I hope they change their minds, because item decayng is not just an economic issue but also adds a lot to realism.
In relation to wagon cargo and SAD, maybe bandits can use extra mounts such as mules or donkeys to carry it. Or they will carry just what they can carry with them and let the rest untouched.
If they are using the art style of PF, there is some of the ridiculous anime giant swords in there. Lets hope they leave that out.
If you are refferring to this picture there is a lore to explain why she uses that sword: It is really a giant sword, Amiri took it from a dead giant and she is only able to use it effectively when she is in rage.
Pharasma mark not necessarily would be a permanent mark. We can just imagine that it is occurring for a certain period of time in order to obbey an important profecy. That doesn't mean the marked ones are immortal forever, they just were turned immortal to acomplish their role in this profecy.
Another explanation could be Pharasma was somehow forced to allow that by a superior God or to keep her word in relation to another God demands.
What will happen (and is already happening) is that big guilds will create several CCs to play, but in reality will be just one group. So why create such bureaucracy? Lets people have how many members they want w/o cap.
And I still think: If CCs are the equivalent to fleets in EVE, as Ryan said, so they should be bigger, as I've seen fleets of much more than 20 ships in that game. And I played just for 3-4 months, more than 5 years ago.
Requiring the bandits to have some sort of lair in a hex where they are doing SAD would fix quite afew of the mentioned exploits. The lair could also spawn NPC bandits to stop the locals from just setting up their own lair and using it to SAD for 1 copper.
In part that is a good idea and solves somes issues, however it creates another : People will know the existence of a hideout there and would have a better chance to find it. A thing that the bandits don't want at all.
It can be done but needs some work to keep balance.
You have a point I agree. Based on that, I'm completely against any kind of offline alignment effect. Even if it is optional
I really like the idea of bluff/diplomacy affecting the SAD. That should be one thing worth to work in GW team!
Maybe creating a "profane" flag to handle the undead creation specifically, and separating it from the heinous flag would be an idea to be considered...
... Bravo! Nice, you have sold me on the whole "long term flag" idea.
Make that two of us!
Certainly some ajust may and will be done but looking at the whole thing it a great job!
I'm worried though in relation to the heinous flag. I'm wondering if that flag is well placed or needs revision. For example, if necromancy is allowed as a char skill path in the game, why punish that much evil chars for using it by applying a very negative flag like that.
I wonder if another flag should not be created for that case speecifically, or if the heinous flag should not come with some sort of advantage as, for example, black magic bonus, or bonus in magic crafting skills, or something like that, to balance the system and make necromancy worth of trying.
As stands it looks unlikelly that this aspect of gameplay will be explored by most evil players, even the ones RP the vilest chars.
Lets remmember many of the people directly and indirectly involved in this game devellopment are the very ones who created the game system and the Golarion world. If there is any incompatibility among the alignment system in this game with the way they know it should be in Golarion reality they will be able to detect that and change. Probably have already aproved it or at least will be able to do that in some point of the devellopment.
Myself, I'm not totally familiar to Golarion as I just use the PF system to roleplay my own world. So I will study the subject and, for now, I will trust the DEVs are in the right road.
At least any result that come from the char development will make much more sense than the way we see paladins being played in other games, such as Lineage2, where we can see PK-paladins, robber paladins and all sorts of missbehaving paladins. Even if I don't agree 100% with the final product, I'm trully confident a paladin-like char in this game will make much more sense than the average we see in other MMOs.
In fact, jail of 5 minutes would be a bigger deterrent than the flags. :)
That and/or a fee to be set free would be great IMO. So a good char could subdue a criminal and bring him to prision. The criminal player would face the choice of being kept in jail for some time or paying a fee to be released. That would work for me.
One thing that I do not agree is the fact that Lawfull and good settlements apparently (if I did not missanderstood) will have more acess to better buildings.
Why , for example a LE settlement would be less capable of building better buildings than LG ????
I Can understand Chaotic (not only the CE) settlements having problems, but I see no reasonable explanation for an Evil having that kind of restricition. On the contrary, Evil settlements should be allowed to build stuff good cannot as, for example, buildingss related to slavery or black magic.
How do GW intend people to play evil roles if they will not be allowed to have access to cities where the better buildings for training and crafting will be built??????
IMO at least LE and NE settlements shoud be able to build equivalent stuff in comparison with the good ones or you will never got a suitable balance, and will make playing evil a less enjoyable experience than playing a good or neutral one.
Ah ok , now I understand your point. That makes much more sense this way. What I would need to do is just something good to keep my neutral status. Nothing that would hurt.
That is exactly my oppinion.
That was the way we handled it in my former clan. Most secret stuff was just known by the older players that we were sure were not spies. Other nice thing we did was to feed a spy with wrong information and let him "know" that several players in his clan were traitors, while in fact they were not. So we seeded them with missinformation as a counter-spy measure and watched while their clan broke appart with internal conflicts.
Yes I know... that is a LE behaviour LOL
IMO if duel is not allowed an (or many) arena(s) is a must. I would like to be able to train for combat with my friends and/or guildmates without being flagged, cursed or even dead. Inside an arena the effect of spells and attacks being nonlethal could be explained by some sort of magical effect preventing people to get really hurt.
From what I gathered following the info here and in the blogs, there wont' be PVP points or currency earned just from killing others that will be spent on desirable gear or other things (example: DKP or AP). This should make random killing a lot less attractive when coupled with the penalties and the fact that it is not full loot PVP. Please correct me if I am wrong.
Good point, this shows to me that this game is not as PvP-directed as many other I've seen around. PvP still an important part of it but may not be a goal.
Also, unless I missunderstood,there will be a good set of possibilities to PvE-directed players. Maybe players that don´t want PvP will miss some possibilities of high profit and player-to-player interactions, but they will be able to have fun, make profit, build stuff inside the good-aligned settlements (maybe npc settlements too), trade, craft (even if they need to buy stuff instead of gathering, what would imply some risk) etc. So unless you cannot bear being killed ocasionally (I would say rarelly if you develop correctly a defensive gameplay style) people may be, as we use to say here in Brasil, "making a seastorm over a watter cup".
I still need some GW's team background info about that, to be sure I'm not mistaken. But in my point of view, at least some of that complaining players may be surprised by the final produtc, and will conclude in the end that, if they work the right stratergies and maybe associate with other players with different gameplay styles (as, for example, paying other to transport stuff, exchanging products they craft for materials other players gather in risky areas etc). They may still have a nice experience playing PFO.
Actually, that would be quite chalenging and rewarding playing in a PvP-risk environment being able to rarely get engaged in PvP as you work the right strategies.
So, as I see now, unless you intend to be a lonewolf it will not be impossible to play PFO in a "low PvP risk" gameplay style, just by associating with the right players and working the right derfensive strategies.
I believe a total loss of material if craft fails may not be necessary/appropiate too. You could just loose a greater part or have the chance to loose it all or just a part.
Itens should be recicleable as using an old almost useless sword as a source of material to help in the craft a new and better one.
The fact that the map will be expanded along the years, will provide that new resources will always be available to be prospected/extracted. But it will be farther and farther from your settlement, inplying in incresing risk to gather and transport it.
That may have an impact on inflation as well. Though DEVs can always create nem sources in the old hexes to try balancing economy if a resource become so rare and/or expensive that it make the economy to be dangerously unstable.
Maybe including someone with an economy professional background in te DEVs team would be a good measure to assure the economy system to works fine.
Just my two cents...
IMO the heinous flag should just make you a target for good aligned players . Maybe neutral too. But among the evil that should have an opposite effect, adding to the chars fame perhaps.
Edit>> second thought, maybe neutral would not bother at all if you are or not heinous. So you're a target for good, indifferent for neutral and has a bonus among the evil.