The Fifth Archdaemon

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Valandur wrote:
Imbicatus wrote:
I encounter enough racisim in the real world, I don't care to see it in my gaming, thanks.

I remember the first time in EQ that I encountered racism. Playing a Dark Elf rogue, running around EC fighting what I could take solo, this human player just layed into me calling me scum and saying all kinds of stuff. I took me a couple of seconds to realize what he was saying, I recall thinking "what the hell?? Is this guy for real?" He was higher level then I so I couldn't duel him, rogues in EQ were gimped beyond gimped, so I just went somewhere else, but it was a really strange experience. I actually encountered it several more times playing that character, getting turned down for groups and having people make snide comments.

Not really the type of RP I was seeking!

You decided to roll a creature of evil... Were you expecting a welcome basket? Were there no Ogres or Trolls to party with?

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Your funny little man. Funny indeed. As I sack your settlements I plan on putting my orcish/human seed in every pointy eared wench I see. With any luck I'll have 15 bastards before the turn of the year.

I would really like to know what you would make of my singing friend. That pretty tiefling walks into a town and women start abandoning their husbands and children for just the chance of getting a piece of what's swinging between his legs.

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It would be interesting if mages could summon undead or construct golems to work for them.

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So I'm not sure if I missed it in murder by numbers or if the magic system will have its own set of rules, but I was curious as to how this will be implemented in combat. Will spells cost stamina or will their be a separate pool for them? Also how will they handle wizards needing to pre-choose versus a sorcerer who can just sling spells around willy-nilly?

Magic is one of those hit or miss things that is usually solely dumped into the combat side of the house. Will utility spells be in game? Will we have a fly spell and skill? Taking that further can wizards cast fly on fighters and have them float over walls during a siege?

One of the coolest things in Shadow Bane was the ability for certain characters to fly up and over walls, or rogues being able to scale them in DAoC. Eliminated the mindless AoE from top and bottom while you stare at each other like you see in GW2.

EQ is really the last game I remember that had spells that were useful out of combat. Enchanters sucked in a fight but were awesome everywhere else.

While I love a good skeleton summon and fireball, I'm hoping that magic is a little more diverse than this.

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Phyllain wrote:
Here is a thought, why not let the settlement that owns a hex decide what they consider to be heinous. You commit one of these acts inside of their tile and you get flagged. Raising the undead should of course still be evil.

In essence I think that is how it works. More like while something might be considered heinous, if you are part of a heinous settlement then who cares.

People are getting bent out of shape over labels. The more I read the more it seems like this is really just an ingenious way to lump like minded individuals together. It will just make sense for assassin's necromancers and clerics of Asmo to find each other. Just like it will be just as sensible for rangers and paladins looking to hunt bad guys to group up.

Want to smite evil? Go found some evil player and smite away. Group with a rogue for a PvE quest? Don't get butthurt when he backstabs you when the loot drops.

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Icyshadow wrote:
Dario wrote:
Aeioun Plainsweed wrote:
Icyshadow wrote:

But apparently I can't play a Neutral Good Necromancer in PFO.

Which is totally against Golarion canon, but still something within the game.

Correct me if I'm wrong. Animate dead and create undead are evil spells and therefore cannot be used by good clerics.
Nope, but they can be used by good wizards. (How long they remain good is debatable)
I see no reason why a Good Wizard can't cast Animate Dead or Create Undead a few times in their life while still staying good.

Maybe because we are defined by our actions...? You dog that person out earlier, yet you seem to be the one with either crazy house rules or have decided you are right from the beginning and cannot be reasoned with.

The core rule book as any form of raising undead with an evil descriptor as part of the spell. Might a good wizard raise a spector or call someone back once for some super vital quest that in the long run will result in a greater good? Sure, though they'd have to atone.

However, "good" wizards who cast evil spells a "few times" in their life because of convenience or they like the spells is not by definition good but neutral. That's like claiming your a Red Sox fan but owning season tickets to the Yankees and only wearing New York sports wear.

You're combative tone and I'm not gonna play the game unless it is exactly how I want also doesn't lend much credit to your argument in the maturity department either. As someone who always rolls a character with Necromancy as their main form of magic I can understand the concern. Not going to win anyone to your cause though being the typical anonymous jerk on the internet however.

The ends justify the means is more of a neutral concept. "Good" character make the hard choices. Evil ones make the easy ones.

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Summersnow wrote:
Neadenil Edam wrote:

On a more serious note ...

People need to realize you are not MEANT to be soloing this game, whether your good or evil.

You are not meant to be able to solo in high risk areas as safely as a group can.

People are spoiled, impatient and have ZERO tolerance for PAYING to sit in front of a screen tapping there toes doing NOTHING while they wait for other people to log on.

ergo, if you are not meant or able to solo AT ALL then they should just stop coding, give everyone there money back and write the game off as a lost cause.

Looks like that entitled WoW mentality is sneaking in earlier than expected. The CEO is an EvE guy and EvE is pretty cut throat. Is soloing viable? Sure, but only if you are smart. The whole reason a lot of MMO players are excited about this game is because it will steer away from this hot join an instance group crap where your perpetually dumped in with a bunch of random tools you'll never see in game again.

Maybe if we are lucky this type of player mentality will indeed tap their toes then quit. Those of us looking for a true sandbox fantasy experience would be infinitely better off without the constant whining by those people who don't have everything sugar coated for them.

Honestly despite being a consistent table top PF player, the PF name isn't what is drawing me in. Its the EvE take on sandbox and warfare with a fantasy setting and more engaging combat concept that has me hooked.

Don't want to role in a group? Stay out of enemy territory or build a stealth class. Don't like those options? Then be prepared to face the wraith of the internet and that little group of bandit players who will be constantly stalking you through the woods.

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Blaeringr wrote:

Evil will need a healthy community to flourish.

Shadow Haven's trying to do that, and I am sure more such communities will pop up, and I am also trying to do that through Tony's forums.

Very cool, I'm hoping to eventually sync with a group of RPers looking to role a legitimate evil organization. Not just a bunch of emo 15 year olds trying to "pwn" people mind you, but a group who stays in character and does evil things because it fits their character's concept.

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Being wrote:
WEll, Nerdengineering I certainly hope you are able to fulfill your role. This game will need some strong villains.

Villain is the exact word. It is in no way my goal to ruin other gamers fun. Quite the contrary actually, as a true blue RPing nerd, I like to think up my character designs and then play my character based on how I think their individual motivations would cause them to act.

Ideally I'd have awesome rivalries and arch-nemeses floating around the game world. The thought of being hunted and always being on my guard due to my low reputation encouraging others to end my scourge is exciting. I've always enjoyed the darker fantasy characters as well such as Ervis Cale, Raistlin Majere, Dalamar, Artemis Entreri ect ect. In PnP I'm always at the mercy of my GM and play in a mature manner. I'm just hoping that every aspect of the alignment spectrum that is allowed in table top will be allowed here.

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Gloreindl wrote:
Thanks, I must have glossed over that part as I don't plan to raise Undead. My bad.

You're missing out in your gaming life/unlife.

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Elorebaen wrote:
Not only will their be "safe havens" you will be able to create these havens with like-minded characters.

That was the impression I got. Just curious if Evil settlements will be in any way inferior to good aligned ones.

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So I am looking for some clarification. It seems to me from reading blog posts that playing an evil character will essentially land you some pretty harsh penalties. I'm not entirely opposed to this as lets face it, general society is less than forgiving to evilly aligned people.

However, will I have safe havens? Obviously I don't care how low my reputation or alignment sink if I am truly evil, but can I still function in the game? Will evil settlements be aloud to prosper? Will I have access to the highest level trainers with a consistently low rating?

I ask because all my character revolve around undeath or abyssal/infernal pacts. Necromancers, Twisted Alchemists and anit-pallies are what I live to play. Why you may ask...I don't know. I just like summoning zombies, bargaining with devils and experimenting on others much to my Evangelical mothers chagrin. Will I RPK? Absolutely because that's what my characters would do from time to time. Will I insistently grief? doubtful short of me having some long standing feud with some holier than thou paladin.

Being that my character will also definitely summon undead I'll pretty much have the heinous flag 24/7. Will this be viable? Honestly if all it means is I'm screwed if I solo then I am fine with that. Traveling to dangerous parts of the world alone if you're not a 20th level wizard is just asking to be killed whether by do gooders ending your spree or bandits out for your loot.

It seems to me that really the flag system isn't a disadvantage to me. I don't care how much my character is "hated" outside of my evil settlement as long as my settlement and I can function normally. People being allowed to attack me at random with no reputation loss is fine with me. As a malicious half-orc I expect to be hunted. I just want to know if the game and my character progression are going to suck because I'm sitting at -7500 reputation. (Note I usually go LE so I won't be causing disruptions in peoples cities/settlements. I may attempt to collect your soul if I catch you in the wilderness alone however.)

Sorry for the wall of text, any insight is appreciated.

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Your business will always be welcomed. Information is also a currency that the guild trades in consistently.

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Greetings fellow Thieves, necromancers, and dark clerics. I come to you with a proposition. A concept really of building a city where coin and power speak the loudest. The city would be ruled through a pact of mutual benefit for the three factions represented on an exclusive council.

The first faction would operate from the shadows. The thieves guild would ply their trades through the region and have a place to sell their acquisitions and collect on their contracts. Their thugs would provide the muscle of the city, and their book keepers would be master of coin.

The mages college would hold the second seat on the covenant. The city's college would be a place of higher learning where aspiring mages could seek true knowledge in the arcane regardless of how far into the grey or even black of standard morality their arts take them. They would provide a wealth of knowledge and training for the city, as well as major firepower against the cities enemies.

The final seat of power would belong to the collective leaders of the churches. Any deity likely to have you burned at the stake in most areas of the world will find a home here. Clerics of Asmodeus and other patrons which allow their followers to put their personal well being above their fellow man would have a safe haven to spread their gospel behind the settlements walls.

The combined might of the church, college and guild will be used to impose order on the city. None will be turned away from the city gates. Any and all business is welcomed as long as the guild receives its cut. The city eats its own, any disruption to the cities trade or profit results in a most excruciating death. We also protect our own. Knowing the lack of love for our kind outside of the settlements walls, our wayward sons can always expect the full support of the covenant should a job go bad.

The settlement will take coin from anyone willing to barter. A holy paladin's gold spends the same as an assassin's and none will be barred from bartering.

Cities that look to make war on us do to their lack of love for our lifestyles will find us to be enemies without mercy. The covenant will stop at nothing to achieve the utter destruction of those foolish enough to disrupt the cities trade.

OOC: Hey all I am looking for serious roleplayers interested in building a serious settlement. The settlement would be run in a council style method with Representative from the martial faction, the arcane faction, and the divine faction. The settlement would seek to build a strong Lawful Evil city focused on trade and coin. Anything goes, but if a players actions do anything to disrupt the overall balance of the city a pvp bounty will be permanently placed on their head and they will be barred for the city (aka the immature chaotic evil wizard who just runs amok trying to ruin everyone else's exp.)

We will have to be strong and organized to survive the onslaught of wannabe defenders of justice from the good settlements in PvP. We will also need to be productive to have a place where people wishing to focus on the darker side of the games mechanics will have a place to train and advance their character levels.

If there is a strong enough interest in this I will get a website going for the budding community. The goal here isn't to just start to build an evil guild, but a community of players looking to RP the darker side of things and have an impact on the world. No players willing to pay the coin needed to move about the city will be turned away regardless of alignment; however, PvP will be a strong focus as we seek to spread our dominance.