tl;dr; Go to Goblinworks.com if you are a guild or buddy leader and reinvite your friends. You'll see a prompt to do so on the right.
We are continuing to make progress on getting electronic Kickstarter backer rewards to everyone who generously pledged and helped us create a wonderful game in the world of Golarion.
A week ago, we had some trouble getting Buddy and Guild packs correctly moved over from Paizo to Goblinworks. We continue to have issues giving guild and buddy members access to the 'Transfer to Goblinworks' tool. We have decided the best route forward is simply to implement the invite system on the Goblinworks side. This means we are ignoring the previous buddy and guild invites that existed only on Paizo.com.
I apologize for the extra work we are asking you to do. I hope the overall process will be easier and quicker to deal with, however. As of now, if you transfer to Goblinworks with a Guild Leader or Buddy Leader, you will receive an appropriate number of 'invites'. You can send those invites to any email address you wish, and resend them any number of times.
Each invite works similarly to a coupon and can only be redeemed once. The recipient will be prompted to either create a new Goblinworks account or log into an existing one. After redeeming the invite, they will have access to an appropriate enrollment level. (Including benefits such as discounted upgrade packages, etc.) They are then 'in the game' and will be able to play on the appropriate date. All buddy and guild packages will give the right to play during Month 1 of the Early Enrollment period.
There are a few people who purchased Adventurer packs to invite friends to the Open Enrollment period - those should also produce an appropriate invite.
Thanks so much for your patience! We are working hard on getting Alpha open in a matter of weeks, and then Early Enrollment as soon as possible after that.
Just a quick update on status!
If you participated in the second kickstarter, you can go through the Paizo Pledge Tool to link to your Goblinworks account. That process should be working. Please let us know if you still have any problems with it. After linking, your Goblinworks Account page should show your overall enrollment level (Alpha, Early Enrollment, or Open Enrollment), but will not detail any optional packages that you've purchased - although we do have that information.
If you have any of the following accounts:
Then, I'm sorry. We are still working on smoothing the process for you. We are running database reports from Paizo right now, and working to get you guys integrated into Goblinworks.
Thanks for your patience.
We don't want bots, and we'll do what we can to avoid them. Very sophisticated bots can be hard to detect though, and they've been getting more and more advanced.
Our first strategy will making the game systems interesting/complicated enough that it isn't very easy to bot. This should cut down on the number of simple bots to deal with. After that, we'll work on detecting them wherever we can. It will probably always be a battle though.
Very cool. I know a few developers who have loved the way that Matrix Online was able to embrace the RPG community with this sort of interactive story.
I do like Derek's point though - we would rather make it an ability for some players to actually poison the sewers and then let the other players deal with it. This would keep everything happening in-character and in-game.
Good stuff in this thread. I think our focus here will be on getting a designer with good experience with how several games have solved the problem. We'll try to get a good final solution based on experience the field. We will probably not eliminate all griefing - but we want to keep the level down so that it doesn't unduly irritate players who are focused on other things.
I generally agree with this thread. I think realism is really best used as a good source of game ideas for making the world deeper, more interesting, and more interactive between players. I would judge any particular idea based on how it makes the game more fun, not on how realistic it is.
Regardless, I think we're going to have a much more realistic feel than the current market leaders. Everything from art style to the world being driven by player actions is going to feel more realistic. There will be harsh edges, but (I hope) ultimately a more satisfying experience.
Hmm.. interesting. An unfortunate limit we will have is that we're using a third party engine for the game. Our modifications to the engine can't be open-sourced because we won't have the right to publish the engine source in the first place.
Paizo is always as open as possible. One model I think is interesting is A Tale in the Desert. With each season, the players are able to add a single rule and modify the core game in some way.