Diabolist

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91 posts. Alias of Kryon Bloodstone.


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I personally prefer paladins, I find there screams angelic and strangely soothing, quite refreshing after a long day slave trading.


Is this, Will this... Pathfinder Online: Thornkeep (PFRPG) a hint of what the starter town will have to offer.


I Also plan on being evil, but just not evil for the sake of being evil, but for a reason, a greater purpose.


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Raiding POI for slaves, assuming that poi are run by npc's. i see slaves as one more resource to be harvested, sold/traded or sacrificed.
Would you raid a POI with slavers? we get the slaves and you get your loot.


Wexel Daventry wrote:

I have played RPGs for 25 or more years and while there are always enemies out there in them, there are so many more neutral and then the few that become allies.

Have fun with the settlement warfare, banditry and PVP options but don't make that ALL there is to a Sandbox PVP world, the only thing to think about in the game being to dominate everyone else. Makes for a very lonely world, with eventually only you in it if you play well enough. Win everything and you lose in the end because you run out of game, no competition, no one can touch you, no fun to be had. Or maybe that is fun for some but it isn't to me.

PFO is not and never will be a virtual representation of the PnP game,(i wish it would be but...), Its a PvP Settement building game that happens to be set in the pathfinder world. Thats about as PnP "Pathfinder" as it gets.

Embrace the game as it will be, not as it could be.


I'm so hungry, I could eat a Pegasus.


If a little gnollage is dangerous, what's a large one?


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If we had to grind rep over time by participating in sanctioned PvP or other sanctioned acts, but lost rep at a very fast rate for any unsanctioned act PvP or other. 6 hours of sanctioned play earning rep gone in 30 seconds. If rep is hard to earn, easy to lose it has value.


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In general I agree rep needs to be earned not given, the rep is rewarded for sanctioned PvP that was an assumption, thanks for the update info.


@'the goodfellow' I don't see the need for the 'carrot' as all sanctioned PvP already gets rewarded with rep-what more do we need?. My understanding is that asking for more is not needed- the default system rewards rep.


If it's not sanctioned PvP(good) it's non-sanctioned PvP(bad) there is no middle/neutral that I can think of.
All sanctioned activities should earn rep,and all non-sanctioned activities lose rep.
Simple easy fair


Basic good behavior is expected and considered the norm and not rewarded. Exceptional good behavior is often rewarded-in pfo what is exceptional good behavior?.


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Iam under the impression that sanctioned PvP will be a major source of rep gain.
So we are on the same page... Must have been the way I read your first post.


So reward players for NOT doing the wrong thing. Hope my local police are reading this- I can tell them all the bad things I have not done and walk away with a swag of loot,yep that will work.


41 almost time for a sports car.


Bluddwolf wrote:
Bluddwolf wrote:

I have two new activities to add to the PVP list above, based on information for Gen Con (Ryan Dancey / Stephen Cheney, source):

Slaver Raids = Stealing peasants from other settlements, to add them to your settlement. This will get the Heinous Flag, but oh boy the fun!! And, it not only boosts your settlement's productivity, but it reduces the productivity of your opponenet's settlement.

Ohh yes nice, May have to get the heinous flag placed on my armor. - Sends in undead to round up the slaves.


Did i just hear the sound of the penny dropping? from all the QQ from the PvP bandits, i guess they heard it as well.LOL


RPK can't be done in PFO as the poor git that got jumped by 6 guys just learned a lesson.
The 6 guys also got schooled


Milo, Sounds like a very good system, Has a good feel to it, start out at a basic level and earn a rep as you go.


Tigari wrote:
I'm not stating a lack of skill, just a preference to not take one someone. I want to be able to chose my target, plain and simple.

Yes players should always be able to decide what there characters do or don't do.But...

I don't get to pick what jobs my boss has for me, they tell i do!.
You won't to be a contract killer, there's the contract, get to work.


Tigari wrote:
NineMoons wrote:

Make the assassins guild(npc vender)the only group who know all party's involved. The player who takes out a contract(MR X) gets to set the prerequisites needed for the assassin. ie min level,rep ect.

The player assassin asks for work at the assassin guild, and is then given a contract-They don't get to look over and take the one they want, they wont know who is there mark until they accept the contract.
Every one gets to stay anonymous.
I could agree to almost all of this. But I want to know my target before I take a contract. If I accept a contract, and I find out that it is targeted towards a character I would rather not kill, be it a friend, or a known barbarian warrior, who I would rather not try to tangle with yet, then now I have to break this contract, something I don't take lightly.

Red Mantis Assassin guild or the Church of Norgorber won't take it well when you turn them down. But then they wont offer contracts that are beyond your skills. To assassinate the leader of an advanced settlement they may require that you have rank(x) in skills(y,z) before it is offered to you. And cross reference of your settlement, chartered company and so on to reduce any conflict of interest.


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Make the assassins guild(npc vender)the only group who know all party's involved. The player who takes out a contract(MR X) gets to set the prerequisites needed for the assassin. ie min level,rep ect.
The player assassin asks for work at the assassin guild, and is then given a contract-They don't get to look over and take the one they want, they wont know who is there mark until they accept the contract.
Every one gets to stay anonymous.


Made my day.
This is much improved from KS video, so much to see again & again.


Some info on slaves would be nice, How do they come into the game, What Can they be used for, How do i get them, If i have them can i sell them. Can i put them to work. Can i kill them and raise them as undead.
Will i be able to play a Slave trader.


I feel that the only people that can be affected by crime are non-flagged players all other players have accepted the risk. If you can post a bounty on a player its a good chance that they have commented a crime i can't think of any crimes that can happen to an non-flagged player that wont result in death. Any legit crimes that criminals commit the punishment is death,loss of goods and respawn.
I don't feel that a bounty is that much of a punishment. But if we change bounty for warrant. Players with the right flag can now hunt down and bring said criminal to justice. The victim gets compensation from the settlement,bounty hunter/marshell gets paid by the settlement and the settlement gets compensation in the form of indentured servitude to the value of ???. GW has set out what crimes are ok, if criminals want to work outside the system that that's ok too, They just have to pay the price if/when they are brought to justice.


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Rogues are only DPS death machines in online mmo games, tabletop pen & paper rogues are a different story.


Half Orc pit fighter who always sounds like he just copped a mace to the nuts.
The absent minded professor type Alchemist.
Bard who mimes or is tone deaf.


More the better,they have a social impact. I like the idea of learning emotes.


Viscount K wrote:

The summoner who's afraid of his eidolon.

...I take it back, I might play that, actually. It would be kind of awesome to have a character who refuses to use his main ability until things have gotten totally screwed.

The look on his face the first time the eidolon was summoned would be priceless


Some fun character concepts that nobody will ever play.

A Paladin with kleptomania.
A barbarian sorcerer who goes into a blind rage and try's to beat in the brains of who ever interrupts his spells.
The pious priest by day, cat burglar by night.
Bardic druid who will only perform for the trees.


Jazzlvraz wrote:
NineMoons wrote:
If players picks 1 primary class they get the standard training time, a time penalty is given for every class skill trained outside of there primary class.Once they have reached 5th level in the 2nd class all penalty's are dropped for that class, But if they trained in a 3rd class then that skill would get the time penalty.

In reading Ryan's posting history, it seems to me that he's a proponent of the "where's the fun?" school of game design. He'll gladly take concepts from EVE, for example, but strip out pieces that he thinks aren't fun.

I, personally, can't see where "sitting out" or "slowing down" is fun. Participating is fun, playing is fun; watching and waiting aren't.

Why is a multi-classing penalty necessary? I've never understood.

In older games, where multi-class characters were "more capable" than single-class, the penalty was presumably about balance, because, with the class system, designers felt they needed to focus on equality of outcome rather than the simpler equality of opportunity. Here we're going to have equality of opportunity (everyone can train everything), dedication bonuses for balance, and no iron-bound classes causing the old-school restrictions.

Aren't those sufficient?

Most modern mmo's players can get to level cap in a hand full of weeks, and then start the fun stuff(end game raids ect), PFO will take about 2.5 years to reach the same point.*note i like the journey more than the end game, so longer is better for me.

PFO time will be a factor with class/role builds, adding to the time it takes to reach end game(yes i know there is no real end game) might make players think about how to progress there character. I'm happy to take four years to get my multi-class character to there max potential. A skill based system is something i have been waiting for, no more 20th level max, a multi-class rogue/mage that's 10th/10th is very under powered in any 20th level content.In PFO we can get to 20th/20th and be a fully viable character.


I have a black deed in kung fu.


I like mulit-class(role) characters, but i feel that some classes need to stay pure-Paladins, Monks and Druids come to mind.
I played with a very good DM for some time, He made every player sit out there character for about 4-6 game sessions when they went to multi-class there character(It takes time to learn a new skill set), If it was made very clear when characters where roled that it was to be a multi-classed character then no time out was needed, but 2nd level had to be taken in the other class.

If players picks 1 primary class they get the standard training time, a time penalty is given for every class skill trained outside of there primary class.Once they have reached 5th level in the 2nd class all penalty's are dropped for that class, But if they trained in a 3rd class then that skill would get the time penalty.


Deed sounds like something you would have to do to get a merit badge.


Mark of dedication


I'm an old school AD&D gamer at heart, multi-class had to be within 2 levels of each other and you could only have 2 classes.
and now we can take a few levels of rogue for evasion and back stab, splash barbarian for rage, monk for wis ac bonus,mage for.. and so on.... This still feels wrong to me. but that's life, its a new day and i moved on.


This is all good news, i was a bit worried that the "class feature slot" would make it very hard to have a viable multi-class character. i hope that this dedication bonus will stop the trend to splash(hand pick feats) from other classes to max out there damage.


I think all classes will have the "class feature slot", But have no idea how it will work. Domains for divine casters-cleric/paladins/druids?, Ki powers for monks?, bonus keywords for melee type characters?.
Might be a way to add bonus/free class feats/keywords.


@Wurner
Hope that this will be of some help.

Quote:


Elements of a Spell

The main thing the level of the spell indicates is how many keywords it supports, and thus its potential base damage. Unlike cantrips, which read the keywords on the wand or staff, a spell reads the keywords on the caster. Your class feature slot (school for wizards, bloodline for sorcerers) provides more and more basic keywords as you improve it, and those keywords are ones that support that specialty's spells. Thus, a high-level evoker will have the full variety of keywords likely to appear on high-level Evocation spells. Some schools share a lot of keywords, while others might not share many at all. As a result, an evoker might not be the best at necromancy spells (which don't share a ton of similarities), but he'd still do well when casting damaging Conjuration and Abjuration spells, which have more keyword overlap with Evocation spells.

Additionally, you can acquire metamagic keywords. We're currently envisioning them as long-term buffs applied by other Refresh abilities, so you can change your metamagic loadout on the fly (to some degree). All spells expect an increasing number of metamagic keywords as their levels increase, until 8th and 9th level spells expect four at a time. This is something of a departure from tabletop, but the flavor is preserved: In addition to essentially being a wild card keyword slot to upgrade a spell's potency, your choice of metamagic alters the stats of your spells. If you're running with Extended metamagic active, your spells will last longer; if you're running Widened, your AoEs will be bigger; and so on. At high levels, two casters of the same school may be tossing out the same spells with all keywords fulfilled, but their spells will differ significantly based on which metamagic keywords they prefer.


There is one small point that you all are overlooking "keywords".
One keyword will be slotted to a(class)slot. So your "ranger" Fighter/Rogue, Has to slot a keyword Fighter or rogue?.
One will lock out keywords for the other.


Valkenr wrote:

I ask that you refrain from dumping too much visual information onto the UI, as that is where the majority of 3D issues arise. As much information as possible should be rendered in the 3D environment. Things like name tags, damage numbers, or brackets around a character should be rendered around the center of that character, not around their projection on the UI.

This the main problem that i have with 3D vision as well.

But with all things being equal i tend to use eyefinity(triple monitor) more than 3D, Eyefinity+3D = 5760x1080 3D goodness :)


Bluddwolf wrote:
NineMoons wrote:

I don't see what alignment has do do with a players access to training(in a general sense),Every settlement can allow every player access to there trainers regardless of alignment, the price is also set be the settlement not by alignment.

When it comes to law based settlements Vs Chaotic based settlements and there level of advancement... well that seems very straight forward. The lawful town that works as a team towards a common goal will do better than the chaotic town that can't agree who is in charge let alone what to do first. One town works together and gets the job done the other is... in chaos.

First Bold:

A Lawful based settlement will not be able to construct an advanced chaotic structure for training chaotic based skills. This is at least my understanding of the settlement alignment system.

It is even questionable and not likely that a TN settlement will be able to build L,C, G, or E based structures to train those skills to advanced levels. If that were the case, than almost everyone would build a True Neutral settlement.

Yes, No settlement can build everything, but they can let you use everything that they have built.A L/G town can let a C/E player train at any of there buildings


Wurner wrote:

Unless there are any settlement building mechanics that benefit lawful groups directly, like better NPC defenders, lower construction costs or upkeep or similar, settlement building will to a large extent come down to how much money and material the group of players can farm and donate.

Players of lawful characters may be more directly invested in settlement building, but I don't see why a group of players of chaotic characters couldn't get together to farm materials and make a grand settlement.

All it takes is for one large focused guild to decide they want to play as mainly chaotic and the members can all chip in to the construction of their village/city/nation. I would think that there is great promise for PvP-centric guilds for example in creating large chaotic settlements as a base for their warbands/barbarian tribes.

Chaotic does not necessarily imply unfocused, especially on a guild level.

Yes this is all true,from a players point of view.

Now put on your GM hat. A group of all chaotic players want to build and run a city....


I don't see what alignment has do do with a players access to training(in a general sense),Every settlement can allow every player access to there trainers regardless of alignment, the price is also set be the settlement not by alignment.

When it comes to law based settlements Vs Chaotic based settlements and there level of advancement... well that seems very straight forward. The lawful town that works as a team towards a common goal will do better than the chaotic town that can't agree who is in charge let alone what to do first. One town works together and gets the job done the other is... in chaos.


I Shot a Man in Reno Just To Watch Him Die
Enforcer (Lawful)
Enforcer is for characters who want to enforce the laws of their own settlements or others.

This flag is automatically disabled by gaining the Attacker or Criminal flag.
This flag cannot be activated while the Attacker or Criminal flag (or their 24-hour versions) is active.
While Enforcer is active:
The player gets a bonus to Perception and Hit Points that scales up each hour they remain flagged up to ten hours.
The player gets bonus Law vs. Chaos for each character with Criminal killed, up to a daily max.
The player earns reputation at the end of the first hour this flag is active. This award increases each hour up to a set maximum. This count resets whenever the bonuses from the flag reset.

Blood on the Tracks
Flags
Criminal: This flag is given to players that break a law established by the settlement that controls the hex they're in. This is likely to last for some time after taking the action. Illegal actions are declared via the settlement system by the players in charge, but often include murder (for example, killing a target in an unprovoked attack). You don't gain the flag for breaking a law in a settlement you're at war with.

This wont give be of much help to the CG players but it covers the basic law enforcement.

But i do support CG bandits acting as the settlements "special" police force.


Crimson Elite: Scheherazade wrote:
Nine, what you are talking about would be an extreme cases, mostly a standard and civil negotiation or informal repremand would be the logical choice for us, but in some cases choices are limited in the actions that we can take, if chaos thrives in our settlements how could we maintain face as an orginization dedicated to the protect of our populace and greater enjoyment of pathfinder online.
Crimson Commander: Deacon Wulf wrote:

Without a player guard flag to be established there isn't really a way to enact a fine or smaller punishment for breaking settlement policies or nation policies.

Our unique solution:
The SAD action that can be performed by Brigands.

So why do you want your bandits to SAD players?.You ask, they say no, then what-Send in the hounds


Had the impression that "Crimson Commander: Deacon Wulf" wont's to use his "bandits" as a police force or as the secret police. Pay the fine (S.A.D) or do the time(Time=Death in this case).
It may be better to look at "Crimson Commander: Deacon Wulf" Bandits as the I.R.S, You owe the settlement money, we offer S.A.D or we kill you and then boot you from the settlement. Booting players from there settlement may be too hash so bandits may be the answer.


How is a bandit expected to see what a merchant is transporting when he is in fast travel?. I have a feeling that the bandits hideout will be key to how bandits operate. Its the hideout that let bandits know when a merchant passes by, it allows the bandits to drop merchants out of fast travel for ambush/S.A.D, offers concealment for bandits, stores loot. So my guess is that the hideout will give the bandits knowledge of merchants cargo and thus give the bandits a point to work from with there S.A.D offer.


What if a merchant has invested most of there gold into the cargo? and the bandit asks for half, half of 5gp might not be believed, how do you know how rich the merchant is?. On the other hand if you can see the merchants total wealth, You rich bastard give me 20,000gp. I think asking for cargo is the better option, but them what if the merchant is on the way to pick up cargo?.


Bringslite wrote:

@NineMoons

If you were the Big GW Kahuna, what would being a slaver entail? Where would you get your slaves?

I'll keep this short and simple(don't wont to hijack this thread).

There will need to be slave gather kit.

Legal acquisition of slaves- Work on the bounty hunter system but with a big rep/alignment hit for the player who offers the bounty. Hunt down and kill the bounty and turn there husk in the slave.The subject of the bounty would suffer a rep hit,death curse or treat them as if they had been assassinated.

Illegal acquisition- Any npc kill/capture put in chains. I can also see slavers using the same means as bandits, ambush players, kill players and turn the husks into slaves(Treat the defeated players as if they had been assassinated).

Some sort of papers will need to be forged so they can be sold.

Not sure what benefits the Slaver flag would give, Better sale price the longer the flag has been running?

I can see that slaver-traders will be very popular PvP sport.

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