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Pyronous Rath's page

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stealthy redhead wrote:

'personal reasons' = couldn't stand the complaining about the grass?!

Ode to Pyronous Rath:

There once was a redheaded lass,
who didn't care much about grass,
but then she was told
by Pyronous troll
that games need their grass to kick *ss

What Pyronous said made such sense
that from that day on she was tense.
The places she'd been
the grass wasn't green!
And then she tried to make a ryhme with 'except on the other side of the fence' but it was too long to fit in a single line. drat!

thank you always liked gingers

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Lisa Stevens wrote:
HE LIVES!

You of all people should know it's hard to kill a troll! Donno if its workable but since pathfinder is compatible with 3.5 why not team up with DDO and make a sandbox version of that bonus you can use their game rules licence inside the pathfinder setting. This is what should have been done in the first place IMO and yeah that GRASSS

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YOU SHOULDA LISTENED TOO LATE TO FIX THAT SHUSHI GRASS NOW

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ya so if anyone wants that pm me

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Bluddwolf wrote:
Pyronous Rath wrote:
Elminster000 wrote:
..but..if you leave...who will advocate for grass related game improvements..!?
PFO has been largely a disappointment in direction. The feeling and goal of pnp D&D is fantasy simulation and that is a dream ill chase. For now Chris Roberts has the scope of vision needed for a great sci fi complete simulation. The ambition of star citizen is on a level that is beautiful and they are getting sht done.
Pyronous, if you are looking for a D&D experience than I would suggest you look at Sword Coast Legends. The UNC already has a number of members bought into it, and we have teamed up with another guild also interested. Go to our forums and check out all of the info on it.

can't climb buildings not good enough

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Oh and they also have killer grass ;-p

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Elminster000 wrote:
..but..if you leave...who will advocate for grass related game improvements..!?

PFO has been largely a disappointment in direction. The feeling and goal of pnp D&D is fantasy simulation and that is a dream ill chase. For now Chris Roberts has the scope of vision needed for a great sci fi complete simulation. The ambition of star citizen is on a level that is beautiful and they are getting sht done.

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there was and im not sure honestly since im not sure exactly when I stopped playing. He is a fighter / cleric uses two handed sword and kills two ogers no problem at lvl 8

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Bidding starts at 30$ usd

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bump

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This is just not the game I thought the people at piazo would build plus the grass still sucks. So I have one DT account with twice marked of pherasma(however you spell that) a wiz(human) and a crafter(elf) geared towards wizard stuff with a crap ton of teir 1 recipes he can make +3 wands and staffs. The EE account went dis active on the 1st of April the character on that is a dwarf fighter cleric that can take on two oger's easy as pie.

pm me offers preference given to people buying both accounts.

EE
Reward Quantity
New Player Pack 0
Alliance Pack 2
Early Enrollment 1
1 Month game time 0
Regional Trait Pack 1
Class Pack 0
Base Camp 0

DT

New Player Pack 0
Destinys Twin 0
Daily Deals 1
Early Enrollment 1
Alliance Pack 1
Soundtrack Download 1
Guild Early Enrollment 1
1 Month game time 0
Regional Trait Pack 2
Class Pack 0
Head Start 1
Shield Mate 1
Behind the Scenes PDF 1
Character Name Reservation 1
Twice-Marked of Pharasma 2

+ 1 base camp
The wiz on the DT account has the dwarf from the EE accounts base camp

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Saiph wrote:

Or, are escalations here to stay?

If it were a possibility, what would you rather see?

I for one would like to see a few static camps throughout the map. There camps would be assorted high-level mobs that never disappear; maybe 4 or 5 spawns altogether. One thing about Pathfinder Online that I do not enjoy is the inconsistency of PvE which I find leaves people feeling baffled (what should I do? There are no T2 escalations and the other ones are BORING and offer little to no reward, so I'll just log off).

If there were actual static high level content I feel people would have something to focus on, plan for and fight over. Of course I'd really like to see dungeons but Goblinworks has stated that they will not be in anytime soon so I'd be content with a few permanent high-level spawns for now.

What say you?

I say do the damn dungeons before you loose everyone and while your at it hire someone with talent to add a new rare encounter monster every two weeks. This ain't cutting it!

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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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Caldeathe Baequiannia wrote:

Sometimes when we want something badly enough, it's hard to see opposition as reasonable. There's nothing wrong with wanting what you want, but not all, or even most, of the responses here are knee-jerk. There are at least a couple of trained programmers in this collection of conversations that believe the underlying premise is underestimating the difficulty of switching engines at this point.

It might well produce a superior product. The game's existence is in a fragile state, and probably couldn't survive the attempt to find out.

What I want badly is for the game to succeed. With the current player population my understanding is it will not. Wasting 4 million by gently rocking pfo into the grave is not a strategy for success.

Be honest do you really thing at the current rate of progress with unity pfo's population could be doubled in 6 months? I don't see where all those players would come from or more importantly why they would come. I dare the fanboy's to go on some normal mmo forums and try arguing pfo's case. Go get GW the players they need by all means.

The truth is that in UE4 with ZERO coding using only the blueprint system the auction house would have been done and done better in a day or two. Changing around the vault system would have taken a few hours. I am not speaking out of my arse here UE4's visual scripting/blueprint system is that streamlined. If you don't believe me maby instead of just refuting me because of what you have experienced you should go look at UE4. In fact if you would like me to take any reply seriously you will start you reply with "I downloaded UE4 and played with the blueprint/content creation system and...".

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G&S Thannon Forsworn wrote:
<Just imagine I did another thought out reply in this space that will be casually ignored via some random promotional material link and the goal of doggedly pursuing an agenda that will never be picked up by GW for fairly obvious reasons>

I had to imagine a thought out reply from you in the first place because you have never downloaded UE4....It's a bit like having a brick layer try to advise an apprentice mason on weather to use sandstone limestone or slate for a patio. He may know how to make a brick driveway that has similarities but hes clueless about stone.

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Kadere wrote:
I didn't get any traction in my previous thread, so I'll create a new one!

Not what happend at all I was just watching all the GDC 2015 vids. I saw that one was inspired and started a thread about it. The response is typical of you forum tyrant's.

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DeciusBrutus wrote:

He'd bring in his network guy, the tech conversation would go like:

"Here's what we have to do and have already done. What libraries do you have that do this, and how quickly can we adapt them to our needs?"
"The libraries don't exist."
(Up to the director)
"Shifting the networking code will take six months and three people."

"Here's the requirements for the shaders that we use."
"You'll have to redo all of that."
(Up)
"Graphics will take ten months, four people, plus art."

After a few more cases of "you'd have to redo that entirely", the time allotted for the meeting is over.

first id like to point out where the negativity is starting in my threads(and it sure as F aint me with maby two exceptions). Moving on despite the utterly retarded notion that transferring ALL art assets would take over a month, if everything did need to be redone it would take waaaay lesss time in UE4. DeciusButus do you work for unity by any chance?

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This may seem like a pie in the sky notion but pie in the sky notions that succeed are called groundbreaking events. Ryan has a bit of a history of bringing companies together for a mutually beneficial outcome(WOTC saving D&D). This UE4 demo is 100 square miles of rolling hills forests lakes and you guessed it GRASS(in fact it has a special grass script relating the grass composition/dispersion to the textures). What if Ryan had a meeting with the Leads on this project with the simple question what could UE4 do for PFO? This is a fascinating talk about how this open world demo was built. https://www.youtube.com/watch?v=clakekAHQx0

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for those with curiosity rather than mindless ridicule https://www.youtube.com/watch?v=XsxTLXMCyJM

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GripGuiness wrote:
Bluddwolf wrote:


I will reiterate my opinion, this is not a big enough issue for GW to dedicate any development time to. There are far more important systems and fixes that need to be done first.

There is no more important development issue than creating an environment where people can play without verbal abuse and harassment. I play the game almost every day and those of us who do actually play need it done.

WOOOW WWOOOOOWW HOLD THE BLEEP ON THERE WHAT ABOUT GRASS

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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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sticks n stones....

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don't care haven't played in two weeks game is boaring

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TEO Pino wrote:

F%$# profanity (filters)!

Your kids will learn the words soon enough, might as well be when you are there to explain them.

Yeah its pathetic the reason parent don't want kids swearing is that it makes them look bad to other idiot community police strata nazi types. There is no word strong enough to describe my disdain for this silly behavior.

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Azure_Zero wrote:

UE4 is not the only good option to could convert to.

They could also go with;
Source2(100% FREE, no royalites, no Licence, but steam has to be a distribution channel and seems to be better than UE4),
Unity5 (Pay Royalties, like UE4. Also max compatibility with current code and assets),
Leadwerks 3 (No Royalties, just $100(Lua) or $200(Lua C++) per developer/user developing with the engine),
MyRPG ($40 + ??, Currently in Alpha State),
etc.

I could name many engines they could go and switch to, each with a Pros and Cons about them.

When I was using the Unreal editor it crashed a number of times forcing me to restart from where I saved last.
I did not have that problem with Leadwerks, Source, or Unity level editors.

Source's Hammer Editor can also find holes in your Map, the rest of the level editors, that and Source comes with a whole suite of tools.
Source2 has been leaked to be even better than it's predecessor and UE4, and a much better EULA.

Unity5 has a slightly better EULA, and had its graphics updated along with some of the other parts of the engine.

Leadwerks is the most user friendly game engine of the whole bunch, and took roads the other engines have not tread.
That and it's EULA is the best one of all the engine EULAs I've read.

Thats reasonable.

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Neadenil Edam wrote:
aussiedwarf wrote:

Yes, the graphics are poor.

I personally am not a fan of games that look like cut scenes from a movie I like games to look gamelike - but I am well aware not everyone thinks that way and commercial realities need to come into play.

I do suspect yet ANOTHER game engine change will not be a good plan. As we all know - the last change to the PFO engine wasted a lot of invested resources and set the game back. Moving over to what would be the third engine in two years is a big decision and not to be taken lightly.

The main advantage I have heard toted is that unity has an asset store so GW would not need as many art assets made in house. Unfortunately I have also heard GW say that most of the assets in the store are incompatible with PFO... The big world demo looked a hell of a lot better than what we have now with unity. I think GW was pretty much forced to switch because bigworld was bought by wargaming. So unity was defaulted to as the best affordable engine at the time. Making a logical choice for a better engine is a different thing altogether. At the end of the day PFO switching to UE4 would be a very big positive news item that would put PFO in the spotlight. Tell the gaming community that your game runs off unity and they will say meh. Tell them it's running on UE4 and you will peak their interest.

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Thod wrote:

@Pyronous Rath and Thannon Forsworn

I think both of you get lost in detail and you miscommunicate because you argue different issues.

Changing the game engine is a major untertaking and would have a major effect on the game. I think so far both of you agree.

The next step is were likely the disagreement stems from. Here is how I see both sides - correct me if I misinterpret you.

For Pyronous Rath the current game is doomed because of the quality of graphics and he places the issue on the game engine. Provided this is true and that the alternate game engine can improve the graphics there can only be an upsite. Any risk or downsite associated with a change can be neglected because the alternatives are too dire anyway.

For Thannon the current choice of game engine produces a viable product and all further development can only improve it. As such any risk or delay would be a negative.

There might be more disagreement how severe (or not) a change at this stage of the process would be - but even if you agree on this part - you will never agree if you start from a different premise where the project is right now.

I thought I point this out as an observer - even if there might only be a small chance it actually helps.

It's not just the graphics though simply using the same assets in UE4 would look better. The other graphics factor is how easy/time consuming is it to make them look better. For instance UE4 has advanced IK that makes animating multiple bipeds and quadrepeds a snap it also makes collision/interaction with the environment much more realistic https://docs.unrealengine.com/latest/INT/Engine/Animation/Overview/index.ht ml . With UE4 adding the dungeons many want would not be an obstacle as it is described by GW. I agree that it would take time and effort to change engines but you are right I see the alternative as a dying product. I don't think my 6 month figure for conversion is unreasonable but obviously GW would know better.

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G&S Thannon Forsworn wrote:
Pyronous Rath wrote:
If development is organized none of that is an issue. The converters are not perfect but they are a HELL of a lot more capable than you imply http://visualstudiomagazine.com/Articles/2005/11/01/Convert-C-Code.aspx . More like performance increases maby you should read this article it may help or better yet try using UE4...http://blog.digitaltutors.com/unity-udk-cryengine-game-engine-choose/

Organized development has absolutely nothing to do with anything I last posted, you would be subject to all the possible issues I mentioned if you have the best organized code in the world or the worst, it would just be a lot more of a time-sink in the latter case. Everything I mentioned is a sheer side effect of attempting such a transition and has nothing to do with code quality. That said if you spend any time among professional programmers you would very quickly discover that the best laid plans always fall into traps somewhere, either of their own design or due to the limitations of the tools they are using. There's a reason this is a meme that 100% of the programmers I've dealt with have referenced.

As to the tool you linked I did some research and can find pretty much no one but the marketing spiel from their site praising it's wondrous capabilities. If you search for more generic advice like 'convert C# to C++' you'll find this, this, this, and this along with a bunch of marketing spiels for a few such tools on the first page. You won't find a single testimonial of praise for such a tool from any of the usual...

Part of organized development would be proper comments and and keeping track of variables and library's something I think GW already does. I don't think we should talk any more. You refuse to comprhend anything I write it's downright wacky. meh

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G&S Thannon Forsworn wrote:
Pyronous Rath wrote:
LOL A few hours for planning months of coding and you have the gall to say"The problem here is that you don't really understand how any of this works.". You know there are additions for visual studio to convert C# to C++ automatically right?!? Oh nooos not du du du THE LIBRARIES. I don't know why you think there would be ANY problem converting game assets. Do you even own a PC or ya just on your Iphone lol.

Go find a large project on GitHub in C# and convert to C++ using one those tools, let me know how well it compiles. While your fixing those compile errors that are literally everywhere you'll discover that it doesn't have any of the libraries you were referencing and in any decent size project there will be many both of your own and third party, let me know how long it takes you to find their equivalents or rewrite them and change all your code to account for those. Now at this point (several weeks from now at best) you might actually get it to compile and run! Of course you'll immediately start running into memory, pointer, and general logic flow issues as the conversion tool is incapable of inferring nuance and can only swap basic syntax. Then spend a few weeks adding debug code trying to find those hidden cases that are causing strange effects without any obvious errors.

You'll then discover performance problems that didn't exist before! Where did those come from? Couple options: either you're using your new libraries incorrectly, using the engine API incorrectly, or it converted to completely different STL container types that all have their own performance quirks, and depending on how you are interacting with them are completely different from their C# equivalents.

And I'm glossing over the fact that there are features that can't be directly converted between the two languages that could result in massive architecture changes or that you'll also have to convert whatever scripting you are using as it will probably not have a 'simple tool' to use.

But clearly...

If development is organized none of that is an issue. The converters are not perfect but they are a HELL of a lot more capable than you imply http://visualstudiomagazine.com/Articles/2005/11/01/Convert-C-Code.aspx . More like performance increases maby you should read this article it may help or better yet try using UE4...http://blog.digitaltutors.com/unity-udk-cryengine-game-engine-choose/

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Caldeathe Baequiannia wrote:
Pyronous Rath wrote:
Oh nooos not du du du THE LIBRARIES. I don't know why you think there would be ANY problem converting game assets. Do you even own a PC or ya just on your Iphone lol.
Sadly, now you are starting to turn into a troll.

I know I know but not everyone brings out the best in me. I have a low tolerance for bs.

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G&S Thannon Forsworn wrote:
Pyronous Rath wrote:

Actually it is you that does not understand how much of pfo in man hours is not code all of wich would be transferable. The data base is only a part of that. There is a ton of work that is pure systems design. There are all of the graphics and audio assets. That 5% does not matter if it means 100% better chance of success. Who the hell cares about 100% of a failure which is exactly where this project is headed atm.

The failure of PFO will not alone sink anyone's career. There are talented people at GW. That being said the failure would be remembered by the mmo community in fact many would probably only hear about it in the past tense. I would not want to be the figure head associated with the project especially considering it was funded with trusting prospective customers.

I am baffled by your interpretation of how code development works. It only takes a few hours to plan months of work that will produce a hundred thousand to millions of lines of code. The idea that just because they already designed the high level systems on paper that 'most of the work is done and reusable' is laughable at best. Changing the more generic aspects of their codebase from C# to C++ syntax is a time consuming task, not to mention libraries, scripting, and engine API specific differences they will undoubtedly have to resolve. The only thing that's close to reusable is their database as they are standalone anyways and possibly their art/sound assets as they are often convertible formats that are from third party tools. I'm also not sure if UE4 has acceptable networking libraries for an MMO, they would possible need to write those from scratch, I know Cry Engine does not. And after all this work that would take months to most of a year to accomplish and the conversion is done...there will be no significant change in graphics.

As to the 5% Royalty I said it was a concern, I don't know their expected net profit margins for this product but typically you need at least an average annual of a...

LOL A few hours for planning months of coding and you have the gall to say"The problem here is that you don't really understand how any of this works.". You know there are additions for visual studio to convert C# to C++ automatically right?!? Oh nooos not du du du THE LIBRARIES. I don't know why you think there would be ANY problem converting game assets. Do you even own a PC or ya just on your Iphone lol.

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G&S Thannon Forsworn wrote:
It's not his opinion that makes him a troll, it's his staunch refusal to face facts and separate them from his opinions that make him one or at least indistinguishable from one. This particular thread is a prime example of his troll like behavior, we all probably can agree that UE4 is a better engine even if that is technically an opinion. We're not discussing that though, we're discussing the feasibility and advantage of converting from Unity to UE4. Several of us have clearly explained the problems or potential problems with his proposition and his response is 'no ur dumb shutp fanboi' and throwing out a few pieces of jargon in a feeble attempt to imply a deep a knowledge of complex systems yet fails to actually respond to anyone's specific points. If that is not troll behavior than it is one other possible thing that I will not explicitly state to avoid directly insulting someone on these boards.

Actually you are the only one who explained a specific point of argument(code conversion) and I specifically addressed your point. What no one has done is address a single point I made. Here they are again in case you missed them while furiously implying that I am dumb unreasonable and have never worked on a game(wrong).

1. If GW concentrated for the next 6 months on conversion would they have a more enticing product than the wave of indi developers that has been born with the Free UDK4 release?

2. Would they be among the first mmo's released using a cutting edge 2015 relevant game engine?

3. Would they have a better set of development tools?

4. Would they have support from a game engine company with a future rather than one that is about to become irrelevant?

5. Would they have a game engine that the most talented young professionals know how to use in a year from now when they are looking at hiring(I happen to know many collages have been using unreal engine)?

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G&S Thannon Forsworn wrote:

The problem here is that you don't really understand how any of this works. Switching from Unity to UE4 is close to completely starting over for probably the majority of their code-base, it's not something you can just copy and paste. They would only get to keep their database.

As to cost...unless they have restructured it since I last read their royalty fee legalese it's applied to the gross revenue of the product that includes the engine. That ends up including subscriptions and store items. While not the majority, it's enough money for the lifetime of the product to be a concern.

You are basically making a proposition that has an incredibly high chance of killing the game straight up because it's not quite pretty enough for you. Which has pretty much nothing to do with the engine anyways. I say that because they aren't going to be using the coolest tricks UE4 can do in an MMO for reasons completely unrelated to graphics fidelity and everything to do with communication bottlenecks.

Actually it is you that does not understand how much of pfo in man hours is not code all of wich would be transferable. The data base is only a part of that. There is a ton of work that is pure systems design. There are all of the graphics and audio assets. That 5% does not matter if it means 100% better chance of success. Who the hell cares about 100% of a failure which is exactly where this project is headed atm.

The failure of PFO will not alone sink anyone's career. There are talented people at GW. That being said the failure would be remembered by the mmo community in fact many would probably only hear about it in the past tense. I would not want to be the figure head associated with the project especially considering it was funded with trusting prospective customers.

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Pfffft thats not just my opinion it's also what the correct sound effect should be for hydraulic push...

Goblin Squad Member

oh i should also mention the source for ue4 is also free

Goblin Squad Member

Bluddwolf wrote:
The improvements in the grass alone would be worth it.

this guy totally gets it.

Goblin Squad Member

I think this thread has made one thing abundantly clear. Most of you would rather open your mouth to naa say rather than take any relevant argument into actual consideration. You have the internet too you know. You could have easily gone and taken a look at UE4's capabilities and tool set. Hell you could have downloaded it like I did and imported a height map. You could have then run around on said hightmap(much nicer than the PFO map if I do say so myself(has things like you know erosion...)). Meh I only care what the devs say for the most part anyways this whole threads intention is that they review the strengths and weakness to switching to UE4. I don't care weather they reply so im sure you can all guess how much I care weather you do. That is unless of course one of you can reply to any of the point's I made rather then just saying things equivalent to "dats noo good gobinwooks not dun dat soooo nope nope daaaat baaad..."-generic fanboy

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Capitalocracy wrote:
Also, the last thing I need in my life is for this game to require more GPU power. Not that I know anything about anything, so maybe an upgrade or switch wouldn't imply that, but, uh, yeah.

UE4 is a more optimized engine it would run faster.

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Kobold Cleaver wrote:

He's calling Goblinworks idiots! Get 'im!

Or, alternatively, join him and start complaining about something like overly fancy grass. Whatever floats your non-implemented boat.

Accidental Drownings Spike As River Kingdoms Are Suddenly Boatless
Intentional Drownings Also Spike

Complaint? This thread is by no means a complaint. It's a sujestion that could supercharge this game. To not at least consider my arguments is a mistake. The question that must be asked is how long would converting to UDK4 take?

Goblin Squad Member

Cloakofwinter wrote:
Maybe. I have yet to see a Free game that was truly worth playing. Most of them end up very WoW oriented to me and become all about "how do we get to level 50 and raid constantly for gear?" PFO is very different from that. Free also attracts idiots by the horde. I'd prefer not to have those folks about. Birthing this game is painful, but it should be.

Do you know what a game engine is?

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well for once I cannot argue with you... but here it comes. If GW concentrated for the next 6 months on conversion would they have a more enticing product than the wave of indi developers that has been born with the Free UDK4 release? Would they be among the first mmo's released using a cutting edge 2015 game engine? Would they have a better set of development tools? Would they have support from a game engine company with a future rather than one that is about to become irrelevant? Would they have a game engine that the most talented young professionals know how to use in a year from now when they are looking at hiring?

Goblin Squad Member

what I said

Goblin Squad Member

Hmmm thought the grass was gunna be in this one guess not...

Goblin Squad Member

I like the stones.

Goblin Squad Member

Have there been any thoughts of adding rare and verry rare encounters with equally rare rewards?

Goblin Squad Member

Ryan Dancey wrote:

The plan (eta: in 2015; more precision as we get more visibility on other tasks):

Your Settlement will have to be allied with another Settlement to use its trainers.

Your Settlement will have to have built "support" structures (which are smaller and you can have more of them than full on Training structures) for Feats that your Settlement cannot train to enable characters to use those Feats - without a support structure, use defaults back to what NPC Settlements can support. (Yes, you will need support structures for your allied trainers.)

Some Holdings will have training & support functions but they will not be as good as Settlements. Characters who are members of NPC Settlements may have Holding options that are better than NPC Settlements, but still not as good as PC Settlement membership. Holding training & support will be much more limited than Settlements.

Possible iterations (no eta and even potential to be Crowdforged):

Allowing non-aligned characters to train at your Settlement for a fee of some kind.

Allowing some Company members who are not members of your Settlement or an allied Settlement to train at your Settlement with or without a fee of some kind.

Having different levels of training available for Allies vs. Settlement members.

Thank you Ryan that is exactly what I needed to know apologies if it has been stated elsewhere.

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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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Be nice to have some dev input here as to the plan since it may or may not dictate what settlment they must be in.

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Will trainers in allied settlements be able to support roles and training in the future?

Goblin Squad Member

KotC - Erian El'ranelen wrote:
Yep, to which the flip side is, I'll go fight ogres and alpha wolves when there's any reason to actually do so...and I do wear a robe for those that haven't met Erian. Actually quite the sub-optimal wizard since I'm focused on becoming a Bard and so level only the Enchantment and Sonic spells.

cool yeah ill play mine each release for a few days to lvl and see what they are like but if it's the status quo I won't be using my wiz more than that because it's not fun. Wich is unfortunate as I was really looking forward to playing an evil wiz type character so it's the first one I made and the first account i bought.

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