Goblin

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Goblin Squad Member

I cant wait to see what the devs have cooked up. There could be significant changes and/or additions to the current one.

Id definitely be interested to know if SAD could be applied to a group or only individuals as well (Ive been assuming it would be applied to a group).

An additional request of mine would also be to include the concept of a multi-flagging group. Such as can it even work? If so, then how would it play out?

For instance a mixed group of outlaw and assassin flags. Would the rules of a rejected SAD also apply to the assassins in the same group? Would the system recognize the assassins as able to kill the player/players that rejected the SAD? Or would everyone in the "bandit" group need to be outlaws?

Im sure some good guys can think up similar scenarios for mixed flag grouping as well.

Goblin Squad Member

Its an interview with Dancey from DM Fiat.

I particularly liked the part about selling UGC for profit. I think a lot of this info is mostly a recap, but there are a few places where maybe things are more speced out or worded differently from the blogs.

Anyways Enjoy:

http://www.dmfiat.com/interviews/interview-with-ryan-dancey-of-goblinworks

Goblin Squad Member

Massively did a pretty obvious april fools joke but I still like it cuz it so elaborate. I cant link it but go to thier new Massively Online kickstarter. Pay special attention to the rewards. My fav was the 10000 dollar level :)

Goblin Squad Member

I know there was some talk before about battle pets and transportation animals (horses, pack mules). But has there been any talk of Livestock such as goats or cattle? I know there are going to be vegetable/wheat farms, so I was just wondering about Livestock ranches.

Goblin Squad Member

I was just wondering how many Chaotic settlements are planned? Just a show of hands so to speak. Doesnt matter if its CG or CE or CN. I have seen a neutrals, goods, lawfuls, and evils. But not hardly any chaotics. So I figured Id just ask.

Goblin Squad Member

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I know character and armor design direction has been answered.

But what about the world we will live in?

Eye-popping color? Sparkley shimers in the air? Cartoony Building?

Or

Gritty, dark, and more realistic?

For example: More like WoW or more like Darkfall?

Or will it be something in between?

It wont really matter to me as long as the gameplay is good, I will still play. Im just more curious than anything else. Though I will admit my preference is something more along the lines of Dark Souls or Demons Souls. Something where you always feel an ominous aura or something.

Though a seperate topic, I do believe background music plays a huge part in this as well.

Thoughts? Opinions? Facts?

Goblin Squad Member

I asked this in the big "Screaming for Vengeance" thread, but it got buried. Understandably so....... a lot of passion in that thread ^.~

Anyways, in that thread it was made clear that reputation is what really effects quality of a settlement more so than anything else. And that alignment would mean not being able to train certain skills or have certain facilities based on alignment. So no evil temples in a goody town, and no paladin training in an evil town, etc.

So basically:
Rep = Quality of settlement
Alignment = Flavor of settlement

Lee also indicated that the rep. of individuals of a settlement would effect the overall rep. of the settlement.

Does this mean that a TN settlement could slide to LN or CN along with whatever penalties/benefits?

Or does this just mean a slide in alignment in either direction would eliminate whatever specific TN benefits, but gain no benefits from the slide to LN or CN? Because it was originally chartered as a TN settlement?

Note: Not really talking about the one step alignment rule for who can join. However a follow up question would be could the alignment of the settlement shift enough to kick out members on the opposite end of the shift?

Goblin Squad Member

I just wanted to suggest this to the developers. I know in the world of MMOs some people think this is blasphemy. But to me its just about personal preference or options. I am not making an argument about if KB/mouse is better than gamepad. So I dont want to get into that, so Id ask that nobody dridge that up please. If you think it sucks, then you dont have to play that way. If you think gamepad useres would be sitting ducks for PvP, then enjoy the easy kills. I dont care.

This conversation is about the ability to be able to use a gamepad as a users choice, and only just that. Sometimes I like to sit at my PC and play more seriously, sometimes I want to sit on my couch with my big screen, and mindlessly craft or what not.

So I would really appreciate some kind of official gamepad support.

But at the minimum, I would at least like the ability to use a gamepad even if unsupported. This has rarely been an issue for me, but I have come accross a few MMOs that have anti-hacking programs like Gameguard, that treat any third party program as a hack and game shuts down.

I wasnt cheating, I was just using a program to map keys to my gamepad and simulate wasd and camera movement. Works with most MMOs just fine.

So if security is so tight that it rules out everything, even harmless programs, then set up official suppport, or allow us to get approval for certain programs.

For a specific example:
I tried to play the open beta for RaiderZ, I used motion joy to recognize my PS3 gamepad, then used Pinnacle Game Profiler to set up a simple control scheme. The game would play for about 10 seconds, before it shut down and gave me a 3rd party usage warning.

Goblin Squad Member

I wasnt really worried about this until recently. Have any of you ever played any MMOs where you unfortunately lvl'd a class that was useless or another class could do what you do but only better? This is what Im talking about.

Recently, thinking about the devs stance on lack of a "stealth" mechanic got me thinking about how that might effect my rogue. The description from the GW Blog says this though:

•Rogues—masters of stealth. Ever just one step ahead of danger, these characters bank on their cunning, skill, and charm to bend fate to their favor.

Did you catch that stealth part........ yet no stealth?

Another thing, UMD, could I just UMD all the rogue skills I need and maybe some healing and just be a fighter?

I just think all the class Archetypes should either be unique or have some unique skills and abilities.

For instance if you want to heal you need to skill up some cleric. Dont have cleric yet? Cant heal. Etc etc. There are no copies of skills on other classes.

Or it could be just 1 or 2 unique things that this class can do, and no other class and no amount of UMD can. Like maybe my Rogue cant stealth, and maybe you can UMD traps/disarming, and maybe other melee classes outclass me. But only a Rogue can use a steal ability or pick locks?

Goblin Squad Member

Perhaps this has been mentioned by GW already? But I didnt see anything. I was just wondering If and when they might come?

Full Name

Alistar redner minithar

Race

HP: 11/11 , AC: 15, T: 13, FF: 12, CMD: 17 , F: +3, R: +6, W: +1 | Init +3 | Perc +2

Gender

male

Size

med

Age

124

Alignment

LN

Deity

Gozreh

Languages

common,elvish,celestial

Homepage URL

http://www.myth-weavers.com/sheetview.php?sheetid=885085

Strength 15
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 12
Charisma 13

About alistar mignar

alistar minithar[/b]
Male Elf Ranger 1
LN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
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Defense

--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref [/b+6, [b]Will [/b+1; +2 vs. enchantments
[b]Immune
sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee
shortsword +4 (1d6+3/19-20)
Ranged
longbow +4 (1d8/×3)
Special Attacks favored enemy (animals +2)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 12, Int 12, Wis 12, Cha 7
Base Atk [/b +1; [b]CMB [/b +4; [b]CMD 17
Feats Deadly Aim
Traits deft dodger, tomb raider
Skills Climb +7, Handle Animal +2, Intimidate +2, Perception +8, Ride +7, Spellcraft +5 (+7 to determine the properties of a magic item), Stealth +7, Survival +5 (+6 to track); Racial Modifiers +2 Perception

Languages Celestial, Common, Elven
SQ elven magic, weapon familiarity, track, wild empathy -1
Other Gear leather armor, arrows (20), longbow, shortsword, backpack, bedroll, flint and steel, lamp, lamp (4), rope, sack, torch (7), waterskin, 48 gp, 2 sp, 3 cp
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Special Abilities
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Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Humans+2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Gear
longbow
short-sword
flint and steal
lamp
oilex4
rope
sack
water skin
backpack
bedroll
wand of cure light wounds