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![]() Ryan Dancey wrote:
actually, tritanium (which is cheapest mineral) is rarely harvested locally in null-sec. it's cheaper to buy it Jita and transport it where one needs it. anomallous? maybe, but true. mining veldspar/tritanium simply does not pay off. it's more viable to do... just about anything else, and then buy trit. and when trit is transported, it's compressed in a product, for example, large gun turrets (which happen to have much less volume then minerals they are made of). these are recycled at/near destination back into trit. as for how long trips take: two closest major trade hubs, Jita and Amarr, are 9 systems apart (high-sec); freighter needs 3 min per system with live pilot; that's easily half hour (9 jumps plus warp to station). other two important hubs are Dodixie at 15 jumps (~45 min) from Jita and Rens at 25 (~75 min). that's for one-way trip. a smaller ship can do it faster, but carries considerably less cargo. ![]()
![]() Nihimon wrote:
there is no technical difference between deer NPC, human NPC or dragon NPC. they each perform specific function. also, it doesn't matter whether NPC was created by devs or players. if it's not under player direct control (when player goes offline) then it's NPC. ![]()
![]() DarkLightHitomi wrote:
in MMO terms, it depends if murder includes theft. if killing someone only sends them to respawn point, it has much less effect than taking their stuff. ![]()
![]() it's not uncommon in EVE for corps to practice fleet combat in high-sec. corp members can shoot each other without police responding. people get split into two fleets, meet and fight it out. even non-corp members can have duel by using aggression mechanic: first pilot drops trivial item in a can, other pilot loots the can giving first pilot right to shoot without police responding. it's obviously that the demand is there. people have been asking for "official" dueling arena for a long time in EVE. closest to official "arena" is Alliance tournaments, but that's closed to majority of population and happens only once per year. another option is testing server where everything costs trivial amount of in-game currency, so people go there to practice. so, if there would not be "official" dueling mechanic, maybe there could be un-official? Immersion breaking? depends who you ask. duel could be to first blood, half health or death. and we are talking about combat duels, so, crafters, merchants and diplomats should do the same they would do in actual combat: delegate secondary. It sucks to be bothered? flag "refuse all duels". done. as for SirAwesome, he'll have to do some fighting (duels or not) or nobody is going to care about his character concept. or if he doesn't care what others think, then he should just as well ignore duels too. It is a resource-drain with no reward? it's player's created content. there doesn't have to be reward beyond winning, or players can build their own leagues, rankings and rewards. It devalues "real" combat? it doesn't. real combat has real consequences. duel has no consequence, unless players want to have them (see previous). It's likely to be one of those things that "Sounds Cool", but then "Nobody Does"? any game i played, there were people interested in dueling. there will most certainly be such players in PFO. The only people who are likely to really want do it are the same people who you probably find annoying elsewhere in the game system? i'll be surprised to find NO annoying people in PFO, dueling or not. also, i'd rather have dueling regulated than happening through some unofficial loop. ![]()
![]() thanks for blog-worthy content. Ryan Dancey wrote:
how will fast-travel interact with transportation? in EVE, market arbitrage is possible because it takes time to move goods from market to market (freighters being notoriously slow and sluggish). will goods carried by character or there will be horses, wagons or caravans for extra capacity? ![]()
![]() hm, Jagga Spikes of Thornkeep... yes, that will do nicely. will equipped items be affected in any way on death or use? damage to durability? if not, i don't see much demand being created for crafters, except for consumables (food, potions). how much will we be able to carry? will there be weight limits and encumbrance effects to movement? looting should take some time and/or require being "out-of-combat", otherwise there won't be much point in defending corpses. ![]()
![]() Mogloth wrote:
note that there is nothing stopping you from having fighter capstone AND spellcasting. if you do it "the right way". ![]()
![]() i wonder, will capstones be in game at launch at all? if projected time to reach them is 2.5 years, that requires designing something that won't be used for a long time. also, MMO are in constant state of change. WOW wasn't same game in 2005 and 2007. EVE wasn't same in 2003 and 2005. making a choice of everlasting consequence in such environment is a leap of faith. ![]()
![]() PrinceEarwig wrote:
i can guarantee you that someone WILL go for it. that's beauty of the sandbox. people make their own goals. no matter how silly it may seem. ![]()
![]() MicMan wrote:
on other hand, instances are great learning places. not everyone learns at the same speed. some people are fast, others are slower. see how sport is arranged in leagues? not everyone plays together. throwing new players with highly-competitive veterans rarely works. ![]()
![]() HalfOrcHeavyMetal wrote:
RAW, i'd say Crafter and Merchant will be class with their own cap-abilities (pun!). or crafter and merchant skills will not be considered archetype skills, therefore not preventing you from getting caps. ![]()
![]() Matthew Trent wrote:
no. i'm saying that Ranger 5/Fighter 10 is equal to Ranger 5/Fighter 10, and therefore Ranger 10/Fighter 20 SHOULD be equal to Ranger 10/Fighter 20. Quote:
if they have same skills/levels, regardless of order they trained them, yes. ![]()
![]() that's not the point. numbers were for example. point is that two players spend equal time and effort, yet get different result. effect will be that everyone will suggest new player to stick to one class and get cap-stone, regardless of how new player would want to play otherwise. to get something after 2.5 years, that might or not benefit them then. learning skills in EVE were removed for exact same reason. they became mandatory. question was not whether to learn them, only how soon. and fact that people didn't even bother to play the game during training made it worse. ![]()
![]() another note:
i'm fine with special abilities having requirements for use, but a sword is a sword. if i can pick it up i should be able to use it, even if only as thrown item. ![]()
![]() Matthew Trent wrote:
note that in Pathfinder Online, skill system will be open-ended. so, in 2.5 years, i become Ranger 10/Fighter 10, and you become Fighter 20. you get cap-stone ability. 2.5 years later, i become Ranger 10/Fighter 20, and you become Ranger 10/Fighter 20. i don't get cap-stone ability. doesn't that strike you as odd? ![]()
![]() one thing i have problem with:
or, look at the different way. cap-stone is a choice that isn't a choice. if you don't go for it right from the start, you can never have it. but someone who goes for it, can always diversify later. it's obvious that former is of less value, even if required time is very long. a better way would be to allow everyone who meets requirement to be able to have cap-stone ability, but only one at any given time. for example, if someone is Mage 20/Ranger 20, they can only choose benefit of one cap-stone ability. this gives option to people to either specialize and go all the way, or diversify but still have goals for some later time. ![]()
![]() Stefan Hill wrote:
while sources might be infinite in quantity, their output is not. there is only so much that can be created per hour. nobody expects perfect balance on the first try, but it would demand monitoring. ![]()
![]() Onishi wrote:
in EVE, caldari militia lured their gallente opponents into a smart bomb trap (smart bombs create bursts of aoe damage; it doesn't affect firing ship, but it does affect friendlies). basically, caldari used specific smart bomb to generate specific damage and tanked themselves against that damage. fireworks http://www.youtube.com/watch?v=XlZ0EcsneSg :) of course, strategic significance is low, as it easy to counter, but tactically, with a bit of bad judgment from their opponent, it gained them a victory. ![]()
![]() Onishi wrote: ...gold farming. "gold farming" is not actual collecting of gold. it doesn't matter whether it's gold, fish, ore, skin, item, you name it. what matters is whether it can be automated at low-cost. it also doesn't matter if whatever is farmed is sold to PC or NPC. it only matters whether it's profitable. ![]()
![]() KitNyx wrote: Want to hinder the goldsellers? Don't have gold and gear drop from animals. Force the goldsellers to attack PCs/towns to actually get stuff worth selling and we have now created the bandit community (*grin*). Not to mention, the goldseller merchants, the ones who actually buy this stolen gear, would only make money by selling it back to PCs. This is called a fence... wouldn't make a difference. goldselling is based on "farming wealth" (wealth includes money or items). usually, it's automated ("botting") to reduce costs (on person supervising multiple automated bots). basically, as long as profitable activity can be automated, there will be goldselling. any actual money has to come from somewhere. makes little difference whether it drops from NPCs, is generated at vendors or is mined and minted. ![]()
![]() Scott Betts wrote:
or, wouldn't it be more appropriate for EVE to have planned obsolescence and arms race of high-tech society? and for fantasy world with fixed technology levels to have static items? a sword is a sword is a sword. it's all point of view. tho, i'm on for signature gear. it would be quite neat to have have limited "soul-binding", where player chooses single item that makes him stand in the crowd or makes his "build" work. ![]()
![]() Scott Betts wrote: ... I know very few active MMORPG players who spent more than a few months with any given item before trading up. depends on whether new, better items are introduced. EVE players still use (more or less) same items after 7 years. WOW adds new batch each expansion, and it's not unusual to replace several items in each slot every four months. so, either items break down, and are replaced with same items, or items do not break down and are replaced with better items. i prefer former as it keeps stats within constant range. every item has purpose. there is no obsolescence. new players have something to do, and something to use. better gear costs more money to buy/repair, but it's not completely overshadowing weak gear that costs less money to buy/repair. ![]()
![]() Onishi wrote:
or they could buy/build (decaying) tools that are used for building/repairing. PC repairs would then be nice money/material sink. tho, i prefer decaying items as well, and not planned obsolesce trough expansions. maybe each time item is repaired it loses on maximum durability. ![]()
![]() Stefan Hill wrote:
can't do that. for all practical purposes, server considers all clients to be lying, cheating scumbags. any action calculations and resolutions are done server-side. clients can only send requests; not demands. ![]()
![]() Scott Betts wrote:
cap-stone abilities work in (single) class-based game, because there isn't anywhere else to go but up, so you can be generous without gimping anyone. but, wouldn't it be better to spread the love? if devs go with skill-based system, there will have to be system to balance jack-of-all-trades and masters-of-few. even if there are cap-stone abilties, they shouldn't be defining or exclusive. otherwise, it's just class system with different progression. also, what if they let advancement be open-ended? how many cap-stones can one get? and it's one thing to balance actions by ship type. it's quite different to not be able to drop bow and take out a wand. honestly, if strict adherence to roles is holy cow, it would make more sense to simply keep class system. ![]()
![]() Scott Betts wrote:
it does depend on associated costs and power balance. if costs are linear, then your case applies. half-ranger, half-necromancer is probably less effective than full type. if costs are exponential, then there might be 80%-ranger, 80% necromancer, which could not even be bad. ![]()
![]() Scott Betts wrote: ...hold the position that no idea is inherently bad, and have to defend that position (something that I believe is both practically and morally untenable) i still do. context is what gives value to ideas. nothing has value of itself. neither "sticking your hand in a garbage disposal", nor "garbage disposal (is) running" are bad. and, if we are talking extremes, even "sticking your hand in a garbage disposal while it's running" isn't bad, if alternative is worse. Scott Betts wrote: ...context of PFO's development just a reminder. context described as "open-world sandbox with theme-park elements" and strong emphasis on PVP, led by people that draw considerable inspiration from EVE. friendly fire, full loot, permanent damage to character, environmental effects, limited access to resources, uneven combat numbers, limited safe-zones (at best), no punishment for scamming or theft (within game rules), etc. none of these are bad ideas. they just do not fit in some (even most) games. ![]()
![]() Onishi wrote:
depends on game, really. there are MMO that are extremely forgiving, and there are MMO that allow multitude of playstyles. even EVE allows for casual play, when one knows what they are doing. also, there are very diverse communities; some are hardcore and have high demands; others are casual and have simple requirements (like say hi when you come online and talk in chat now and then). ![]()
![]() Hudax wrote:
but couldn't that be applied to any consequence? why does my gear get damaged when i die? or why does my gear drop as loot when i die? why do i have to corpsewalk or suffer death penalty? why do i have to keep my clone updated? there are no right answers. there are just preferences. ![]()
![]() Scott Betts wrote:
in the context of deathmatch, it works perfectly fine. personally, i can stomach it for about couple of hours a year (like, mindless Half-Life romp). but i do know people that don't mind doing it for years. ![]()
![]() Scott Betts wrote:
stop doing that. i'm fine with you having your opinion. have decency to allow me have my own. otherwise, why bother discussing anything with me? you can't know what i believe or not. you can only know why i say. either go with that, or let it go. ![]()
![]() Scott Betts wrote:
no idea is bad of itself. the big boys are not putting some ideas into their games because they want to have as many subs as possible. but just because idea doesn't work in some games, it doesn't mean it doesn't work at all. there has been niche products in every product and service imaginable. being a niche product is not bad; it simply means that product is targeted at specific audience. ![]()
![]() Daniel Powell 318 wrote:
it kind of becomes when one has pocket full of dragons ;) ![]()
![]() Zesty Mordant wrote:
which is only natural, because every other high-level already has flying mount and can escape on time. being starved makes everyone desperate. ![]()
![]() KitNyx wrote:
EVE allows attribute remap once per year (remapping attributes triggers 1 year cooldown; no stacking; bonus remaps are given to new characters and sometimes as gift). attributes exclusively affect learning speed only (no other effect). skill redistribution is not available publicly (however, several skill were removed from game and any skill points invested in those skills were refunded and could be applied to other skills; there is mechanic, it just isn't available to public). ![]()
![]() Scott Betts wrote:
when everyone has cool things, do they still stay cool? but, sure, why not, lets have air combat, and we can have flying mounts. air combat is cool too. ![]()
![]() once flying mounts are made available to players, everyone is going to have them. if there is high requirement to have them, everyone is going to get that requirement. everyone is going to pay the price, no matter how high. i'd rather sacrifice flying mounts only for fixed routes and/or special occasions, than let everyone have one. edit: as for Titans in EVE. yes, everyone has them. it's just silly how many supercaps are in EVE, and what players are willing to do to get them. ![]()
![]() KitNyx wrote:
respec doesn't have to be anti-consequence. make it once per month, or longer. time ticks equally for everyone. ![]()
![]() Scott Betts wrote:
still, in EVE it's entirely possible to play a character that has no combat ability. traders, miners, manufacturers, researchers, couriers; none of them are required to have combat skills. equally, in PFO personal combat (either PVE or PVP) might be focus, but it should not be requirement. ![]()
![]() KitNyx wrote:
make crafting process of unique items random. make unique item time-limited, say 1 month real-time duration. person with unique can choose to hide it, but they would lose it in one month. think of artifacts that disappear if not used for their intended purpose.
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