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![]() Atome wrote:
We do not endorse nor participate in macroing, but that is not why we attacked and defeated you. It was your harassment of new players. If you continue to prey on new players like this, we'll be the least of your worries, I suggest you adjust your strategy. ![]()
![]() This afternoon it was brought to the attention of Golgotha that the company SENSOU was killing new players in the hexes surrounding Marchmont. Wasting no time, a party was formed to combat the bloodthirsty mercinaries. There were several battles, all resulting in victory for the Golgothan forces and a strong message sent- that no blatant aggression towards new players would be tolerated. http://postimg.org/image/dhqpdh7xp/ Golgotha is a settlement that strives to be principled villains, which means rooting out imcompatable or unprincipaled evildoers within it's influence, and ganking new players in certainly lowly behavior. If you're interested in learning more about Golgotha, visit Xeilias.com. Golgotha
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![]() Alarox wrote: 3.) Instead of everything being a "random chance" have abilities that literally DO that. If you want to make a tank, then give them abilities that literally block attacks rather than buffs that give a chance to do it. Same thing with dodging, and even critical hits to some extent. Well said. An ability that gives you 50% more block chance for 5 seconds or one that blocks the next attack within 5 seconds are the difference between night and day. GW2 uses a mix of RNG and reliable skills, and I would like to see that in PFO as well. ![]()
![]() This is a tough one for me. The best combat in a video game (not mmorpg) hands down is Bloodline Champions. The game is balanced so carefully, with attention to detail, focusing on players maximizing their skill, and mostly aimed based abilities to defeat the other team and secure a win. It's like a symphony watching a high level game of Bloodline Champions, complex and beautiful. However, making an MMORPG so twitch based does not work currently with how responsive a game can get. With potentially hundreds of people in the same place, that combat becomes bogged down, slow and the aim-based skills based on twitch responses melt down. On the other end of this are turn based games, where every round consists of a few seconds, and every move is tactical, leading to a much slower, but cerebrally satisfying combat. A good example of this is The Banner Saga Factions, which is an excellent turn based multiplayer game. This combat is perhaps the most easy to balance and make fair, but it loses alot of people who want to feel more like they're in the action. Also, not being in real time breaks from active nature of persistent worlds, which forces those in combat to enter a time bubble where the combat happens, which in real time would take a few minuets, then the combatents are rejoined with the real time world, which has advanced farther ahead. Neither of these extremes hit the common denominator, which is your typical tab targeting system with cooldowns. The active nature of the combat helps keep people engaged, while the cooldowns add a strategic element, requiring far less twitch. Of the games I've played that use this system, the best implementation I've experienced was Guild Wars 2 with the popular 'Combat Mod', which makes Guild Wars 2's combat more like the Neverwinter MMORPG, but superior to it in terms of balance and responsiveness. If you ask me what combat system I would personally like to have in an MMORPG if I could pick anything... say a game being developed by a company that strongly favors community imput when it comes to developing game features... I have to go with one extreme or the other. I enjoy games very much either turn based or real time with aim and skill based twitch combat. As I've said above, only one of these is currently viable, which is the turn based route, but that seems to turn off a sizable portion of the audience who want to action to be more... action-ey. From the videos released in the last couple weeks, and from what I understand from what I've read, PFO is going towards the hybrid model that GW2 uses. While I have no problems with this, my preference are on other combat systems that are not as popular. However, there does seem to be an interesting theme of innovation in the combat system with keywords and how they apply to abilities, so perhaps this new twist can add enough flavor to the tab targeting pattern to make it exciting for PFO. Keeping an open mind, I am hopeful that Goblinworks can assemble an interesting combat pattern that gives new and veteran MMORPG players alike something to enjoy. ![]()
![]() I am literally putting the max amount of money into this project that I can afford and still live. I have as high hopes in this project as anything I've had in my life. Herre's too the upcoming years when we forge Pathfinder Online together! P.S. I am doing this right now as I watch the kickstarter money rise http://multitudeofgifs.tumblr.com/post/24121982020 ![]()
![]() If you could mix elements from other games together and distill them into Pathfinder Online, which features would you pick? I sat down and pondered this question after watching
Character creation: http://www.youtube.com/watch?v=1WhOTrc5554 APB. APB had the best character creator I've ever seen. It let you adjust all of the usual body sliders we've come to expect but it also let you put tattoos and patterns on clothing. Being able to put your monk's tattoo's down his arms to his fists or giving your sorcerer and elaborate robe with magical sigils would be awesome. They also let you do this for all of your cars as well, but I don't really think our horses need to have bumper stickers on them :) Combat: http://www.youtube.com/watch?v=wpTjwpFh0a4 EVE Online had methodical paced combat that allowed for alot of strategy. What I would like to see Pathfinder Online do is quick round-based combat, have everything move on a slightly slower pace and let tactical decisions carry more weight by giving your fewer, and more important choices than which instant cast to spam next. Visuals and Exploration : http://www.youtube.com/watch?v=Tgx0NBx4Pzo and http://www.youtube.com/watch?v=CsizA9lqqbA Guild Wars 2 has the most amazing, sharp and breathtaking visuals I've ever seen in a long time. It may be not be a sandbox, but Arenanet are passionate game developers that really push the envelope. Their visual style is a close cousin of Pathfinder, and every time I go exploring I find something new and exciting in their world. There is a vibrant and exciting energy that you see in the game when you play guild wars 2. I saw a bit of that in the PFO Technology demo and can't wait for more! The main thing I'd love to see taken from Arenanet's playbook is the emergent gameplay it allows, secret locations and adventures far off the beaten path that really make the game special. Music: http://www.youtube.com/watch?v=hq90bvH51oI Rik Shaffer or http://www.youtube.com/watch?v=hq90bvH51oI Jeremy Soule or http://www.youtube.com/watch?v=78xB_GqLwPY Jason Hayes (Very unlikely) These composers have produced the most amazing music for my favorite games. For me, music in games is the most important aspect. I find myself firing up old games just to listen to the beautiful soundtracks. All three of these composers have an outstanding talent in making music that carries mood. Having music that sets the mood correctly for a setting is the most important part of my immersion. Walking to Ashenvale on my nightelf was how I was turned on to the MMO genre, it felt like walking into another world. Also, as a special mention for combat music, the game Payday: The Heist had an awesome music system that adapted to the excitement of the moment and really put your head in the game. Congrats for getting through my wall of text if you made it this far, here is your reward; http://www.youtube.com/watch?v=GLYXv_VhB2g and this http://www.youtube.com/watch?v=ow4cC-Cz5l8 for you empire building types. So now you've seen my shout-outs and whishes for what PFO could emulate. What games really nailed features that you would like to see made a reality in Pathfinder Online? ![]()
![]() How I would like healing to work is how it works in the game Bloodline champions, with of course some modified mechanics for an MMO. "Bloodlines Champions has an interesting solution to balance healing in PvP. Essentially, if you take a massive amount of damage and then are healed, a percentage of your total hit point pool becomes diminished, i.e. a small chunk of your hit point pool becomes gray. Example: [--------------] 1000 hit points, healthy and alive.
In Bloodlines, once you're out of combat you can channel an ability to slowly recover your normal hit point total. A player from their forums describes the mechanics better than I can: "The healing cap system is pretty genius, actually. It forces you to burst targets down in large chunks of HP in short periods of time, meaning you need to burst away at least 41% of their HP in order to make a permanent mark. This encourages/rewards teamplay where you focus fire certain targets, rendering them unable to recover all of their HP. Similarly, it prevents idle stalemates caused by teammates running away and healing up to full HP every 20 seconds. It encourages aggressive, offensive behavior rather than passive, defensive behavior. Besides, without a healing cap, double and triple healer teams would be much stronger due to the amount of HP they could recover in such short bursts of time. This would lead to even longer stalemates when both teams utilize double and triple healer teams." From a forum post on the Rift forums where somebody hilariously replies "Go back to FPS, this is a MMO, where healing is a major part of it. Seriously, take the QQ FPS League back, and stay away from the MMO genre, it is too hard for you." Here is some footage of the game in action. What you are wathing for are the allied health bars, and how when they are healed, the part they were healed for is a different color that eventually turns grey. http://www.youtube.com/watch?v=knjOBJW3Bfw I really liked this mechanics in BLC, as it made healing a powerful tool, but not an all out requirement like it is for many games. It also makes the healer focus on using some offensive abilities to help end the fight, and keeps fights for dragging on for hours. I could even see things like special higher level spells ignoring this mechanic and raising the maximum healed allowance or a high heal skill making the penalty diminish as well. ![]()
![]() Toadkiller Dog wrote:
Not sure if you're trolling or not, but I'll take a moment to answer your post. A pre-alpha trailer is far different than a technology demo. That would be like taking a look at what Goblinworks has produced by next year this time. Secondly, Blizzard was a long established company with 3 games already in it's franchise, all of the art, sound and manpower assets at their disposal. That video was from far farther into their development cycle than PFO, please adjust your expectations accordingly. "According to the analysts, worldwide spending on MMOs will top $12 billion this year, and that's not all: The companies also predict that this number will increase to a whopping $17.5 billion in 2015." See com/trend-reports/mmo-trend-report/ and http://massively.joystiq.com/2012/07/12/report-global-mmo-spending-to-top-1 2-billion-in-2012/ . I agree that SWTOR Warhammer, Rifts is that they tried very little new. I played all of these theme-park WoW-clones that offered very little new. But PFO will be one of a very small but much anticipated genre of MMO; Sandbox. The most successful of the Sandbox MMOs being EVE online. Sandboxes are unique that instead of designing a large ammount of linear content for the players to visit it gives the players a large degree of control of resources in the world and allows player interaction to be the main feature. Very few games have been able to even launch that attempt to do this in a non-space setting. If you want to see an example of a bad attempt, see Mortal Online. If you want to see why you should be excited about PFO, my advice isn't to look at what has been done so far. Not to diminish the tech demon, it was nice for what it is, but it didn't really blow me away either. What should draw you to this game is the passion that the Goblinworks staff have poured out for the game, even this early in the development. Happy meat is good meat and Passionate developers equals juicy game. Another mark for innovation comes from the Crowdforging aspect, no other game has had players and backers have this level of imput on the growing project. Its a process and journey that will no doubt be very fun. As far as not liking the release schedule... I'm wondering what you think would be better? Do you want the game next month and empty? Goblinworks has outlined what is a very reasonable plan for development and launch. Even if they Kickstarter only just passes, they will release by 2016. Production on WoW began in 1999, which means they made their game in more time than Goblinworks is asking to make PFO, its hardly unreasonable. As far as your lack of faith in Goblinworks and confusion about the Kickstarters... The first Kickstarter was for a technology demo to show to investors in order to generate interest for PFO. The second Kickstarter is for the game itself. The fact that the first kickstarter blew it's target away and the second one is rising quickly, you'd think a person who likes pathfinder would be inspired by that... but you're not and infact the opposite. If you don't like how things have gone so far, despite the reality being very positive and quite inspiring, maybe this isn't the place for you. |