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Pyronous Rath's page

Goblin Squad Member. 400 posts. No reviews. No lists. No wishlists.


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YOU SHOULDA LISTENED TOO LATE TO FIX THAT SHUSHI GRASS NOW

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Gol Phyllain wrote:
I just want to be able to stab people my character is standing right next to. Is that to much to ask for?

not with UE4

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Bluddwolf wrote:
DeciusBrutus wrote:
Bluddwolf wrote:
Kadere wrote:
Pyronous Rath wrote:
sticks n stones....
...may break your bones, but unchecked cursing makes the game less welcoming to people with little tolerance for b+*$@+$* and is detrimental the future development of the community.

No MMO has ever suffered due solely or even significantly to an unfiltered chat channel. The reasons are simple. No one forces you to enter general chat , and they are very easy to minimize or completely tab out of.

This is making Everest out of a pimple.

Darkfall:UW sufferered a lot because of toxic general chat.

A filter that removed only all profanity would not have helped it one iota, even if the filter was perfect.

Ridiculous, DFUW suffered from terrible grind system for Prowess. There was no purpose at all to ever use general chat, and easy to minimize or ignore. Reporting probably had or has little effect.

DFUW has had a resurgence and not one change has been made to the chat system. They have overhauled their skill system, as well as others.

I'm wondering if PFO's community is an anomaly or is it truly indicative of the TT community as a average representation?

I know the TT groups that are part of UNC are no where's near this prudish and delicate.

Noticed this as well. My expectations as to who I would be playing this game with at least insofar as the forum posters go was waaaaay off. I have a real hard time picturing a TT game with these folks unless it was a gummy bear rpg lol. Take a look at the pax east dnd acquisitions incorporated lot's of swearing and innuendo and thats the TT most people know. The crafting/gear systems in PFO will make it extremely unattractive to a younger audience anyways. I think there should be a line drawn at any type of bigotry relating to RL but that is it.

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Caldeathe Baequiannia wrote:
The devs are not making any effort to read here. Some might, but you're better watching a similar thread on Goblinworks.

next

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Caldeathe Baequiannia wrote:
Daikin wrote:
I guess i just chalk that up to a meaningful choice, to use an phrase I see a lot on these boards.
The problem Erian is alluding to is that it's not meaningful. There is currently no downside to getting your achievements by killing starter goblins. They don't count for less, and they respawn so quickly that it is faster than the time it takes to run around killing something else.

I see this as the primary reason wiz was seen as op. This is bad logic. Wiz was never OP starter goblins were/are a problem and the benefit to killing them was OP. Now go fight ogers and alpha wolves in a robe.

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Is there a mouse look toggle button so you don't need to hold rmb down yet?!?

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Kyutaru wrote:

I'd love to hear about your tabletop adventures of slaying ogres by spamming acid cantrips. Personally I found Fireballs to be more effective at it in both games.

I could resist laughing if the comparison were PFO to Pathfinder as Neverwinter is to D&D, but the one selected may as well be bacon:pig as chicken:sausage. They're all edible.

Id love to be alphenzoghtaeb gibbering blonks cus merky bus wing wing nope I go ham n chew aright table oscillatory cup ya bawls

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Neadenil Edam wrote:
Pyronous Rath wrote:
Can my small holding look like a wizard tower?
What you really need as a wizard is a spell that creates temporary campfires and at higher spell levels temporary small holdings.

yeah great my class role will be tent lmao

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Grim Onyxheart wrote:
<Kabal> Dan Repperger wrote:

Let's see...

Outtera

This one has my vote. Smooth and vibrant

me too outtera wins Dan Rappiger you win pm me what starter town to meet you in and when CONGRATS!

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THANK YOU! Much love GW.

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My health was damaged by some wolves and it wont go back up now for several minutes still waiting as i write this.. ok 10 minutes later it came back after traveling through several hexes

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What do people subsist on in this world I have yet to see a farm on the croplands or a cow or a deer. What the hell are we eating?!?!?!? Is that where all the good grass went?

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Schedim wrote:

Mmm my experience with magic is limited in this game, but really, is there any game where Wizzies are supposed to be a solo role...

Not in pathfinder, anyway ... and really not here...

From what I have seen arcane castors only advantage is AOE. As the game stands the only action ingame where this is an advantage is farming low level mobs solo. Arcane castors cannot do the dps to take out yellow mobs before the group reaches them unlike bow users. In a group AOE spells can only be used once or twice before group members are in melee range of mobs and will be hit by the AOE. This is especially crippling in the case of groups of mobs in melee range of the caster due to agro due to the caster needing to hit the mobs first with ranged AOE. Bow users can switch to a melee weapon which does not provoke plus they have physical resist from armor. Arcane castors ONLY defense is mobility(NERFED) and melee ranged spells wich are highly interruptible and provoke opportunity(BROKEN).

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Kyutaru wrote:

Since the patch, I have died zero times on my 1000 xp longbow alt while farming the TOUGHEST MOBS IN THE GAME! (LVL 14 T2 Escalation)

Fix your tactics.

solo? fraps or it didn't happen

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Andius the Afflicted wrote:
Pyronous Rath wrote:
Kyutaru wrote:
Neadenil Edam wrote:
KarlBob wrote:
I suspect a lot of us are still training our muscle memory for attack patterns. I'm clumsily pawing at a keyboard and a trackball, and I'm lucky to successfully launch my utilities, much less their upstairs neighbors.

Serious PvP types will have the attack patterns macro programmed to a single key on their gaming keyboard.

... just saying

Ah yes, the developers of RIFT knew this would happen and gave everyone macro access from the start. I loved doing maximum raid DPS by repeatedly pressing a single button. For PVP, I had my single button Rift Blade Voidknight chamber combo that could throw out 7000 dps.

Single button combat will happen.

This is why DDO combat is superior. Tactical positioning and movement over macro garbage. Instead of repetitive combat sequences. You actually get a dynamic unique fight every time. Meh whatever I tried.

My personal favorite tab-target game was the original Guild Wars. Please, use a macroed spell rotation against me. I dare you.

I loved the character I had that ran that. When you consider most players had ~500 health you quickly start to understand how I killed A LOT of people who weren't paying attention before they realized what was going on.

Wow what a thrill that's slightly more impressive then killing afk chars.

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Kyutaru wrote:
Neadenil Edam wrote:
KarlBob wrote:
I suspect a lot of us are still training our muscle memory for attack patterns. I'm clumsily pawing at a keyboard and a trackball, and I'm lucky to successfully launch my utilities, much less their upstairs neighbors.

Serious PvP types will have the attack patterns macro programmed to a single key on their gaming keyboard.

... just saying

Ah yes, the developers of RIFT knew this would happen and gave everyone macro access from the start. I loved doing maximum raid DPS by repeatedly pressing a single button. For PVP, I had my single button Rift Blade Voidknight chamber combo that could throw out 7000 dps.

Single button combat will happen.

This is why DDO combat is superior. Tactical positioning and movement over macro garbage. Instead of repetitive combat sequences. You actually get a dynamic unique fight every time. Meh whatever I tried.

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oh cuz I thought he was just being Artemis Entreri a LE character with a grudge and slight ocd

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and also what is love baby don't hurt me don't hurt me no more....

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Right now in the game as it is what specific actions are considered by GW to be greifing? To be clear I don't mean a general description of greifing behavior. I mean specific actions that a player can do in game right now that they should not do.

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I smell rain.

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yeah yeah fatten the cow before you eat it i know i know but where is the grass for the cow to eat hmmm.

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4 collect care bear tears

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It seem I was somehow unclear so I will try to explain how it should work. Billy the Bowman encounters some wolves Billy starts shooting the wolves at 35. Billy kills a wolf and severely damages the next wolf but now the wolfs are just 15 away and billy has more shots queued up. Luckily GW has changed to the non-retarded idea of movement interrupting ranged attacks instead of the opposite so mid draw Billy decides to bail and his shot is interrupted the que resets and billy escapes with his life.

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Kadere wrote:
The rooting on ranged attacks is a temporary fix until ammo is implemented, so this discussion is moot.

Why do you even comment go away.

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Caldeathe Baequiannia wrote:
Doc || Allegiant Gemstone Co. wrote:

Pyro,

I use to think your grass posts were a bit obnoxious, but your consistency now has me becoming one of your biggest fans.

I go back-and-forth. Sometimes it's amusing, sometimes I just want to throttle....Never mind.

Someday in 10 years when they finally do it you will all be like holy F that dude was right.

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This is why I suggested a dual targeting system where you always have two targets a friendly blue target that is defaulted to target you and a hostile red target that defaults to closest agressed. The blue target can never be a recipient of hostile type spells. Targetin group members are always the blue target.

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I like DDO combat about 100x more then what we have here. If gw can manage to make it smoother and intuitive DDO combat would only be 10x better. Not trying to derail just giving my honest input. Oh yeah and theres that GRASS

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Nihimon wrote:
Ryan Dancey wrote:
Removing nodes from the targeting queue has been in the list of "to do's" for the programmers to fix for a while. It will be done.
Please add a "Target Nearest Enemy" keybinding, in addition to the current "Target Next Enemy".

Yeah a target nearest would be awsome.

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In my travels I happen upon a goblin shaman and an alpha wolf. I get maximum spell distance away and start blasting the goblin shaman by the time he is down the alpha wolf has closed the distance between us. I attempt to target the alpha wolf instead I toggle through 4 resource nodes and die. This sort of thing where clumsy targeting gets my char killed is the top reason for my character dying. The second reason is that I find myself spamming a spell to make sure the server knows I keyed the spell as when I wait for the animation to end then press the key once there is often no effect. All of this combined with being rooted in place often still casting a spell at a dead enemy makes this barley playable. Now I hate complaining without giving any solutions but since I have no clue why there is so much inconsistency with keys and server side actions im just going to bring it to your attention incase you don't know. As for the rooting in place wouldn't it make more sense to allow fluid movement but have movement interrupt casting?

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If PFO fail's I will blame the grass

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Dear Santa all I want is grass.

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You can count on my steel! even if the grass still sucks

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KarlBob wrote:

As I've mentioned before, some of PFO's graphics actually look very good. 1999-era Everquest armor didn't have anywhere near the detail and polish that PFO armor has. PFO weapons also look good. PFO character faces, unfortunately, look more like 1999 Everquest faces than, say, 2014 EVE Online faces.

As Pyronous Rath loves to point out, the chunky grass that's currently being used in PFO makes landscapes look worse than they could. Take that away, and PFO landscapes actually look better than 1999 Everquest landscapes.

Edit: I'll post some direct comparisons tonight, when I won't have to do it on a phone keyboard.

MUHAHAHAHAAH you seee it tooo youu SEEE THE GRAASSSS

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Kabal362 wrote:
Savage Grace wrote:

I'd put players on the trailers. Even the worst looking of us look better than our characters. ;-)

I like all the concepts the players are suggesting you show, but the graphics at this point are soooo primitive and 1994 looking I'm afraid you'll scare people away.

or better, renderize some our playerbase and pretend they are all happy trolls rolling in the grass.

IT"S ALLLIVVVEE ....GRASS!

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KarlBob wrote:
When it comes to giving orders to goblins, I suspect Strength often outranks Intelligence. (So does a tendency to eat recalcitrant troopers.)

This would always be the case if it wasn't for goblin casters with ouch fire and acid

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Can part of it be a troll rololololing around in lush GRASSY meadows with glee?

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Black Silver of The Veiled, T7V wrote:
Pyronous Rath wrote:
*crosses fingers and thinks maby it's for the GRASS!
Grass Simulator

WOOOOW I don't need any other games aver again. Now that is some serious greeens!

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<Kabal> Dan Repperger wrote:
Pyronous Rath wrote:
*crosses fingers and thinks maby it's for the GRASS!

They say the key to internet humor is repetition. I have to admit that Pyronous is actually becoming pretty funny, and I mean that in a good way. His charm offensive vis-a-vis ubiquitous grass posts is winning me over to his camp.

This one's for you.

thank you I love the community again ;-p

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Ryan Dancey wrote:

Andius - I'm really curious about your comments about graphics.

I've looked at this game and the graphics seem neither meaningfully better or worse than ours. What is it about Life is Feudal's graphics that has grabbed your attention?

Well I for one noticed ............THE GRASS!!!! goto 12:06 https://www.youtube.com/watch?v=0yfChHJaIhc

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I think when I backed the kickstarter I over estimated the vision and possibly the team.

Instead of complaining I will state first what I would have found acceptable and then what I wanted for a future vision.

What I wanted at the least was dungeons and dragons online ported to a pvp sandbox with a combination of randomly generated dungeons player generated dungeons/lairs player and npc run towns caravans trade highway robbery and player owned boats and houses etc.

What I would really like is a persistent radiant AI populated world in a dnd/pathfinder setting combining the procedural generation and evolving world aspects of no mans sky with the graphics and lore of skyrim. I want to play dnd with the server as the dungeon master. I want to be able to do ALL the crazy things I think of doing at a table top session simulated for me and all the other players in the game world. This is what I have dreamed of for 26 years as a PC online rpg. I am still waiting.

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Yeah I have seen what fractal tree/rock/mountain procedural generators can produce and it's AAA quality if tweaked well. The possibilities of procedural generation are virtually limitless... even the behavior of npc's enemies and groups of enemies could be procedural. No encounter would play out the same and a place you visit once may be slightly different a month/year later. All procedurally generated content would be stored as hierarchical class variables so you don't need to send new meshes to the client other then normal updates for a new class/content type.

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Bluddwolf wrote:
Pyronous Rath wrote:
Bluddwolf wrote:
Pyronous Rath wrote:
Complaining about a 1-3 person groups ability to take on an escalation seems premature at best. Try it with 6-10 people and if it takes more then a few hours you may have a point.

Current server population does not support this. I doubt there are much more than 500 people in alpha. Of that number, most are in towns (crafting) or out gathering near towns. It is rare to find anyone else in an escalation cycle, unless they are just passing through.

Even with a large group of 20+, and being guided by GW Bonny, it took around two hours to complete an escalation. In that group almost everyone had T2 gear and Bonny was frequently in God Mode.

Escalations need to be tailored to smaller groups and a shorter time investment required. At the very least add more mission objectives on the map.

Are you saying this would be good to test escalations? Or you think the game should be tailored more to small groups based on the alpha population?

Yes to your first question, testing is always good. As to the second, concerning population, I think group size should be tailored to population regardless of whether it is alpha, EE or OE.

I have nothing to base a belief that population will dramatically increase come EE. I guess current pop to be about 500. One person projected 1000. I don't see it hitting 5000 in early EE. But even if that is the case, your typical online population is about 10% of the total subscription population.

Makes sense. Wouldn't it be nice if the server altered escalation difficulty dynamically and automatically.

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Complaining about a 1-3 person groups ability to take on an escalation seems premature at best. Try it with 6-10 people and if it takes more then a few hours you may have a point.

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Doc || GenAknosc wrote:

Honest question - what is the alternative (other than tab targeting) that you are looking for?

"something closer pnp like DDO's combat system"

I've never played DDO - dungeon and dragons online?

Is it Action-Combat oriented?

It's a combination so you can target an opponent but if you have no opponent and say you swing your sword(standard attack) if an hostile is in range the game rolls attack dice and determines a hit or mis. If you have no target and cast a firball or other area effect spell hostiles in the area make saving throws and take effects. Also if a hostile is engaged with another you can get a flanking bonus so attacking from behind has meaning as does being attacked from behind. Oh and there is a block key which gives you some dmg reduction. Really there is alot to go over but it is by far the best conversion from pnp in a realtime game. Take a classic pnp spell like web grease or even cloud kill. These spells cannot even be implemented effectively in pfo's current combat system. Sure you could cast a web at a target enemy maby it would have a burst effect and effect some extra hostiles around the target. In ddo and pnp you could cast web in an entrance way and use it to trap enemies in an area. You could cast wall of fire across a bridge. There is more but I suggest if you are really interested go try it for an hour or so and see (its free to play). Tip you dont need to be a mad clicker as holding down the attack key repeats the attack.

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My biggest disappointment so far is that GW went for a tab targeting system rather then something closer to pnp like DDO's combat system. I guess I was really picturing a cross between pathfinders world DDO's combat and eve online's skill system and pvp sandbox. Sounds simple enough but there it is.

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BUBAGANOOOSH!

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I am always amazed by people afraid of knowledge. If you don't want to see the list don't look. As for shares when I inquired about investing in pfo I was told they are only accepting accredited investors(investors with 1-2million in capitol). I don't see why asking for the list is rude. Why would I humbly thank the devs? We are why they have a job and we should be able to watch them do it. If there was no list fine but the fact that there is a list means we should be able to see it. I respect the devs but I am not going to suck up to them and defend them at every turn. That is a road to mediocrity at best.

From my perspective
they ditched on DDO style combat(the best rendition of pnp to date in an mmo) in favor of tab targeting duldrum(like WOW). So in response I went caster instead of melee as most spells need a target anyways. Now they are rooting castors. To me the game I was excited to play is being systematically dumbed down. I watch these forums and I see lower and lower expectations. I see less and less innovation more and more excuses.

Oh we cant have nice graphics they are working on systems. Oh the combat systems are not ready so we have rooting. Oh the auction house and bank are not ready yet..... So yeah maby I want to see the roadmap. I want to love this game not feel like a fool for telling thousands of people about it and for that at the least I need to know where it's going.

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Kadere wrote:
Nihimon wrote:
I didn't notice anything wrong with what Pyronous Rath posted, and encourage everyone to move on to discussing the content of his posts rather than the tenor of them.
In hindsight, I was definitely reacting to the tone of the posts (mixed with my own fatigue on the subject of graphics) rather than the content itself. I viewed the posts of accusatory of GW ('excuses' is a loaded word in my headspace), which I don't react well to. Apologies.

I could have worded things better as well quoting your use of the term Illustrates was counter productive on my part so I apolagise as well

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Cole Brown wrote:

So there's no UI, yet, for changing keybinds, but there is an ini file + commands way of doing things.

The commands are ExportKeybinds and ImportKeybinds.

ExportKeybinds takes an optional path. If you don't supply one, your keybinds will go into the Keybinds folder in your installed PFO (e.g. C:\Program Files (x86)\Pathfinder Online\Pathfinder_Data\Keybinds). If you do supply a path ("ExportKeybinds C:/go/here/please/arglebargle.ini"), then it'll put your keybinds there.

Let's assume you just typed "/ExportKeybinds", cuz calling your keybinds arglebargle is weird.

You now have a file called "player_settings.ini". It is in your Pathfinder Online\Pathfinder_Data\Keybinds directory with 2 other files: default.player_settings.ini and default-dvorak.player_settings.ini.

Open up your player_settings.ini lovingly with you most prized text editor.

Gaze in wonder at your keybinds.

You may now edit your keybinds. Notice how they have been laid out in a format thusly:

key = command

I have tried to be very understanding in what is an acceptable name for a key. Generally just typing the key works. If you want to use the keypad keys, you have to say so. "1" is the key above Q and Tab. "alpha1" is that same key. "keypad1" is way over on the far side of the keyboard.

So, if you wanted ESDF for movement instead of WASD, you would take this:

w = forward
s = back
a = turnleft
d = turnright
q = strafeleft
e = straferight

And turn it into this:

e = forward
d = back
s = turnleft
f = turnright
w = strafeleft
r = straferight

And then, when you have finished editing your keybinds, save your file and thank your beloved text editor for the fine job it did.

Journey forthwith back to PFO, and type this into your chat input:

/ImportKeybinds

(Note: If you were weird and put your keybinds somewhere else, you can "/ImportKeybinds C:/somewhere/else/player_settings.ini". However, I have a command args processing bug that doesn't take kindly to spaces in your file path, currently. >.>)

I still require a mouslook toggle on/off key . People should not need to hold a button down continuoisly to use mouse look. Also is there a way I can specify the numpad numbers instead for spell choices/feats or better yet can I scroll through active feats/spells with the mouse wheel?

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Ok vast improvement to alpha 7 BUT... This combat system NEED's to be fixed. I am playing as a wiz caster. First I need a mouse look toggle button. As I am possibly the inventor of wasd controls back in the days of descent 1 I feel it is my duty to inform you that A and D are strafe key's not Q and E. If you insist on keyboard turning keys then leave them but when Mouse look is toggled A and D MUST change into strafe keys. Next while the left hand is controlling movement one of the mouse buttons or the easy to reach F key is an appropriate next target key. TAB is a STUPID key for targeting even capslock or Q would be better. The reason for this is simple when TAB is reached the little finger must leave it's position on Ctrl shift or caps lock. If you think im full of it then try it yourself. Look away from the keyboard and put your fingers in the wasd position then try hitting tab then try hitting F. I realize you will probably add key customization at some point but the default keys are just straight up bad choices. Why not have the mouse wheel scroll through active feats/spells? I know it's not a shooter but at least 40% of your players will have played a fps. The fps key positions are what they are for a reason namely ergonomics and efficiency. EDIT . Ok I found the keymap file(awsome) but still need an Mouse look on off toggle key and a way to cast spells with my right hand preferably on the mouse.