Why would he be counted with Pax at any point?
If I have the sequence correct, UNC was once allied with Pax to the point their counts were combined on the original Land Rush thread. Now they're either more loosely aligned, or not aligned at all, but the UNC votes still counted to give Pax the second choice in today's announced sites.
I find myself wondering whether it'll be any more difficult for TEO, Pax, and T7V to recruit now that we have our sites. It seems there's room for other groups to look for interesting incentives to offer to boost their own group-sizes at the expense of those now "settled".
Fun times coming...starting today.
Correct me if I am mistaken.
You're exploring the borders of the arbitrary-and-capricious GMing we'll have. I, for one, choose to trust that GW will recognise their incentives to very carefully watch their community...and to listen to us.
One polite person may not be enough to offset other voices, activity logs, personal observation by a GM...
Lord Zodd wrote:
If someone can't handle playing a game with Open PvP then coloring their name for a bit won't change that.
That seems to imply that liking or not liking Open PvP is an inherent, and not a learned, characteristic. It feels as if some temporary "protection" could aid people in discovering whether it's an acquired taste for them, possibly mitigating a knee-jerk reaction.
You wouldn't leave your char on autopilot just anywhere...
From the stories I hear about Hulkageddon and other suicide ganking in EVE, it seems there's no such thing as safety anywhere humans are involved. If certain EVE players could figure out where you live in real life, I'm sure there'd be reports of home invasion murders, too.
...you would have hired enough guards to protect your cargo.
Where, in any game, will a character have enough money to pay a sufficiently-large group of human players to protect him? It's hard enough, in the real world, to find people willing to deal competently with the "hours of boredom, moments of sheer terror" involved in guard-work; in a game, who wants to spend the time he paid for in pursuits like that?
I've spent the last few weeks at my real work arguing the benefits of considering sunk costs to be just that: sunk, and not worth following on with further expenditure. Bluddwolf, you're dangerously close to succeeding in convincing me to write off the few hundreds of dollars I've spent on PFO as a poor investment, not worth pursuing further.
The game you write about seems bleak beyond all hope of joy.
...in all of the "Drow" fiction that I have read, they seem able and willing to cooperate when there is need and it is in their best interests.
Please also remember that the Drow in fiction are exactly that: in fiction. They need to be shown a certain way in the tale to advance the purposes of the storyteller, and there aren't any real human beings controlling each one of them, as there will, of necessity, be here.
Writing about Chaotic Evil societies while recognising all the limitations and logical conclusions about such societies would likely not lead to publication, as entertainment value might end up being minimal:
"A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him."
It's hard to imagine a sustainable narrative about a group of serial killers large enough to be called a society.
"The Goodfellow" wrote:
...the only real unit of measure. Time!!
I've lived in cities my whole life, and I noticed in high school I was already doing that. I've never thought of things in terms of distance-from-me, but only as time-from-me.
Rush hour, road construction, a stop along the way...all those my brain just sort of deals with somehow, but as-the-crow-flies, or other distances? Not a clue.
If we're going to go all pre-industrial with our measurements, why not just let things go the way they used to...each polity assigns its own weights and measures, complete with fines and other punishments for being caught using someone's else's system inside the wrong territory?
Meaningful human interaction could begin with each merchant or crafter conversation settling how they were going to understand one another.
Pax East Panels ft. Ryan Dancey: The Future of Online Games & What Is Happening to Tabletop Roleplaying Games?
...a death means you probably lost all your non-threaded stuff anyway...
It's been a while, but there was once a thread with many folks saying they planned to equip only the most-useless 2-copper junk other than their threaded items. It'll be interesting to watch developments to see how well that strategy can hold out.
He had trillions in his wallet just by playing the market.
Sounds like my brother's experience. I just wanted to fly, appreciate the pretty art, and plan out my character's development, while he jumped right into the market-game.
In about 60 days, he'd said he'd "figured out the system", and began making money so fast that boredom set in pretty quickly; he couldn't find anything he was interested in spending his money on, so it just kept multiplying itself.
Here're some of his statements, all from the thread Naming Conventions:
Ryan Dancey wrote:
Ryan Dancey wrote:
Nihimon asked whether there'd be early name registration:
Ryan Dancey wrote:
@Nihimon - we're talking about ways to do that which don't lead to name brokering.
Ryan Dancey wrote:
Names will have a real-world value (someone will snag a desirable name and then seek to sell the account that name is on; we can't stop it). Because of that we have to be careful to not let someone or some group namefarm the game. That means we have to have some systems in place to control the rate and proliferation of names before we start letting people claim them.
They will methodically use the system, within its parameters to pursue their objective of dominance.
I look forward to hearing from the folks who're attempting methodically to use the system within its parameters, only to discover they don't fully understand those parameters, or they lack patience, or any of the other myriad things that may cause whining and moaning in the search for short-cuts, instant or near-instant success, or what they hope will be exploitable advantages somehow denied to their "victims". Those sounds will be joyful to my ears, and I expect the number of failures may asymptotically approach the number of attempts.
This thread for the win!!!
Don't forget Crowdforging (the concept) FTW, too. Impressive to balance so many moving pieces, keeping the thread on-topic (mostly), civil (mostly), and productive (Stephen's post #1200 gives pretty solid evidence).
Congratulations again, to all participants and contributors.
To have multiple characters, presumably on-par experience-wise, one simply pays multiple fees for their training time, or evenly splits whatever training time one pays for. Each character needs to earn the badges and achievements needed to advance what that character wants, while spending the XP earned by that character's fees.
I'm not sure many folks here are yet thinking about PFO not being Skyrim, when we're interested in getting in-game and exploring what we're going to help build. I'm already trying to figure out what time I can give my Twin, for example, given that I'll find it hard to put away my main when he can do anything and everything he wants.
If Friend X makes a new thief character then I want to know my friend is online...
But the corollary to that is that there may not be a way for your friend to be on-line and NOT have you know about it. There are times when one wants some privacy, and one also doesn't want to risk hurt feelings by telling others that.
...“it will confuse new players reason”...
I thought what would confuse new players was the more-complicated system we'd all come up with to avoid carrying liquid assets from place to place. Given that there's no chance we'd not do that if coin were material, having coin be non-material appears, to me, the simplest solution, and easiest to explain and understand.
Harad Navar wrote:
...the skill trees for the OE released characters may not match skills and feats trained for in EE...
But, I believe, there'll be nothing restricting you from learning whatever you need to learn to set yourself up in your new role. I've heard nothing that says something like "once you learn to use a sword, you can't learn to use a spell".
On the contrary, we've got, just from yesterday (in the Thunderstrike thread), Nightdrifter pointing out that you can learn both Priest and Mage spells, and Ryan agreeing in boldface. One may not be able to effectively prep *perfectly* for something not yet released, but, as someone pointed out many threads ago, you can train "increased hit points" before, say, Druids are out, without hurting yourself in any possible way.