Meepo

Pinosaur's page

109 posts. Alias of Piney.


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Goblin Squad Member

Everquest

I'll never forget the guild run to Splitpaw, back when you had to kill the Ishva Mal (a named gnoll) to get the summon corpse spell for necros. Long fight in to the bottom of the dungeon, big fight at the end, bam! I'm looting the spell.

Next thing in chat is: " Anybody seen my pet ?"
Followed an agonizingly long 8 seconds later by every gnoll in the dungeon following the pet back to the group. Biggest train we'd ever seen.

Good times.

ps
Fansy's tale: http://www.notacult.com/fansy1.htm

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Gamers !
If you play a good character in tabletop pathfinder, The Empyrean Order is a good choice for a new home. We have the best starting location in the game, a strong alliance of like-minded groups in the vicinity (The Roseblood Accord), and we are part of The Covenant of the Phoenix; a multi-game organization that has been active for over a decade in online games like Darkfall, EVE, World of Tanks, and Wurm Online, to name but a few.
For PC gamers, whether you like PVP, or PVE, you'll find a positive, experienced and helpful group of active players anytime you log in.

Come find us at : covenantofthepheonix.com

Goblin Squad Member

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Proxima, Bill and Ted's Excellent Accord

"Be excellent to each other"

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Honestly, from everything said on these boards by Bluddwolf and friends, I believe UNC will probably define the edge between 'open pvp sandbox' and negative gameplay.
Anyone taking things 'further' than UNC is likely being a dick, anyone not going as far probably has room to 'improve'.

Yes, I am saying this accord could be called 'The Unnamed Accord'.

Goblin Squad Member

I tend to hide my light under the proverbial bushel, but sometimes it burns too bright.

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If to good deeds your heart doth whet you,
If you are seeking friends who are true,
Come to the mountains where the weak grow strong,
Join the Empyrean, & sing freedom's song !

- Pino Lightfoot, Greencloak of the Empyrean Order

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The Roseblood Accord is going to enrich the river kingdoms of PFO in every way. Her markets will have the top crafters wares, her caravans will have the hardest, most experienced guards, and her defenders will have the greatest of motivations to succeed: a supportive community.

Goblin Squad Member

Stay alert, bank your gains often, talk *before* the fight starts.

Remember that random killing has a cost, it is more likely bandits will use feud or war to avoid rep loss than just randomly attacking folks.
So staying in numerous smaller companies/seettlements could be safer, if multiple feuds are too costly in influence... there're many tactics for the non-pvp player to experiment with in EE.

Yelling for help if the attack is random can't hurt. Everybody loves a clear target.

Settle near good aligned towns with high rep thresholds, their players are much less likely to opportunity-rob, and much more likely to help fight off attackers.

Thread your gathering/crafting tools so you can regain your losses !

Goblin Squad Member

Ryan Dancey wrote:
I can give you an Alpha update, but it's not worth a blog and all the surrounding social activity. The team is working really hard to scope and finish the current milestone. This is an "integration" milestone where a lot of stuff that they have been working on individually now has to connect to the systems other people have been working on too. We have to build some infrastructure which isn't sexy - like a tool to create user accounts, etc. When we get all that interconnection to a stable point and when we have enough of the infrastructure ready to enable people to play we'll be able to predict when Alpha will start, and not before. It is a matter of weeks, not months, but right now I can't tell you which week.

*Cartoon with adult language , wtf minors, do not click.*

But this is the team connecting all the things ;p

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Audoucet wrote:
Pax Shane Gifford wrote:
Audoucet wrote:
Pinosaur wrote:
Maybe just play your own way , and see how the rep/alignment system labels you, without tweaking the rules to make your playstyle high rep ?
I'm really not a PvP player. But I don't think it's unfair to not be punished from protecting what you're looting, or the inventory of your buddy's corpse while he's coming back.

A triple negative? o.o

Just to help me out in understanding, do you think it is fair to be able to protect areas/things via something like SYG?

Sorry, french.

"But I think it's fair to not be punished for protecting what you're looting,"

I think you can protect what you have without shooting a noncombatant.

If someone loots a corpse , either:
-they're a thief, and they'll become a target with the first item they steal,
or
-they fought; and your whole party should be under combat flags and allowed to fight on without punishment.

Not sure about harvesting, but basically, I think the reputation system will have to be playtested before it's modified.

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Maybe just play your own way , and see how the rep/alignment system labels you, without tweaking the rules to make your playstyle high rep ?

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Valkenr wrote:

A game gets boring to me when everything is simply fun. If everything is fun for everybody, then everything is likely easy and safe. For me, I find fun in challenge, and uncertainty. If I log out in the wilds, I would not be surprised to find my body looted, if I log out in a settlement, I would not be surprised that I was killed when the settlement was burned down.

This is the problem when you bring words like 'fun' and 'enjoyable' to conversations like these, it is a pure matter of opinion. What is fun for one person, may be unbearable for another.

I guess GW could make a toggle in the interface for this:

Randomly killed and looted on log in ? yes/no

But they don't need to. Why do you assume safety ? If you log out in a settlement, you could log in to ashes, and enemies waiting, you can totally die that way as it stands. Wilderness, well, something could have wandered your way while you were offline, and there's a pack of wolves in that meadow of flowers you logged out in, you don't need to make it worse dude.

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@Lee: The big detailed map with the cliff lines... has swapped the hill and starmetal hexes north of "O" from the original Landrush map.
(Swapped hex colors )
Which is correct ?

Goblin Squad Member

Stealth in PVE :
I see a lot about players using skills to detect/avoid detection. As an explorer, will stealth let me preclude (some) PVE encounters as I map hexes for my Company ?

Goblin Squad Member

Lifedragn wrote:
Pinosaur wrote:

As a future ranger, I expect to bank exp until ranger is in the game. I would not want warrior:archer skills that I cannot respec when the same skills from ranger also count towards ranger only abilities.

Likewise cleric skills on a future druid.

I think it will matter a great deal, for a short time, right around the 2 year mark. I think that will be a time of sieges, and the loss of many player cities. Top 'tier' formation-combat leaders with max-skill, pure-role forces under their command should be able to cut through even organised foes with lesser skills. I believe that is the logical extension of 'formations beat mobs'.

It's all well and good to catch up to the skill gap in 'only' a month or so, but rebuilding a city will take longer than that.

Looking forward to EE, and beyond :D

I think you may have a misunderstanding here. We do not know that Fighter:Archer skills will be different from Ranger:Archer skills. In fact, I think the safer assumption is that they will not be. Rather there will be Archer skills that are applicable to roles X,Y, and Z. Under the archery subsection, there may be specialty skills, but you should be able to pick up general Archery skills and have them applicable to either Ranger or Fighter. Looking at it from a technical complexity aspect, you want to make as many shared features, such as weapon skill/proficiency as broadly generic as possible and then add your edge cases (Weapon Specialization) around the edges to hone in the flavor. For a ranger, I'd invest in some weapon skills, perception, a touch of stealth, and some non-heavy armor defensive skills. When you run out of ranger-y skills to take, you start banking until they add the role.

Your ideal strategies are going to be looking for those multi-role or otherwise general abilities. Druids and Monks may have the roughest road ahead, but it probably would not hurt for them to pick up some skills that increased Wisdom to make meeting their role-specific pre-requisites easier in...

Multi-role skills, sure, they'd be fine. Anything that fits the Strategy of getting a settlement and its sponsored companies siege-ready in the shortest possible time is fine.

This brings up another good point: WIll all the roles be in the game before we can start sieging each other ?

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As a future ranger, I expect to bank exp until ranger is in the game. I would not want warrior:archer skills that I cannot respec when the same skills from ranger also count towards ranger only abilities.
Likewise cleric skills on a future druid.

I think it will matter a great deal, for a short time, right around the 2 year mark. I think that will be a time of sieges, and the loss of many player cities. Top 'tier' formation-combat leaders with max-skill, pure-role forces under their command should be able to cut through even organised foes with lesser skills. I believe that is the logical extension of 'formations beat mobs'.

It's all well and good to catch up to the skill gap in 'only' a month or so, but rebuilding a city will take longer than that.

Looking forward to EE, and beyond :D

Goblin Squad Member

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just live in the woods until the skill tree for your class 'grows' ?

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but Stealth is only half the equation!

still patiently waiting to hear about tracking, still busy as crap but trying to stay in touch with this game ;p

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thank you Bringslite

Goblin Squad Member

You could get a set 'income' of influence per 'day' (month, w/e) , that increases as you gain 'merit badges' (some, all, class only, w/e).

Experienced characters who have 'influenced' (little i) the game a lot would thus get the most Influence (big I) to employ in changing the world.

People with a lot of time could get that higher 'income' faster, but the use of Influence would still depend on funding and surviving the wars. That takes resources and group play beyond any individuals ability to 'game'.

Goblin Squad Member

Shane Gifford wrote:
@Pinosaur, I'm not sure what other systems you can put into place to reward a time-consuming task which would not be considered grinding. In your example, you'd just have a lot of guys sitting around the bar occasionally giving an in-character blurb and for the rest of the time just afk'ing, to grind up their influence. Also, I have no idea if a system could be put into place which automatically rewarded roleplaying, but that sounds like a very difficult thing to do.

Yeah, I was just trying to break out of the box. These systems won't be easily made, or some game would already have them.

Definitely becoming a drunk in character would lose influence, not grind it up ;p

ps
If you choose to stay in game 24-7, you should get professional help, not a reward.

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In case anyone isn't clear, when I said promise, I meant:

Quote:

A Journey of a Thousand Miles Begins with a Single Step:

We know people are apprehensive about the "first mover advantage," where the earliest adopters are able to hold all the power, and we want to assure everyone that we're going to avoid that problem. The world of Pathfinder Online is not going to be dominated by the characters and groups who are the first to explore the world. Players who enter the game later will have similar opportunities to carve their kingdoms out of the wilderness.
Quote:

Your Pathfinder Online Character:

(The EVE model) It also levels the playing field between people who can only put in a few hours a day (or a few a week), and those who can play continuously.
Quote:
The reason we settled on a system that naturally allows your alignment to drift back to your core alignment over time is that we wanted to avoid senseless grinding to maintain an alignment.”

These quotes define the holy grail of a Pathfinder MMO, in my opinion: to create the game such that what makes you successful on the tabletop will be what makes you successful in PFO.

It's different from the MMO's that already exist.

It's not an easy goal.

It's what we're here to do.

I don't think we need grinding, I think we need to get creative. There can be other rewards for people who have a lot of time to spend. Quantifying rolepalying is one avenue. For example, you should get more influence for staying in character than for slaying 100 orcs more than the next gal.

<tosses a coin in the wishing well>

Goblin Squad Member

avari3 wrote:
Oh c'mon admit we love to grind or we would have never played these games;)

It was great in EQ 1, when I had 100 free hours a week. It sucks now I have maybe 20 hours a week for gaming.

Level playing field between those who start the game late and those who begin at the beginning, level playing field between those who can play a few hours a week and those who can play continuously. That was the promise...

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I really hope influence is not something you grind until you hit the weekly cap.

I want my level playing field between people who play continuously and those with a few hours a week to play.

Influence should just accumulate while sub is active. Maybe add some bonuses from doing things for the first time; on an account, not character, basis.

It could be 10 influence to start a war, 5/day to keep it going (between 'equals')
If everyone gets 1 per month, that'd be 4500 per month in EE, should be plenty to keep Wars going all over the place.

Goblin Squad Member

Travis Pettit wrote:
Pinosaur wrote:

Now,

How many companies can declare 'feud' on a single settlement at the same time ?
& how many settlements can declare war on a single settlement at the same time ?

As written, no limit.
But multiple attackers makes wars shorter , easier to afford, and easier to win than intended, as I read it.

Let's keep Golarion Zerg-free !

Doubling the 'costs' for each declarer after the first, in each category (Co. and Sett.) , might be sufficient.

I believe the easiest way to handle this would be fairly straightforward - if your group didn't do the deed, they don't get the reward.

Earning your fair share gets more and more difficult as you increase the players and factions involved.

You might be able to get a particularly zealous group to join your cause without demanding rewards, pay, or economic support, but in a game as economically driven as PFO, I'd expect that to be quite rare. People don't want to put their lives (or time and equipment) on the line for nothing - they want to collect the resources from that mine they secured for you. At the least, they want to be repaid for their losses and recognized for their services. (Mercenary factions come to mind, though obviously they seek more than mere reimbursement.)

Well, mercenaries would have contracts specifying pay of some sort. Maybe a resource hex, maybe otherwise. I was thinking about a target several groups just wanted gone, like a bandit supplying town.

I would think after a settlement falls, the surrounding 6 resource hexes should be empty, and claimable by whoever is strong or politically savvy enough to hold them, as they were before there was a settlement. If the settlement 'surrenders' , it would have to be accepted by all who declared war before it was any good, but each acceptant coupld specifiy the release of control on a hex, or gold or w/e they wanted, I ... imagine.

ps
You just made me realize there can be a central settlement point kept barren by the settlements surrounding it, each keeping an extra resource hex and working in concert to keep the settlement hex in thier midst empty....

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Avari3 is raising the specter of 'Rep-War' and it is not a pretty sight. I think we all want combat to decide who wins the day, not rules-gaming.

Lifedragn's scenario, well, I think we want smaller groups to be able to knock down tryannical empires, but we also don't want a few 2 bit bandit crews taking down our hard-earned citadels any weekend they feel froggy.

Formation combat may be able to handle both scenarios.
If a larger formation is significantly better than a small one, if allies can join a formation for a smaller influence cost than declaring feud, if formation AE can be selective, if the leaders being in a declared feud/war, and the formations costing influence to join combined lets the rule be no negative rep for those 2 formations killing each other .... a lot of issues go away.

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Tork Shaw wrote:
Pinosaur wrote:
Quote:
Once you reach rank 4 or above with a particular faction you are automatically flagged as a PvP target for members of opposing factions who are also rank 4 or above.

I love that mechanic.

Now, How many companies can declare 'feud' on a single settlement at the same time ?
& how many settlements can declare war on a single settlement at the same time ?
As written, no limit.
But multiple attackers makes wars shorter , easier to afford, and easier to win than intended, as I read it.

Let's keep Golarion Zerg-free !
Doubling the 'costs' for each declarer after the first, in each category (Co. and Sett.) , might be sufficient.

I hear ya! There is a mechanic similar to this in Darkfall. I am not sure exactly how we are going to handle this yet (its on my list but I've not got there!) but feuds have their place and so do wars. We dont want the lines to blur too greatly so this is something I'll be watching carefully.

All the Devs can form a Settlement of 1 Company, then all players declare feud/war , for testing.

:D

PS

Re: non evil Assassins :

There's a Lawful Good empyreal Lord, named Damerrich, in 'Chronicle of the Righteous'. He's the lord of judiciousness, executions, and responsibility. There might be a small cult dedicated to Damerrich for 'Judicious Executions'...

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Quote:
Once you reach rank 4 or above with a particular faction you are automatically flagged as a PvP target for members of opposing factions who are also rank 4 or above.

I love that mechanic.

Now,

How many companies can declare 'feud' on a single settlement at the same time ?
& how many settlements can declare war on a single settlement at the same time ?

As written, no limit.
But multiple attackers makes wars shorter , easier to afford, and easier to win than intended, as I read it.

Let's keep Golarion Zerg-free !

Doubling the 'costs' for each declarer after the first, in each category (Co. and Sett.) , might be sufficient.

Goblin Squad Member

Exemplary: The Empyrean should be a shining example of a successful Settlement.

Goblin Squad Member

DeciusBrutus wrote:
Stephen Cheney wrote:

Steps in the snow are also almost certainly client only.

I'm not saying tracking is off the table, just that doing it by maintaining a detailed list of every character's previous locations is likely not going to happen. Getting approximate current location of your target interpreted to you via a medium of your skills, distance, etc. is certainly possible.

One compromise position could be to start tracking the quarry when the attacker begins tracking, and then give the tracker information starting ~15 minutes old 15 minutes after they begin tracking. I don't see any obvious impossibility there, but I think it's worse than simply giving information about the instant location of the target.

But I want to track the stealthed assassin as he slips through our seiging army to kill our commander, I can't wait 15 minutes.

ps
Please tell me that is going to be a possible scenario in PFO.

Goblin Squad Member

You could use skill training to give a growing priority list of targets. Your crusing along and bing the chime goes off, check tracking and see 'ugly one horn mules , thataway'

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Nihimon wrote:
Sintaqx wrote:
I like the automatic assignment of a PVP flag given to -7500 characters.
When you put it that way, it's a very attractive option. I very much like the idea that characters at rock bottom Reputation are automatically flagged such that killing them is consequence-free - possibly even to the point that it's not a Crime where killing is normally a Crime.

That is like giving people who like candy a list of everyone else who likes candy !

Someone with no flag is semi-mysterious, but someone with the Neg75 flag, man you'd know they have done a lot of PKing ... it's a free background check for evil settlement/company applicants.

I think the bottom of the rep ladder should be enough of a penalty by itself. Why else do all that work of having a rep system ?

Goblin Squad Member

a few words:
Shadowbane had great tracking. If you could track, and few people could, you got a list that showed everything you could track in your range, which you could filter for npc or pc. You selected one name and you got an arrow for direction, and you got a 'reveal' power which was a small PBAE on a 10sec recast. Thief hunting took skill. Getting away took skill.

You could do a lot with training trees to fine tune a system like that.
High stealth wouldn't even show up, for one example. Putting tracking in as a 'class' exclusive ability so only someone with all ranger abilities slotted can use it for another. I don't want to see everyone running around with max tracking even after 5 years of play, without a trade off in abilities available.

Also, there is no tracking of players that are not online in that system. Or where they have been. Who cares where he logged out ? Oh that's the hideout? Well, you could locate hideouts via tracking without needing a database of every players movements to and from the hideout. A simple tally of how many trips (per day, last hour, total, w/e playtests best) and with what stealth rating each trippee had, could give a modifier to the hideout's 'hide' rating as constructed (which could degrade over time, or offset by maintenance, etc )
You'd get a server side check to find it when you got in range of it while tracking. With a built in random delay (maybe 1-10 hours? w/e tests out to be painful to exploit I guess) Just standing around, or endlessly circling a hex, would not find it. And nothing given to the client until you actually find it of course.

Settlements could 'build' tracking guards, that would have a list of people who had been in the hex over the past 24 hours , or week, w/e. If someone constantly shows up, they may be spying... lots of potential.

Footprints: Trying to follow tracks on the ground might work in isolated cases, but I do not think they need to be in the game. I train my ranger to recognise tracks , just give me a list of what 'he' sees in a form I can work with, don't ask me at the keyboard to learn Bob's track from Joe's.... 20k people in OE.... I would also note that pathfinder RPG has :
Scent
Hearing
Tremorsense
Magic to obfuscate
Magic to locate
Animal forms
Hunting dogs
etc

All of which bypass prints to some degree, all of which should eventually be in game. I deliberately leave flight out for now.

ps
I want to put reversed horseshoes on my boots if we have to leave tracks.

Goblin Squad Member

Pie-Know-Sore

Have Dice, Will Travel !

Explorer and Bandit Hunter for The Empyrean Order.

ps
Mostly, I lurk; mostly.

Goblin Squad Member

I am glad there is an organized group setting out to test the evil spectrum in EE, since it sure as $h** will be tested in OE.

IMO, it is clear from the blogs that the griefing 'line' will be defined by GW, and defined in game, likely on a case by case basis.

Saying 'you can't do that in game' is like saying 'you can't fly' . Let them try it. They will learn the lesson much faster and in a more lasting way. And GW will learn too.

The way I see it, for evils, EE has to be a time for 'Do what thou wilt, and see if you get hit with the grief-hammer.' A time to find the limits, to test them, & to give GW some practice enforcing their vision for acceptable play.

Goblin Squad Member

Onishi wrote:
Pinosaur wrote:

As someone who also kept reading material handy for resource gathering and crafting in several games, I think the boredom could be alleviated somewhat without impacting the war for resources.

The actual crafting is usually done in a safe place, so make the change there. Let the vulnerable, 'in the field' part be 90% of crafting.
Just 'smith at the mine' , no more watching a pixel pick swing 1000 times a month, instead you'll be looking over your shoulder for bandits as you craft the node to depletion.

We could use raw materials for repairs (and construction), so there would still be 'pure' gathering like every other game ... it would be a choice at the node, based on skills/gear and how long you think it will be before someone else shows up...

The one big issue with that, comes the part where that interferes with settlement structures being a large motivator in people leveling and growing their city. IE it is difficult (though not imposible) to explain and create a benefit to better crafting resources within a town... in the event that crafting isn't done in town.

Why not best of both worlds.

If a settlement chooses to build a structure to improve crafting, you'd be better off crafting in town, but you wouldn't have to.

Settlements could use their space to build something other than 'Dwarven Forge', trading the ability to craft the high end gear for providing a more diverse selection of training halls... or more brothels ;p

Goblin Squad Member

As someone who also kept reading material handy for resource gathering and crafting in several games, I think the boredom could be alleviated somewhat without impacting the war for resources.
The actual crafting is usually done in a safe place, so make the change there. Let the vulnerable, 'in the field' part be 90% of crafting.
Just 'smith at the mine' , no more watching a pixel pick swing 1000 times a month, instead you'll be looking over your shoulder for bandits as you craft the node to depletion.

We could use raw materials for repairs (and construction), so there would still be 'pure' gathering like every other game ... it would be a choice at the node, based on skills/gear and how long you think it will be before someone else shows up...

Goblin Squad Member

I got to 100 Weaponsmithing pretty darn easily. I sold a few lots of ore for the gold I needed, and harvested 90% of the mats needed by myself, mostly in the safe zones.
I was making swords ( minimum mats for skill up) and got to 100 in about 30-40 hours online. I think 20 swords was worth 4 points once I got past 75%. Roughly.

Now I just need to log in and get the 10k prowess for Mastery....

Goblin Squad Member

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This is back when Shadowbane came out...

I was in a guild called House Morokryst
We were building up our town, and racing to the Level Cap.
Hlaf the guild was 80-85% of cap, running around 'protecting' 'our' farming spots and generating cash for said town-building, and the less active people doing what they could to help, we were really ahead of the game.

Point is, we had 2 leaders, one political, one military. Do not do this. After a week or so, I log in and the guards start attacking me. The Guild Leader and the military Leader had a falling out, so the Guild leader made us all KOS to our own guards. Fortunately, we had some great people, they were right there, killing the guards, explaining things and helping us survive the ambushes and get to safety. We eventually got control of the town, but it set us back a lot and made a lot of people leave the guild. Really wrecked a promising start.

Not really a pvp story, but just one of the things that can happen in open PVP environments.

Goblin Squad Member

Lifedragn wrote:
Bluddwolf wrote:

@ Pinosaur,

Although I know you are trying to be fair, it is a "Player's Council" not a "Council of Settlements".

However, Settlements having limited space to establish, provides a limited size for the council. It would better mirror real world government structures. Though I do not advocate this for reality, but for practicality. Most players will consider a settlement to be home, just as most of us consider a city or state to be home, regardless of how strongly we feel an allegiance or lack thereof to the place. Representatives are elected to represent those living in a certain place. We don't elect 'Senator representing roaming nomads' or 'Senator representing bandits that call nowhere home'.

The problem comes from extra large factions coming to dominate player councils by nature of being effective at taking/controlling settlements. If they are then able to guide the tenor of the game, then everyone begins playing their game. New tactics to challenge their model will be discouraged by said council, forcing newcomers to beat the entrenched powers at their own game. The danger here would best be represented by rich and powerful industry and special interest lobbyists vs. the interests of the average citizen.

When those in power have influence over policies that could affect their source of power, the system tends to run away from equitable representation.

It should confer ZERO in game advantage to be a member of the council, beyond bragging rights. GW might act on a council sugestion, but only if it has merit, not because 'the council said so'. Player council input should be viewed as 'biased reporting' by GW and stringently evaluated via scrutiny of game stats. And I believe it will be.

Goblin Squad Member

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Re: Player Council, my 2c is it should work like this,
( because in all honestly, raising [& razing] settlements is what this game is all about )

-
All Settlements get to pick one representative to sit on a 'player council'.
Each month, the extant settlements are polled by GW to keep the council membership current and accurate, as sieges and political changes occur. The council will bring 'player' concerns to GW's attention once, be acknowledged, and then leave it in GW's hands.
-

Goblin Squad Member

Andius wrote:

This group will be using the PFO Fan Teamspeak, and guides / resources will be posted on the PFO fan forum.

Head over to www.pfofan.com to register and get the TeamSpeak information.

while you are there, check out the weaponsmithing thread .

http://pfofan.com/index.php/forum/pfo-general/44-goals-for-darkfall#177

Goblin Squad Member

One thing with steam games you frequently have to right click the shortcut on the desktop and run as administrator the first time you play ... or after an update... did that to me with skyrim once or twice.

Goblin Squad Member

Here, more words that are not 'G----- B---s' :

'Inspirations'
'Lilts'
'Droits'
'Brags'
'Kells'
'Seals'
'Measures'
'Zests'
'Knacks'
'Marks'

Goblin Squad Member

Use staff bolt and run backwards to kill zombies.
No risk, no cost, all the loot.

I call it 'The Kaufman Retrograde'

Re: Lord Zanuul, yes very helpful fellow. Once he explained that the circles under the paper doll are the quick item slots, using a mount got real easy :D

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Overland flight + extend spell

Because a real arcanist's feet never touch the ground

Goblin Squad Member

If any of my fellow goblins/Devs are attending, we should get together for a friendly drink and/or chat !

Goblin Squad Member

Being wrote:

Consider yourself fortunate: I have somehow lost the tutorial thread trying to evade the attacks of a dragon when I took a portal out of the tutorial area. I'm in an almost empty home city without any directions to do anything at all. I read somewhere I was supposed to get a mount, but it looks like I missed out on such niceties. But I did figure out how to add prowess points to my skills... yet my primary spells are still grey.

I am wondering whether I should start over yet again. I have figured out how to harvest herbs stone and wood and am slowly gaining prowess. Also found some zombies to blast and gain some minor loot.

Any tips or advice would be welcome.

The white star in the top left corner of the UI, if left-clicking that does not bring back the 'tutorial thread' it may just be gone.

Do not despair. You may have a mount figurine in your bank anyway, and if not, well, I lost my original mount already ;p
"Machts nichts" (it means nothing)
You can craft mounts from safe area resources.
That is what I will be doing tonite , until we get a group up and go do something foolish ; )

Tips: save a few weapons from the zombies (the dire zombie drops a staff for you casters. Haven't seen a bow yet).
Skin those graves, some crafting mats only come from 'skinning'.
Salvage all the extra weapons, they sell for 1gold each, you should ge t plenty of cash for crafting by direct loot.
Craft everything : make shields, armor and mounts , whatever you need so that you'll have spares to equip when you come home naked from the pvp zone. You'll earn prowess doing so.

Look at the link Gedichtewicht posted if you haven't already.
http://steamcommunity.com/sharedfiles/filedetails/?id=143866896#51766

That's all I can offer at the moment.

Goblin Squad Member

Pino Bloodaxe, Tovarr Warrior (Slayer/Baresark)
Making myself a shield.

Goblin Squad Member

Logging in my Warrior as I type. Ye gods what a train wreck of a UI this game has ; gonna be some time rebinding .

Pino Bloodaxe, Tovarr Slayer

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