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Enforcer84 wrote:
Can I ask what the current version is? Or is the link on page one still the current?

Oh Look, me. It's on the previous page.

Sorry for that :)

Thanks for everyone's work on this.


Can I ask what the current version is? Or is the link on page one still the current?


Just found this. It's awesome. Thank you both for your hard work!


Ipslore the Red wrote:
Would this have any use for getting around memory-altering spells and the like?

I hadn't thought of that to be honest and that sounds like a great idea. I'll have to read Alter Memory and adapt :)


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This beautiful instrument was crafted in deference to Shelyn and is a wonder to behold physically and aurally. Platinum with inlaid gold in the image of feathers on the wind with a solitary purple amethyst near the end, which is wrapped with golden silk cords. The tones from this magnificent flute have been known to bring a tear to the eyes of celestials.

The flute is so well crafted that anyone capable of playing it receives a +5 insight bonus to their Perform (Wind Instrument) Skill.

In addition, the dulcet sounds the flue elicits sends its listeners to a happier place. Memories based on the type of song being played crystallize in their minds; for instance, a wedding march might remind the listeners of their own wedding or a wedding they attended. The musician can seed the thoughts by asking questions before playing.

So vivid and beautiful are the memories that the individuals gain a +5 insight bonus to remember the details of this memory.

Construction
Requirements Craft Wondrous Item, Ancestral Memory; Cost 3750 gp

I was pretty arbitrary with the price, and it may be way too cheap...but it's not a game breaker.


Just curious for a bit of fic I was writing.


Working on some NPC's and orgs. My campaign if it gets off the ground is going to be set some odd years in the future.

I sort of want to recreate the Scarlet Crusade - and it's clear that it's been in decline if not completely destroyed

My attempt at making Inquisitor Whitemane as an Inquisitor didn't quite work, I think she's a priest.

Oh speaking of Priests, the Light (in my campaign) is a philosophy rather than a deity, the Scarlet Crusade venerate a Scarlet Light which more easily fits their warped worldview.

I've decided to incorporate some other "Divinities" to allow for worshipers - Earth Mother, Elune, Cenarius, Malorne, The Sky Father...

I probably need a name for the Sun, and the Blue Child Moon, Dwarves worship the light philosophy or a few more historical dieties/patrons including the bubbling Brewmaiden Ingedee, and the Bitterbew maiden Eedegni (a bit of an inside joke for my players and I)


LazarX wrote:
I've always seen the Mogu as Oni.

Probably true, and I based the Mogu there on Ogre Magi - but decided they'd be their own race.


Race: Mogu

I really like the look/feel of the big bads from Pandaria.

Giant, Mogu
LE Large Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural)
hp 95 (9d8+54)
Fort +12, Ref +5, Will +10; +2 vs. illusions
--------------------
Offense
--------------------
Speed 40 ft.
Melee Slam (Giant, Mogu) +12 (1d10+10/x2)
Space 10 ft.; Reach 10 ft.
Sorcerer Spells Known (CL 9):
--------------------
Statistics
--------------------
Str 25, Dex 14, Con 23, Int 14, Wis 14, Cha 17
Base Atk +6; CMB +14; CMD 26
Feats Iron Will
Skills Acrobatics +2 (+6 jump), Fly +0, Stealth -2
Languages Common, Giant
SQ deathless spirit, illusion resistance
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit (Ex) +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Essentially, I think Mogu are inborn sorcerers. I'll be making two race files one for the warriors who don't seem to use magic and one for the sorcerers who do. Unless I'm mistaken there is some of each?


Ok so I haven't gotten very far on my material whimsy as I'm afraid I'm simply making a bunch of magic item descriptions, rather than interesting materials.

However, so far I have created this:

Thorium: One of the rarer heavy metals of Azeroth, thorium is seems to culminate in areas of high prolonged magic. Either due to magic caused catastrophes or simply high usage. The metal is as sturdy as the finest steel and takes to enchanting like a dream (-10% cost to enchant).

Though it is heavy like steel, (same Hit Points and Hardness) thorium is expensive due to it's rarity and prized by mages and those who make it a habit of killing mages. Items made with Thorium are considered masterwork quality.

Thorium armor gives its wearer extra protection from magic attacks (DR 1/non-magic for Light armor, 2 for medium and 3 for heavy) ("Magic Attacks" for the purposes here are attacks made with magic weapons, or directly damaging spells.)

Weapons made of Thorium are considered "magic" for the purpose of bypassing damage reduction.

Thorium is very expensive, (Prices not yet set).
Thorium is also the main component for 2 major alloys:
Enchanted Thorium: which strengthens the metal so less is required, thereby making items crafted with it much lighter (about half the normal weight)
Arcanite: - haven't decided here...

Adamantite is simply a letter change of Adamantine
Mithril and Mithril are the same
Dark Iron works as Fire-Forged Steel
Cobalt works as Ice-Forged Steel
Fel Iron is considered "Evil" for DR purposes. Fel Iron Armor gives DR vs Good (1, 2, 3) (Fel Iron is also heavier than regular Iron/Steel, about %10 heavier)

I'm pondering Ghost Iron adding the Ghost Touch ability even to +0 weapons....but that's kind of a rules stretch


Diodric wrote:

This is something I've been working on for a bit off and on. Its obviously not finished and I don't have a neat spreadsheet or anything but it has some rough ideas. Aiming for a Racial Score of 14-16. Some are seriously over this and some way under, I'm still trimming and buffing.

Quick Guide - Goal 14-16
Elf, Blood/High - 10
Draenei - 12
Dwarf - 14
Gnome - 12
Goblin - 10
Human - 14
Night Elf - 10
Orc - 11
Pandaren - 19
Tauren - 21
Troll -14
Undead - 10
Worgen - 17

** spoiler omitted **...

Oh these are great, Diodric!

Thank you! I may borrow these :)
I've taken to making my WoW Campaign scribbles into Hero Lab files, and this will help a lot.


Ok I'll throw in the Iron Will. Thanks for keeping the discussion alive!


Oh something else I was thinking about - just for funzies.

Every new Expansion has introduced new materials, now for long time D20 players we know Adamantite and Mithril...

What would be good properties for the others? Sure most of it was "stronger" as we went up the list but seeing some of the materials in the Ultimate Equipment guide got me pondering. I'll have to consider it further.

Thorium - Energy effects? I can't recall off hand.
Fel-Iron - corruption effects or perhaps counts as evil for overocming damage reduction
Truesilver
Khorium - I know this had some energy properties for Engineering
Eternium
Titanium - sturdy with enegy properties when crafted into Titan Steel
Cobalt
Saranite - corruption effects
Obsidium
Pyrite
Ghost Iron - perhaps can work as ghost touch?
Trillium

and the various cloths/leathers?


Ok here's my unfinished spreadsheet of the races, hopefully you can see where I'm going...Got most of the Horde races done

Caveat: I'm using only the abilities already in the ARG. Some custom abilities may be needed and I'd welcome suggestions.

Link to Google Spreadsheet


GreenLanternMike wrote:

I was discussing with a few friends the idea of converting the Warcraft setting to the Pathfinder system and I started to build a few of the races using the system in the Advanced Race Guide. I used info from the 1st and 2nd editions of the Warcraft pen and paper games. So far, I have humans, dwarves, gnomes, night elves, worgen and draenei. Feel free to take a look and give any feedback for possible changes. The spreadsheet is pretty basic, apologies for how it looks currently.

Google Spreadsheet Link

Nice work Mike! I posted before I saw yours, well done.


Enforcer84 wrote:
GM Elton wrote:
You know what, with the Advanced Race Guide out, I bet we can work on the races from the ground up.
Seriously considering it. :)

Ok one of my new Years resolutions is to get my Azeroth Races done. *blows dust off* I probably won't get terribly far but I want to see how long I can keep the fires of creation burning

I'd like to start with a discussion:
There are a few ways I've considered going about this:

1. Build them all from the ground up; ignoring the Pathfinder races for the most part and build each (playable) Warcraft race as an advanced race.

2. Crib the World of Warcraft d20 game where possible.

3. Create baseline races and use the Race Levels concept to make the final touches. (ie "Elf" and then Race Levels for Blood, High, or Night Elf.
This one seems needlessly complex but it's something I enjoy pondering.

Assuming 1: I've decided to (as mentioned above) use the Advanced Race Guide to build them. My plan is to give each race 10-20 pts for build

What differences (if any) do you see between the Pathfinder Human and the Azeroth Human?

*sigh* this is scatterbrained again. I'll try to get more focused before I start posting.


GM Elton wrote:
You know what, with the Advanced Race Guide out, I bet we can work on the races from the ground up.

Seriously considering it. :)


Did I say 4 months?
*sigh*
Nice to see the thread has been picked up and picked on.
Ashiel's psionics based magic system is quite awesome, IMO, but for the guys I play with I think we'll stick with the old magic system. They're more D&D/Pathfinder focused than WoW mechanics focused.

As to the Frostsaber, i converted it from the Alliance book from WhiteWolf's World of Warcraft (2nd Edition) game - magical creature.

I have the glory that is the Advanced Race book and may be looking to alter my Hero Lab WoW creations to better match the source material; but I got a lot of use out of the stuff posted here.

If I get anything of value done in the next couple of weeks - GenCon next week and I might be working on stuff there; just for fun - I'll post.


And zing I go away for another four months! buwahahahaha!


Nightsaber CR 2
Male Panther, Nightsaber
NN Medium Magical Beast
Init +2; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+2 Dex, +3 natural)
hp 27 (3d10+9)
Fort +6, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Panther, Nightsaber) +7 (1d6+4/20/x2) and
. . Claw x2 (Panther, Nightsaber) +7 x2 (1d4+4/20/x2) and
. . Rake x2 (Panther, Nightsaber) +7 x2 (1d4+4/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce
--------------------
STATISTICS
--------------------
Str 19, Dex 14, Con 16, Int 8, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 19 (23 vs. Trip)
Feats
Skills Modifiers Shadowmeld
Languages Common, Darnassian (can't speak)
SQ Improved Grab (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grab (Ex) If you hit with your bite, you can start a grapple.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Shadowmeld (Su) A nightsaber cat is virtually invisible while under cover of darkness. This ability provides a +15 circumstance bonus on Stealth checks to hide while in shadows.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


WIP Frostsaber

Frostsaber CR 6
Male Panther, Frostsaber
NN Medium Magical Beast
Init +3; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15. . (+3 Dex, +5 natural)
hp 85 (9d10+36)
Fort +10, Ref +9, Will +3
DR 5/magic
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Panther, Frostsaber) +14 (1d6+5/20/x2) and
. . Claws x2 (Panther, Frostsaber) +14 x2 (1d4+5/20/x2) and
. . Rake x2 (Panther, Frostsaber) +14 x2 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce
--------------------
STATISTICS
--------------------
Str 21, Dex 16, Con 18, Int 8, Wis 10, Cha 10
Base Atk +9; CMB +14; CMD 27 (35 vs. Trip)
Feats
Skills
Languages Common, Darnassian (can't speak)
SQ Improved Grab (Ex), Shadow Blend (Su)

--------------------
SPECIAL ABILITIES
--------------------
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Grab (Ex) If you hit with your bite, you can start a grapple.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'd like to thank David and Omega9999 for their work on the conversions, since I gobbled them up for my campaign. :)

Anyway since I've taken and not really given, here's some stat blocks of the creatures I've converted from the White Wolf game.

Riding Kodo CR 4
Male Kodo Beast, Riding
NN Large Animal
Init +1; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 16. . (+1 Dex, -1 size, +7 natural)
hp 76 (8d8+40)
Fort +11, Ref +7, Will +4
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Gore (Kodo Beast, Riding) +13 (2d6+12/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Powerful Charge, Stampede, Swallow Whole, AC 13, 7 HP)
--------------------
STATISTICS
--------------------
Str 26, Dex 12, Con 21, Int 2, Wis 15, Cha 7
Base Atk +6; CMB +15; CMD 26 (30 vs. Trip)
Feats
Skills Fly -1, Stealth -3
Languages Common
SQ Improved Grab

--------------------
SPECIAL ABILITIES
--------------------
Improved Grab Start a grapple if you hit with your Bite attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Powerful Charge (Ex) Your charge attacks deal additional damage.
Stampede (Ex) Trample improves with multiple tramplers.
Swallow Whole, AC 13, 7 HP) (Ex) You can swallow smaller targets whole.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


David Fryer wrote:

And one more.

Gnome Racial Traits
+2 Dexterity, +2 Charisma, -2 Strength; Gnomes are quick and charming, but the lack the strength of larger races.
Small Size: Due to their size, gnomes get a +1 bonus to Armor Class, a +1 bonus to attack rolls, a +4 bonus to Stealth checks, and a -1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense.
Slow Speed: Base speed for gnomes is 20 ft.
Low-light Vision: Gnomes can see twice as far as human in poor lighting conditions.
Crafty: Gnomes gain a +2 racial bonus to all Craft checks.
Keen Senses: Gnomes get a +2 racial bonus to Perception checks.
Resilient: A gnome gets a +1 bonus to all saving throws.
Weapon Familiarity: Gnomes are proficient with all weapons with the word Gnomish in the name.
Languages: Gnomes speak Common an Gnome. Gnomes with high Intelligence scores can choose from the following: Elven, Dwarven, and Goblin.

Wayyyyy late for this...but I might give gnomes a high Intelligence than Charisma. But YMMV


JMD031 wrote:

Maybe it could be a CHA based Druid with some minor tweaks to class abilities or an Oracle without the curses and more of a focus on Nature.

Actually, I sort of did just that. I made them a Spontaneous Druid Caster essentially, tweaked the spell list a bit. Still decided to go with some totems but the abilities are still coming slowly, I've been using Hero Lab and just throwing stuff in (the easy stuff first, Languages, a few races, etc).

I've been going mostly quick and dirty, decided to use the "Race Levels" from the White Wolf game and have been working on those.

Also added (from a previous non-related campaign) a Giant Borne Bloodline for sorcerers.


Well I've been pondering how do do the Shaman class, the only one I don't feel comfortable with the existing plethora of pathfinder classes. (I just used summoner for warlocks)

My thoughts on Shaman so far:
CHA based, spontaneous divine casters
Weapons - simple, Quarterstaff, 1-h Axes.
Armor - Light and Medium

of course my biggest issue is how to do the various totems.
I was thinking the drop would be 1 at level 4 and then every 4 levels after that (8, 12, 16)

Bonus feats would would allow for combat style feats for the "Enhancement Shammy"

But it's all kind of pinging around in my head.


I had kind of hoped there would be rules for building "Race Levels" so that more potent races could be build more gradually like monster levels (or Paragon Levels from Unearthed Arcana or Race Levels from Arcana unearthed).

However the race builder steps were pretty easy to follow and I liked the basics of it. (though Greater Paragon Stat bonuses didn't seem to be used the same way it was stated in the Monster Races)


One thing I noticed in the examples...the Greater Paragons in practice were +4 +2 and -2. Not +4 -2 -2.


Zrob wrote:

Here's my take on the Player Races (I'm not interested in converting the non pc races)

Draenei:
Stats: +2 Wisdom +2 Strength -2 Dex
Heroic Presence: The Draenei inspire their companions on to further acts of heroism, your friends receive a +1 on all attack rolls (standard, touch, ranged touch, etc). Regardless of how many Draenei are in a party, this bonus cannot increase past +1
Gift of the Naaru: Once per day a Draenei can heal themselves or another for 20% of their max HP as though it were a Lay on Hands
Shadow Resistance: Draenei have Negative Energy resist 1
Crafting: Draenei get one free Craft as a trained skill.
Immortal: Due to their connection with the Naaru, the Draenei are exceptionally long lived (tens of thousands of years) and are immune to aging effects. This does not, however, mean they cannot be killed by violence

Note Draenei Sorcerers should avoid the infernal or undead Bloodlines and it is recommended they take the Celestial Bloodline. GM could rule that a Draenei Sorcerer who took the Infernal or Undead bloodlines are unable to use Gift of the Naaru

Worgen:
+2 Strength +2 Dexterity -2 Charisma (Even in their Human Form, Worgen give off an air of their predator nature)
Worgen sorcerers treat their Charisma as +2 for spells and such
Abberation: As a lycanthrope, the worgen is of course immune to further infection of lycanthropy. However they also receive a -2 to all...

Nice work, and I'm glad I found this as I'm looking to add the WoW races to my Hero Labs databases and was kind of balking at the Draenei.

My only comments would be, the heroic inspiration probably needs a range...unless it's LOS, and for the Gift of the Naaru I considered the healing to be 1 + CHA (or WIS) Mod/Class level.

And I think an Infernal/Abyssal bloodlined Draenei would be essentially an Eredar.

I like the Worgen write up. I considered using the shifter's from Eberron. But this s even better :) Thanks

Thanks to you too David for the thread.
I'm gonna futz around with Hero Labs and see if I can figure out how to do racial levels as well, as I kind of dig those.

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We shall call him... Loot Monkey

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Nihimon wrote:

Tier 2 Weapons have the Masterwork Keyword, and use the middle result from 3d200. The weapons and armor I made sure you got from Bonny before PvPing you back in Alpha 6 (or thereabouts) were all Tier 2. Tier 1 Weapons can go up to +5, as can all the other Tiers.

I'm not sure if there's anyone in the game right now who can utilize Tier 2 Weapons.

I have the Masterwork keyword on a couple feats, I just dont have a weapon.

No one in game can utilize +3 weapons.

Goblin Squad Member

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Yeah, bought a guild pack and never saw the shieldmate assignment in the account management system.

Goblin Squad Member

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What to expect from Early Access Beta

Right here is what everyone is looking for.

Note, that it says low content and bug free as possible. Note that it also says that the Early Access Beta is not meant to be a bug hunt.

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The Developers have been doing a good job. They have been throwing out as much as they can. The problem as I see it, is that they have been pushed to hard to get out too much... By the players and by Ryan.

If they are given the time they need to fix what they have, they will have a light on content but bug free game.

Goblin Squad Member

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Ryan Dancey wrote:
We'll have some pretty extensive patch notes. Alpha 11 may actually be the Early Enrollment build. We have to deploy it, then test it to see how it performs under load. So a bunch of stuff that we have on our checklist as requirements to start Early Enrollment will be in that build.

Ryan,

After you deploy the Alpha 11 update, Lets think about not deploying any new features till EE. Just focus in on what you have now and get it all working correctly. Maybe just stick to graphics updates and bug fixes.

That would be a great way to build confidence in the game.

Once you are relatively bug free. Launch it, and then just add bits here and there. Test the living **** out of it before adding another bit.

Xeen

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EE is on Hold

My alpha play is on hold as well. Kinda getting burnt out testing the game. Ready to play live.

No, I am not saying it is a bad call. In fact it was a good call.

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Signed.

Settlement: Aragon
Settlement Leader's: Goodfellow, Bluddwolf, Xeen

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Just launch at this point.

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DeciusBrutus wrote:


1. Have a duel between the wizard in wizard armor and the wizard in heavy armor.
2. Sorry, the abyssal thermostat doesn't go that low. Light armor is for speed and stealth, not melee combat.
3. Fair point, but they work enough now to be useful enough.
4. You know that Stationary ranged attacks are MMO standard, right?

1) Have you done this?

2) I beg to differ, the speed you speak of is in melee, not just running across an open field
3) not really, too many do nothing
4) No, they are not

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Fix stuff
Fix stuff
Fix stuff

Then EE.

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Neadenil Edam wrote:
Fafryd wrote:
I think the problem is more one of those whether or not the MVP expectations are actually met by those players entering into EE.

More to the point will it meet the MVP expectations to that large number of players who did not bother with Alpha and intend to just rock up for EE.

This new group are going to be relatively incompetent in game and have high expectations. it may be interesting.

Personally, aside from the bugs, I would prefer if Alpha went a bit longer so I can explore the T2 crafting that was almost in reach when they suddenly moved the goal posts.

Also of note... Once GW starts accepting money for the game, sites like MMORPG are going to rate PFO. Once that rating gets on a site like that, it has begun. If PFO rates at a 4/10, the game will die.

No one is going to even bother with a game that rates poorly.

Again, they will rate the game once it starts charging a fee. Ryan needs to consider that. Future promises will not spur any meaningful influx... If it did the game would already be massive.

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as many as you can hold.

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Bug fixes, the best kind of update

Honestly, keep the features till the bugs are gone. Best way any gaming company has worked. Deploy a feature, and do nothing but fix it before deploying another.

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Takasi wrote:
Xeen wrote:
A queue system works for most other MMO's but not this type of MMO. They may as well just shut the server off if they do that.

Why?

Sorry for the trick question everyone.

The current system IS a queue system.

Log out, wait and log back in.

There just isn't a UI, and sometimes you do get to log back in but guess what SIKE! You weren't really playing!

Stop siking us out. Add a better 'sorry folks our server is too busy for you' method, please.

Because it is a persistent single server game. If your enemies can get a large army logged in, and most of your group are stuck in a queue... Then you lose your settlement and have no ability to defend it. That is not something people playing this type of game will stand for.

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Neadenil Edam wrote:

The ex-engineer in me is a little disturbed by the talk of failing the stress test.

In a stress test you deliberately apply strain until the system fails. You want it to fail, it is meant to fail.

You then map the points of failure and this forms, to use aviation parlance, the performance envelope within which the system can be counted on to perform reliability.

If normal operaions will not step outside that envelope all is good. On the other hand if operation outside those limits will be a common occurance the system is going to be unstable and needs adjustment.

As a current engineer I can say that it is failing. You are correct, push it till it fails. Lets just say, and I am over exaggerating it, that we have 5,000 people in the game now... That is a pittance compared to what is planned.

The stress test is failing because the game cannot handle what is planned for EE.

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My first thought...

We are not idiots. Of course the teleporting and rollbacks are being caused by something that is not teleporting or rollbacks. Yeah... We are seeing a symptom and not the cause. Of course it is being caused by the server choking.

It is still teleporting and rollbacks. I am sure this was written because there has been a flood of bug reports on this.

Kradlum is absolutely correct. The stress test is in full swing and the server is failing. Bludd has a short term answer to help the problem but it will not solve the problem. Optimizing the code is probably the only way to solve this.

Was the code written in 32 bit and DX9? I am sure the answer is yes... That WoW factor Bludd was talking about in another thread for me would be that PFO is or will be converted to 64 bit and DX10+ code. I personally do not understand why anyone is making games in old tech.

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Nothing better than being teleported 30 hexes away then not getting teleported back.

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I loved that southern politeness when I lived in Nashville.

Instead of saying something verbally mean, they would say... Bless your Heart, which was their way of calling someone stupid lol

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KarlBob wrote:
Re: The wealthy merchant - Yes, I'd love to be able to make that guy. Then make him an assassin. Day trader, midnight killer!

"Hey boy, get me the armor stretcher."

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LOL, I am not sure I have made a character in PFO that I would consider "hot" yet.

But this discussion is not just for gaming. It is in every aspect of society, and women in general have been just as much at fault as men are. I would say that the only reason it bothers me is because 1) I have a daughter, and 2) I have had too many female friends that dive right into this and end up as the type of women that are just annoying shallow husks.

LOL, dudebros, never heard that one.

It has been amusing to see the number of games that have female characters with enormous "personalities" and show every piece of skin possible to the point of almost being porn. I dont play those games, they are usually not much more then mindless nonsense.

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I agree with that Jazz. It will get to a point where most crafting materials will sell fast.

I also like that fact that Ryan is considering a switch to hide empty items from the market. I hope this comes to pass as it is time consuming to look through countless items and find nothing.

It would be much more helpful to just see what is available at a particular market.

Now, Kickstarter stuffs. I certainly hope that everything from the kickstarter makes it to EE on day one. I know for myself, I picked up a couple add ons with the purpose of using them on day one. I really do not want to sell it on the market... would be wasted money to me.

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<Kabal> Häagen wrote:
Saiph wrote:
I've played both Cleric and Wizard in Alpha. I found the Cleric to definitely be a bit slower and the leveling process a bit more enigmatic; The Wizard seemed much more straight forward.

How far did you get? I played a wizard until role 6. I'd like to play one in EE. My cleric has all my points though after the Alpha 9 change so unless I can get another account I can't try it now.

If I buy a second EE from the goblinworks site do I get another Alpha account immediately? Are new players being added to the stress test every day as new accounts are purchased?

I will throw you an alpha invite, just pm me your email.

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Saiph wrote:
Xeen wrote:
Saiph wrote:
Xeen wrote:
Well, since he has been cracking jokes about it being a grind in another thread... It tells me he is not taking it seriously.
I actually always find your topics and criticisms very intriguing; we think very similarly on a lot of issues. However, I wish you wouldn't come off so negatively - it's really not helping man. All of your good points get brushed aside and the only thing people focus on is your unsavory tone.

LOL, which is why I deleted it... as it wouldnt help

I was extremely positive about PFO for a long time.

Whoops, I'm sorry about that!

Anyhow, I hope you capture that positivity again, we could use ideas like yours to help shape the game. Cheers~

Its all good, I still try to push the game to others and tell them that it has potential. I still help people in game when I can. I also work with everyone on TS to get us all the knowledge we can.

So there is still some positive attitude, it just doesnt show here... I honestly dont think my opinion matters unless I pucker up. Which is not what I do when it is something I am paying for... My money should be enough for my opinions to count.

Now, when I deal with Lisa, she gets my full respect. I believe she has earned it.

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Nihimon wrote:
Saiph wrote:
Ryan Dancey wrote:

Audoucet wants to park characters on an account, let them accumulate XP for a long time, then rapidly train them to be uber as needed. He doesn't want to spend any time at all engaging with the content in the game except for killing other players (apparently).

It looks like an investment strategy to me, not a gaming strategy.

To be fair, I'm not sure that's what he wants. I do however know he doesn't want killing 250 goblins to be a gate. It's healthy if all of us look at exactly what the other person is trying to say, not what we think the other person wants; even if their delivery is horrendous.
I think Ryan's characterization of Audoucet's desires was pretty objectively accurate.

Really? That is why he has fought with me tooth and nail about PVP.

Ryan Dancey wrote:

You don't even level the characters.

Without any gates, a character with absolutely nothing training and a huge bank of XP will be extremely valuable. It gives the purchaser instant access to a totally customized character exactly configured to the buyer's immediate needs.

That's why he wants no gates.

Do you know this for fact or are you just speculating?

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What Stand and Deliver mechanics?

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We had no problem killing escalation points, we had problems finding them... As in they didnt spawn quickly enough, or they just werent spawned properly. If I have to kill 7 camps of Priests, I expect to find all 7 camps without running in circles.

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I have talked to way too many people that are now looking for something else to play... kinda disappointing...

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I appologize, I was told that the add ons cost not the engine... but the pro version is $1500.

Do not misunderstand something Ryan, One thing I have been backing you and your team when telling people to come to PFO, is that they are making this game with what 5? developers? (that is what I have said anyway) I am talking about the coding guys.

Most people take pause at that and reconsider their graphics complaints... It hasnt exactly brought them here to try it out but it at least made them think.

That is why I made the graphics suggestion. Get a group, let them hammer some eye candy out, and keep them as short term contractors. It will not be cheap I know. Just a thought.

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The funds wont be failing unless they are over paying themselves. They took the cheap road for everything possible.. hint: Unity is free, its utilities are not (only know of one they bought)

Holding their feet to the fire is not whining, but it sure as hell is better then being a wimpy fanboy that praises everything.

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T7V Jazzlvraz wrote:
Tiberius Rose wrote:

You may like to grind, but I certainly don't and it's one of the main reasons why I bought into this game.

There are many issues here, and I understand it's in Alpha... but... making false promises and not delivering on them truly shakes my confidence in them and the game itself.

What constitutes grinding? I've seen people here use definitions as loose as "I want never to do the same thing twice", which, to be honest, makes little sense to me in context of a game, through "I want never to *have to* do the same thing twice", to "I want never to *have to* do anything"; I see little agreement in what's acceptable, so it quickly becomes an "eye of the beholder" problem.

Its pretty simple. I do not want to be forced into doing a large number of npc kills, large number of gathering completions, or a large number of crafting runs to advance my character.

T7V Jazzlvraz wrote:
It seems as if we're going to be presented with a game to play, and we'll play it, or not, or just for a while and then never again, or for a while and then go away to watch how it changes, or any number of other combinations. Each person's going to make his own decisions about how to approach what Goblinworks offers, and there is no possible scenario in which they can please all their supporters, much less the people they both want and need to attract beyond that pool of current supporters.

We do expect them to at least attempt to do the small number of things they said they would.

Achievements are a grind required to advance my character. There is no disputing that.

T7V Jazzlvraz wrote:
Goblinworks, unique among developers I've given my money, is allowing us to participate in some aspects of their game-creation. We'll be asked for our input, and we'll provide it un-asked; some of our desires will be met, and others won't; and we've already seen several instances where simple conversations among we interested parties on these boards have resulted in changes in Pathfinder Online as it exists.

Yes, true. There has been changes. I am still going to hold their feet to the fire with the promises made to get our money.

No one else will do it, no one else wants to call them out, everyone wants to pussyfoot around and sing kumbaya. I am glad that a couple other people are here to do the same.

T7V Jazzlvraz wrote:

Finally, you acknowledged it's Alpha, but you've also said their promises are false. It feels as if you've not allowed much room for a "yet" factor; there's so much that's not in the game "yet", and quite a few folks--not just you--seem to behave as if everything should be here already.

Is it possible to have faith in Goblinworks to turn out a game many people will enjoy playing?

There are a couple promises that are false. Its pretty obvious. It doesnt need to get out of Alpha to confirm that.

But if we hold their feet to the fire now, then it can be corrected.

Goblinworks will put out a game people will enjoy. I just dont like being told I will get one thing, so I give out my money, then get another.

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KoTC Edam Neadenil wrote:
Xeen wrote:
I did find what the uncommons are, but... I have crafted a couple, will need to bug report it tonight.

Some of the uncommons give common achievments and visa versa.

I smelted +3 copper which should be uncommon and got a bump to +3 for my common achievment instead.

****

****

****

*insert four letter words here

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Want to be?

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<Kabal> Yelta wrote:
Caldeathe Baequiannia wrote:
All I worry about is how badly crippled I'll be in terms of making it through the day if I ignore the best/fastest path to anywhere and just pick up whatever I feel like that day.

^ this

I worry that my tendency to dabble in several things will make me a gimp cleric. I'm not worried about 100% min/maxing my cleric but I don't want a group choosing to take Bob the Cleric who never trained in anything but cleric skills over me just because I cannot quit my gathering addiction and want to train up some other skills. Am I building a garbage character if I play cleric and decide to try a couple months of Wizarding?

@Both, I do not see this as a problem over all. Putting a couple months xp into something will not make you horrible at your main class. Honestly, doing the Wizard/Cleric thing would be cool, and probably pretty useful. I doubt you will be gimped, you just may not have that extra 2%.

You will have a place in my party if you want to go out hunting. Does not matter if you min/maxed or not.

What I do not want is to be forced into it. If I do not want to multiclass, then I shouldnt be required to just to increase my main class.

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Thanks Nihimon

Graphics - Yeah I have seen improvements as well. I just think we need a big jump to bring them in. If PFO can grab those people, we will get the ball rolling for the game in a big way. I honestly think we will hit PFO's goals with this. (sad to say though, people are too stuck on looks over playability, hell I have even played Trade Wars Beta recently)

Achievements - I know we have known there would be something. I also think that PVPers will have no choice but to PVE, if they want a settlement that is. I just think there could be a better way, I just dont know of one... maybe game money? Make people buy skills with gold and xp.. I dont know

Classes - Cool

PVP - Cool

Crafting and Drops - Cool

Allow a Focus - Cool

Thanks again Nihimon

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This is my opinion and the opinions of others I have either invited to the game or tried to invite to the game. Try to read this and be open to it. Once someone can come to terms with a mindset, only then can they move forward and improve.

I know this myself, and have come to accept things I did not like. Look at it from another perspective and see the merits. Its not an easy thing to do, but everyone can do it.

Graphics - I know, MVP. When settlements are deployed, I would suggest that this becomes the highest priority for the game. Fix bugs during EE, but an army of graphics experts needs to get to work. I have had way too many people turn down or not even accept an alpha invite because of graphics alone. The comments were something like "What is this the year 2000?" or "What is that smegma?" or "What are they doing, there are tons of Unity games coming out that look 10 times better." I know you guys have worked hard on it. Keep going, you can get it done!!!

Personally, I do not care. If the game plays well, I can ignore the look. Too many people cannot, and most of them would play for a couple years. Think about it, and admit that this needs to be done.

Recruit a team of contractors for this. They do not need to be permanent employees. I know you already have people working on this, but get them help to get the job done. (easier said then done expense wise, but you can figure out a way)

Achievements - This is not supposed to be a grind game. For the people who go out and farm NPC's on a daily basis, it will not be. Only because they grind by choice. As a sandbox game, there needs to be ways of not being required to grind. I have already been stopped in advancement multiple times because I did not have enough kills with specific weapons.

I know what the point is... to keep people from logging off for six months then coming back and spending tons of xp. Guess what, they paid for that xp, they paid for their character to advance. There is no good reason to stop that unless GW does not want to get paid. The people who would do this, log off for six months then come back, will not keep their account active and will not likely return to the game. Eve has a massive number of people who return to the game because their characters keep training for six months. They have something invested and come back to the game because of it. If GW keeps with the mindset of "We dont want them to come back Uber" then you will not have the success you are striving for. That is part of that Eve model that has made them so successful.

Classes - Sure, the preferred term is Role. It is still a class. This is a class based game. I must increase my class to increase my character. The Role is the feature and armor feats I equip. Just admit that it is a class based skill game and we can move on. It is what it is, and I can live with it.

Stop trying to change the meaning of things. Or people will consider those in charge as dirty salesmen and stay away.

PVP - This is always a heated issue. People come to games like this was sold as to have fun with PVP. If you limit character growth because they PVP, then you will lose those people. I am not talking about actual griefing or scamming. Prevent that, all good. As said before, and I agree with, you cannot prevent griefing with a mechanic. What you also do not need to do is punish people for doing what you allow them to do. Put in the islands of non punished PVP. Make these areas the most valuable hexes in the game. Do this on top of what is already planned. People will absolutely risk pvp to get the good stuff. This was touted as a PVP sandbox game, anyone who signed up for it knows that, even the PVP haters.

Crafting and Drops - Allow people to make the basic equipment, but do not require it. All monsters in game should have a NON-Diminishing chance to drop basic equipment. Let people focus on crafting the high end stuff, like T2 and T3. Diversify what mobs drop, ie Bandits drop leather armor and short bows, goblins drop short swords and spears, Orge's drop clubs and great swords... etc etc (that is just an example that should be expanded upon).

I know the point of a player economy. Players drive the economy, and they should. I have no problems with that, but... Basic equipment should be dropped in high numbers for an extended period of time by every mob, then turned down. Jam the market with basic equipment then dial it back. People should not be required to spend countless hours crafting the stuff they need to play their characters. For instance, I have yet to find a single handed sword that is not a short sword. If I was playing a sword and board based fighter, I would be pretty upset.

Allow a Focus - As a sandbox game, I should be able to choose a path I want my character to advance. If I choose to play a fighter, and do not want to craft or gather what so ever. There is no reason I should spend over a months worth of my xp on crafting skills in a years worth of play. (see Cheatle's breakdown in the 4.5 year capstone thread).

I can agree to forcing diversity within a class. If I need to take different weapon feats for weapons I do not plan to use, I can understand that. I am playing a fighter after all. Not crafting or gathering on a particular character is a meaningful choice. Forcing me to take the skills that are not part of that class is not.

Some may not like what I have stated. I do not want the game to fall on its face. There is tons of potential here and I think it can soar. The choices are yours.

@GW Leadership - Remember that you are the face of GW and Pathfinder. Telling potential customers that you do not like them or ending rants with SMDH can be seen by everyone. I know I am not a great model for social policy, but I am also not speaking for a company trying to recruit customers. I have one friend who said she will not be coming to the game because of this alone (her opinion is that the crowdforging will be a joke because of this). I had her in alpha, and she is a Pathfinder supporter (Plays many sessions at GenCon every year).

My guess is that this will be ignored due to the last statement alone. I urge you to take the criticism to heart and build on it. You can succeed.

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101,672 wasted xp... Seriously... I will never understand why I have to wasted my paid for xp on gathering skills...

That xp is 42.36 days... WOW, a month and a half's worth of xp on skills I do not want... Just to gain levels in my CLASS

I have been avoiding the temptation to post here.

5 years of skill training will put you at 110 million skill points in Eve... Which is enough xp to be a master at every racial subcap pvp ship in Eve. My last Eve character, which was pure PVP was at 130 million skill points. That character had level 5 in every sub capital ship, and level 5 in every gunnery skill in the game. I was a bit short on missiles, but not by much. I had every shield and armor skill level 5 as well.

And when I say every, I mean every single subcap skill excluding Black Ops, Marauders, and T3.

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Andas wrote:

Is part of the grind (perceived or otherwise) due to the large amount of experience that people are logging into during Alpha?

I have not played Alpha, but I have been reading the boards and it sounds a bit like what would happen if someone had taken a break for a few months then logged in to a bunch of unspent experience.

"Oh my goodness, I can get xxxx8, but I have to kill 250 goblins with an axe, sword, and longbow."

Would it be less grindy if you were looking ahead and saw - I'll have xxxx8 by Christmas as long as I kill 250 goblins with an axe, sword, and longbow over the next 3 months?

The current alpha has been up for just over a week. We started from scratch and gain xp as we would when the game launches. I play a couple hours a day, more on some days and less on others.

I have found myself looking for the magic number of kills I need to increase a skill/class.

So, not really a large amount of xp. Have been playing regularly. And still looking for what I have to grind.

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Do not try to change the definition. That is the job of a backstabbing politician. They will get angry if you try to take their job... and will likely place sanctions on your company. They may even run smear campaigns against you in the next election. Of course, they are dumb enough to think you are in the campaign against them.

I have found myself counting kills way to often to think of it in any other way then grinding. It is grinding for levels... CLASS levels. Its a class even if you want to call it a role. If I want to be a better healer, I have to increase my cleric levels.

It is what it is. If you want it to be different, then make it different.

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There is no reason to make a game where you cannot go out and do things by yourself if you chose to.

Playing solo is meaningful and social... well maybe antisocial, but if that is the mood your in then you should be able to do it.

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Being wrote:
I assumed Bluddwolf would recognize it as a quip.

I can assure you that he did

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Honestly, the AI should still not be a priority. Mostly the AI is there for something to grind and gain achievements, and for gear. Past that they have little purpose.

I would suggest, and take it as you will, that you work on the "other" features that go along with ranged combat.

Leave ranged attacks as they are, and when you get the other things implemented we can give you feedback on the changes.

That being (casts summon Being) said, if you want to make an easy number change that will affect PVE, increase the initial threat amount or decrease the threat loss.

Dont put much effort into this though. Any changes you make could burn new characters into the ground.

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Ryan would have given us another update if they did that...

They must have pulled an all nighter to get it done!!

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T7V Jazzlvraz wrote:
Xeen wrote:
Leashing is what mobs appear to be doing. No matter the actual mechanic.
I believe Ryan's trying to avoid the scenario of people suggesting something like "increase the leash-length". It seems obvious as something to try if one thinks one's dealing with a leash, but it's an absolute non-starter if there's no leash, thus the suggestion was a waste of time.

Actually, they can take that suggestion, "increase the leash length," and go with it. It just means decreasing the anger drop. The end result is that they chase you longer.

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I understand what Ryan is trying to do. He is trying to change the language we use so that the game appears to outsiders as different.

I cannot say I disagree with that. The game appearing as something new and different may help recruit more players.

Leashing is what mobs appear to be doing. No matter the actual mechanic. They will absolutely get to a point, and turn around to run back to home. Even if you are absolutely murdering them.

Classes is what we appear to have. They may be called roles because they are different then standard classes in other games. The roles absolutely limit you on skills you can increase just as a class would though.

We have different things, kinda. Gamers will still call them the standard terms.

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T7V Jazzlvraz wrote:
KarlBob wrote:

During the first couple of weeks of EE, will Level 1 enemies be the main source* of +0 gear? I seem to recall a developer statement that there might be some NPC vendors selling the most basic starter gear. Maybe that idea changed into the NPCs who give away short bows, wands, and foci.

*A lot of +0 gear requires higher crafter levels than we're likely to see right away.

The difficulty, if we're not likely to see NPC vendors for weapons, armour, and consumables, is exactly the same as the observation Lee made about us voraciously over-harvesting everything in sight beyond the bounds of all expectation: we're doing the same to monsters. If those level 1 monsters are supposed to be the source for all new arrivals' equipment for all time, but "advanced" players continue to wipe out everything in sight simply because we can, how are newcomers going to get their gear from level 1 monsters?

Yes, I know people are going to have many ideas about those newcomers getting gear from other players, Companies, Settlements, and such, but if the level 1 monsters are *intended* to provide that gear, how are they expected to do so?

Newcomers cannot get starter gear from other players if they cannot make any money in the game.

Only having low level monsters provide gear seams like an error to me. It will do exactly as you say, keeping higher level players around farming them.

If all monsters have some form a drop, players will spread out.

The market for basic equipment will saturate either way.

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Stephen Cheney wrote:

2) This is not a PvE-only fix. Ranged currently has a huge advantage in both PvP and PvE because several of the systems to govern it aren't in yet.

Ok, I can say this. The only time I have engaged in pvp that is relevant. I was locked down no problem while trying to be mobile. But that could just be the difference between a beginning character in T1 gear and a month old character in T3 gear.

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Calidor Cruciatus wrote:
Nihimon wrote:

Ryan said something in the EN World interview that really struck me. Paraphrasing, it was something like "if someone gives you $1,000 for something, they're predisposed to really like it." I realized how true that is of me when I made Nihimon an Elf in Alpha 8.1.

The problem with this quote is that it results in an echo chamber where you have a very small group cheering on things that the average person would immediately realize is a bad idea...

Many... many games have been sunk because of the echo chamber effect.

It is happening here. Just a couple examples from the kickstarter...

Pathfinder Kickstarter wrote:
1. No Grinding- Pathfinder Online uses a skill training system like that of EVE Online. You train skills by choosing what skill you want to train and allowing the time required to elapse. You don't train any faster by farming mobs or spamming your abilities than you do exploring the world, role playing with your friends, or even being offline. You will need to complete certain achievements to complete a skill and open up new avenues of training.

I know it is improbable to create... we are not grinding for xp, but for loot instead... I do not see this as a problem really Not so much praised by the $$ backers as its normal.

Pathfinder Kickstarter wrote:
2. No Classes- Unlike other games that give you a narrow range of abilities as you train your class, in Pathfinder you gain levels in different Roles based off what you have trained.

This is a failure, but the big money backers will completely throw a fit if you tell them that.

Pathfinder Kickstarter wrote:
3. Player Structures- Build your own homes, taverns, farms, and even cities! The Pathfinder Online world will be filled with places players can use to build and customize their own homes, businesses and communities.

No complaints or praises from anyone here as its going to happen in most ways... though I think homes is a waste of time.

Pathfinder Kickstarter wrote:
4. More Than A Gankfest- Unlike other Open World PVP MMO's currently on the market, Pathfinder Online actively discourages meaningless PVP. A meaningful alignment system that actually offers mechanical advantages to lawful and good aligned organizations, and a functional bounty system that allows the player to choose which players and organizations can collect the bounties they set discourages random and meaningless killing. Beyond this, the admins are taking a hard stance against 'griefing', in which players specifically seek to ruin the experience of other players, often through using game mechanics in ways that weren't intended. Griefing in PFO can be a bannable offence.

Here the fan boys will applaud the changes away from an Open World PVP MMO. Heh, bounties are consider meaningful according to this.. so killing for money is ok... but the opposite has taken effect and the $$$$ backers applaud it. A large number of people who are interested in PVP, but are not griefers, have decided no not put much time or effort into the game

As is right now, there is no PVP. If you PVP then you have no character.

Pathfinder Kickstarter wrote:
5. All Players are Useful- This won't be like games where a new player has 49 health and a veteran has 49,000. The attacks from that new player won't automatically miss the veteran. A new player will be weaker, but still able to make a meaningful contribution to combat. As a sandbox where group sizes aren't limited, this means all players are useful, and don't have to segregate themselves by level.

Here is as big of one as #4. Group sizes are not limited, complete failure... but the $$$$ backers applaud this as well.

Pathfinder Kickstarter wrote:
6. Trade is Meaningful- In Pathfinder Online players must manually transport items to their intended destination. Most shops are player-run, and there will be goods more abundant in or even exclusive to certain regions. Merchants, traders, and even auctioneers are all viable professions.

Unknown as of now, but no one really comments.

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