Yeah...similar to my 100mb/unlimited connection. Damn government!
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?)
stealthy redhead wrote:
Hey, you rogues need a party member as a foil now, and two mouths are better than one!
Welcome Tavernhold, The Gauntlet, The Guardians, Ozem's Vigil, Talonguard and Terra Australis Incognito
Using Ryan's definition, they're not.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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?
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.
Demon Gate wrote:
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.
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.
Drake Brimstone wrote:
Harvesting is very much like WoW in regards to clicking the node, but there are no tool requirements
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.
Yes, yes I was...and so was the OP
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.
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.
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.
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.
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.
Bringslite of Fidelis wrote:
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.
T7V Jazzlvraz wrote:
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.
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.
Hardin Steele wrote:
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.
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.
ha, JUST WHAT I THINK OF WHEN I THINK OF PATHFINDER.
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!