Worshipper of Torag

LordDaeron's page

Goblin Squad Member. 522 posts. No reviews. No lists. No wishlists. 1 alias.


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Maybe a way to solve the size/shape issue is the devs making armours in different sizes/shapes and creating a possibility/need of converting armors to other shapes/sizes to fit different characters (such as a human armour adaptation being required to be used by dwarven, for example).

This adaptation would be performed by skilled people (armoursmiths, leather workers etc).

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I'm Back after a "thousand years" absence from the forum, and still in for the green cloacks!

Ah! And changed my avatar too, as the one I was using is too popular and I find myself meeting my own avatar all the time having an "I'm cloned!" feeling.

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I like "Tome of Ready Knowledge. Tork ".

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Add me please to TEO.

After "thousands of years" in silence I'm back to the forum!

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Valandur wrote:
LordDaeron wrote:


People forget that weapons, armors etc will also need repair, and even if the market is saturated with low level stuff, crafters will still have profit by repairing people's equipments.

Also, GW guys did not tell us what happens with the stuff inside de caravan wagons, if the trader that owns it dies. The only thing we know is that what you carry with you in your inventory will disappear after being looted. It is very unlikely (and incoherent) that caravan goods are going to disapear as well.

The last word I heard, it was from Stephen, indicated that at the present time they had no plans for gear being damaged from use. Thus no repair of items or gear. I'm sure that could change, but I believe they are feeling that the husks poofing aft PvP will be enough of an item drain so they don't need item decay.

I've been pondering what happens to stuff in wagons after a bandit raid, whether the encounter ends in a PvP battle, or successful SAD completion. If the bandits demand, and receive say 1/2 of the cargo,how will they transport it? We know that GW plans to have encumbrance so the bandits can't just grab all the material and run off. Who gets the wagon? Can wagons be stolen? There will certainly be bandits who assault caravans that won't have access to a wagon of their own to transport their ill gotten gains. Just something I've been pondering.

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.

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Rafkin wrote:
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.

Edit:
I do, however, see another problem with Amiri's outfit: why should a leather armor let her belly totally exposed? It falls in that sexy x non-sexy discussion people were doing in the posts above. As a woman who travels ALONE the last thing she would want is to look sexy to attract men's gazes.

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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.

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May if they "upgrade" hideouts to a status of "mini-settlement" so you could allow more than one CC in each hideout and a single name to this "hideout linked organization" it could solve the problem?

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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.

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Actually I have a question:

Will people from CCs be able to join another settlement than the one his CC created or joined?

Because, sometimes the CC alignment will be one step from the Settlement's, but some members can be two steps. How will this problem be solved????

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Phyllain wrote:
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.

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Just the appearence and some features, as I don't see use for detecting caravans and other stuff for druids. These places could allow access only for druids, indeppendent of CCs or realm they are bound to. Maybe some rangers too.

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@ Bluddwolf

On the other hand, organization in small "cells" has been a successful layout for many terrorist, criminal and spy organizations. If they don't allow bigger CCs, you could organize your guild in several cells. That would be cool and add some interesting flavour IMO.

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Quandary wrote:

it's not just people who DON'T want to be LG or whatever.

it's been stated that it would be optional/player controlled, so that isn't an issue.
but why should somebody who does nothing but evil acts, be less evil than their actions dictate?
offline alignment shift means that to have a good alignment, you don't really have to act GOOD,
you just need to act NEUTRAL or NOT VERY EVIL, for offline alignment shift to move you towards Good.
that just reduces the relevance of alignment repurcussions for actions,
and means players care less if their actions cause the alignment to 'go over the line', because it will drift back.

inicidentally, concerns about what your alignment are would tend to mean that people's alignment will 'cluster' in different parts of the alignment spectrum, people who don't want to be evil will strongly try to avoid that, so there should be relatively less people who are 'a little evil' because they will do something to make sure they don't get in that position to start with or will do something to change that once they get there. people who don't care if they are evil are not likely doing many good acts, and will just let the evil points rack up until they are 'deep' into evil alignment.

i think having 'atonement' mechanisms, spells from appropriately aligned casters that have costs due to material components involved, etc, is a better mechanism than offline alignment drift (and it is applicable to ALL alignments one may desire, after all, evil or chaotic may well be desired alignments for somebody). Instead of just 'pushing' your alignment one direction, Atonement can increase the point value for any action which does push that direction... And it can be applied non-linearly, increasing low value actions alot, while not really affeting the strongest aligned actions, which already push your alignment strongly on their own.

You have a point I agree. Based on that, I'm completely against any kind of offline alignment effect. Even if it is optional

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Diella wrote:
Imbicatus wrote:

The Stand and Deliver amount could be decided by the game system. Say 10 to 50% of the value of the merchant train, with bonuses to the merchant if they have a good bluff/diplomacy/slight of hand skill to simulate haggling, lying about the value of goods or having a holdout box, and bonuses to the outlaw for a good appraise/intimidation/perception skill to know the value of the goods, squeeze out more money, and find the holdout box.

I have never been a fan of pvp to me it always meant someone blind siding me as I try to find out where the shot came from. In most I would just do a dance emote rather then fight back cause I KNEW I would lose. Now reading this I have reason to hope.

If the bluff/diplomacy/slight of hand skill to trick the bandit actually makes it into the game I may actually look forward to a pvp encounter for the first time in my life. For the first time there may be a way for me to come out of a pvp encounter feeling like a winner, even if it only the fact that I paid 10 gold instead of the 100 gold he could have gotten from me.

For the first time I may actually look forward to a pvp encounter rather then try to hide from it.

Way to go GW!

I really like the idea of bluff/diplomacy affecting the SAD. That should be one thing worth to work in GW team!

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I don't think alignment should change when we are offline AT ALL. So if I have a CN Char and have real life issues that prevents me to play, lets say, for a month, Will I come back to find out my char is now LG???? No way, makes no sense!

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I would like to see all taverns being different somehow. Lots of different appearences internally and externally. Different tavern signs too, especially the signs!!!

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IMO reading someone's alignment should flag someone as attacker or other flag. It is considered at least rude to go everywhere scanning people to know their alignment.

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Decorus wrote:
Murael wrote:

"Anyone may kill a Heinous character without fearing >>REPUTATION<< or alignment loss."

Wat.

So I'm basically treated the same a a griefer just for using the undead. Necromancy better be GROSSLY OP if this is going to make it into live... -_-

I can understand not suffering alignment loss (toward evil) for killing a necromancer. But not suffering reputation loss? As someone else said, sounds like this unfairly and unnecessarily targets one playstyle.

I'm more upset about the summoning and controlling part.

I'm totally down with Creating undead being heinous.
If I take control of that evil Necromancer's undead army attacking my settlement I damn well better not get the heinous flag for killing him with his own undead.

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...

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I would preffer if I do nothing my alignment changes nothing. Does that make sense? LOL

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Areks wrote:
... 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.

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Different tavern environments deppending on the alignment of the owner.

So bad guys would have some bad looking NPCS on their taverns just to add flavour, for example.

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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.

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Neadenil Edam wrote:


Will naked elves in game even get private parts ?

It deppends on the fact that they will or not sell magnifying glasses in this game...

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Yes, I can't wait to see a siege of a big settlement or a crusade to fight some evil group, for example. That will be a lot of fun!

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By the way, I love you evil guys, don't feel negleted and unloved ok? LOL

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avari3 wrote:

At the end of the day the Paladin is probably the most controversial of the core classes for all of the reasons in this thread. Mostly because it is the class most influenced by "the curse of Gary Gygax" ie; alignment. Many of us have actually played Pathfinder or DnD. Many of us have also Dungeon Mastered. Every DM has a different interpretation of what being a Pally is and NOBODY here can say they always agreed with the interpretations they played under. Dancey's interpretation is one of many acceptable ones and GW's are effectively the DM's of PFO.

So just like in the PnP version, suck it up cuz you don't always get your way in these games.

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.

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Rah wrote:
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.

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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.

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Imbicatus wrote:


You misunderstand; you wouldn't shift to good you would shift to evil. Killing another player will cause you to lose good alignment. You lose less good for killing evil but you still lose some. For example with arbitrary numbers killing a good person may give you a -10 alignment shift, killing neutral -5 and killing evil -1. You would still slowly over time shift to neutral evil if you started out true neutral and didn't take any other action than killing bounty targets.

Which is kinda appropriate imo. An assassin who only kills lawful targets is still an assassin and taking lives for money.

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.

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I would love to have a skill that allow me to extract some exotic hides from monsters that I eventually hunt such as dragons, griffins, manticores etc .

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I would preffer a system where you don't craft magical things from scratch, but you will craft masterwork itens that can be enchanted by someone with some sort of arcane crafting knowledge (that can be yourself if you have the skills)

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Nihimon wrote:

With respect to alts as spies...

1. It's not possible to stop another player from having alts on another account that you know nothing about. As with most really bad laws/rules, making a rule against alts only actually interferes with honest players' enjoyment of the game.

That is exactly my oppinion.

Nihimon wrote:


2. To minimize your exposure to risk as a result of spying, don't make plans that rely on secrecy. Or, if you do, keep those plans limited to the smallest number of players possible, knowing that even sharing them with one other player might mean they're in the hands of your enemies.

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

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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.

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Misere wrote:
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.

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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...

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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.