Elminster000's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter. 21 posts. No reviews. No lists. No wishlists.


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..but..if you leave...who will advocate for grass related game improvements..!?

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<Kabal> Kradlum wrote:

My client crashed while fighting in a monster hex. When I logged back on I expected to be at a shrine, but I was standing on top of my husk. I checked my armour and hadn't taken a durability hit. I don't *think* I lost anything from my inventory, but it is difficult to tell.

If this is a feature, I like it. There is nothing more frustrating than dying due to a client crash, and since EE3 my client has been crashing a lot more.

This is a known bug. Ryan has asked us not to take advantage of it when it occurs.

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Thod wrote:
Savage Grace wrote:


Hey, isn't Chribba the Swiss word for Thod? ;-)

How do I meet this Chribba?

** spoiler omitted **

You have to say their name thrice with the lights off first.

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Lifedragn wrote:

I can't help but think of North Korea when we start using titles like Great Benevolent One XD

But then I suppose our media and politics does try to paint them as a Lawful Evil state, so perhaps it is a good thematic fit.

It is pretty clearly doublespeak.

They may speak truth, but it is the entire truth? Is the real truth obfuscated behind subjective interpretations? As with Devils and Efreeti, it is best to take great care in deciphering the true meaning of their words.

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Thod wrote:
Lord Regent: Deacon Wulf wrote:

Support from the villains? Aggression from the Heroes?

This world makes little sense, but Golgotha guaranteed the independence of the Emerald Lodge long ago, and Golgothans do not break their word.

They might be evil - but you have to love the lawful side of them.

Well, obviously not until they have more to gain from breaking their word than they might lose in reputation for doing so.

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Tyncale wrote:
Elminster000 wrote:
Bluddwolf wrote:

This I believe will ultimately lead to there just being one settlement of each combination, any others would just be redundant.

Sounds like a good idea if there were tens of thousands playing, but you won't have that for months, years or perhaps ever.

I think that is unlikely, as scarcity of resources should force the player population to spread out. The higher the active population of a settlement, the more resources will be required to support all of those players. Since there is a limit to how much of any given resource can be harvested in a single hex in a given period of time, a highly concentrated settlement's gatherers would have to go further and further to gather the necessary resources for upkeep and advancement of the settlement. At some point in a settlements growth cycle it will become more efficient to bud off into two settlements.

Well, you are forgetting an important feature of PFO: Trading and transporting Trade goods with Caravans. The intention is that settlements that lack certain resources try to haul in goods from far away, where there is more of them. This happens with Caravans.

Settlements who can not provide their crafters with resources or refined goods that they cant make themselves, i.e. settlements that do not trade, will probably bleed members.

Some may still be somewhat self sufficient, but the most succesfull Settlements will undoubtedly have all sorts of trade deals and alliances going on.

Well, that is how I envision the mature game anyway. We are a long way from that still.

This is true, but trade is more of a solution to the lack of diversity of resources a settlement may have than a solution to a lack of volume. I could see one very large settlement being "fed" by smaller subservient settlements to achieve this, but I don't think that is the natural end product of the systems currently in place. I think caravans and whatever inter-settlement trade mechanisms we see put into place will be more like a handshake than a parasitic tentacle.

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Bluddwolf wrote:

This I believe will ultimately lead to there just being one settlement of each combination, any others would just be redundant.

Sounds like a good idea if there were tens of thousands playing, but you won't have that for months, years or perhaps ever.

I think that is unlikely, as scarcity of resources should force the player population to spread out. The higher the active population of a settlement, the more resources will be required to support all of those players. Since there is a limit to how much of any given resource can be harvested in a single hex in a given period of time, a highly concentrated settlement's gatherers would have to go further and further to gather the necessary resources for upkeep and advancement of the settlement. At some point in a settlements growth cycle it will become more efficient to bud off into two settlements.

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While not technically loot, someone should build a Dread Gazebo.

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29 here.

Having seen the demographic data, I can't help but imagine PFO PvP as something like this.

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New member reporting in. I cannot overstate how pleased and excited I am to be joining you.

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On Spellcraft being used to provide enchantments during the crafting process, will there be any other skills that provide additional options during crafting?

Also, will Spellcraft be used for anything else, or will it simply be a requirement for some parts of the crafting system?

Stephen Cheney wrote:
<Magistry> Toombstone wrote:
I would hate for every nice recipe to be this way though. Because then the crafter's network of PvE support to provide nice recipes would be more important than the crafter himself

Yeah, this is a worry too. If all your recipes get used up and then you have to find more, you're in danger of getting the worst elements of a looting system AND a crafting system. The guy that defeated the boss essentially gets a rare loot drop that he can't use until he hands it to a crafter to add a bunch of materials to, and the crafter can't craft unless he has the PvE drop. Dropping the recipe becomes pretty similar to just dropping "broken Sword of Awesome" and all crafters can do is repair it.

Hark wrote:
Aww, no info on enchanting. I was hoping there might be a fourth optional step where an enchanter further upgrades the equipment.

After long discussion, we decided to make enchanting part of the crafting process itself, rather than a later add-on. That keeps the + value of the item more consistent (e.g., you don't have a +3 necklace with a +2 enchant) and makes it easier to distribute meaningful improvements. It's still an optional step, but it's an optional step you decide in the process of crafting, and which requires you to have Spellcraft and the right enchantment then and there. Unenchanted items should still be valuable (and there are some replacement options if you want to be a crafter without Spellcraft that we'll detail later).

Kobold Cleaver wrote:
I got the impression you would learn a recipe and always be able to make weapons with it. "Learning" would be the "one-use", to ensure everyone can't just pass the recipe around indefinitely. Market flooding is prevented by the weapon taking such a long time to make.

Yep. You DO consume the recipe to learn it, just not every time you make it.

Quote:
Thanks for answering so many questions, those of you at GW. Here's another: What's to stop someone from having an alt just indefinitely making
...

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Nihimon wrote:
Rouges are overpowdered.

Well, it's hard to sneak effectively if you aren't fresh.

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Quote:
So, say a starting wizard acquires a spellbook with a 3rd level spell, a 2nd level spell, and three 1st level spells. That wizard only has two 1st level slots. The 3rd and 2nd level spells will begin grayed out and unavailable: the wizard can't cast them yet. All three 1st level spells will be usable, however. When the wizard casts one of them, it also will gray out because it has now been used. The wizard could then cast either of the remaining spells, but then he'd be out of slots and the whole book would gray out. After using a Refresh, both the slots and used spells in the book would reset.
Nihimon wrote:


I imagine we'll be able to put the same spell in a book multiple times. That would seem to be very equivalent to preparing three Fireballs, for example. However, considering that our Spells will be very powerful, I wouldn't be surprised if they only allowed a single copy of a particular Spell in a given Spellbook, and used that as a balancing factor, but I consider this much less likely.

Unless I'm misunderstanding things, I think multiple copies of the same spell in a spellbook will be redundant. Based on the description, it sounds like we can cast any spell in our spellbook as long as we have a slot of equal(or higher?) level available. We will essentially function the same way Sorcerers do now, except with the ability to swap of sets of spells known between refreshes.

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Neutral Magocratic Kingdom?

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If any of you are, or would like to be, Redditors, please upvote This.

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daemonslye wrote:
Psyblade wrote:

just to point out, for the ES hardcover you will need to pledge $100 more (and if outside US, $15 for shipping)

so in total you would want to pledge $650

Well, that just sucks. Maybe will need to cancel it then. It seemed pretty clear on the AddOn text that the hardcover book was included - which is why I asked my question.

I'll wait a few minutes for someone (informed) to respond.

Thanks,

~D

It does say the hardbacks are included in the Hellknight addon. Also, if your total is wrong you can modify your pledge amount without canceling.

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Sounds good. You forgot to bold Fraternity of the Wild. It is currently hidden in the Fraternity of Shadows. ;)

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AvenaOats wrote:
Elminster000 wrote:

If I were to upgrade my pledge level from adventurer to crowdforger now, will I lose the daily deals I have accumulated prior to today? I remember reading that this was the case, but since you are offering an incentive to switch, I wanted to be sure how things are working.

Also, if I purchase the extra player pack addon does that come with all of the daily deals, or just another set of the ones I am already eligible for?

My apologies if this information is stated elsewhere.

As Being says.

You'll keep it: The timestamp of your pledge at the requisite level is used for the daily deal, so you're fine as long as you pledge upwards and do not dip below the min level, which would reset it.

Thanks all. Upgrade complete.

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If I were to upgrade my pledge level from adventurer to crowdforger now, will I lose the daily deals I have accumulated prior to today? I remember reading that this was the case, but since you are offering an incentive to switch, I wanted to be sure how things are working.

Also, if I purchase the extra player pack addon does that come with all of the daily deals, or just another set of the ones I am already eligible for?

My apologies if this information is stated elsewhere.

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Dakcenturi wrote:
I'm surprised there isn't more interest in a neutral settlement. Maybe it is because of the whole focusing on advancing magic aspect?

I think initially people are more attracted to the band of heroes type of groups, but attitudes will change as the game wears on.

Being neutral should give us a good advantage in recruitment potential over the aligned settlements, since we'll be able to accommodate a much larger range of people. If we combine that with having the best, hopefully, selection of magical goods and services, that should put us in an exceptionally strong position.