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![]() There are only a few game loops in the game right now and harvesting is something many people will do a lot of. Is there a timeframe for replacing the "stroking air hands" animation with different animations that resemble the sort of node you are harvesting? e.g. pick axe for mining Is it planned that there be any implements that you use for harvesting in the future? e.g. iron pick axe, adamantine pick axe ![]()
![]() Some questions about the game at MVP level 1: Will we get different animations for crafting? e.g. using a pick axe to harvest a metal node. Remember that a lot of time gets spent doing that when you play 2: Will we get a targeting reticle on the mob you tab to? 3: Will there be "in combat" music? 4: Will any NPCs move? As in, patrolling guards. Or patrolling goblins 5: Will there be any "Let me train you in the ways of war" type voiceovers when you click a training NPC? At the moment, the entire game is mute I presume the reason for playing - settlement mechanics and tower war - will be working. ![]()
![]() Combat is better Nihimon, sure, but still poor. The team is improving the game well, just has a long way to go. For a new player trying it out, they will likely not download it again if it disappoints. This is not free iPad game or a $3.99 per month game you subscribe to and forget about. It is a top rate subscription based game. The money means nothing to me but it will calibrate expectations for a number of people. ![]()
![]() I think people need to know more about why to play the game. The numbers are interesting, but what is PFO and why do I play this rather than something else? You may like PF the game and then expect PFO to be more like the game online, which it is not. Create a company, create and join a settlement, battle for territorial control etc. Whatever people are meant to do. The game is not that much about exploring or adventure right now. As someone said above, you need to tell people why to play now but also allude to what you are working towards in the medium/long term. ![]()
![]() I think the problem is more one of those whether or not the MVP expectations are actually met by those players entering into EE. With Alpha, you can dismiss any shortcomings as Alpha. With EE, you are essentially saying this a periodic payment viable game, even if an early one. I merely hope that it is a small game loop that functions effectively at EE launch. ![]()
![]() I think there needs to be a decent emphasis on PVE content to stop a sole focus on antisocial PVP behaviour. Justice systems won't cut it alone. To me though, PVE content isn't themepark. I like, say, Crushbone in EQ1 where the Orcs live. That is where they live and you don't need a "kill x orcs" quest to make that satisfying. Just make it an interesting place to go. If you want tear down/build up escalations to drive some environment like Crushbone (e.g. let an escalation develop until they have a large defensive structure), I am ok with that. But I do like knowing that today I can hang out in xxx. I spent weeks in various spots in EQ1 and it didn't feel like a themepark because they didn't overlay the "kill x" mechanic on top. Just hang out. ![]()
![]() It has been nice to see the evolution over the last few weeks. Weekly releases have been encouraging. However, I am still surprised by the Sep/Oct timelines. Question on client patching - Will the client be patching only changes like other MMOs prior to EE in Sep? When will this go in? Question on character customisation - Will there be a new interface allowing you to select the visuals for your character? Or still the "m1" etc presets? Is this an Alpha 8 update? Will there be a character visuals pass or merely options for Elves/Dwarves? (Personally, I want half orc monks... alas) ![]()
![]() I personally think the combat needs some work - both how smoothly it is implemented; and what system is being sought in the first place. Combat is the core of a MMO gameplay experience. It is something that you do a lot of. It may be people that keep you playing, but combat is a core activity. I play from Australia so there could be a ping issue that makes my experience different from others. The actual combat experience is fairly clunky right now, as you would expect: close gap when you see micro "too far away message", strafing for good position has clumsy animations, mash buttons for abilities and see floating numbers. Animation polishing and better strafing visuals would, for me, improve the feeling of combat a lot. It will, of course, come in time andwill be much appreciated when it does. However, perhaps a bigger issue is what is being sought. I played ArcheAge beta this weekend also. It reminded me that hotkey ability combat is not something I enjoyed. It lacks soul. The contrast is more active movement and positioning. You get this in, say, DDO (an old game, which has a form of autoattack via mouse on a combat chain so it doesn't look like 'poke poke poke') or in Wildstar, which is quite engaging although technicolour with the telegraphs. Do you want to positioning to matter, to charge, visually dodge, visually back out of combat etc? ![]()
![]() Fafryd wrote:
Any update to this? Is there anything that folks in this situation should do? Merely trying to see this resolved pre alpha starting. Many thanks ![]()
![]() My problem as follows: 1. Created Goblinworks account. Fine. 2. Click Pledge Link Tool. Redirects to Paizo.com account 3. Says.... You have no Kickstarter pledges.
4. However, have no Kickstarter pledges. What I have when I hit "Order History" is Order History
Order # Time Placed Items Total
5. Conclusions is that I cannot seem to link a purchased Alpha pack from a couple of months ago to the Goblinworks.com account Many thanks Faf ![]()
![]() If part of locations can be varied by the players (e.g. settlement owners), at least the world will be different at different times that you walk by. e.g Hey, that signpost wasn't there last time I was here. Could also have cosmetic type components "dropped" in the region also, like a black cat or spotted dog. I guess the point is not to have all of the habits of a "black cat" coded but to appreciate how it could be implemented for flavour at a future date and what region/location it could be tied to. ![]()
![]() Everything Ryan says about game design seems "on the money" to me. It's certainly nice to have him in charge; and the team seems very thoughtful in developing and explaining its game concepts. With the discipline of having a tight budget, the team is focused on doing the critical things well. Conversely, Smed's chequebook would be fairly impressive. My actual concern for PFO is balance overall - whether the focus is ghetto fights over your shanty breeding shanty citizens; or a genuinely more rich environment, which I am hopeful can be achieved. It's not whether on not GW can design it, which I am comfortable with, it's a cost/budget/speed/profitability equation. ![]()
![]() I don't want sandbox to be synonymous with "mean". Part of the solution to ensuring a balance of anti-social behaviour and interesting competitive behaviour in an open world is to ensure that content overall is balanced. I would see a meaningful PVE component (nb: not theme park) as part of the mesh, rather than consider that you can rely largely (or solely) on rep mechanics or player policing. ![]()
![]() While I agree with all of the sentiment that early backers took more risk in pledging, and hence should have important and potentially (probably) unique rewards, we all want to see the game be completed as quickly as feasible and with the most rich feature set practicable. So there's no need to one up newer folks; just enjoy the game's continued progress. ![]()
![]() Lisa Stevens wrote:
This is great. I didn't hear about Pathfinder Online when it went through its first Kickstarter but have been following the story. I really like what the team has to say about how it is approaching the project and what concepts it has deployed. It looks like a winner to me and I'm keen to back it and be part of it. |