Belkar Bitterleaf

Jiminy's page

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Interested to know this also, as I am in the same boat as Kamedo and looking to sell my Crowdforger Pioneer account with DT.

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T7V Jazzlvraz wrote:
sspitfire1 wrote:
...it also includes the massive amount of trade that will ultimately be taking place in game...
Remember also that all of economics is PvP.

Yeah, not everyone agrees with that opinion though.

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Kadere wrote:
KoTC Edam Neadenil wrote:
Kadere wrote:
The entire game is smaller than a decent sized patch on any other MMO on the market, really.
Well true though it still doesn't fit the current Aussie governments concept of internet for the masses which is minimal downloads with heavy internet filtering over ancient WWII vintage rusty copper :D
I was about to say that NZ isn't much better, but then I remembered that I have fibre to the door in this new house. :P

Yeah...similar to my 100mb/unlimited connection. Damn government!

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Guurzak wrote:

Fighters can already wield light melee weapons using Dex, but end up with a small problem in that they would need both Subterfuge and Martial achievements to advance all the training they need. Swapping between rapier and long bow might solve that problem.

This character would probably use Archer medium armor, which will both boost his longbow attacks and increase his foot speed.

Yeah, if nothing in the fighter line appears, I'll be doing a bit of this, and a bit of what the stealthy redhead suggested - and like Kemedo, pulling on the heavy armor for specific circumstances (sieges maybe?)

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stealthy redhead wrote:
Jiminy wrote:
Who doesn't love a fighter with a smart mouth and panche!

Rogues. You're stepping on our turf.

(PFO has a Swashbuckler armor line for rogues that give melee bonuses, light blades attack bonus is a rogue prereq, and precision/rapier attacks are dex-based. Add reflex save, uncanny dodge, evade and bluff...)

Hey, you rogues need a party member as a foil now, and two mouths are better than one!

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Well, after reading over the Swashbuckler released in the ACG this month, I'm hoping PFO will incorporate some a light armor line for the fighters archetype and integrate Dex based weapons rather than Str also. Who doesn't love a fighter with a smart mouth and panche!

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or two pencils and a pair of underpants.

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Yebng wrote:
Ryan Dancey wrote:
We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.
I'm sorry but these items are pay to win.

Using Ryan's definition, they're not.

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Nihimon wrote:
Jiminy wrote:
... I would hate to see archers and mages limited by consumables so that they need to head back to a town to purchase said consumables every few kills.
Ryan has often talked about "consumables" being almost the foundation of the economy. I expect every Role will require a significant number of consumables in order to operate at peak efficiency. Although I can't imagine it would ever require a trip back to town "every few kills".

I'm okay with this, as long as my character is not limited to carrying 20 or 40 arrows (or charges in a charge stone), as this will only last for two or three small engagements or one larger engagement (a siege or a dragon for example).

If we can carry hundreds of these consumables (arrows/charges) then the problem is solved.

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Valkenr wrote:
Are archers going to have to carry an absurd amour of ammo? or will there be some sort of retrieval mechanic?

Or some enterprising crafters making lots of Quivers of plenty. Either way, I would hate to see archers and mages limited by consumables so that they need to head back to a town to purchase said consumables every few kills.

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Ranking on MMORPG is based on your posts and logins over the last month. As Pexx stated, make a few posts and you should be good to go in a day or so.

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Sorry, I didn't explain myself very well. Nihimon has the gist of it.

I find it odd that the masters of arms and armor (fighters) get the same benefit from a maxed out armor line as a cleric does. The ranged bonus just seems very odd to me, and my initial thought was that it was in error, and that the cleric bonuses were supposed to be speed and divine attack only.

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Nihimon wrote:
Nightdrifter wrote:

PFO Passives for Wiki

It's a text file.

Ooh! I hadn't really looked that closely. Looking at Scholar, I see a very easy way to test the impact of Knowledge Skills on Gathering :)

Many thanks :)

FYI, that's in the "Passive, Attack, and Expendable Feats" spreadsheet in Pathfinder Online (Public)

Hmm, taking a look at this quickly, and it seems odd that the armor line Archer when maxed gives 'Speed +5, Ranged Attack Bonus +20', but the Evangelist line gives 'Speed +5, Ranged Attack Bonus +20, Divine Attack Bonus +20'.

Possibly not completely fleshed out yet though, I guess.

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Harbinger of Chaos wrote:
Yeah, that is the kind of evil I want. The kind of evil that makes you say "Whoa! Now that was evil!" I want Clive Barker kind of evil, HP Lovecraft kind of evil. Even Gargamel vs. the Smurfs was evil vs. innocents.

It might be just me, but this is the type of evil that I picture you bringing to the game.

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This is where I start to worry a little, Guurzak. If I train Fighter and Rogue skills now, with the aim of being a Ranger when they come out, and I use medium armor, so I need to branch into a bunch of trade based skills that I'll never use? Sure, one or two gathering skills is fine, but from your post (and Nightdrifter's last) it seems I need to plan those trade skills to be con based.

Not a huge issue, as I am sure things will be added or change over time - I just like to plan the skills my characters get in advance and a new system such as PFO is introducing is making that a little murky for me now.

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While not cleric or mage related, a big thanks for delving into these kinds of things guys. I'm thinking of combining fighter and rogue skills, and was wondering how the whole Str and Dex requirements (along with Con) would pan out. Looks like you all are well on the path to mapping these kinds of things out!

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Lhan wrote:
Bluddwolf wrote:
Jiminy wrote:
Lhan wrote:
All politics aside, it's an interesting take to state that those intent on destroying the game, be they the Goons or whoever, are "high producers".
Err, who said that?

No one did.

Err, yes you did Bludd.

Bluddwolf wrote:
Audoucet wrote:

From where I stand, "Goons" is more of a generic adjective than a name. It represents a big meta-guild, entirely focused on just messing up the game.

With Lisa & Ryan's objective of making a game a little more open to the large audience, I think that they will have to, from time to time, stepping to balance the world.

For example, if 90% of the game becomes of a specific alignment, LG/LE/LN whatever, then I think that they should step in.

If their intent is to destroy PFO, they will do just that. Players like to follow the rules and over time gain expertise and power. What you're suggesting is that if they become to powerful and or are too successful due to their hard work and effort, that a "balancing" should take place to re level the playing field.

Socialism doesn't work in real life, it will be even more unpopular in a sand box MMO.

You've managed to tidily conflate Lisa and Ryan rebalancing things to stop people who are actively trying to destroy PFO with rebalancing in general, though, so I can see where Jiminy was confused.

So Jiminy is still confused, as nowhere in that quote does Bluddwolf mention anything about high producers, which was the crux of my questiom. That was in a tangent about socialism.

But hey, I see you kissed and made up later in the thread, so all good I guess.

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Lhan wrote:
All politics aside, it's an interesting take to state that those intent on destroying the game, be they the Goons or whoever, are "high producers".

Err, who said that?

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I dunno. Gandhi in Civ5 is pretty mean!

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Good stuff guys! Enjoy.

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Is reputation working as it will when EE/OE happens? If so, I imagine part of the testing process is to see how many characters get low reputation and how long they take to recover and how inconvenient that is. If not, and is in some form of accelerated accumulation mode, then yeah, it should recover more quickly also.

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Lam wrote:

So much like you to make this a bandit game.

1) SAD exists to encourage merchants (or harvesters or, to others, newbies) to give bandits product of their hard work.

Except we don't know what the S&D mechanics entail as yet. It may be faction based and not allow anyone to be issued a S&D.

Lam wrote:
2) If refused, bandits can attack, kill and take 75% with no rep loss, in some hexes, not even alignment hits.

No. The bandits can attack. There is no guaranteed kill. There is also a chaotic alignment shift.

Lam wrote:
3) If other associated with merchants (vanguard, people setting up trap for bandits, calvary following, can not join fight without getting Attacker, alignment hit (even if bandits had not hit) and rep loss for those bandits killed (but bandits have not rep loss)

Except for that criminal flag bandits get for using S&D that makes them FFA PvP. I'm sure there is another thread somehwere full of how horrific FFA PvP is. Seems you don't agree with that sentiment.

Lam wrote:
Oh and the biggest, formerly biggest bandit fighter has decided to partner with bandits for personal griefing vendetta.

What has this got to do with anything? Seems you're the one getting personal.

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I'm assuming Enruel is referring to the size of a company/settlement contributing to Influence and DI accumulation - thus leading to recruitment of 'anyone with a pulse' mentality.

I don't think we've heard anything about how DI and Influence are gained over time. I'm hoping it is based on member activity and not just on pure numbers of members.

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...or destroying your threaded items also - the scorched earth policy in totality.

This would also give both the bandits and merchants/gatherers a reason to issue and accept a realistic S&D.

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TEO Malvius012 wrote:
If you think a gatherer will be organizing an expedition to extract sky metal you feud their company. That's the way the game is designed to work and you attack it because it means you have to actually DO something to engage in your chosen play style.

So a query about this. If there is a single gatherer, no issues. What if there are two or more from different companies? What if their guards and carriers are also from different companies?

Do the antagonists only target one of the gatherers via a feud, and take what they can from them while the rest of his the party stand by and watch? Do the antagonists get the attacker flag while engaged in a feud thus allowing the rest of the gatherers party to intervene? Will the guards take reputation hits to fight off the antagonists if not?

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I've played other games where characters can mutilate (mark) corpses of both NPCs and PC. This could be an option in PFO (and the reverse for good). Desecrating temples and shrines would also be a visceral way of 'showing' your evilness off.

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Being flagged as a target for consequence free PvP to the entire server is one cost.

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Has it been announced/determined that S&Ds will be an inter-factional ability only?

That seems like the perfect solution to the issue. The issue being, if you wish to avoid reputation loss, you can only attack opposing factions, companies under a feud, or settlements at war. This seems a little clumsy and heavy handed to secure a valuable mat from a small group consisting of one gatherer and his guards. The small scale mechanic of S&D seems perfect...if it can be used against non-factional opposition.

In addition, claiming the risk profile for gathering the most valuable resource in game is enough simply because there are high CR mobs, doesn't gel with me. The mat is being gathered by players, for player crafters to use and sell to other players, to then be used in PvP against other players. Mobs are a part of the equation, but they should not be the only risk associated with it.

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Demon Gate wrote:
Jiminy wrote:
Mavrickindigo wrote:
It looks like a late 90s or early 2000s game, not something to come out of 2014. I know this is your first foray into video games, but clearly an MMO needs to either look and feel really good or be purposely stylized. This looks like neither.
His main point has been refuted and therefore his premise is incorrect.
How exactly do you refute an opinion that the game looks bad. It's an opinion.

Because the opinion that the OP gave was not just 'the game looks bad', but rather 'the visuals are crap' was based on the premise that they looked like they were from the late 90's or early 2000's.

The examples I gave definitively showed that games in beta and released in the late 90's and early 2000's had graphics far cruder and more cartoon like that the alpha visuals of PFO.

The OP then went on to say that a MMO had to be one of two things (graphics wise) to not 'be crap', that being 'having really good graphics' or being 'stylized'. The second example I gave showed that the graphics of PFO are definitively stylized after the animation style of Pathfinder.

So while he gave an opinion, he also gave reasons for the formation of that opinion. I countered those reasons which therefore should invalidate the opinion of the OP. Note, he did not just say "I don't like the graphics", as you're correct, that sort of opinion cannot be countered - this thread however was not like that.

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More power to my fellow Oceanic players, but I must agree with the other posters in that in order to survive in a game with PvP, especially PvP where structures are at risk, the best group will be one with mixed timezones and representation.

Definitely find a home with other Oceanics, but I have to strongly advise that the same home has plenty of US, and either European or South American representation also.

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Drake Brimstone wrote:
Harvesting is very much like WoW in regards to clicking the node, but there are no tool requirements

Thanks Drake.

I'm hoping the above changes and that harvesting will require a tool (or tools) that have a per use mechanic. Characters have to buy a heap of them (making merchants happy) and then balance gear vs implements out, or they have to have to make constant trips back and forth to town or get someone else to relay implements to them. This means they either leave the area open for others to move in for a time, or they have to actually talk with other people.

All far better interaction than just digging rocks for hours on end and not worrying about implements or forward planning.

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Pryde wrote:
Jiminy wrote:

Google UO, EQ, WoW or GW beta footage and they're all way more simplistic than PFO, and they're all from the late 90's and mid 2000's. Also recall PFO is in alpha and not beta yet.

If you then google pathfinder art, you will see PFO is similarly stylized to it.

Each to their own though I guess.

You're comparing games that are 14+ years old (uo, eq) to a modern day "next gen mmo"

Yes, yes I was...and so was the OP

Mavrickindigo wrote:
It looks like a late 90s or early 2000s game, not something to come out of 2014. I know this is your first foray into video games, but clearly an MMO needs to either look and feel really good or be purposely stylized. This looks like neither.

His main point has been refuted and therefore his premise is incorrect.

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Google UO, EQ, WoW or GW beta footage and they're all way more simplistic than PFO, and they're all from the late 90's and mid 2000's. Also recall PFO is in alpha and not beta yet.

If you then google pathfinder art, you will see PFO is similarly stylized to it.

Each to their own though I guess.

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How far can a bow shoot? Is it as far or further than the stealth distance shown in the video?

I agree with Bludd though, stealth needs to be 'powerful' enough to get the character close enough to engage in melee - or at least give them a good chance of getting close enough without being spotted.

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I have no issues with local banking, and in fact think it is a great idea. What I would not like to see is shared storage that allows characters to deposit/withdraw items or transfer items to one another when they're not local - that is character 1 in settlement A and character 2 in Settlement B.

My statement was simply around instant transport of items and shared storage. I should have clarified that I meant shared if not local.

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Which only works if the characters are local to one another as opposed to instantly transporting items clear across the world.

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The downside with shared storage and instant inter-character transfers is that you give a besieged defender access to resources that they shouldn't or wouldn't be able to normally access. Bleeding a settlement and its defenders dry of their resources becomes very difficult it 1000 arrows keep magically appearing in the defending characters hands or repairs mats keeps appearing.

Given one of the main premises of the game is settlement v settlement conflict, while logistically painful, I would prefer to see no instant gear transfers or shared storage between alts.

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Nihimon wrote:

@GrumpyMel,

At 2:17 in the video, from 69 meters, he fires three arrows in less than 1 and 1/2 seconds. All three hit a block that looked to me to be smaller than a 6' cube, with fairly small spread.

At 3:29 in the video, from what looks to me like about 20 feet, he quickly fires three arrows that all pierce riveted chain mail.

But I really don't want to get into a back-and-forth about it. You're welcome to your skepticism and I learned long ago it's not my place to try to change that about you :)

All that means to me (since this is a fantasy game), is that he is a 20th level Ranger with all the bow feats (plus Improved Initiative, Quickdraw etc) and has been practicing his art for decades. Perfectly valid if a character can do similar after two and a half years of training in game...not so much for a first level noob.

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Bringslite of Fidelis wrote:
Do you know of information pointing to that or is it a suggestion?

It's nothing more than hypothesis at this point.

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DeciusBrutus wrote:
Andius the Afflicted wrote:

I realize this a UNC policy discussion thread but given Decius's pointed questions obviously aimed to make us look bad I have a follow up question for him:

Can we assume that if we send unaffilated alts posing as newbs to spy on TEO/TSV troop movements in active warzones that you will leave them be?

Edit: This question is assuming that you will not suffer reputation penalties. I'm more interested to hear if TSV/TEO will honestly let their enemies use such tactics against them or if they are willing to sacrifice the enemy knowing all their troop movements as they happen to maintain the pretense of honor.

Just beware I'm going to bookmark your response and plaster it all over the forums if you go back on your word.

You can, and will, assume anything you have a mind to.

Spies are combatants and should expect to be killed when identified.

Spies are playing the 'social conflict' part of the game, and as I've discussed ad nauseam, along with those playing the economic conflict role, are not flagged for combat. You will need to feud or war dec them, or suffer a reputation hit to get rid of them.

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Bringslite of Fidelis wrote:
Corky Thatcher wrote:

Thanks, Stephen. Very informative.

So, in essence, items do not decay into nothing. You can keep armor/weapons forever.

::sad face::

Since the cost of repair is relative to the cost of making the item from scratch, it is exactly the same as if it were destroyed and made anew after "X" number of repairs. Same (for everyone) as a use until destroyed system. Just as much work for the crafter although a bit more annoying for everyone. :)

There is a possibility that repairing will use a subset, or different, materials than crafting from scratch does. Repair mats might be more plentiful in some areas of the map, and crafting mats in others.

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Great stuff, DB!

No daggers?

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and you best hope after spending all that time crafting all those arrows that the target hasn't cast Protection from Arrows.

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Main will be a PvP oriented, skirmisher type of character. Fighter or rogue or both type of skills.

DT is still up in the air, but probably some non-combat type of role. If a skill-monkey/support type of role is possible, I'll go that path.

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T7V Jazzlvraz wrote:
Zodd Zerker wrote:
...creating obscene symbols...
Which, in some games, has been enough to kill the corpse-move idea. We'll have to see what GW thinks of it in theirs.

Which amuses me greatly.

Oh no, somebody stacked those corpses into a swear word and a rude symbol! The horror!!

Now, what were we doing today...oh yeah, lets go stab those folk in the next settlement in the face with my rusty sword while you char their flesh.

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celestialiar wrote:
It really is a sad thing. I have a different concept of a sandbox and part of it depends on not starting at zero. I think there should be something on the land. Kingdoms, maybe, but that it could change. Why must we start as if the land was just discovered? At that point, it becomes like the beginning of the world, and think about how long it too us to 'forge' decent societies. It's always gonna be sand-castle stomp. Sure, some will get stronger, but the weak will get flushed out very quickly. By weak I mean those not willing to do whatever it takes to get wins (including playing for days at a time.)

Why don't you wait for two or three years and then join the game with established settlements.

As for having the strong prosper and the weak falter, that is pretty much a mainstay of a 4X game. If people are willing to put in more time than you to not be weak, there is nothing you can do about it short of finding a P2W game and offsetting time with money.

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Hardin Steele wrote:
Jiminy wrote:

I feel like I'm being a stick in the mud, but I would prefer if players (or their characters) actually talked to one another to discover this information. Rangers wandering the wilderness could pass on valuable information (or misinformation) to caravans or fellow wanderers. Bandits could lay in wait to spring a trap on unsuspecting travelers heading the wrong way. Those looking to take advantage of the misery of war would actually have to use scouts or get intel about where and when to be somewhere.

I'm not saying players should not get a warning when entering a fully fledged war zone (at the settlement and tower level), but feuds and other small scale combat should just 'happen' without a global flag on a map notifying everyone.

How about a historic heat map...may a couple of days old that would be very easy to generate based on the records stored in GWs databases. Say three days old all the activity could be shown. that was it wouldn't spoil the surprises of "now", but the data capture could be available to show what places have been dangerous, and trend analysis could show changes in activity, patterns, trade routes (uh oh!), and the cities that are having brisk trade, or little trade.

This I think is a good idea. Maybe even 48 hours after the event...that gives a realistic measure of time for the bad guys to smash and grab or the good guys to set up their siege and kick off an assault. Rumors take a while to circulate, so the peasants get to spread their information (via the heat map) after the event - unless it is a protracted one.

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I feel like I'm being a stick in the mud, but I would prefer if players (or their characters) actually talked to one another to discover this information. Rangers wandering the wilderness could pass on valuable information (or misinformation) to caravans or fellow wanderers. Bandits could lay in wait to spring a trap on unsuspecting travelers heading the wrong way. Those looking to take advantage of the misery of war would actually have to use scouts or get intel about where and when to be somewhere.

I'm not saying players should not get a warning when entering a fully fledged war zone (at the settlement and tower level), but feuds and other small scale combat should just 'happen' without a global flag on a map notifying everyone.

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celestialiar wrote:
ha, JUST WHAT I THINK OF WHEN I THINK OF PATHFINDER.

The first AP I played. Sounds just like Pathfinder to me.

celestialiar wrote:
I wonder what will separate this game from the other games like it? Very disappointing. It will always regress to anarchy if this is the case.

Anarchy in a Chaotic Neutral country dominated by bandits and bordering on a bunch of evil countries intent on extended their sphere of influence? Nah, would never happen!

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Even better. Risk free PvE (other than the global PvP risks)!

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