Vhalhisstre Vexidyre

Misere's page

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Sorry to be late. I backed both also. =)

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Pineville, Louisiana

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If I'm walking around my settlement and see a bathroom attendant jumping on a pegasus and yelling "Yah mule!" I'm not reporting a bug to Goblinworks, I'm going to kill that bozo.

Okay....That's just one of the best comments I have read. Bravo!

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Didn't we do the "exploiting women" discussion in another thread?

I really like the looks of what you have shown us and appreciate you showing it. Also, the explanation of graphics related to lag was helpful. I would prefer a little less variety if it means little or no lag in pvp. Maybe one could use it to their advantage by wearing a bright orange, wildly ornate outfit and just lag their opponent to death. *grins*

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Its okay with me if the graphics are a little primitive at the beginning. I like all the suggestions folks are making but the best game I remember playing added all that stuff a little at a time over years.

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I hope with the plan to allow only small amounts of players over time will weed out some of the rude, anti-social people seen in the general population of the games we have now. I know we have to deal with them in real life all the time but I really go out of my way to avoid them. You know the kind I mean. The kill stealing, in your face, rude people that go out of their way to make other peoples game time miserable because they find it "fun".

On the other hand, it would be nice to see a way for the players to dispense justice instead of the generic /report thing.

Just my 2cents for today

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I suppose one would also have to consider aoe healing spells in the problem also.

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yep =) and she already has a story.

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" There are plenty of pve games out to play if PFO does not suit me."

Almost every multi-player game has pvp now, I think, and I am not talking about the market or economic type.

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All the flags and stuff would be a lot of things floating around over peoples heads?

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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.

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Fiendish wrote:

Ehh, all these flags sound overly punative to evil players. I saw nothing particulary bad for good players.

The heinous flag for example, so you do some despicable act and your flagged as a free kill to everyone in the game? Not even safe in your own settlement? If you have that flag it doesn't matter if your are in an evil settlement someone will attack you just becasue they can because they can get your stuff and not suffer any negative flags themselves. Even if the heinous act was actively promoting the goals of the settlement you serve.

Your not going to have any evil players with this system. I should say evil players that want to put any real effort into playing meaningful evil characters, not just random gankers.

If you are in an evil settlement will it really matter? Won't everyone there be flagged the same and therefore able to kill you without care anyway?

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Valandur wrote:
Well Thar, look on the bright side. I'm sure there are sets of gear you can go raid for in Wow. And if you've got them all don't worry, they will make more new ones soon! ;)

I really dislike this kind of response. It offers no constructive anything and is just offensive.

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I hope they add in kiting and split pulling. Those made soloing a lot of fun.

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Fiendish wrote:
DeciusBrutus wrote:
Lord of Elder Days wrote:
I remember the armor styles from NWN2 being a pretty good compromise between functionality and sleek and sexy. They provided enough surface area coverage to be believable while still being flirty.

No, they didn't. They provided an aesthetic that allowed the same level of willing suspension of disbelief to include magic, an adventurer's academy with a graduation tutorial teaching how to buy stuff, taverns full of people waiting for somebody to hire them (but not ever letting somebody hire two of them at once), those same mercenaries having long-unresolved quest lines that coincidentally involve collecting random items, and the ability to rest several times while engaged in time-sensitive missions and still arrive just in the nick of time.

Don't give us nothing but boring realistic armor; give us spiky armor, skimpy armor, shiny armor, and novelty armor. But make it easier to pretend that the armor protects us than the other things we have to pretend; don't make the armor harder to believe than the rest of the game.

And yes, I would rather see more cosmetic variations of armor than have a few variations that don't clip in any of the animations or the like.

Totally agree DeciusBrutus. I definitely fall into the "It's fantasy, lets make it fun camp."

Me, also!!

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Also, in pvp, once everyone knows what the healer always looks like they are dead instantly. I think there should be a way to muddy the water a little so we aren't insta-targeted. Of course, that is assuming that we have anything resembling the traditional roles.

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@ Pharazon. I like that idea.

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Decorus wrote:
Misere wrote:

I was under the impression that gear was not going to be of the importance in this game that it is in other games to prevent the "I want only the best" type play style. Perhaps I was mistaken.

I am a woman and I play female toons. I don't really want to wear men's clothing no matter what class I choose to play or whether the other players like it or not. On the other hand, I don't think a male sorcerer should have to wear dresses if they don't want to either. I really hope there are different looks to choose from so my cleric doesn't have to wear her chain mail when she is cooking, or marketing, etc.

(yeah, yeah, I know. We aren't playing house here but I like that part of games as much as the slaughtering part)

I personally like having my male Sorceror dressed in bright silk shirts, tight dragonskin pants and soft deerskin shoes with a nice fedora or bowler hat. I also understand the need for robes and the desire for female characters to dress in both male and female clothes. I mean how many Female Rogues are going to go into a dungeon wearing a full on dress with 16 petticoats and corset?

We need a wide variety of clothes to wear with a dye system so we can change the colors to fit our liking....
(Also dye is where the real money should be in tailoring)

But that's actually a nice outfit. And I don't mind wearing chain mail that isn't skimpy. Just saying that variety is good and different looks appeal to different people at different times and in changing situations. Seems to me like a lot of people want a game that gives everyone the freedom to use their imagination...as long as it agrees with their own particular tastes. When I played Star Trek in my own sandbox, Captain Kirk wore a sundress. =)

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I was under the impression that gear was not going to be of the importance in this game that it is in other games to prevent the "I want only the best" type play style. Perhaps I was mistaken.

I am a woman and I play female toons. I don't really want to wear men's clothing no matter what class I choose to play or whether the other players like it or not. On the other hand, I don't think a male sorcerer should have to wear dresses if they don't want to either. I really hope there are different looks to choose from so my cleric doesn't have to wear her chain mail when she is cooking, or marketing, etc.

(yeah, yeah, I know. We aren't playing house here but I like that part of games as much as the slaughtering part)

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Someone stole your funny bone?

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Yeah, but in a sandbox world its what adds spice and pizzazz. If it's not a game breaker, why not let the players be inventive. When you have too many rules you inch toward the themepark side, imo. Besides, won't we the players be able to police our own to some extent, and won't there be mechanics in the game itself that will "know" when the line is crossed and smack you with faction hits?

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The only instancing I would like to see in the future is housing of some sort. I really enjoyed eq2 type customizable housing and the swg way of using things for trophies in their houses. Dungeons, imo, should be open to whoever can find the entrance and survive inside.

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brb. Gotta go put some pennies in the bank account....

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Raided all the piggy banks and did what I could to help.

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Thanks, Mr. Dancey

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I never got mine from the last kickstarter. I followed the links sent me and gave my information. Have they not been sent out yet?

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Yep. Got mah goblin showin'. I figured it out. Wasn't logged in. Now....OMG, I want to play! Imo, lesser is better with spell effects and combat animations. Love the way the goblin ears move also.

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The addy given isn't working for me. Is there a reason?

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testing me too. =)

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Nihimon wrote:
Lee Hammock wrote:
The idea is that certain actions, such as running, casting spells, ranged attacks, etc put a debuff on the target called Opportunity.

Fantastic! Very glad to hear it :)

I know a lot of us were really hoping there would be something like Attacks of Opportunity. I, for one, am extremely pleased that there won't be the silly running around and jumping you see in WoW.

Me, too! Especially since that is not something I am very good at. =)

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It didn't feel like boredom tho. During those times people socialized, and the difficulty made it necessary to depend on other people. Having to wait made things more sweet when you actually accomplished something, unlike the instant gratification of more recent games. When you take all of that time, and the interdependence between the players away you take one step down the path that leads to what we have now in games like gw2.

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Ryan Dancey wrote:

There are MMOs for fantasy, science fiction, military combat, sports, and superheroes.

There are 3rd person and 1st person RPGs, platformers (MapleStory), RTS, FPS, and sports simulations.

I'm unclear what it is that you're waiting for.

I game I can't solo comfortably (or at all) with a great friendly community. The occasional massive event to participate in. Plenty of personal goals to work on.

p.s. Yes, I realize you weren't directing that at me. Just thought I'd throw that in there in case it makes any difference =)

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That's just gross. *shakes head*

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GrumpyMel wrote "While this makes sense from a logic standpoint, I'm not sure how much book-keeping it makes sense to impose on the game engine. I'm not really sure how practical it is for the game to be keeping track of the fact that the 4th apple in John's backpack will go bad in 3 days and multiply that out by X number of players. Even though, I'm sure, they could build a system to do that if they wanted, those same resources could probably be used to better effect elsewhere. To that end, I'd likely argue for non-perishable food items (although given they are carried in inventory, they would get destroyed if the player was looted).

If you wanted to make INN'S more attractive to visit, you could simply make it so that things consumed off the menue at an INN provided a much longer "Well Fed" boost then anything you could consume out in the field. So the smart play would be to goto an INN to eat-up before heading out in the field and to carry some rations with you if/when that extended timer for the boost ran out. I do have to caution though that guys who are purely interested in the mechanical advantages of play aren't going to be any more inclined to RP just because you send them to an INN to get those advantages. They'll just go wherever they need to go to get the advantage that they want and avoid RP when they are there."

I agree with this. Besides, its just my own preference but I don't particularly want that much realism in my game.

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I like the idea of needing food/drink to prevent weakness or to provide slight buffs or effects, but not to have them decay over time in your inventory. How would you be able to market food that starts to decay as soon as you make it?

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Pathfinder DEVolution =)

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Wow....Holy control freak, Batman!

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Elth wrote:

I'm not a fan of the Pilot program. Like Alexander said above, it sounds fine for a TV program but this is a fantasy computer game.

Personally I think Pioneer is the word. It doesn't sound modern or futuristic, it means exactly what you want it to mean and it's what we will be doing. When the first players log into this game, they will be Pioneers, there may already be cultures present in the River Kingdoms but these players are going to be the pioneers for this era. So once again, I highly suggest The Pioneer Program

I agree with this.

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Blaeringr wrote:
Ryan Dancey wrote:
and they also often misfire as the players creatively out think the plans of the developers in realtime.
He's right. Messing with live events can actually be a lot of fun.

Which is what we play games for in the first place. I see nothing wrong with finding ways to "mess with" things in unexpected ways. Remember kiting and pet or feign death pulling? Both totally unexpected and unintended but turned out to be vital parts of the game and a heck of a lot of fun.

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Kryzbyn wrote:

I don't want to play DDR on my keyboard in order to combat a monster.

Normal MMO combat for me, please.

I agree with this.

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What about the Dawning? Or the Dawn Phase?

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And all that is fine. Let that be the every day ordinary stuff that we do in game. Why can't we have the extraordinary also?

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Ryan Dancey wrote:

@Forlarren - I want you worried every time you THINK you might be getting close to a line you shouldn't cross. I want the exact opposite of a "clear" rule. That's just asking for the rule to be gamed. Community management isn't a game.

I want people to err on the side of caution and restraint. Never exactly knowing where that landmine is? That tends to keep folks much, much better behaved.

I LOVE THIS!! You are my hero!

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I agree. Groups, companies, organizations of players should strive against each other for the top spot in game. Not just in economic arenas but in actual territory and accomplishments. There should actually BE a top spot in the game world instead of everyone able to do everything and all by themselves. There should be things that can only be beaten or accomplished by all people working together. Huge things. Hard things. Unexpected and unusual things. Things that are added by a game company that takes an ongoing hand in the game world. Not just a "put it in motion and step back" type thing. Remember gm run events? Or added content every 6 months or so?

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yes it does. My point is that maybe games have become too tame and homogenized. The trains, conflicts and striving to be top dog or just plain survive or even win were fun. The games i am playing now everyone is a winner but everyone is exactly the same in a lot of ways and to me that means there are no challenges and no real winners. I go thru the game winning each little battle and crafting things that are no different or better than the next person. No healers needed, no buffs, no need for anyone else at all. Just go from place to place and do your own thing. The epic battles, the epic quests, the trophies were exhilarating. Even getting that rare recipe for something excellent that gave a little edge in the fight against hostile opponents or a dangerous world or made you relatively rich in game was exciting. I just don't see what's wrong with a social set of some kind coordinating kills for the good stuff. Random timers, random fight mechanics, random locations would make it hard to farm but even more challenging. Having to watch your flank for the sneaky, underhanded worms just adds a new dimension of hardness.

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I really don't understand what is so wrong with having rare mobs with better loot for folks to watch for. A lot of people had a lot of fun hunting them and in a world with open pvp you would have the added fun of more than one team, guild, company or whatever competing for them. Trying to be the first group to get to the rare spawns was a heck of a lot of fun for me. Am I the only one?

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"What I would do is this. Make the monsters spawn randomly around a much larger area. The white stag with it's valuable fur and antlers spawns in the Exalted Woods, but it could be ANYWHERE in the exalted woods. So there is no one area to find the white stag. You have to hunt it down."

Like the flying horse for the mage epic in EQ? Took perseverance and one gained a sense of accomplishment when it was done.

"IMO rare Super monsters. Things that literally take huge armies to take down. Dragons beasts etc... that roll over cities and if not dealt with quickly leave a wreckage of rubble in their path. Settlements should actually be encoraged to beg for outside settlements to help to deal with the threat quickly, rather than want horde the kill for themselves."

This brings to mind The Sleeper for me.

"When it all comes down to it, the one thing you want to avoid is a situation where two people want the same item, and are both equally entitled'"

Why? Rare items should be....rare, imo, whether its gear or materials for crafting things needed by players.

"Are you familiar with the sea towers from Darkfall?

I think its like every 12 days, they become vulnerable to attack. Everyone is aware they became vulnerable to attack, and whichever clan manages to take the sea tower first wins some massive rewards, as well as having a statue flying their clan's name in front of every major NPC city for all the new players to see.

The result is a MASSIVE sea battle between hundreds of players every 12 days in order to gain control of this sea battle.

That may be one way to do it. Have an invasions come from parts of Golarion outside the PFO map. Scouts could report that the invasion is coming so that NPC heralds can say "THE CHELISH ARE COMING, THEIR FORCES WILL COME THROUGH THE EXALTED WOODS IN FOURTEEN DAYS AND FIVE HOURS! THE PALADINS OF IOEMEDAE ARE OFFERING A SUBSTANTIAL REWARD TO WHOEVER TAKES THEIR GENERAL'S HEAD!"

That would create an interesting situation. You would need a strong force to fight through the invasion and take the head of the commander, but other forces might try to take all the glory for themselves. Either way you get some meaningful player interaction."

I like this idea. It sounds like the old style large raid events I used to love only not every night or two.

I would love to see gm events a few times a year that are truly difficult, game wide things. Something that emerges from the depths of the earth or the heavens and threatens the whole known world and requires massive amounts of people, resources, time and cooperation to conquer. Loot? I don't really care what you do about that but there was a time when a person could have a one of a kind item and be proud to have it. Its what /drool was all about. =) Maybe that could be one of the "themepark elements" to the sandbox.

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Pannath wrote:
"Also if you work for a player kingdom enforcing the law, or if you are a bounty hunter (as I previously brought up), how could you track down players who have prices on their head or have broken the law if they can travel across the world instantly. That sort of screws over the track ability. If they know they have broken the law so badly in an area, they just teleport away without having to make their way out of the area naturally, then they're away without any consequences. If they teleport to somewhere where you can't collect the bounty without becoming a criminal yourself without having to legitimately get away, that totally destroys that system the dev's wanted to put in."

I don't see it totally destroying the system. Might make it a little harder which isn't necessarily a bad thing. But the same argument could be made for any number of abilities. Like hide, sneak, invulnerability, etc. Imo, these things have their place in a game world based on magic. Its just a matter of balancing them well.

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What about putting a distance limit as well as a recast cool down on any teleport spell, if you have them in game? That way no one can skip entire regions or hop across them but it would add a decent ability for the squishy magic folk.

Or maybe a summon group member or summon corpse spell where the person has to be within a certain distance to the summoner?

A game with magic should have classes with some sort of magic movement spell whether its teleport or a speed buff or whatever. Its just one of the basic bread and butter things in a magic world in my own mind. So is the ability to shape shift for bonus effects, invis occasionally, float, etc., as well as being a benefit to a group by being able to cast those things on others.

I really don't see anything wrong with using teleport to go from one particular, very specific and small area in a very large region to another specific, very small area in another very large region. Say, like going from the original game area created to the next major game area created in a future addition to the game.

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So many references to the good things, the good memories of EQ. I love it. =)

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