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Goblin Squad Member

"The Goodfellow" wrote:

the power curve is very gentle, compared to other games such as wow. You can hurt people as a low level, though it take a while and 1v1 you are very likely to lose. Remember though that it isn't the same leveling as you would in a normal "Themepark" MMO, there is no leveling 1-60. You level based on which skills and feats you CHOOSE to learn and the order you CHOOSE to do so. There are role levels to show your increasing your skills pertaining to a particular role, similar to leveling in the TT version, but not 100% the same. It would be more likely to compare characters similar to Eve where skill points determines your characters' strength, but even then, your focus is another thing all together. If you level predominately crafter, even at "max level" in 2.5 real like years, vs someone whole leveled PVP for say 1 year, it is very likely the PVP character will destroy the crafter in a 1v1 fight. Since his skills and feats are focused around combat and PVP whereas the crafter isn't, that makes a different.

I hope this clears up the question about the power curve.

The WoT is currently being described as FFA within a tower that is unclaimed, or during the owner's PVP window, meaning ALL KILLS ARE REP FREE. Once the tower is claimed by 1 company, it can be dedicated to a settlement and shares that settlement's PVP window. If the window is closed, then it is a normal hex in terms of rep loss for pvp.

Factions might take a while to be in game, and I believe they are intended to be NPC groups we join for various perks while opening up to PVP at high ranks within the faction. Think of it like joining a fraternity. As a low ranked member, you get some perks and that's it. As you rank up within the faction, you gain more benefits, but you also open up to PVP from opposing factions.

I think you might be confusing factions with companies? (because you use faction a few times in you questions.) Companies are similar to guilds in other games. It is a group of players that band together over common...

A wall of text was what I was after! Thanks for reply.

I'm just hoping other games will be able to keep me distracted until Pathfinder Online is released, the system sounds great. Looking forward to seeing more of the player based economy with regards to PVP gear, and read more from you guys who are in alpha.

Goblin Squad Member

Thanks for the good answers about the current state and the future plans Goblinworks have stated.

Goblinworks is using the best from Warhammer Online the Public Quests and scratching the battlegrounds instances which I hope will be good since open PVP creates emergent gameplay as opposed to simple blue vs red battles.

A few more questions

Will lower trained/level characters be able to fight against highly trained/level characters? For example in WoW you can't even hurt a lvl 60 as a lvl 30. I'm asking because open pvp might end up being a end game component, which is not bad in itself, my worst experience in MMO is from open pvp being constantly griefed from progressing in that horrible game Lineage.

How will multi group/faction battles for the Towers function? Do you have to declare war against all factions trying to conquer the tower before attacking to not lose reputation? Does all other group get flagged hostile in that zone? Is it first to the finish like i.e in Warhammer Online where you had to kill the Castle Commander?

The Faction system is that Player owned Factions or ingame Factions like in Warhammer Order vs Destruction?

Goblin Squad Member

Hi,

Haven't been paying much attention of the Pathfinder Online Development for many months, so many good hopeful games under development it's hard to keep track. But even with open pvp games like Rust Alpha and Archage out, Pathfinder Online is still one of my most anticipated mmo's. Maybe because it reminds me of Warhammer Online as a sandbox with a great IP.

I don't want to start a debate about PVP, so in that spirit please refrain from posting your opinion on PVP.

So my question is what is the current state of open pvp?
Are there other PVP options outside open pvp like battlegrounds etc?
Do we know more about the plans for open pvp and pvp in general?

Thanks.

Goblin Squad Member

This is a pretty good article by Chris Roberts which explains why risk needs to be part of a game to make it truly great

"You can’t have light with dark and you can’t have reward without risk."

https://robertsspaceindustries.com/comm-link/transmission/12879-Death-Of-A- Spaceman

Goblin Squad Member

Andius wrote:

In all the trading I've done in Freelancer, I can say being hunted by both enemy soldiers and pirates really enhanced what was otherwise a dull point A to point B experience. Definitely there was a sense of thrill in Darkfall when I made it into town with a big load of loot, or in a Mortal when I made it up to a major city with a good started horse I had tamed. None of those games would be the same without those experiences. That's why I've supported the inclusion of a robbery mechanic in PFO, and am glad to see we have one.

However what made that experiences so meaningful was overcoming challenges and avoiding negative outcomes. When you do get robbed, that is a negative outcome. Pixels though it may be it represents time you spent to generate resources that you no longer have.

Every time I ran into friendly forces who gave me an escort, every time someone jumped in on my side and helped me out, every time I did the same for others it was an extremely positive experience. I can think of times that our entire diplomatic relation with another faction changed for the positive because I saved the bacon of one of their members.

Too much micro managing of player behavior in a sandbox mmo would remove these encounters and situations from the game, if only way to succesfully raid other factions is by having declared war without ruining your character essentially forever by having too much negative reputation then every guild/players will have dedicated resource non guild affiliated alts in order to avoid getting raid or robbed. SAD needs to be a hurtful and powerful tool longterm for players if it is to have any real gameplay effect at all.

Goblin Squad Member

Really liked the world events in Warhammer Online, if they were combined with physical festivities in game instead of just a gather/grinding quest then that could be really fun and dynamic. Though WO flopped horribly they had really cool concepts.

Goblin Squad Member

This is good news, as a Dota player there is nothing more detrimental to an otherwise mediocre or good game than when a player starts to abuse other players.

I get good satisfaction when I report trolls and get feedback that action has been taken, but in Dota it doesn't seem that the action taken is enough to deter future bad behavior.

And this hasnt changed for over 2 years so you definatly need punishment for it to work.

Not so sure I agree with the profiling and material reward to good players chosen by a select group as the risk of collusion in order to get the rewards between friends is huge. Take Camelot, there was much collusion between the devs and a certain click of the community in order to balance the game in their favor to the detriment of everyone else in that game.

Goblin Squad Member

Seems to be a lot of discussion due to people reading what they want to hear without substance because of the lack of a set definition by GW as to what they regard as legitimate banditry that have no negative effect on reputation but still allow ganking player X to force carebear player Y into a situation that can/will result in pvp other than the SAD system. Maybe there is none and thats fine, but is there 100% clarifying statement on that or is it still under development? Any answer is fine with me since we already have the SAD (Whoa have to tread carefully here)

Pluss if I'm reading this correctly will there be limitations to what areas SAD is in effect? I.e can you use SAD on a person in a back alley inside a city? Just a question if there is any information on it that I have missed in the blog.

Edit: Is there also a timer on SAD i.e a player that has already been victim of SAD will be in a "guarded" mode for i.e 10minutes?

Goblin Squad Member

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Being wrote:

You have a thesis: it is more interesting to fight a worthy opponent. They have an antithesis: it is not interesting to be meaninglessly murdered. The proposition here is that there is a synthesis that can be designed that will satisfactorily solve the disagreement and result in a superior game that can eventually and gradually be good for all of us.

My objective is to try and facilitate the expression of just such a solution. I think it is in all our interests to do the same, because it could vault PvP into a new paradigm of excellence.

I find your embrace of dialectics disturbing.

If the current state of the western world is to provide a historical and empirical example then I think it is the opposite that will be true.

Nonetheless reading through the blog it seems the system of incentives and punishment in a free setting is working theoretically, this is one of the reasons I want so badly to pay in order to get into alpha to be there in game when the thesis is put to the test and will evolve into your synthesis.

The analogy to Hobbes hypethetical "state of nature" has probably been used a few times to describe a total free pvp game, then again the opposite of the carebears wet dream of a pve utopia sounds like a free mans nightmare.

No matter if the game flops or not this will certainly be interesting, and my money is literally on the hope that it will become a new paradigm of excellence.

Goblin Squad Member

I would to see the game as a new early Ultima Online game when it comes to the interior. But if it would mean a much longer development time I would hope to see it completed after launch.

Also I think Interior objects would be a great form for microtransaction for GW, sort of like browsing for new styles, furniture in the Sims but paying a price to unlock it. This way the greedy and poor people can still enjoy others people interior works in the cities while not having to pay for it and ensure more profits to GW for future content. Win-win-win no?

Goblin Squad Member

Qallz wrote:


Well, PvE'ers and PvP'ers really want two separate games. That's why smart devs now are making their games for either/or, instead of trying to please both. That's what I though PFO was... a sandbox, PvP-focused game where players are the content, but, after reading blog posts like GW's last little gem, I'm not so sure.

This reminds me of politics, the carebears and the gankers stand both to lose everything in a zero sum game if the other side gets their way through or get the highest influence over the Devs so the "debate" deterioates into verbal fighting in order to make it clear to the devs that if they side with the other team they will suffer horribly and the game will be a flop and vice versa.

I'm for much pvp too and the last blog posts relieved me of some of my fears, but I understand your concern since if I read the last blog correctly it will take a -7500 rep player over 250 days to get to neutral standing 0.

I just hope i.e the reputation penalty for killing enemies in "stand and deliver" and other banditry related actions is reasonable such as "-10" and not "-100" as that will mean a world of difference, and also hope that the amount of loot you can force from a target is high enough to make it a very tough decision for the victim to fight, surrender or flee.

Goblin Squad Member

At least this game concept proves that carebears and gankers will never be able to peacefully coexist lol havent read so much hatred between the two groups since Age of Conan forums when that was under development.

Goblin Squad Member

Personally I don't like the active combat gameplay even though it does engage you it also get very tedious in a mmo where grinding will always be a part of the game (at least grinding will be in Pathfinder Online, though it will be interesting and more meaningfull grinding sort of like Warhammer Online if I understood the blog correctly).

Goblin Squad Member

I don't think it is unreasonable to ask for even non-kickstarter members to pay for alpha and closed beta access, of course it would have to be after the enrollment process after everyone who payed to get early access has gotten it, but I for one wouldn't mind waiting 3-4 months before given access after the enrollment since the Alpha and closed Beta might last for 1-2 years or more each it would be unfeasible for GW to not give non-kickstarter members that chance especially when they are willing to pay a lot for it.

Looked through the FAQ and I'm pretty amazed that this is question is not listed, maybe there is no that big demand for it since GW is not pushing the advertisment of the game for the moment.

It's not like GW don't need the extra money, though I understand they will not release it yet, maybe when Elder Scrolls starts to flopp GW will unveil a new "Fulfillment System" that does not conflict with kickstarter alpha and beta players pledges.

Anyone know if Ryan Dancey has given any new information about it the last months? Havent read anything in the blog though I might have missed it.

Goblin Squad Member

I only pledged $50 and I really want pledge more to get alpha access. For PA I only pledged $25 on kickstarter but when they opened the store to buy galaxy package or whatever it was for $250 I jumped on it straight away. Looking forward to do the same with Pathfinder Online as the games I was hoping to play at this point failed. Until GW releases alpha or beta at least the new BG enchanced edition through beamdog.net is keeping me and my friends occupied for the forseable future :)

Goblin Squad Member

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IMO, the MMO market is saturated, despite a rapid growing player base with a change in social paradigm making gaming the norm and a expanding high speed internett access the mmo supply is exceeding demand. Seems there is 3-5 high profile theme park MMO released every year, most of which basicly lose 90% of its player base 2-3 months after release.

I can't even remember half of the hyped theme park mmo's that were released this year on steam.

A mmo model that I find interesting that has been able to keep itself growing with only pvp and almost devoid of social interaction is Mechwarrior Online. It's forums is filled with people who hate the developers for not fullfilling the promised faction warfare and other demands, but the game is competitive, gives players many customization options, got progression and got great gameplay. This is one reason I'm liking pathfinder, a game doesn't need to have everything ready at launch if the core gameplay is fun and competitive.

Goblin Squad Member

Enjoyed the read, a good homage to Pathfinder Online in its effort of bringing down segregation and making the game look appealing to both carebears and a$#+$+&s.

I didn't read much criticism towards GW though, just a summation at the end of the fears and hopes for the game.

Goblin Squad Member

1 person marked this as a favorite.

Its good to at least have some back up games if God forbid Pathfinder Online takes a Generals 2 turn of event... Everything looks good, alpha is fun and then BAM! Development is shutdown while EA executives laughs while torturing puppies.

Pathfinder online has a adventurer appeal to me that no other upcoming mmo has. Star Citizens is scifi and Eternal Crusade will be more like planetside 2 than a traditional mmo.

Another thing pathfinder has which no of the other mmo's has is the guts to really make a true free sandbox mmo, camelot unchained still has the Elder Scrolls online formula. The new Everquest looks beautiful and I think will be interesting, but for longevity I think Pathfinder will survive all the other fantasy sandbox mmo's just because it got more liberty for players than all the other competitors from what they have said, I just hope they are able to implement it.

Goblin Squad Member

Chaotic evil sounds just fine and dandy for me, I love being able to be an a&%%&%~ in games, my friend group would prob not play this if there was not a high degree of freedom. Might as well be a themepark mmo then imo.

I always analogized lawful evil and chaotic evil with the two characters from Baldurs Gate. Edwin lawful mage, will work within the law but to the detriment of others and enrichment of himself, and Korgan who has no moral compass whatsoever and would kill/raid/take bounties as it suits him no matter the blow to reputation.

Both these characters sums up Ryans statement pretty well, and is at least in my opinion how I would define the two.

Goblin Squad Member

I love the idea of Acheron. Depending on how the reputation system will work me and my associates may set up our main characters base in this city (and if we are welcome ofc). If our activities will be considered "griefing" even though we don't mean to "grief" we will stay clear.

In any case we will certainly set up one affiliated "legitimate" storage facility and make use of your market in order to launder our income from operations, like we will be doing in most cities.

Goblin Squad Member

From what I understand we will be given attributes to help define the "path/class" we want to take with our character.

Any information on how many attribute points will we get?
I.e min/max or how much. The higher the numbers would in my opinion increase the level of customization.
Is there a way to raise attributes either through skill, som form of achievement or levels?
Or are we stuck with what we get in the beginning with maybe optional respec?

Any information on the merit badges?
More specifically if the abilities are useful or just bragging rights in the form of emotes like in old republic?

Is there any other information about player statistics beyond attributes, resistances and skills?

Thanks

Goblin Squad Member

Hehe if we play correctly you will only see the result of our works ;)

We don't have a name yet, all suggestions are open. Personally I like cheesy ones such as "Cobra Kai" or "Black Ronins" or something, but i'm the minority there. We will see once the game get launched ^^

Goblin Squad Member

@Bluddwolf
Thanks for the info, yeah I guess the main characters will have to be chaotic neutral or chaotic evil then.
Since it is not a good vs bad system like wow I'm hoping to have alt character that can focus as merchant in a twin guild, and the main character that can focus on combat skills, but like you pointed out I'm not sure yet.

Coordinating with other outlaw factions sounds like fun, I will have to take you up on that. None of us have alpha access though, might as well point that out to people who might be interested.

@Nihimon
Thanks

@Uncle Tony
I love the freedom and simplicity this game promises, being a common brigand just sounds so much more awesome imo than being the main character that decides the fate of the world, as the latter is kinda tedious in gaming.

Even if we don't grow in numbers it sounds like a small hit team can cause all kinds of trouble with assasination and raiding caravans etc, I'm hoping for the best with this game, sort of like eve except fantasy.

Goblin Squad Member

Hey,

I have found establishing relations with pre release guild with a few dedicated people is good for creating new long term friendships and a more enjoyable game experience, so here is our idea for a new company.

Alignment: Evil and Neutral
Structure: Small but dedicated guild, quality over quantity
Focus:
* Raiding against player kingdoms supply line and other merchant guilds operations
* Assasination of player economic related NPC's to further own economic influence
* Fast and dedicated Harvesting operations and raiding valuable resource locations for short term profits
* Have a public neutral/lawful merchant guild as a front for selling stolen and crafted merchandize/resources
* A hidden secret clan with own base of operations

And of course much more as we get closer to release/alpha/beta and understand the game more. We are currently only 6 players, and we will develop both the organizational structure and style together.

In a nutshell a company of brigands and assasins with a public front as a cover. This way we can both do merchant activities and have fun raiding other players.

If you are interested in joining and help develop the company send me a email or reply and we can talk on steam/skype. We are always looking for more gaming friends, and we all have jobs/family so no stress. We play for fun and to mess things up for other players (in good spirit of course).