Headless Horseman's Horse

First0f0ne's page

Goblin Squad Member. 61 posts. No reviews. No lists. No wishlists.


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Andius, thanks for turning me on the Life is Feudal, it looks BA.

It has many of the things I wished PFO to have.

Deep real time combat. no targeting, IE swing your sword and what it hits gets hit.

What looks like finished(?) formation combat(in all honesty it works exactly how I envisioned PFOs formations to work).

The world detail, animations(smoothness), buildings, characters are graphically 2 or 3 steps ahead of PFO at this point.

Buildings can be built anywhere, not at predefined locations.

The advancement system is like ultima online which is a very solid choice but I do like the time based system of EvE and PFO. However I dislike achievement gating.

interactivity, if there is a tree you can harvest wood. dont like that hill? take it down. dig holes? yup.

Here is my list of things PFO does better, or has that I (now) wish LiF had.

PFO is an MMO, or at least an MO at this point, I'm sure LiF will get there but they are not yet.

HUGE world, even the EE map is very grand in scope. Depending on the player base I think it may turn out to be too much, but time will tell.

Economy that is player driven, able to easily be tweaked by the devs.

local AHs and transport of goods. (more economy)

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A GW provided tool? Highly doubtful and probably unnecessary.

However there are many other third party tools.

Wiggio is one I have used in the past. You make an account and give Wiggio, your phone number or email, and the site will send a text message or an email when a clan/guild wide message is sent. (you can also send messages to individuals I think as well, though I have not done this.)

Most often used in a call to arms.

Examples for Current PFO meta:

"UNC is burning our POI! need all members ASAP!"
"PAX Golgotha has violated the holy sanctity of our 6 towers! HOW dare they, Get em!
"Someone said something mean on the forums, everyone go post passive aggressive things about meanness"

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Proxima Sin of Brighthaven wrote:

The devs are busy making a game and only have time to read one forum, which isn't here anymore.

I understand we're all used to coming to Paizo forums to talk about the game but GW has gone to the trouble to make their own forums, that's where the devs are reading, and that's where all of these comments and discussions about alpha and EE should be happening from now on.

Also for the sake of the devs, give hard data and measurable information. "Finding starter weapons is stupid!" doesn't help where "According to achievements I've killed 637 things and only one starter weapon has dropped" might clue them in to a problem with loot tables, etc.

Thanks Mom, Please link the blog post asking everyone to migrate to the new forums.

These forums lack very important features(editing?!?!), but the new ones are barren of them.(OP name, Last poster name,etc. not to mention high amounts of down time.)

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I'm surprised no one had said that the D20 system is not granular enough and is broken at high levels of play. Not to mention the way Armor class works is goofy at best, and completely unrepairable and illogical at worst.

*ducks flung rulebooks*

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Honestly they need to remove the whole 1 company per tower anyways. It will just be a logistical PITA for players.

IF TEO has to break up into 8 companies to hold the towers they want to hold they will. It will be gamed no matter how they set it up. Just let companies take what they can hold.

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I hope something is done about the combat delay,I will spend more money on keyboards than on the game. (bad for both me and GW)

Even a correctly functioning 300ms delay is bad.

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Scarlette wrote:

FREE ICECREAM !!!!!!!!!

Hold on, its not made yet.

Its made, just the truck broke down and the Mechanic is sick today.

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I'm ok with tab targeting if facing is implemented. Running away while you shoot through your own body is pretty dumb and makes kiting in PvP the number 1 tactic.

If circle strafing is a concern with melee (as it should be), melee attack arc could be 230 degrees, ranged attacks should be much more narrow. In a perfect world I would say 130 degrees, but allowing for latency may have to be bumped to 180. That is if latency and facing becomes an issue as it has in a few other games.

I do agree with Andius that ESO's system was a great mix of tab + twitch.

Also what Bludd said holds true, Pointing your character in a vague direction that your target is in is not twitch targeting. Twitch is pointing your aim reticle ON the hitbox of your opponent.

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I feel there really needs to be a medium sized option for consumables/materials(both refined and raw)/ammo.

Or have medium sized crafting buildings also have a market option for the type items produced. The forge would be able to market swords and heavy armor. The Alchemist could market potions, The wood shop buy market wands, staves, and bows. etc.

This would need to be peer to peer trading. Getting the NPCs involved in a sandbox is a bad idea that would need constant tweaking, and will always lead to exploits no matter how carefully watched.

TL:DR, There should be some other option besides; use a large slot for a market or shout in local repeatedly for PtP trades. Thats a pretty large all or nothing gap that really should be bridged by some other structure.

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Currently training is instantaneous upon spending gained xp at a trainer. How will training be sold as a commodity if there is an unlimited supply? I do understand that every settlement will not be able to train every role. But once built that doesn't limit the number of people training.

If there is a scaling training time for each feat and a number of "slots" at each trainer this would make training a commodity. However players would be double taxed with time. Once to gain the xp, and once to train the skill. IMO this is undesirable.

The solution as I see it is to make training take a scaling amount of time. But players would be able to start the training at zero xp. Training time would equal the time to accrue the xp requirement.

"But we want players to be able to keep ALL the xp that they paid for." A fine and noble goal and one that I agree with. That is why you would still be able to bank xp as before if you were not online to start a training. In this case you would be able to use more than one trainer at a time until said banked xp was gone, at which point the skills would queue in the order they were started.

You could even one up the whole commodity theory, by putting a second valve on the training system. You could adjust training slots available based on the number of players gaining xp.

players x 1.33 = training slots / number of trainers in game

Each trainer would have X slots available adjusted by in game population.

This would need be adjusted on a regular time frame ( daily or weekly).

This second idea is more of a thought experiment and has MANY flaws. Please dont dismiss the first idea because the second one is bad!

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Barbarian and Sorc would be the easiest 2 to implement. Therefore they would be fastest. So those 2 classes get my vote.

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Ravenlute wrote:
I would love to see a vid stream of some of the devs running around in alpha actually showing us what's what, with a blooper reel at the end.

Or a 10 minute stream of a Dev going through a few UI windows, training, crafting, refining. No explanation necessary. The PFO community biologists would dissect that b+$*+ in minutes giving us things to talk about until EE!!

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A sub-forum for CC or settlement recruitment would really be great.

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A Necromancer showing this level of power should live in Golgotha!