Tripled range forgiveness to test whether this improves melee PvP. Essentially, if you can get in melee range to start an attack (and stay within that range for the 300 ms validation phase), it should complete successfully even if the target is more than six meters away from you after the interrupt phase (up from four meters). This may wind up looking weird, and will be tuned as we make other improvements to the melee combat system.
Wouldn't it look better if the landing of the attack is sped up to hit at the end of the 300ms validation period and have huge hit lags (pulling the weapon back and readying it)?
I don't really remember... but was there anything indicating this validation period?
The lack of character classes and Pathfinder RPG mechanics at all from this title has severely diminished my excitement for it. It is beginning to sound more and more like a Pathfinder "skin" stretched over a sandbox MMO framework.
In my opinion, Pathfinder =/= Pathfinder RPG. The RPG is merely one interpretation of what Pathfinder really is, which is a fantasy world in which amazing stories take place. Class is an abstract term used to categorize the abilities of the characters in the world, not that characters have abilities because they are of a class. Pathfinder Online is yet another interpretation of such a world.
As for which class I would like to play first, I would like to be the master of throwing knives or kunai. I imagine the rogue will most likely fill this role.
I don't think there will be such buffs that guarantee victory for one person against another. This is too much power that probably won't work so well with multiclassing in the game.
If such buffs exist, it should be so that it costs quite a bit to pull off. platedewd should be loosing a lot of money to cause minimal amounts of griefing. If his friend were to use it to kill newbies, npc marshalls will be on him, and all that power is lost on death. If the buffs are used to kill people in high security areas... well... getting killed by one person in high areas should be something you blame yourself for, since bandits are to be expected. These bandits add excitement and uncertainty to gameplay.
GW just has to make sure that power to dominate is very costy and that there are always areas for resources to be spent on. Resources shouldn't be thrown away easily. When power is costy, any form of griefing requiring dominance is reduced. Whats left is griefing that doesnt cost anything, like verbal griefing, which probably will cost the money you are paying for the game.
My apologies, I should have said "enriched by conflict" = works and is more pleasant than what is currently offered in the market.
However, I don't believe that GW has the resources to develop an PVP-free MMO based on creating kingdoms. If I recall correctly, the plan is to introduce construction a while after the game is released, since players will be preoccupied with each other. Without PVP, I imagine that there is little to do while waiting for this part of the game. When constructions are finally installed, I doubt they will satisfy the player base because there will probably not be a lot of customization to structures.
If it is adventure people seek, then there are lots of games that have done it far better than GW will be able to do.
The reason GW can try to pull this game off is because they wont need to create the content to keep people preoccupied; people will do that themselves as they fight for resources. They believe they can accomplish better than the other open world PVP MMOs by learning from mistakes in these MMOs; by grooming a healthy community.
I do believe that a PVE version of a extremely well developed PFO could be pretty fun to play, but GW simply doesn't have the funds to accomplish this. It is better to leave this idea to more funded AAA titles. I also believe a PVE version would work better like Minecraft servers rather than an MMO.
If the system is developed as I think it should, b0n3d00d will be sedated very quickly by NPC marshalls if he is preying on newbies. If he is slaying people in high risk areas all by himself, those victims are just not taking enough precaution. Bandits in high risk areas are part of the content and should be expected; they are there to make runs into the jungle exciting. One death, and all of b0n3d00d's advantage is gone because they are all consumables lost on death. That's a pretty big waste of money by platedewd, so it shouldn't even matter if it means griefing since not much griefing by b0n3dood should happen. Resources shouldn't be that easy to throw around carelessly. If indeed b0n3d00d does his best to be a jerk and not an ordinary bandit, there should be a hit on him with lots of people willing to oblige. If the system works, that is.
Robb Smith wrote:
I think that there are plenty of games out there to cater to this play-style already. It is rather clear that GW wishes to create a world enriched by player conflicts, something the MMO genre really needs.
Also, I believe a PVE version of GW's vision would not suite an MMO. I think it is better to be something like Terraria or Minecraft.
I feel the doubt and aversion to this new KS will be reduced if a slightly different perspective is taken.
The KS isn't a way to shift the burden of funding the project to customers. GW is fine without the KS money. It is better to consider this as pre-purchase with an extremely early headstart as a bonus, with the ability of having a say in game development to boot. The money required to get in the early access is probably roughly equal to the amount required to purchase and play the game for 4 months anyways. Yet another bonus is that this contribution will help the game come out faster, which benefits everyone. Take a look at the blog posts; if you like GW's vision and will probably will give the game a shot at launch, what's there to loose?
Although already explained on the KS page, quite a few people seem to have gathered the wrong idea about the beta. Some feel repulsed by the idea of paying to find bugs in the system. It should be bolded, underlined, in red, that the Beta isn't equivilant to typical MMO betas: though there may be bugs, the primary purpose is to grow a healthy community.
For the success of the Kickstarter, I think the details of the PFO skill system should be added to the KS page. The time based progression, multiclassing, and no skill cap makes early access pretty attractive. Personally, the ability to multiclass (though I'd first shoot for the capstone anyways) and potentially create a truely unique character because of the plethora of skills makes this MMO very, very interesting. This is something that sets PFO apart from the crowd.
I wish they would decide to do away with random effects all together. RNGs have no place in PVP.
I would prefer if the crits work like bleed/poison/toxic bars in Dark Souls. The way it works in that game is you have an empty bar for each status effect. If you get hit, part of the bar builds up. If enough hits land and the the bar gets filled, the status takes effect resulting in massive damage/secondary effects. If you don't get hit, the bar slowly empties. You can remove status effect build up through items/skills.
1) Combat without animation lock is very liberating; it feels like you have total control over your character. Combat in Guild Wars 2 is wonderful. However, I do not mind animation lock, but only if at least half of the combat skills have movement integrated into their animation already. I hope to play the mobile fighter, so I'd like gap closers and gap creators to be plentiful and meaningful. Just a personal preference.
2) Depends on how valuable and costly basic attacks are. If they are just actions to fill the gap between your skills, then sure, let there be auto attack. If they are just as valuable as your skills and animation lock you, no, no, please no. If they are retaining some elements of D&D combat then basic attacks could be very valuable and consume just as much time as skills.
3) Not sure about the possibility of griefing and accidental alignment changes.
This reminds me of the old days of Runescape, where there was the fatigue factor. Doing actions leads your character to become fatigued. If you do not find a place to rest and restore your energy, your character will not gain experience IIRC. A way to rest was to sleep in a sleeping bag you carry around with you at all times.
I think this fatigue system could help give incentive for players to rest in an inn. You will not be able to train skill points if you are fatigued, or something else like you'd fall unconscious... I prefer the former. It could take around 1 to 5 minutes (5 might be too long) to recover your energy while asleep. You can still carry a sleeping bag around with you, but using that will make you horribly vulnerable to bandits and pickpockets. Inns provide you with the safety you need in this harsh world.
This may add immersion, but it could also become very annoying.
A classic solution to give more value to gourmet food is to make them heal for more and give more powerful buffs. Which works as long as you don't have a Skyrim sized inventory. Food could be out of combat channeled large heals. Potions could be in combat small heals.