I think a big part of the problem is the children. Yes, I blame children for a lot of things. In the video game industry, like the music industry and so many others, children are taken as a part of the equation in terms of development and marketing of products. They are a massive slice of the demographic, and companies want to make things that they will like. So when a game is coming out, you have two massive groups: The child demographic and the 18-34ish year old male demographic. Instead of developing separate products for each group, it is seen as convenient to kill two birds with one stone and target both groups. The problem is that children are stupid. Not only are they stupid, but they dislike games that are difficult and challenge their sense of entitlement. Kids like easy, simplistic arcade games that constantly reward them and never incur serious penalties. The idea that your body can be looted for it's powerful items on death or that you can be killed from being within the radius of a friendly spell is totally offensive to a child, who is a reward seeking machine incapable of appreciating things like realism and internal consistency when they can bite him in the ass. Basically, children are thrown into themepark games with helmets and safety scisors, which would be alright if it weren't for the fact that they are playing the same games as the mature players. With them as part of the game's target demographic, games are made simpler, more repetitive, and overall worse. I'd like to see a new approach where children have their own games and a more mature sandbox community is formed. Let the kids play world of warcraft or blues clues online or whattever the hell gets thrown at them. I think the age of the sandbox will be better if a higher proportion of the community is mature and realism/negative consequences for actions exist in a meaningful way.
I'm Glad to see that diplomatic outreach is beginning so far before beta. Speaking of diplomacy, The L.C. is currently seeking a chief diplomat: Someone with a great deal of authority within the organization who will have the difficult job of maintaining relations with the outside world. Diplomacy is important for most groups, but for us it will be a matter of life and death because everyone in the world is going to hate us.
The Leper Consortium Name: The Leper Consortium
Premise: The Leper Consortium is a chartered company with a simple agenda: To spread butchery, dark magic and hatred throughout as much of Galorion as possible. This means the typical member is either a psychopath or selfishly absorbed in acquiring wealth through thievery, pillaging and the like. We hold great reverence for necromancers, the undead, vermin, aberrations and other quintessentially icky or evil monsters. Although military conquest is our first and foremost priority, we will also want a solid economic engine of harvesters and crafters. If you want to be a member of a council of irredeemable supervillains who kill for sport and suck the life out of the world around them, The Leper Consortium is where you belong, period. We are evil without compromise. As an oligarchy, our government will provide many positions of power. We currently have two rulers: Verrun Hanotep: On the messageboards, you will know him as me. He is a psychopathic elven wizard/rogue with a penchant for raising zombies, stabbing people and teleporting away. Brom Karrak:: His avatar name on the boards is Down. This extremely unpleasant human barbarian loves kill things and will be an important front line tactician. Goals: Eventually we would like to expand from a chartered company to a settlement and even a kingdom. We want to dismantle the cities of the good to the best of our ability. In other words, war without end. What about the tax rate?: You may have noticed the extremely high official tax rate. This is an important decision which I would like to stick with. What a 50% tax rate, individuals will reap lower rewards but our armies will be extraordinarily well funded. This is how a professional army should work. Religion: Urgathoa and the slightly lesser known Ghlaunder are our two most important deities, but any god that promotes the dark arts or vile creatures is regarded with respect Tactics: Our devotion to military tactics in theory and practice is a big part of what makes us different from most other groups. As soon as beta is opened, we will want members on the inside taking ranks in soldiering and experimenting with tactics. I was tempted to say that we would use walls of Evil clerics with zombies, channeling negative energy to simultaneously heal the undead and hurt enemies.I was also tempted to say we would use a lot of poison. The truth is, none of us know what military tactics will be like in-game, but our members want to be among the first to explore perusing military careers.
Arlock Blackwind wrote: We should seriously think of opening an rp thread to introduce our preplanned characters. or at least a general outline of who they are. a criminal mastermind a freak scientist who escaped the loonyben for the third time a conisure of pain and debotchery. or maybe the reason you are so evil is you found out your father was a fairy. (I mean like a tree spirit or something) I think that would make any pre-pubesent half-orc go into a mental ward. Your turn. I'd love to see what kind of evil fella you could muster up.
I've got to be honest in saying that one thing disappointed me about the tech demo: When two dudes are in battle, their attacks don't physically connect: Even in the now dated neverwinter nights 1 game, characters' swords and shields meet beautifully, and the fight looks totally convincing. THAT BEING SAID: Pathfinder Online is a project that emphasizes substance over form. At no point were we promised incredible graphics. We were offered an immersive experience unlike anything that's been done before. If you're the type of player who complains about graphics or makes graphics a high priority, you're probably not the target audience of PFO. You can leave and we won't miss you in the slightest.
Hanz McBattle wrote:
Another sweet character concept. As for the name I plan on ratifying the thread later when the tequila hits my system.
Ravening wrote:
I love it. Hopefully we will be good friends in game.
cattu wrote:
This. I've been lurking these forums for a very, very long time and was relieved to see that there are people who feel as strongly as I do about AOE's/friendly fire. Two arguments against friendly fire have gotten me particularly annoyed: 1) I don't want my allies to hurt me! That is unnecessary, inconvenient and a waste of my time. 2)But... Griefers! Bugs! Glitches! My response to anyone who uses these (or any other) arguments to deny the tactical and immersive importance of friendly fire is simple: Grow a pair. If you can't stand the heat, stay out of the fire and play a kid-oriented game like world of warcraft. I'm not going to play this game if it's another safety scissors world.
Also, I suppose this thread is as good a place as any to discuss characters: My character is Verrun Hanotep, a pale and fairly short elf with a mohawk. His interests are eclectic but mostly center around anatomy, architecture and engineering, military tactics, vermin and the undead. At the age of around one hundred, his village was brutally raided by a goblinoid invasion force. Seeking refuge from the slaughter, he made his way into a mosoleum that he knew contained access to a deep dungeon. Hiding in that terrible hole, he found that he had been tracked and followed by a sizable group of hobgoblins. By the time the mosoleum door opened, the panicked elf had risen a small mob of corpses for the first time. Cornered and terrified but thrilled with the casting of his first true necromantic spell, Verrun kept his back against the wall and started shooting at the hobgoblins with his longbow. The young warrior mage tapped into every last bit of his physical and magical energies in his struggle to survive. Finally, his corpses destroyed, Verrun clung to the back wall of the dungeon and waited for the barbarians to close in on him, at which point a flurry of poisoned daggers shot from the walls, cleverly placed as traps. The last hobgoblin was kept alive. It is said that he survived Verrun's torture for eight days, at which point he was missing four limbs which were kept from bleeding due to generous applications of fire. Since that day, Verrun exists only to cause pain onto others. His friends and family destroyed and his fragile, erratic psyche pulled to it's limits, Verrun lives a painful life now. He can only find joy in the suffering of the innocent. Tragically, Verrun is now little more than a psychological casualty of war and has become no less horrible than those who came for his people all those years ago. In place of friends he has the zombies and skeletons that serve so faithfully, even in death. In place of family he has the vermin of the crypt, finding kinship in spiders and beetles. If Verun makes any sense to you, you're probably crazy.
Ravening wrote: There is plenty of RP over in the Shadow-Haven thread. :) Yes, yes- but that is shadow haven. We should almost certainly be allies, but these are two different groups, unless you're willing to do a merger. I think the primary difference between this rising group and yours is that my group has an extreme emphasis on military prowess. We are the army of evil so to speak, the Spartans of death. Also, we are chaotic evil. This slight difference will actually be pretty significant. We're not the types to open up bars and provide entertainment. We're the types who rape and pillage your village- who troll the good aligned sections of the community for no good reason. We will provide gold to the murderers of paladins, for example.
Arlock Blackwind wrote: We should seriously think of opening an rp thread to introduce our preplanned characters. or at least a general outline of who they are. a criminal mastermind a freak scientist who escaped the loonyben for the third time a conisure of pain and debotchery. or maybe the reason you are so evil is you found out your father was a fairy. (I mean like a tree spirit or something) I think that would make any pre-pubesent half-orc go into a mental ward. I think an evil character RP/planning thread would be an excellent idea. I'll start one tommarow if there isn't one already.
Always awesome to get a warm welcome I was thinking that an oligarchy could be cool for reasons of fluff. Perhaps we have five noble houses with their own armies instead of one. Each "house" could have it's own uniforms, different generals and different overall tactical niches. I'll spit some POTENTIAL ideas out there but am open to others. one house could be a guild of assassins and guerilla warrior style pillagers. Maybe another one is your typical coven of necromancers who fill the front line with with bats, locusts and squishy undead, with a heavy helping of tough-as nails dark warriors. Another could be a group of crazed dwarven smiths, hammer wielding psychos and siege engine crafters/engineers. The list of possibilities could go on, but the idea is that a city or group of cities led by evil squabbling nobles that compete for power but unite in their devotion to dark gods could be a TON of fun. Also, in terms of scale we'll of course have to start as a chartered company but building a city (or even a nation) is the goal. I don't have a name yet, I'd like to start making concrete decisions once I find a collaborator(s)
I've been following this project from almost day one and decided it's finally time to get involved in the community. So to that end, hello. A lot of the chartered companies that have been started seem like fun, but I was surprised to see very few groups dedicated to evil. All I can find on the boards is a thread about that lack of such groups. I have awoken from my complacent slumber and decided to help change that. What I want to do here, rather than making a pitch, is to extend my hand to anyone who wants to collaborate on a group dedicated to evil gods or evil as an ideal. Such a group would be a haven for foul mages and anyone who wants to rape and pillage the nations of Galorion for the sport of it while lining their pockets with gold. A chartered company would be a great start: A group military in nature but self sustainable. The goal is to make a nation or city where the rivers flow pale with pus and the very land weeps with cancer. Furthermore, I think an oligarchy structure would work. Firstly, a chaotic evil community seems like the kind where a single centralized leader would contradict the fluff of CE. Secondly, I am not recruiting minions but collaborators, and so I want to be able to share the spoils of the effort with anyone motivated enough to work on this. Give war a chance. |