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Goblin Squad Member

I love pretty much all the stuff mentioned in this thread. :) Using a unique character ID to id the character rather than unique names, you don't know the person's name etc until you are Introduced to them, being able to add a nickname (or the name they gave you) to visually id that person in the future when you see them... some of these are ideas implemented in one of my favorite MUDS. :) Also to be able to use the nicknames in tells, to shorten what you have to type. All this would be awesome. :)

I don't have any additional thoughts, except that I would call it a character ID not a player ID, since a player can have multiple characters. You'd want that friends list link and the nickname links to be to the character not the player, for RP support, I think.

ETA: Oh yes, almost forgot. Please allow at least one space, one dash, and one apostrophe in a name. :)
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Lady of the LadyLeopards

Goblin Squad Member

The more RP support they can add the better! Craftable visual fluff (clothing, jewelery, shoes, cloaks, etc).

Emotes at the minimum, better is with targeting variables, and ones with actual animations is even better. Fantastic would be animations you can set to stay on while you remain in one place. Like the writing while sitting for example, with the writing continuing until you get up or tell it to stop.

Speaking of sitting - animations for sitting on chairs, lovely if on other surfaces (rocks, fences). Sitting on the ground, lying on various surfaces - ground or a bed. Leaning against walls or a fence.

I'm holding out hope that this game I'll be able to RP as much as I did in UO (or ideally more than). Other posters who mentioned RP being marginal to non-existent in MMOs in general since then is so right - I've started many a new MMO with the goal of RPing only to always have it fall to the wayside due to lack of support (mostly the players). Having little RP enclaves (guilds) didn't quite do it for me - you were still surrounded by the mass of OOC that made it an onerous chore to stay IC; when in the right environment, staying IC is the best fun I can have.

However, I do think that the only way to have a true graphical RP environment, would be to have an RP enforced server - and alas, I suspect that dream is one that GW won't be providing. But, if enough of the player base is on board with RP (hopeful due to PF roots), and there is at minimum a robust emote systems with targeting variables, that we could do it. I can always dream, anyway. :P
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Lady of the LazyLeopards

Goblin Squad Member

I love the idea of food and drink that is not only necessary (ie debuffs if not consumed), but that depending on the quality add buffs. I don't think you should be able to die from lack of food or water though but the debuffs should be significant enough that you notice the lack of food and water.

Druids and/or rangers being able to forage for basic sustenance would be awesome. A nice class perk.

Mages summoning basic food and water is also a nice class perk. I remember paying for such things in EQ.

The best food and drink should be crafted though. I totally agree that the more consumables crafters can craft, the happier we'll be!

In UO, I was one of those people who played a baker. Sold a lot of ribs as I recall, I'd love to be able to have a baker again - been a long time since UO!

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Lady of the LadyLeopards

Goblin Squad Member

TL;DR at bottom for those not willing to wade through my rather long winded thoughts. :P

I will admit that PvP looting is a big issue for me as well. I've been reading this thread for the last few days before I posted to see if what I'd thought about had been totally covered, but it didn't come up at least fully in the form I'm writing about.

I totally agree with the frustration of being someone else's mining mule - spending an afternoon of my time collecting whatever, to have it gone in one time being killed by a jerk. It concerns me that even if what I collected isn't won in the 'loot the player' lotto by the PvPer, it will (apparently) still be destroyed by the act of the PvPer looting my body. Whether the killer gets it in the lotto or not is immaterial: my collecting time is still wasted, my collected items are still gone, and I had no control over it. As soon as I collected that first crafting consumable, if I get killed, I'm out of luck.

So the big issue to me is allowing PCs to manage the risk to their items - all of them, at any time. If you can choose what to risk and what not to risk that, I think, goes a long way to removing the angst from losing items. So I was very happy to hear of the threading idea from the devs.

So I was pondering the use of threads as described in the Dec 12 blog to tie items to your body to reappear with you at respawn. And then wondered whether or not you can change what is protected by these threads while out in the field to protect your newly collected items. At the time you got that new crafting consumable you'd need to decide what to remove a thread from (unprotect that pair of steel toed boots) and what to put it onto (that pile of hides you just spent two hours collecting, or maybe that rare albino hide you just got?). Then if you get killed, your stack of hides shows up with you at your bind spot.

But then that brought to mind the stated goals of GW:
a) to act as a drain on goods in the world
--> This would still act as a drain, just let gatherer types managed what they are risking to a drive by killer.
b) add to the tension
--> You still lose some items, you just get to always manage which ones are at risk.
c) to give value to goods being transported from high availability areas to low availability areas
--> Ok this is an issue. Most people talk about the solo gatherer, but for the sake of discussion, they are a caravan of sorts. If a caravan is an actual wagon (ie a separate entity from the PC), and is going to be filled with stuff too heavy for any one pc to carry (either in whole or in part), then yes the caravans are still at risk. If the load could be broken up into pc-carryable portions, then for really valuable cargos Pcs would do so and thread protect these stacks, so we have to take that into account as a reverse tactic and whether or not that is a legit use of the system. (Option 2 below helps address this tactic).

Whether or not crafting goods can be threaded, I'd say a compromise is in order, to try to both allow the devs goals to be met and allow the PC to mitigate their loss / manage the risk. Neither of these compromises will make those who get frustrated and angry by any loss at all happy, but in order to meet the goals of the devs, either some inventory destruction/loss has to stay in or another equal drain on the economy has to be added.

Option 1: If you can't thread protect crafting goods at all: If the PvPer didn't win it in the lotto, then crafting goods are returned to the player by the gods once the Pvper releases the body. You'd still lose your other unprotected items on the husk, to contribute to the drain. This presupposes that items have tags and can be tagged as crafting goods by the devs to make it easy to determine what to transport. Possible maintenance issue: items mis tagged will need fixing.

Option 2: (My preference) If you can thread protect crafting goods: a thread only protects a portion of the stack (I'd suggest at least half to three quarters protection, rounded up). The remainder can be won in the lotto by the killer or is destroyed along with the other left behind items when the corpse is released. In this option the risk is partly managed by the player (they choose what to protect in the field as they collect it). Breaking a caravan up into pc loads (if the weight permits) is now another valid decision to make to manage risk. One caravan with 20 alert fully kitted guards or 20 lightly kitted easily killed runners that flee in all directions if the convoy is attacked?

Now, if the majority of consumable crafting goods never resided in a PC's inventory that would be another kettle of fish all together. If the goods went from camp storage (medium risk) to conveyance storage (largest risk) to craft building storage (low risk) then the whole issue of losing the items to random asshat pker types from personal inventory is gone. In order to get goods from any of the three storage types should (hopefully) require a heck of a lot more effort on the part of the raider (ie grouping) than just a drive by ganking would. And presumably the raiders would need a conveyance to move their ill gotten gains since it doesn't go in inventory, which opens up the possibility that someone else will come along and take it from them before they get it home.

The only crafting items I can think of that is tough to keep out of PC inventory, would be items collected from monsters. Those items could be covered under partial thread protection (if stackable). Note: Animal part collecting could be covered under the 'build a camp to collect' dynamic rather than the 'PC kills the deer and loots it' dynamic if the developers want to go that route.

I guess it all will come down to what the developers want to do, and how far they want to go on the manager-crafter vs hands-on-crafter route. But I thought I'd throw out my various and sundry ideas for discussion. And also, of course, in case I've had thoughts along lines the developers haven't and have given them some new ideas and food for thought. :)

TL;DR - Allowing non-PvPers to manage risk to all their items, even newly collected crafting goods out in the field would go a long way to mitigating concerns. Its all about having it in your control as to what to protect. Stacks of crafting goods could be partially protected rather than wholly, to allow for some resource loss on death without full resource loss as it (might be) currently.

But, if the majority of crafting consumables are never in PC's backpacks in the first place, but instead in a storage of some sort (camp, conveyance, building), then that removes the crafter's worry of personal inventory loss except for crafting consumables that need to go in in personal inventory: ie monster parts. And partial thread protection of field gathered items would help with that.

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Lady of the LazyLeopards

Goblin Squad Member

Keovar wrote:
LazyLeopards wrote:

All of which I need to read up on. :P My hubby is the one who knows the Pathfinder world better than me - so I'm not quite up to tossing around meaningful references just yet.

And yes, I've just sent my registration for the message board. (LadyLeopard).

Ah, those are organizations we've created. They should fit Golarion world lore well enough, but they aren't borrowed from it.

That would help explain why they didn't sound familiar at all. :P I'll check up on them on the message board.

Goblin Squad Member

Keovar wrote:
LazyLeopards wrote:
Keovar wrote:
LazyLeopards wrote:
...a tavern-owner who was an enthusiastic follower of a hedonistic god...

I think there's a lot of potential for a tavern to double as a temple to Cayden Cailean. Isn't a bartender a counsellor and confessor, of sorts?

Indeed!

Well, that could fit well with the White Staves' missions of celebration & hospitality, possibly with a secondary role as an artisan of the Golden Scales, if you make your own micro-brew. ;)

Have you joined our new message board yet?
The Empyrean Order - forums

All of which I need to read up on. :P My hubby is the one who knows the Pathfinder world better than me - so I'm not quite up to tossing around meaningful references just yet.

And yes, I've just sent my registration for the message board. (LadyLeopard).

Goblin Squad Member

Keovar wrote:
LazyLeopards wrote:
...a tavern-owner who was an enthusiastic follower of a hedonistic god...

I think there's a lot of potential for a tavern to double as a temple to Cayden Cailean. Isn't a bartender a counsellor and confessor, of sorts?

Indeed!

Goblin Squad Member

Name: No clue. But something IC
Most Probable Race: Not human, otherwise open.
Most Probable Alignment: Lawful Good
Most Probable Guild/College: Not sure.
How did you hear about GL: Paizo forums

Why do you want to join GL: I like helping people. I usually spend about 80% of my time crafting, and I would love it if that would support a guild that hunts down asshats and helps discourage asshattery in general. :P

What parts of GL's ideology do you find most appealing: Hard to say and I really like all of what I've read!

If you have a RP-background/concept for your character, what is it?: Not yet - I will have though. I've been RPing since UO first came out, through many and sundry MMO's, although I will admit that aside from UO, no MMO has been able to slake my Rping needs like a good RP enforced MUD. Therefore I can safely state that I will have a character concept, background, and depending on my level of energy, possibly a small character intro story. :P I've had many different kinds of characters, from a rather strait-laced leader of a guard outpost to a tavern-owner who was an enthusiastic follower of a hedonistic god. All I can say for sure is the character will be primarily a crafter with some adventurer/explorer mixed in. I'm really hoping to find more RP in PFO than I've found in any of the MMOs since UO but we'll see how that turns out.

-- Lady of the LazyLeopards

Goblin Squad Member

The Doc CC wrote:

... and have a hilarious legitimate griefing engine.

Um... if its all the same, no. The griefers'll find enough ways to ruin people's games without deliberately providing them the tools to do so.

Edited to add:
To expand on that - the bounty system would be pretty useless to rein in the griefers, if the bounty was for a_bugbear_01 and not Bojangles the Asshat Griefer. And it doesn't make sense to put out a bounty for Bojangles when it was a PC run bugbear that killed you over and over and over.

-- Lady of the LazyLeopards

Goblin Squad Member

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I believe that thievery vs PCs (whether pick-pocketing or burglary) is just too easy to abuse, no matter what checks and balances you put into the game. The cost in terms of manpower and $$ for time spend designing, coding, debugging, then the inevitable GM time dealing with asshats that still will find ways to abuse it and harass players is just too high.

I suggest that thievery be limited to PvE - monster encampments having burglarizable buildings with a special thief pool of goods, to pick-pocketing monsters (again with a special thief pool of goods), to trap finding / removing, etc in dungeon settings. This will provide an outlet for those with the desire to genuinely RP a thief without providing the headache and high cost of trying to police and prevent the abuses that I /know/ will happen if its implemented against PCs.

--Lady of the LazyLeopards

Goblin Squad Member

Waruko wrote:
Bard-ish, industrial leanings in manufacturing materials for buildings, course some combat skills. But if I could I would run a tavern/inn as a neutral ground but that is all up to what the player owned structure system will be like and IF the players don't burn it down just to be douches.

Thats along the lines of what I want to do, bard-ish, jewelery making (if that's in), or possibly a baker (not the assassin type). :P Not sure about running an inn, but maybe. Maybe a shop... I do like to adventure now and then, then when I get tired of that, a frenzy of crafting. Usually end up spending 75% crafting.

-- Lady of the LazyLeopards

Goblin Squad Member

We could only do $50, but even that was upped from our initial pledge of $30. Between our recent car blow up (2k there alone, ouch), and the need to feed the horde (cats) and ourselves, we just couldn't do more, alas.

As for swag, that was part of the reason for the upgrade of our pledge to $50. But the reason we pledged in the first place was this is the kind of MMO we've been wanting for years. And years, and years. So we'll be trying to keep active in the threads and keep an eye on how things go. We both hope to contribute in a meaningful way to the process.

I keep saying we (and the reason its LazyLeopards plural), because both my husband and I are both PnP and computer games and sandbox MMO fans. So we'll likely both be posting under this handle.

Ok enough of the unnecessary info. :P

Goblin Squad Member

Nihimon wrote:
LazyLeopards wrote:
We're in! I refuse to carry torches though. I'd set fire to my neighbors...
As a goblin, I'd gladly carry a torch in one hand, and a bucket of pitch in the other, as long as I could get strapped into a simple glider to carry me from our mountain stronghold over the walls of our enemy's town! And if it looked like I was going to crash into the wall, you bet your goblin butt I'd stick the business end of that lit torch into that bucket of pitch first, and make a nice streak on that wall!

Good idea, I'd much rather set the enemy on fire! :P

Goblin Squad Member

We're in! I refuse to carry torches though. I'd set fire to my neighbors...

Don't worry, we're short!

Goblin Squad Member

How about us, "Wish we could have pledged $250"ers? :P Hell, if we'd had the money we'd have been one of the 5kers! Alas, the cats demand food and the threat of a claw (or six) in the eyes forced us to pledge less than we wanted. Dang cats!

Goblin Squad Member

Plenty of backscratching in that list already, I agree.

We sure wish we could have pledged more than we did, would have loved the printed flip mats. Ah well! We'll have to settle for "pledging" in the future by buying the game and such. ;)