I don't think Drakhan was trying to slight or offend you. My perspective is that you can start whenever you like...which means I'll start at the soonest possible moment I can. That's because, to me, the best part of this game is going to be helping to shape it. Being there to help build the first towns, to meet the character that eventually becomes "King" when he was no better than me, to create friendships and enemies that make PFO seem to live and breath for everyone. This is going to be a Sandbox for us to play in...there won't be a "Winner". Perhaps if you think of it as more of a team sport..in which starting early gives you the benefit of picking your team from the get go (instead of hoping that you get chosen for the team later on). I think he was thinking more along those lines when he said "Your loss." Because from a certain perspective it is. I plan on playing a Ranger...but it's not going to be an available "Class" when EE starts. That doesn't mean that I'm waiting until they come out with "Ranger's" (banners fly and the heralds start playing)...because it's going to be a skill based game(No classes...so why do we keep re-hashing classes). So I'll take archery skills, survival skills, some sword play skills, some sneaky/hidey skills, etc. It will end up playing a heck of a lot like a Ranger. Even though there's no "Class" called Ranger.
It appears the crux of your issue lies with the idea that GW is going to back-track and add lower levels skills into the game after EE starts. I may be completely off base but the impression I've gotten is that all the skills are going to be in a huge tree. The base of which will be in the game when EE start's...say the trunk of the tree up to the first branches..will be in at the commencement of EE. So there's going to be alot of general skill's for everyone to pick from..some maybe good for your target character and others not so much. Gw will be adding skills throughout EE...building the skill tree equally across the board based on the earliest you could actually acquire that skill. Not focusing on finishing an entire skill tree for wizards..then finishing the skill tree for Fighters..etc. Some "classes" (which I really wish we'd stop using that word) won't be added for awhile (Monk anyone..?) so I'm not sure what they're planning on doing with it. If they have "Feat's" like the PnP game then you can still take unarmed strike..improved unarmed strike..etc..basicly building a "Monk" without the uber kool mid to upper level Monk-Stuff.
Interesting idea but I wouldn't like it if there was a cap on how big your town can get. If you start a small village in a "small village" zone with great players..& everyone wants to move there because you've made such a great community...does the game start telling people they can't move there because it will be too big? Or does the Village Counsel have to start taking applications for people to move in? Eventually getting to the point where that if someone "Kooler" than you submit's an application to move in..you get told to leave..so they can have your spot..??
@Kryzbyn No you won't...your character will be the summation of his life experiences (good choices & bad choices)just like everybody else. You'll be able to talk about the week you decided to try out being a miner..but decided it wasn't for you. You won't have the option of acting like it never happened, ie, replacing that week of Mining experience with Wizard experience. You won't be able to play for a year and then use all the experience that you, as the player, have acquired to completely re-do all of your skills. That's the ludicrous extreme of Min/Maxxing. Remember, the base skills will probably be all that are in the game when EE starts. They can better spend their time working on other portions of the game instead of skills that no one can get to for 6 months...because experience is real-time based. Respec's are not going to be needed...honest. Unless you want the crazy Min/Max thing to actually be "a Thing".
I think people are forgetting that there won't be any sweeping changes to the skills. Since progression is actually time based, there's plenty of time to make sure the skills are right before they're added to the game. Nobody will be able to power level to the top of their skill tree. So the need for Respeccing (completely re-allocating acquired skills) is not needed. With the addition of new races we will be able to change races...just not the skill package we've already accrued. Any changes in base stat's due to race change will be re-calc'd and plugged in as base amount's for your existing skill's. Also I vote for NO repec's...not needed with the skill system we'll have.
TSW does okay with their decks...but there's still something of a learning curve to be dealt with, hehehe. I don't know how detailed the combat system for PFO is going to be compared to TSW though. Trying to combine active & passive skills from different skill sets can be a swift pain. TSW has so many different "States" you can be in that's it's annoying. Hopefully PFO won't go too far in that direction.
I'm with Being on the cone idea. That way you would only toggle through available targets in front of you...which is where you be looking if you were actually trying to target someone IRL. Maybe have an imaginary crosshair or some other targetting thingy so that when you turn quickly the tab would just target the target nearest the crosshairs and work it's way out to the edge of the cone.
I actually like the overall combat mechanics in TSW...single target vs AoE, etc. I really hope you don't have to have a target for AoE's...unless they make object's target-able. If you can target the tree you think they're hiding behind..that would work...but how cumbersome would it be code-wise to make that happen?
I wasn't in beta for SWG so wasn't privy to the work put in during that phase. I did start on day one of launch though. SWG is still one the best experiences I've had in an MMO. It's tied with Pirates of the Burning Sea's & City of Heroes. In all three the RP community was strong and creative...if not particularly large.
I think it's a great idea. In Age of Wushu you can be kidnapped while you're logged out, hehehe. I really think the upside to being constantly in game out weighs the downside. Merchants would actually become the "Face" of their business...not some NPC standing in your store. All the hum-drum down time details of running the business could be done while offline (and even managed offline if they have the same thing as some recent games with apps). It would vastly increase accountability...because you could always be found. I vote yes to this proposition.
Just another quick thought...if FF is not included, then how do you determine who get's hit by a spell or effect and who doesn't? So say "Bob" and "Darrel" are grouped together. They attack a big Critter that already has a few people attacking it. "Bob" throws a flask of burning oil. "Darrel" won't be hit by "Bob" throwing a flask of burning oil becuase they are Grouped together...but there's more than just our group fighting this Critter...so does "Dave" get hit by my flaming oil (even though we're in the same "Guild" and he's right next to "Darrel")?? Or what about "Seth"..he's on my friends list and he's right next to "Dave" who is right next to "Darrel"...and "Seth" is grouped with "Dave" and I really like both of them...is he going to get hit by my flaming oil??? I say put FF in...it will be easier. PS: Thank Nihimon (almost rhymes with diamond)
Has anyone given any thought to possibly having the "NPC's" be "PC's" that aren't logged into their character? I know Age of Wushu is doing something like this. If your "offline" job is a guard for town Bob, then when you log out in town your character would start patrolling the town...or climb into a guard tower. That way you'd still be earning your pay for defending the town but you wouldn't have to do it while you're logged in wanting to go explore. Just a thought to limit the number of NPC's mucking about.
I would honestly like to see FF included in the game. It makes being a caster a little trickier...but that's a good thing. Caster's will be more inclined to pick up single target spells and a few AoE's to supplement their offensive spell reportoire instead of loading up on AoE's and spamming them incessantly. I agree with Being in that this is going to be a sandbox...so you're responsible for your actions...so be responsible...instead of having the programmers make it so that you don't have to worry about throwing a huge fireball into a room of your friends. Also, since this is going to be pretty much wide open pvp...why wouldn't they include FF..??? It actually makes sense for it to be included instead of left out.
My thoughts are simple. If climbing and swimming are going to be skills you can learn then we should be able to climb and swim. I would like to think they'll have climbing and swimming in fairly early since it could be somewhat problematic being a rogue (one of the 4 base careers) if you can't climb up to the 2nd floor balcony...or swim across a moat.
I'm very grateful to Ryan & GW for being SO open about what's going to be happening. I also relish the idea of being able to help BUILD this wonderful game world in which we all will play. Like several people have already talked about, this is a new way of making an MMO...it's a "Work in Progress" approach in which you are an active participant. Not the standard Beta tester like we've all been through before. So we really need to shift our mental paradigm away from the old "Beta Tester" mentality...and try to embrace the new concept of actually building the game. I understand that some people are worried that they will be "disadvantaged" by their "Class" not being available on day one of EE. Some have already offered very good advice...look at this as a journey for your character. With this new way of developing an MMO you aren't going to be able to step right in and mathematicly determine what the best possible combination of skills and feats will be so that you can pursue that perfect blueprint with draconian efficiency. You have to relax and just play the game. Experiment and have fun. Give informative feed back and participate in a community trying to build the game we all want. Also...regarding "Classes"...if you really think about it, there are actually only 4 core classes. As other's have stated, the remaining classes can be construed as simply variations on a theme of those four. Since this is supposed to be a classless game...focusing on skills instead "Classes" would probably be a good idea. Just my two farthings
If you start hoping for weather extreme's, you might want to be careful what you wish for. Weather extremes will not only be varied based on latitude...but also upon the elevation. So that really cool instanced Dungeon waaaayy up there may very well get you frost bite if you're not careful. If I was going to have weather extremes (ie. floods, hurricanes, blizzards etc.) they would be part of an escalation cyle. The Orc's attack after a huge deluge of rain because defenses will be weakened and have slower response times. To make weather extremes a variable would be ill advised at best. It's alot easier to program these incident's as a "One-time" shot instead of a programmed-in variable weather cycle with ebbs and flows. Many years ago when I lived in Deutschland, a friend and I took the basic random weather generation tables in AD&D and made a program in basic where you could enter the latitude, elevation, starting month, and time period...and it would generate an actual weather pattern for the prescribed period of time. It was great for game sessions with a known (or roughly known) period of time. Because weather (the great untouched canvas by the majority of GM's) was filled out for you in a way that made some semblance of sense.
Plate mail "boob contoured" armour is re-donk-ulous. Please don't be sexist simpleton's and allow them. If you want some skimpy out fit's that are by in large cosmetic...then feel free, but to call the "Hooter's-esque" crap-tacular armour...armour...is a joke. Please don't be French shower's. Nuff said.
I'd love to see that level of depth in the crafting system. My personal favorite crafting systems have been in SWG and Vanguard...and I like both for different reasons. SWG was my first experience crafting so I may be slightly fickle, but it was a sound system where the quality of the materials had a direct impact on the quality of the item. You could also make large batches of items with the same stat's if you had enough material...more of a factory-esque approach. Vanguard was more about making individual items. It was more in line with crafting being detailed and specific..not mass produced. I think a system more like Vanguard would be a better fit in PFO. Attention to detail at an individual item level.
Best game I played with PvP being fairly prevalent was Pirates of the Burning Sea's. I wasn't into PvP because of the mindset I had associated with people who like PvP. They tended, in my opinion at that time, to consist of people who simply liked to annoy their fellow players for their on dark amusement. Now with PotBS I was in Beta and on the RP server (before they figured out they had too many servers) and found to my surprise that PvP with other people (that behaved like mature adults) was quite enjoyable. I had more than one duel between ships that ended with no one being sunk and a simple "salute" or "bow" before we went our separate ways (Cat Swift rocked). I am hoping this game will be like that. Where even being a Thief with a sense of honor can get you a good rep amongst your fellow players...not to say I'm going to play a Thief..I'm just sayin'...
I find myself agreeing with the concerns of GrumpyMel. 1. The fatigue effect will probably limit the "Spam" attack...but if your opponent is getting close to the bottom of his HP pool it may well be a valid tactic to finish him/ her off. Also with the secondary effects always hitting to some extent it could be useful..? 2. See 4 below 3. The keywords may alleviate the noticable step from one Tier to another...but at what point do the keywords just get plain silly? My "Pointy Silver Hefty Balanced Mastercrafted Chopstick of Doom"...even if every Keyword augments the base damage of the "Chopstick" is it really necessary?? I mean...really? 4. Agree entirely. I hate weapons doing the exact same damage as a base. If that was such a great system then why hasn't it been used in other PnP games? The variables in combat are what makes it exciting as a player. Sometimes luck is a great thing (and yes...it cuts both ways) but I think getting rid of all randomness just sounds boring. If you know how many hit point's "Bob" has...then you can get an idea about how long you'll last in a fight with him if your sword always does the same base 30 damage. Misses and big hit's are what makes the crowd cheer...not the boring exchange of love taps. 5. At this point I think it just remains to be seen. Until we have even a rudimentary working model to look at...it's just too...something..to call. Not "close" or "vague"...just that step from theoretical to practical application that has to be witnessed to complete calibration. Just my nickel's worth.
Actually that addition makes perfect sense. It would relieve some of the tedium for the players trying to maintain a formation...but also allows them to break and reform if need be (like a strong flank attack threatening). The individual player's can reverse position in the formation without really breaking formation (shifting PC's from front to back to protect ranged PC's in the rear). Or Squad leaders can change the orientation of their Squad in relation to the Platoon and not really break formation. That makes the BIG Guy in charge...in charge, but he doesn't determine facing etc of individual unit's or player's.
Here's my take on it. Paladin leader type guy has "Leadership" skill...that skill allows him to see different kinds of formations and their subsequent bonus's for all PC's that involved in the "Formation". When he chooses a formation circles will appear on the ground in the formation desired. PC's will then be able to get into the circles to fill the formation to gain the benefit of said formation. It would only work with PC's you're "Teamed" up with. At high level's of "Leadership" you would get larger formations. Think of it as starting out you're at "Squad" level, then you go up to "Platoon" level, then "Company" level. At each level you will see the circles, but only the one that is pertinent to your particular formation. At Squad level the formation would be for the same number of people that can be "teamed up" (say max of 6 PC's). They would only see their circles. At Platoon level it would be for 4 Squads...so the Platoon Leader & Squad leaders could see the bigger circles on the ground for where their Squad's needed to be to fulfill the formation. At Company level the Company Leader and Platoon Leaders would see the even bigger circles for where their Platoon formations needed to go...etc ad nauseum. And at each successive layer there's a stacked increase in the bonuses.
That make sense? <Hehehe..Grumpymel and I posted the same idea at the same time...Kudo's to you , sir.
From the posts I've read I don't think they're talking about "Formations" being an entity unto itself. They've talked about getting bonuses for being in a formation, as I recall. So if 10 PC'S get all roman and form a Turtle formation they'll have an increaase in their AC (due to interlocking shield's yada yada) ps. That would mean players can break formation..losing the AC bonus...and if enough break then the formation is no longer viable so no one gets AC bonus. At which point they get trampled by the formation that didn't break. |