And one I can see by the attitude of this community will result in a "good riddance" to anyone it causes to leave Nah, there have been some folks like Pexx that have left, and people were genuinely sad to see him go. I think a lot of folks just don't like you in particular, mainly because you're pedantic, uselessly repetitive, and basically a troll. ![]()
![]() Quote: However I'll reassert my point PFO's ridiculously long training time to optomize a single build will be an issue to new players, and if growth is poor that issue will be compounded because vet players that have been playing religiously since launch will make up a significantly larger portion of the population. I could see that turning slow growth, or just treading water, into negative growth and an eventual shutdown. It won't take a ridiculously long time to optimize a build. Whatever that means anyway. Optimization in group based pvp is about being able to fulfill your role in the fight effectively. if you mean optimized to mean reach cap, then you're really all over the place since in your comparisons to EVE you don't need to be high experience to be useful. It's the same with PFO. You can reach Fighter 8 in less than 2 weeks. Based on the exp usage and power/dmg increase curves, you'll be perfectly viable in a group situation at that point. In 1v1 you will get murdered, but then this isn't planned to be an gladiatorial game last I checked, but based on group combat. You get more versatility with longer experience gain, not omnipotent power. The mechanics of the combat system make it so older players aren't invulnerable a few higher levels on, but rather they have more options for how they play and/or respond in various tactical situations. I assumed you would know all of this already, but since you don't actually play the game (but still show up here for some bizarre reason) I suppose not.
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