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Perchance to Dream's page
Goblin Squad Member. Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Valkenr wrote: DropBearHunter wrote: how does selling an account work?
I'm on Early Entry Destinys Twin (Crowdforger Pioneer from pretty much day 1) but I don't think I'll have the time to play once the action starts.
Shieldmate is also still open.
If you are going to play the game, just not right at launch, I would hold onto the account. If you are going to start playing within the first four months, I would consider starting your character from day 1, and letting them accumulate xp with the free subscription time you were given.
To sell at the current time, someone gives you money, and you give them your login details, then they can go change them. The trouble here is with the Paizo account, since they are kind of linked, and all the digital content is through that account, so you either have to lower your asking price, or give them your paizo account too.
Then the buyer has to hope that you never try and retrieve your account details from Paizo or GW, and claim someone stole your account.
Unless you are selling an invite from a guild/buddy pack, in which they get to create their own account. All the buyer has to worry about is actually getting the email. The buyer could request to use Ebay, but they should also expect to cover the associated costs of using Ebay.
Ryan has told us that down the road they will be providing a safe way to sell accounts, but who knows how far out that is.
The two accounts are actually separate, I sold my DT account to someone else and still have full access to my Paizo account. I did not sell any of the downloads etc. and so did not have to hand over my Paizo account, just my GW one.
PTD
Hi there, I would like you all to know that the account has now gone; I have replied to all who PM'ed me. I would like to thank you for your interest and I am glad that the account has gone who would make better/more use of it than me.
I will continue to watch the PFO from the shadows and maybe it will turn out to be the game that I am looking for and so it is possible that one day you might buy a sword from me. But, until that date - I wish you all good luck with your endeavours in the River Kingdoms
Perchance to Dream

Hi there, I put in a pledge of $100 at the last Kickstarter and obtained the Pioneer pack. This means that I also have Destiny's Twin, Alliance Pack, Character Pack, four months game time etc.
I have been watching the discussions for many months, even putting my head above the parapet a few times, and my hopes for the game, that I am looking for, have risen and fallen like the tides. In the present incarnation of EE, it would be a total waste of time for me as I have no interest in capping towers. Also, living in Europe, I would probably miss most of the windows even if I was interested.
I did understand that there would be PVP in the world but I did not think that it would be so huge a component. I even went back and had a look at the Kickstarter page and watched the video again; this is where most of it is taken up with a party attacking a goblin temple - with only a few seconds showing a siege engine destroying a tower. I would love to play in a living evolving world where I wasn't some avatar or hero destined to save the world - but in its current incarnation and for the foreseeable future, I fear that this is not the place for me. Maybe I will have another look closer to OE.
I have played on PVP servers before and know what is involved; but, my manual dexterity is not what it was and I would just be a free kill and a liability for any company that I joined. I did think of, and was interested in, being a dedicated crafter but the opinion was that this would be some sort of a lesser character - as opined historically as well as recently in some threads.
So, I am giving someone the opportunity to take over my account and benefit from the software and in game benefits (the Paizo downloads and miniatures, I am adding to my fantasy library).
At present, apart from my Goblinworks account saying that I am signed up for EE, it does not appear to say much else (unless I am missing something) and so it is difficult to prove my status. If you are interested then send me a message. I am going to be away on business for a few days and so will not be able get back to you immediately.
Good luck to you all in your empire building.
Perchance to Dream
Hark wrote: I'm pretty sure I've suggested Bar Brawls as a way to do non-lethal PvP in taverns. I do really hope that taverns can be a safe place that I can sit back and relax without worrying about getting stabbed in the back.
It also would open up the possibly for a Drunken Kung Fu style for Monks that requires the monk to complete Bar Brawl achievements to learn new techniques.
Bar room brawls have been brought up a few times as part of different discussions, I just wanted to raise it as its own subject.

Hi y'all,
I am still skeptical about the direction of some of the aspects of the game but have not given up all hope that I will enjoy it.
I would like to bring together ideas from some recent threads and see if they can be combine:
(1) We know that taverns will have interiors
(2) We know that there is an unconscious state before death
(3) There have been questions about whether PVP should be allowed in taverns
Why not bring all of these together and instigate bar room brawls?
A Half-Orc walks up to the bar, with a mug of ale in one hand, and grabs a large bell. Ringing it, she bellows - "Bar Room Brawl" and all hell is let loose.
We could have non-lethal damage delivered and people fight until unconsciousness; maybe with the ability to crawl to the bar to get a nice refreshing and revitalising ale which would allow them to return to the fight - albeit a bit more drunk!
As people's ale consumption increases their ability to attack would also reduced, but maybe with the ability to take a bit more damage due to the dulling effect of alcohol? Also a reduction in the clarity of vision.
If a person does kill another then this could effect their reputation and possibly bar them from the tavern for a set amount of time. Though an assassin with a contract may gain reputation for this type of action instead.
Why not have a number of achievement titles: Drunk and disorderly, bar room brawler, out for the count etc.
As time went on, furniture and other items could be made available for use as improvised weapons and used as such. This would make feats like improvised weapons (available in TT) really nice and viable. Anyone up for playing a Drunken Master?
Many of the mechanics appear to be already available and with a few tweaks should not be too difficult to implement in this fashion. Maybe this isn't a priority but might make for some interesting fun and character interaction.
Just an idea.
Perchance To Dream
Ryan Dancey wrote: I think playing a lone wolf will be very hard and you'll die a lot.
That is by design.
I accept that there is a population of players who want a solo game with occasional ad hoc grouping. This is not that game. This is a game about making substantial investments of time in forming strong and cohesive social structures and putting group needs ahead of individual needs - a lot like a tabletop RPG experience.
I'll close the door on the way out.

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I am not so concerned about the game being PVP focused but this type of game can tend to bring out a significant number of people who I would classify as anti-social (anything else would tend to be censored by the mods). I like to go out into the world, by myself, at times, and if I tend to get slaughtered every time that I do or spend time mining or gathering and it all get stolen each time - I will stop playing.
A game is supposed to be fun and being killed for the temerity of going out by myself to pick and smell the flowers time and time again is not fun. For example, in Age of Conan on PVP servers some on these ant-social people used to bring high level characters to the Underhalls and White Sands and slaughter all of the low levels there - the reaction seemed to be you shouldn't go to these places if you could not defend yourself! So, because of some people who wanted to ruin other's fun, I shouldn't experience a significant portion of the early game. In none of the MMOs that I play have I ever been challenged by a duel by a character that is lower or at the same level as the one that I was playing. Some people just enjoy lording and gloating over another player's misfortune.
I am getting on a bit in years and my reactions are slowing considerably and so unlikely to be able to win what would be classified as a fair fight. Maybe PFO isn't for me? I have, or will have, materials that I think cover my pledge value and so don't consider that I have lost out, By the time a company decides on wielding a ban hammer for inappropriate behavior, this is one person that will be long gone.
I hope that my fears are unfounded and not realised as I am looking forward to what appears to be an immersive game. Unfortunately, my experience with internet game populations does not fill me with a great deal of hope.
I don't really have a problem giving elves or those with dark or low light vision a bonus with perception at night. I would like my choice of race to be meaningful with both bonuses and drawbacks. For example, as a elf you get a low light vision but don't get a bonus to skills when starting in the same way a human does in TT. Maybe there should be both a stealth buff at night and an even bigger one for perception for creatures with low light/dark vision.
The racial bonus will soon become negated when you can pick up magical items or spells that mimic or improve on the ability.
I think that no PVP day would be great - we could all go over and point and laugh at the bandits waiting to ambush the merchant's mule train. That would be a happy and not a SAD day!
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I love running mages in TT and not being a flash bang type character; as mentioned elsewhere I love conjuration and summoning creatures. Many times I don't have any evocation type spells; preferring to use buffing and Divination/Abjuration type spells whilst the whirling chihuahua of death bites the dragon's toes.
A well placed enlarge on a raging barbarian tends to leave a rather messy battlefield.
In MMOs, I tend to run rogues as they are more fun to play than fireball spamming wizards.
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In terms of magic, I have a penchant for conjuration. I am quite happy to run around being chased by a tin can whilst my augmented celestial eagle or dog bites chunks out of him/her.
I would be interested in knowing how summoned creatures will be handled and used to target tin cans et al. How many creatures are we likely to be able to control at a time?
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I was going to say Paper, Rock & Scissors; but the rock got stoned, the paper folded and the scissors just couldn't cut it - so that wouldn't work.
Sorry for the derail of the thread - back to the sensible responses.
One of the issues that PFO is likely to have to do with magic is the reduction in its power.
In tabletop games one of the balance mechanics is that wizards (et al) have a limited number of spells that they can cast without resorting to magical assistance. Sleep is a very powerful spell but a first level mage can only cast it a couple of times in a session; whereas, a warrior can smack you with his two-hander as often as they want.
For this reason, unless they are going to make mages run out of spell power really quickly, they will have to massively reduce the overall power of each spell. It's either that or mages keep the power of the spells but are going to be sitting out of combat an awful lot of the time (bring your own chair).

I am not overly keen on cash shops, but they are a reality and are going to be implement and so any argument in that direction is a moot point.
However, in a sandbox type games where crafting is encouraged; to sell basic CLW (or similar) potions is robbing low level crafters of their livelihood. For an alchemist/potion maker, the low level potions are their bread and butter products and to allow the sale of such items in a cash shop may cause problems in the wider economy. I know that GW are not trying to replicate the tabletop PF but .....
A basic CLW potion costs 50g which is over three time that of the cost of a longsword. Does that mean that a nice longsword or scale armour should be sold? If so, the black and leathersmiths will be unhappy - another thread discussing crafting skills is debating the fact level of training a person would need to be before getting the skill to make even a crude longsword. If not sold then this would skew the economy as blacksmiths can make cheap low cost items but potion makers can't.
Then there is a suggestion that basic wands should be purchasable. Using the same logic (value 750g in PF tabletop); I should be able to purchase a masterwork longsword. This isn't a case of reductio ad absurdum; I want crafters to be able to flourish and for there to be a vibrant economy and allowing basic crafted items to enter the games via a cash shop would potentially have an adverse effect on this. How long would I need to train before I can actually make something that people would want to buy.
I have no problems with skins and titles, and unless there is to be a tailor skill - clothes; but not items that that can be crafted by people in game. I also have no problems with them selling dyes. emblems, tattoos etc. but not anything that I need to spend time training before I can make it myself. I would much rather they sold Vorpal Flaming Swords of Insanity+5 than the basic crafting bread and butter items.
Similarly if they wanted to sell bandage with +5 to heal skill you would not see me lighting my torch and grabbing my pitchfork - unless they were craftable or they were worse than even the most green apprentice could make.
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My physical age is 54 - you would need to ask my other half what my mental age is.
In terms of visual cues for buffs, I would prefer these to be kept to a minimum. If someone casts an enlarge - the person grows in size but does not have an icon floating above his head or glow a nice shade of purple.
I have raided in other games and the requirement to keep an eye on the buff/debuff counters and the boss dance steps actually reduces my enjoyment as I feel divorced from the encounter. Having to load numerous external apps that keep a track on everything, just to take part in the game should not be necessary and it should be up to players to remember when and who needs to have spells cast on them.
Maybe I am being a bit idealistic but I want the UI to be as clean and uncluttered as possible.
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One aspect of magic use that I would love to see, though possibly hated by others, is the requirement for spell components. One of the most interesting aspects of a mage, for me, is the forward planning required in the choice of spells selected and their requirements based on the verbal, somantic and material components.
If components are required than shop bought or in world coloured powders that change the visual aspects of certain spells would be a nice touch. It might even get me to actually purchase something from a shop!

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I'm a long time lurker but have decided to join the debate now that cooler heads prevail.
Some of the ideas about blacksmithing trees and levels are interesting but to me have a big flaw. That is the blacksmith may need to spend a significant amount of time and resource creating items (buckets of nails etc) that may not have any particular use in game; the same happens in all of the games that I have played.
As this is supposed to be a player run economy; this would mean that in the first instance that any coin would need to be spent with NPCs; whilst the blacksmith, leathersmith etc get to the point of being able to make useful adventuring items which are better and more cost effective than those sold by the NPCs. The money used to purchase the items then exits the economy until the this point is reached.
Unless the smiths start the game with a sufficient skill to make basic weapons and armour this may ultimately cause issues for the rest of the player base especially as the route of money into the economy has not been fully reveled. Killing goblins will only get you so far and it has already been stated that wolves accidentally sitting on long swords and then dropping them as treasure will not happen.
Getting materials that can be used to make things has been discussed but the control of coin has not. If there is to be a significant level of banditry there is likely to be hyper-inflation as would happen if coin is too freely available.
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