Lord Glorio Arkona

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Goblin Squad Member

I was trying to connect to the server to activate my characters, but I can't manage to. Is it under maintenance right now?

Goblin Squad Member

I was wondering what kind of relationship there will be between characters on the same account. For instance, would I be able to send them money, create equipment for them or have a common stash (a la Diablo 3) in a simple way or the idea is for them to be totally separate entities (which can be circumvented through third parties)?

Goblin Squad Member

Just a clarification: when one dies the 25% of unthreaded items that are destroyed are rounded up or down?

Goblin Squad Member

I was wondering on the current status of trees in the game.

As I understand it, right now they would be a source of raw materials.

Could we make more use of them?

Are they always the same or do they have different heights, thicknesses, etc?

There are three interactions I think would be interesting to have regarding trees:

- Climbing: the ability to climb a tree for scouting or ambush purposes.
- Building: the ability to create certain temporary structures in them.
- Destruction: the destruction of a tree for economic or aesthetic purposes.

Some questions arise right away? Can anyone climb trees? What skills or attributes are involved? Does burning a tree down generate fires on the trees that are nearby?

I was thinking of trees as I think they could be a decent trial to test interesting mechanics on a smaller scale.

Goblin Squad Member

Hello,

I am wondering whether there are plans to implement magic items such as invisibility capes, or amulets of disguise self or something along those lines. I don't recall any blogs or threads on that topic. If it is being implemented, is there going to be something during EE or OE?

Cheers!

Goblin Squad Member

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Hello,

I was thinking what kind of natural hazards we will encounter in PFO.

A brief list of possible ones:

- Extreme Heat and Cold
- High Altitude
- (Sand)Storms and Tornados
- Avalanches
- Chasms
- Quicksand

Which do you think are more viable/interesting? Should they be included?

How can they impact the world and mechanics?

Extreme cold, high altitude and storms I'd love to see at least.

What do you think?

Goblin Squad Member

I was thinking about a way to create a sense of more danger for those who wish to tread the darker paths of Pathfinder Online.

What if, for certain extremely disreputable individuals (i.e. rare cases), settlements had a way of removing the Mark of Pharasma and effectively execute a bad seed from the game permanently?

The process should be costly enough for the settlement not to do it on a whim but not so onerous for it to become unusable (and therefore useless as a deterrent).

A special Bounty Contract could be created for this once the settlement allocates the resources and has reached agreement.

On character Death, the player gets to create a new character with a certain amount X% of the skill time (0<= X < 100) the dead character had.

What do you think? Is it too extreme a punishment for any player?

Goblin Squad Member

Hello,

In the roleplaying game of Pathfinder, there is a mechanic to inflict non lethal damage on a target. This is used for very diverse reasons, such as interrogation, kidnapping, etc. I seem not to have seen any sort of non-lethal damage in the blogs or implied.

I was wondering if this mechanic could be used in some form in PFO as well.

For example, I'm not too keen on the fact that my options as a bandit are:

- Stand and Deliver
- Kill

I just want to take their stuff, not kill them. It also seems odd that no bad reputation is to be accrued for killing people that refuse to comply to your requests. This may lend itself to people making outrageous demands to get reputationless kills.

So I thought of a non-lethal damage system might allow for something in between. Assuming killing people has some sort of reputation penalty, this is the trade-off:

- You receive a smaller hit to your reputation.
- Non-Lethal damage is harder to deal, so it is more dangerous for the mugger.
- An unconscious victim, may be mugged out of some items or money, but not their armor and weapons. There are no items randomly destroyed.
- After a short amount of time you wake up.

What do you guys think? Would it complicate matters too much?

Do you see other potential uses for something like this?

Goblin Squad Member

Hello,

I wanted to know if there are any mechanics planned for the handling of corpses. I am sorry if this has been previously discussed in another topic, but the closest I could find was this thread on selling body parts http://paizo.com/threads/rzs2q05s?Looting-pc-bodyparts#32

I will elaborate on some ideas Corpse Mechanics might include:

- Selling corpses might come in demand from necromancers (or their corresponding body parts as was suggested).
- Could they be used as intimidation or distraction? (impaling, etc.)
- Will corpses disappear after a certain time or will they decompose gradually?
- Could the accumulation of corpses bring forth plague? (Imagine for example dumping hundreds of corpses on the river that feeds several plantations)
- Can we use corpses to catapult them into enemy settlements? Does this have any mechanical advantages?

If you can point me in the direction of other threads where this has been discussed, it would be marvelous. However, if this has not been discussed I'd like to hear your opinion on this subject.

Cheers!