Talgoren

Jim Rudnick's page

Goblinworks Founder. Organized Play Member. 102 posts (104 including aliases). 2 reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



Grand Lodge

3 people marked this as FAQ candidate.

Have the new kingdom rules changed the calculation of consumption for settlements/city districts?

Is the Consumption cost for settlements still one consumption point per district or is it calculated another way?

I can’t find explicit text in UCamp that states exactly how consumption is impacted by settlements. If anyone else has found this, please point it out to me. I’m left wondering with the new rules if consumption is 1BP per settlement or 1BP per district.

New UCamp Consumption:

Quote:
Your kingdom’s Consumption is equal to its Size, modified by settlements and terrain improvements (such as Farms and Fisheries).

Old Kingmaker Consumption:

Quote:
A kingdom’s Consumption is equal to its size plus the number of city districts it contains plus adjustments for Edicts minus 2 per farmland.

Thank you!

Grand Lodge Goblinworks Founder

The recent Goblinworks blog regarding design of hexes reminded me of a pair of articles written by an EVE Online player regarding similar design issues.


I think the bottom-up sovereignty concept discussed in these articles might be a useful design guideline for establishing or maintaining control of Pathfinder Online settlement hexes. Anyway, it's just a thought. ☺

I hope everyone on the Goblinworks team is doing well and wish Ryan all the best at PAX East.

Cheers,
Jim

Grand Lodge

Other people have mentioned this, but I'd like to add my +1 comment to the
Wild Arcana and Inspired Spell abilities. These abilities are so much fun and make Pathfinder spellcasters play like the great magic wielders found in classic fantasy literature. Nicely done!

Grand Lodge

It's not clear to me from the playtest docs what makes a magic item "mythic" and therefore require the Mythic Crafter feat.

Grand Lodge

Suggestion

For a mythic feat or path ability, I’d like to see a feature similar to the Eclectic Training/Esoteric Training found in the Magic School’s chapter of the Inner Sea Magic supplement. (page 22)

The ability to increase your full caster level with spells known and spells cast per day is strong (and potentially overpowered) in a regular game.

For a mythic game, this ability might be appropriately powered and good fun. This feature might add additional support in the mythic rules for running campaigns with less than four PCs.

Perhaps making the Dual Path feat a prerequisite for this new ability would make sense.

Just a thought, Cheers

Grand Lodge

9 people marked this as a favorite.

Thank you to the Paizo staff for your active and professional moderation of the messageboards. The work that you do to keep these forums civil and grief free is very much appreciated. It is one of the reasons that I feel like a welcome guest each time I visit these boards. Well Done!

Grand Lodge Goblinworks Founder

Now is the time to encourage your friends, family, guild mates, corp/alliance mates, or other colleagues to back the Kickstarter.

Please consider working your contacts and doing what you can for the kickstarter.

Please consider increasing your pledge level or acquiring addons to your pledge.

Over 5000 of us have already pledged. We can do this. Let’s get this Kickstarter fully funded!

:)

Best regards,
Jim

Grand Lodge Goblinworks Founder

Congratulations to the Goblinworks team on completion of the Pathfinder Online Technology Demo. For the work of just a few months, the video shared with the Kickstarter backers shows solid progress on development and clearly achieved the goals outlined for the project.

Congratulations again regarding the amazing news in Kickstarter Project Update #37 that “Following the successful completion of the Technology Demo we entered into long term agreements with backers to arrange financing to put the game into production.” Outstanding success! Well done.:)

With the recent announcement of the second Kickstarter, I’ve noticed some mixed reactions in the community including concern from some of the Goblin Squad members who have already demonstrated prior support for Pathfinder Online.

My observation is that the transition from “we’re waiting to see the results of the Technology Demo” to “we’re being asked to pony up additional funds in a second Kickstarter” may seem somewhat sudden.

I suspect that mixing the great news regarding the funding with the release of the demo video has downplayed the struggle and achievement of Goblinworks to win investment support. The success of securing financing in the current investment climate is an astounding achievement. Sizable early stage investments are particularly hard to win here in the Pacific Northwest.

I’m somewhat surprised that a more detailed communication or press release regarding the funding hasn’t been shared yet on the Goblinworks site. Such an announcement may help the community through this transition and the realization that we are sharing the financial burden for rapid development with investors willing to risk big money.

Who are the new investors? How much have they committed to the company? Have they acquired a controlling interest in the company? Is their investment conditional? Some angels prefer anonymity but most start-ups benefit from revealing this sort of information to their stakeholders.

I have added my pledge to the second Kickstarter. The people at Goblinworks and Paizo have earned good faith. The transparency with which they have operated thus far has been exceptional. This remains a project that I am happy to support.

Grand Lodge

These links are not new, but for those that haven't seen these TED Talks videos you might find them interesting.

These presentations cover the positive power of games on the brain and in society.

I'm not trolling for a discussion of the relative merits of gaming. I just thought folks here might enjoy these links.

Grand Lodge Goblinworks Founder

2 people marked this as a favorite.

Pathfinder Online is likely to be an extraordinarily special game environment. My confidence in this is based upon some of the following elements of the Goblinworks narrative:

• Principals: Lisa, Ryan, Mark. These principals bring a proven record of leadership, success, and experience with some of the greatest outfits in gaming history – White Wolf, Wizards of the Coast, CCP, Cryptic Studios, Paizo Publishing, and others. Although they are smart business people, more importantly they are committed to quality in their game products. We recognize them as gamers that care like you and me. Their integrity resonates with us. Unlike the faceless corporate entities such as Hasbro and EA, we want these people to succeed.

• Partnership: The Goblinworks partnership with the booming Paizo Publishing provides the new team an incubator for establishing their venture on solid footing and a license to vast volumes of quality content and the intellectual inheritance of decades of D&D game development.

• Community: There is an established customer base in the Pathfinder product line and the fans of the prior works of the principal goblins - Lisa, Ryan and Mark. Pathfinder has captured the hearts and minds of the Dungeons & Dragons community. The zeal and loyalty of the customers provide Goblinworks a built-in set of raving fans.

• Strategy: The plans to grow this game in a measured manner will help contain the development, managed costs, and rise of the game in a profitable manner similar to the amazing history of CCP’s Eve Online which is one of the first, best, and continuously successful MMO’s since 2003. This strategy will help maintain the game’s design integrity by avoiding the financial pressures of having to provide return on investment to equity partners eager for short-term gain. Game design is art. Game communities are people. The Goblinworks growth strategy provides the maximum opportunity to care about their art and their people while still providing financial success for a more intimate group of investors.

• Outsourcing: The plans to license middleware and a base of established code on which this new game will be built is immensely sensible. There is no cause to recreate the wheel. This buy-over-build strategy enables Goblinworks to accelerate their development efforts and focus on the code that is strategic to Pathfinder Online.

• Design: Although, I’ve listed this point last. It is the most significant component to the Goblinworks secret sauce. They are distilling the best elements of other modern MMO design. In some cases these design concepts have been highly refined in existing games. There are strengths and weaknesses to games such as Pathfinder, World of Warcraft, and EVE Online. Goblinworks is bringing the best elements and fresh thought to avoiding the weaknesses of these systems. Some of the key design concepts include:

o hybrid sandbox/theme park-style MMO
o robust trading ecosystem and player driven world economy
o scaling social organizations scale from small groups to player nations
o persistence and immersion
o grief intolerance and philosophy of fun
o sophisticated progression and real time skill development
o PvE and PvP with meaning – fighting for your player controlled territory and for the protection and development of your player built resources brings an amazing dynamism to PvP conflict

I have a one question that I’d like to put forward to this community in support of Pathfinder Online. How do we avoid developing the worst of the social behaviors found in some other games?

For example, I love the sophistication and player driven content of the EVE Online game. In the EVE sandbox, we develop coalitions of thousands of players internationally in the pursuit of empires. In EVE, a player makes their own mark in a manner that can have lasting impact on the game. Individual players can become global celebrities for their in-game influence.

On the other hand, EVE also has attracted or developed a player community that manifests some of the worst of human behavior. The game’s gender imbalance is extreme. Racism, sexism, homophobia, pornography, viscous online bullying, manipulation, fraud, metagaming, cheating, boting, and unsanctioned real money trading are common. It is impossible to find any significant alliance in the game where you are not consistently exposed to these behaviors. In some of the game’s most influential alliances, player credibility is established on the quantity of tears you have caused for other players. All of the game’s major alliances routinely cheat through the use of vast bot mining operations. This cultural phenomenon has become endemic in the game’s player community.

Some of this culture is fostered by the dark future and space pirate aesthetic of the game. Some of this culture seems to be derived from CCP’s failure to control the game’s security and police policy abuse. Some of the game’s designs such as the margin trading mechanics contribute to the problem by enabling in-game fraud.

I’m hoping that Pathfinder Online will grow a player community that is less regressive on the scale of social progressiveness, gender balanced, and definitively less corrupt than what we see in EVE.

What are your thoughts on this?