Dwarven Trader

Grim Onyxheart's page

26 posts. Alias of Rokolith.



Goblin Squad Member

All hail the benevolent dictator!

Goblin Squad Member

Date: Friday the 1st of May
Group Up Time: 18:00 Server Time
Roll-Out Time: 19:00 Server Time

Where: Marchmont
What: Bring your freshly minted characters, twink them out how you wish, and get ready to rumble!

This is a PFO community wide event where we will gather into a combat area with starter characters in starter gear, and fight it out to the last man standing! We will mark off an area in the Marchmont woods, then Colosseum style have a massive brawl until no characters are left standing. The melee will be the main even, but besides that, we will have a hunger-games style match where participants can roam anywhere they want in a hex, with last man standing and plenty of twists to keep it interesting!

NOTE to new players: Participating in this event will severely lower your reputation. It is HIGHLY recommended that you make a new character you never intend to seriously play, as you will likely not be able to enter town after the even due to low reputation.

To ask any questions, please visit this post on the Empire of Xeilias forums http://www.xeilias.com/index.php?threads/empire-of-xeilias-presents-the-mil lenial-melee.1425/

Goblin Squad Member

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This afternoon it was brought to the attention of Golgotha that the company SENSOU was killing new players in the hexes surrounding Marchmont. Wasting no time, a party was formed to combat the bloodthirsty mercinaries. There were several battles, all resulting in victory for the Golgothan forces and a strong message sent- that no blatant aggression towards new players would be tolerated.

http://postimg.org/image/dhqpdh7xp/

Golgotha is a settlement that strives to be principled villains, which means rooting out imcompatable or unprincipaled evildoers within it's influence, and ganking new players in certainly lowly behavior.

If you're interested in learning more about Golgotha, visit Xeilias.com.

Golgotha
"Through strength of arms we bring peace"


I've looked around for answers on running an adventure path using PFS rules, and I'm left scratching my head as how to get Serpent's Skull following the rules.

From the 5/0 guide, "Details on running the sanctioned content from each
volume of an Adventure Path can be found along with
the adventure’s Chronicle sheet(s)." Where? The additional resources? Some of the adventure paths seem to have chronicle sheets while others do not.

Am I missing a link to Serpent's skill related chronicle sheets/guide to which sections are society approved?

Goblin Squad Member

Hi There, I'm Rokolith, intermediate experience level GM, Goblinsquad member, phrase coiner, and I'm interested in running some Pathfinder Society games on roll20 that focus on the setting for Pathfinder Online, the River Kingdoms. We Goblinsquad members would be the first priority players for this group, since we are invested in immersing ourselves in this part of Golarion (The world of Pathfinder).

For those of you who are unfamiliar with the Pathfinder Society, it's an organized play group, meaning you join a gaming table with a set of standardized rules, play a standalone adventure and then are free to join any other game anywhere in the world that follows the same rules, provided your character meets the requirements. So in a way it is an online persistent world, although the direction of the adventures are usually linear.

Thornkeep is a blast to run, and I already have the dungeon levels for it made from a campaign I ran in previously in Thornkeep, ready to go. I know perils of the pirate pact and a few others PFS modules take place in the river kingdoms as well, so this group would focus exclusively on them.

If you're interested in this, please let me know. Any ideas on how to make this really click would also be welcomed.

Goblin Squad Member

Hello there, my name is Rokolith I've been a gamer my whole life. Since we're going to have a tight-knit community that will be around for long stages of development, meaning we will probably spend considerable time waiting for game updates- I thought it would be a good idea if there was a threat we could just chat and get to know each other a bit, and maybe trace that steps that led us here.

When I was small, I played games for fun with my brother and some friends, we moved to Zimbabwe and went without TV and video games for a few years but eventually returned to the states.

When we got back as a present my parents got us an N64 and I played the first game that really blew me away, The Legend of Zelda Ocarina of Time. The game has such an awesome atmosphere and is a cool game for a kid of any age. It really showed me what games were capable of.

The next game, and probably the game that means the most to me I experienced in middle school, Suikoden2 for the PS1. It has such an amazing storyline. A heroic tale of a young man who recruits people from all walks of life to join a rebel army to fight for freedom against an oppressive force from his own homeland. It was amazingly polished, deep and had all sorts of systems I had never seen in an RPG before, including a battle map where you controlled soldiers and units in a war simulation. PFO has so much to offer in terms of similarity. I've started my third playthrough of this game and its aged very well, I recommend it even now.

During highschool I played my first MMO, Runescape, which I thought was amazing at the time. Overall Runescape is alot of fun and sends you on interesting adventures with clever puzzles but the combat leaves something to be desired.

At the tail end of highschool I started doing some tabletop roleplaying and joined in the WoW craze. I really really liked that game, mostly for the atmosphere and music. It had so much potential at the start but it squandered it... and well, here we are with a game that may do what I whish WoW would have.

Well I think that's enough about me. I'd like to hear from you guys about you and your history of games. What games have you played that inspired you to back/follow the PFO project?

Goblin Squad Member

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If you could mix elements from other games together and distill them into Pathfinder Online, which features would you pick?

I sat down and pondered this question after watching
http://www.youtube.com/watch?v=eBkipKFocT0&feature=related (NSFW, a little language)
and this is what I came up with.

Character creation: http://www.youtube.com/watch?v=1WhOTrc5554

APB. APB had the best character creator I've ever seen. It let you adjust all of the usual body sliders we've come to expect but it also let you put tattoos and patterns on clothing. Being able to put your monk's tattoo's down his arms to his fists or giving your sorcerer and elaborate robe with magical sigils would be awesome. They also let you do this for all of your cars as well, but I don't really think our horses need to have bumper stickers on them :)

Combat: http://www.youtube.com/watch?v=wpTjwpFh0a4

EVE Online had methodical paced combat that allowed for alot of strategy. What I would like to see Pathfinder Online do is quick round-based combat, have everything move on a slightly slower pace and let tactical decisions carry more weight by giving your fewer, and more important choices than which instant cast to spam next.

Visuals and Exploration : http://www.youtube.com/watch?v=Tgx0NBx4Pzo and http://www.youtube.com/watch?v=CsizA9lqqbA

Guild Wars 2 has the most amazing, sharp and breathtaking visuals I've ever seen in a long time. It may be not be a sandbox, but Arenanet are passionate game developers that really push the envelope. Their visual style is a close cousin of Pathfinder, and every time I go exploring I find something new and exciting in their world. There is a vibrant and exciting energy that you see in the game when you play guild wars 2. I saw a bit of that in the PFO Technology demo and can't wait for more! The main thing I'd love to see taken from Arenanet's playbook is the emergent gameplay it allows, secret locations and adventures far off the beaten path that really make the game special.

Music: http://www.youtube.com/watch?v=hq90bvH51oI Rik Shaffer or http://www.youtube.com/watch?v=hq90bvH51oI Jeremy Soule or http://www.youtube.com/watch?v=78xB_GqLwPY Jason Hayes (Very unlikely)

These composers have produced the most amazing music for my favorite games. For me, music in games is the most important aspect. I find myself firing up old games just to listen to the beautiful soundtracks. All three of these composers have an outstanding talent in making music that carries mood. Having music that sets the mood correctly for a setting is the most important part of my immersion. Walking to Ashenvale on my nightelf was how I was turned on to the MMO genre, it felt like walking into another world. Also, as a special mention for combat music, the game Payday: The Heist had an awesome music system that adapted to the excitement of the moment and really put your head in the game.

Congrats for getting through my wall of text if you made it this far, here is your reward; http://www.youtube.com/watch?v=GLYXv_VhB2g and this http://www.youtube.com/watch?v=ow4cC-Cz5l8 for you empire building types.

So now you've seen my shout-outs and whishes for what PFO could emulate. What games really nailed features that you would like to see made a reality in Pathfinder Online?

Goblin Squad Member

PFO is a very interesting project with huge potential, especially interesting is this idea of a barebones launch where the players help decide what should go into the game (See http://paizo.com/forums/dmtz6k9j?Goblinworks-Blog-Time-Keeps-On-Slipping-Sl ipping if you are unfamiliar with it).

The idea of the launch is to attract and iterate on player feedback, making a game that suits the players, make co operatively with close communication with the developers. This sounds great on paper, and no matter what happens it is an awesome experiment and I persnoally can't wait.

But here is the crux of the matter, what bothers me... is that a huge portion of the MMO playerbase do not want what Pathfinder Online is already at its core, quoting Ryan Dancey "Pathfinder Online will be an Open World game with Limited PvP and Limited Loot.". And they will whine. The whine will be so loud and so constant that half of the posts on the forums will be "rules are too hardcore! lost all my stuff" at least at the beginning, when people who have never played a game that actually lets you fail and diminish instead of just having to do it over again (talking about loot dropping). Especially in the beginning stages, MMO forums are clogged full of people pleading for every little thing to be changed to suit them, and often their poor or lazy playstyles better. I don't mean to sound harsh, but I've seen it with every MMO I've ever played at launch.

<<TLDR start here>>
So here is the question, Since PFO is going to have a launch and (at least early) development strategy that lets player feedback more easily become changes to the game, how is the line going to be drawn for what is listened to and implemented, and what is seen as invalid and disregarded?

Goblin Squad Member

I just watched Conan the Barbarian for the second time in my life (I know, I'm slacking big time)and looking how skills work in current MMOs make me scratch my head a bit. In most MMOs, the characters Conan and Sabotai are simply not available given the structure of the game, class based. You have to choose to be a fighter or a stealth-er or an archer, no mixing!! No unexpected skill combinations! There must be a cookie cutter around everything we feed to the players or we can't balance it! -Pah! What an archaic and limiting method.

So why does Conan make me dream in Pathfinder Online colors? Because of the skill system, creating a Conan is as simple as asking yourself what they should have, then having it. Class restrictions are such a constraint that keep you from making the correct mix of brawn and cunning that make characters like Conan what they are, diverse heroes.

And that's why I'm happy PFO decided to go skill based. At first I wasn't sure about this departure from the Pathfinder I'm used to, but now I am really excited to see it in action.

Waited for Darkfall since 2005 to get the skill system right, they refused to put any kind of skill-cap and put the game out buggy... huge letdown. Mortal Online was even worse with the bugs, but their skill system was a step in a better direction.

Now PFO gets that chance to make that third bowl of yummy game design, I hope its delicious and I don't get eaten by bears.

Crom!

Goblin Squad Member

Guaranteed never before seen leeks! Get them quickly before they expire!

A juicy Leek
Extreme Leekage
A shocking leek