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Saiph the Fallen's page

196 posts. Alias of Nevy.


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Goblin Squad Member

I have 2 Alpha invites. PM me your e-mail address please.

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sspitfire1 wrote:

THIS IS NOT A DISCUSSION THREAD. If you want to talk about lootable coin, take it elsewhere.

8. Thornguard and her wolfy (mentioned already but just itemizing it)

9. Attack feats are all using the old Exp and Ability point advancement (base 40 exp instead of base 81 exp, requires 12 in ability score for feat level 3 instead of requiring 10 for feat level 3).

10. Weapon proficiencies are also back on the old exp advancement

I like you, but you have a bad habit of telling others what to do, stop that please.

Goblin Squad Member

Stephen Cheney wrote:
Our stance on lootable currency has changed several times over the last couple of years. What we have now is hopefully the right compromise between fun risk and economic utility.

Thank you!

Goblin Squad Member

Being wrote:
It is lootable until deposited. When you loot it from a goblin it is a coin. Once deposited it is a unit of credit equal to a coin, but no longer a physical object you can drop.

Wonderful news! Am I crazy or were they at first saying it would not be lootable (ever)?

Goblin Squad Member

Stephen Cheney wrote:

5 and 6 are intentional, though they need a notification. This is part of our "tagging base" philosophy on turning your hard currency (which will eventually be lootable and have encumbrance) into credit that can be spent at any city.

We're looking into the rest of them.

Sorry if I'm confused? But I thought currency would not be lootable or have weight?

Don't get me wrong, I hope it can be looted!

Goblin Squad Member

Caldeathe Baequiannia wrote:
I confess, I'm not 100% certain it's holding me. At the moment, if I continue participating, I will probably aim for a resource gatherer for my settlement.

Give it time.

Goblin Squad Member

Just curious what everyone is thinking as I haven't made a firm decision for myself.

Goblin Squad Member

Best news I have heard all week.

Goblin Squad Member

I don't think Being's post came off as an attack at all; You people are way too sensitive sometimes!

Goblin Squad Member

Can you add a parenthesis after each feat with an explanation of what it's used for such as: Feature Feet ("explanation of what feature feet is and why you need it")?

I know that would help with some confusion on what all these feats are actually for.

Goblin Squad Member

This is fantastic!

Goblin Squad Member

Thank you!

Goblin Squad Member

Ryan Dancey wrote:
Current plan is that coin is not threaded, does not suffer item damage, can't be looted and has no encumbrance effect. It's virtual.

Boo. Hehe.

Goblin Squad Member

Oh, I thought that was never going to be "tangible?"

Goblin Squad Member

What will we buy items listed in the auction house with?

Goblin Squad Member

sspitfire1 wrote:

But yes, "Either stop doing it, or go back to whatever puissant MMO you crawled out from to come troll this one."

"These people are staying up all night tonight for you. Show some f%@#ing gratitude."

Probably not necessary comments.

Absolutely not necessary, actually. Though we all make mistakes.

Goblin Squad Member

Gaskon wrote:

Leave the WoW mindset behind.

"Healer" should not be an effective combat style, for most of the same reasons that "stun-locking" should not be an effective combat style.

Having a full-time dedicated healer in small group combats just drags them out and reduces the number of viable tactics.

Having in-combat healers reduces the value of small incremental successes and instead makes massive burst damage the only effective tactic.

I never want to see an effective combat style in PFO that boils down to "I run around and make the hitpoint bars go back up."

My preference for healing effects is that they be rare, applied tactically, and turn the tide of battle based on the correct evaluation of when to commit those limited resources.

A lone Cleric facing a Fighter one on one should be thinking, "How do I use my status effects and the versatility of my expendables to offset the fighter's higher dps." They should never be thinking, "great, now I have to remember to throw a heal on myself every 4 seconds until this guy gets bored and walks away."

Seems like you've been burned by games with horrible healing systems.

Goblin Squad Member

Gaskon wrote:

I really hope PFO doesn't change to be more like other MMOs where healing can easily keep up with incoming damage, such that all tactical choices revolve around the presence or suppression of the healers.

I sympathize with you that love to play healers, but what I would really like to see in PFO is Clerics that in-combat, mostly do what all the other roles are doing... applying status effects to opponents and doing damage.

I'd like to see healing be done to remove long-term effects once the combat is over, and only occasionally throwing out a dispel or heal in combat.

To make Clerics more effective and valuable in combat, I'd like to see them have buff auras (not the current short term single target buffs), and to have better attack options than they currently have.

I don't want to see a role that is effective at reversing damage, and casts healing spells full time in combat.
Hit points should be seen as a non-renewable resource in combat, not as a pool for the cleric to keep refilling constantly.

My major PVP experience is with World of Warcraft, and I don't want to see anything that replicates the dynamic of healers being able to counteract any sustained dps, such that the only ways to get a pvp kill are burst damage or suppressing the healers.
Keep in-combat healing ineffective, and give the Cleric role something else useful to do.

I'm fine with that as long as I can do it from distance. :)

Goblin Squad Member

The thing I have the most problem with is all heals being "touch based" which pretty much pigeonholes the playstyle of a cleric to be melee oriented. It's my understanding in tabletop that heal spells are touch based, but perhaps for an MMO modification is in order?

I like choices, if I want to play a light DPS/healing caster I'd like that option (it's fun for me!); I really dislike playing a melee character. The developers in the past have said they don't want healers sitting in the back healing because "that's not fun." Psssh, says who?! What's not fun is running after allies to heal them as they flee from you and the enemy alike.

These are my humble opinions to share my viewpoint on a subject I care a lot about and are not meant to bash the developers or the hard work they have put into this game.

Goblin Squad Member

I have to agree that all healing spells being touch based is more annoying than anything. I usually play a healer but will not in this game considering how they currently work.

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Well, without a monetary system all players are pretty much required to be a crafter. How can we buy goods from other players if there is no coin? Hehe.

Goblin Squad Member

Xeen wrote:
T7V Jazzlvraz wrote:
KarlBob wrote:

During the first couple of weeks of EE, will Level 1 enemies be the main source* of +0 gear? I seem to recall a developer statement that there might be some NPC vendors selling the most basic starter gear. Maybe that idea changed into the NPCs who give away short bows, wands, and foci.

*A lot of +0 gear requires higher crafter levels than we're likely to see right away.

The difficulty, if we're not likely to see NPC vendors for weapons, armour, and consumables, is exactly the same as the observation Lee made about us voraciously over-harvesting everything in sight beyond the bounds of all expectation: we're doing the same to monsters. If those level 1 monsters are supposed to be the source for all new arrivals' equipment for all time, but "advanced" players continue to wipe out everything in sight simply because we can, how are newcomers going to get their gear from level 1 monsters?

Yes, I know people are going to have many ideas about those newcomers getting gear from other players, Companies, Settlements, and such, but if the level 1 monsters are *intended* to provide that gear, how are they expected to do so?

Newcomers cannot get starter gear from other players if they cannot make any money in the game.

Only having low level monsters provide gear seams like an error to me. It will do exactly as you say, keeping higher level players around farming them.

If all monsters have some form a drop, players will spread out.

The market for basic equipment will saturate either way.

I agree with with you on this Xeen. Though, I would like to add, I haven't paid much attention to how "coin" works. Will (or do adventurers already) receive coin from monsters? Or do monsters only drop things like recipes (other than starter gear)?

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I replied to Ideascale, I just wanted to say I like this idea but I'd propose a slight alteration: I don't think you should be locked in place but rather if a player moves whilst casting their action is interrupted.

I don't like the idea of animations locking me in place but I'm fine with moving causing my spells to fail.

:-)

Goblin Squad Member

I have 2 invites, please PM me if you need one!

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1 person marked this as a favorite.

I really love your name.

EDIT:

Both the name of your company and your alias!

Goblin Squad Member

All of mine are gone, have fun guys :)

Goblin Squad Member

Please PM me if you need Alpha.

Goblin Squad Member

Nihimon wrote:
For the record, I completely agree that being required to click-target other players sucks - almost as much as having to manually aim sucks in a twitch game.

Not sure which person this was intended for but I was strictly referring to clicking in general, not tab targeting. I'm not sure if it is my computer, or what, but I can not actually "click" on a person to target them unless they are in extremely close proximity.

Goblin Squad Member

I'm with Xeen on this one, if I can't target another players in a sandbox/PVP MMO I don't think it can be considered a "minimum viable product." That's just my opinion...

I'm absolutely hoping they spend a bit more time adding augmenting the core functions before releasing EE.

Goblin Squad Member

Deianira wrote:
T7V Avari wrote:

I kinda hope they delay a month. I mean really, why not? Open the game with the full map, companies, UI fixes, proto settlements, basic animations for most actions, full tool tip, stand in icons, etc...

Start off on the right foot with something the hard core fanbase can be proud of.

I'm a bit late to the commenting - I've been working fairly insane hours so that I can take time off for the first week of EE - but the above is my preference as well.

I agree with Avari in Deianira but I will support Goblinworks and this project either way. However, I think it is definitely missing some core functions that make a MMORPG playable (like being able to click other players...)

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This is the best news I've heard all week, the game was in no way ready for EE.

Goblin Squad Member

T7V Jazzlvraz wrote:
Please, Lord, let someone artistic from Phaeros find a new icon soon. Also, Duffy announced in another thread that he'd changed his URL, introducing the new one for the Aeonian League.

Lol! :-)

Goblin Squad Member

Cheatle just gave me an amazing tutor session in TeamSpeak.

I'm good to go now!

Goblin Squad Member

TEO Cheatle wrote:

Saiph, I have a question for you.

Were you able to use a Wizard's Spellbook with 1st-5th level spells? If not, then you might not have gotten the full experience of Wizard 1-10.

No I did not, in fact I couldn't really grasp how things were working whilst playing, I haven't had time to study over feats and roles. I tried cramming all the knowledge I could from the guides and stuff for the 2 days of Alpha; that didn't work out too well for me!

I think the biggest thing was trying to understand if I was doing things wrong or if what I was doing was right but wasn't yet coded correctly in Alpha, if that makes sense?

Goblin Squad Member

DeciusBrutus wrote:
It is expected that at EE class advancement will require any one armor feat and any one role feature, in addition to the attack and defense bonuses.

Hey Decius, can you elaborate on this for me? I think you're saying that in EE I will be able to choose Evangelist or Crusader and an armor feat unlike in Alpha 7.1 where it was locked for me?

Is that right?

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Kemedo wrote:

Glory is required because testing roles, as far as I know Glory is the only one working right now. Once gods/domains are functioning well, it could be changed (it was said somewhere/sometime ago) for the variety of domains.

IDK about Crusader, maybe it's the same case.

Thank you, that certainly clears that up.

Goblin Squad Member

So, I actually played a Wizard this Alpha up to level 10; I don't think this role is for me. Cleric is my next hope, but I find myself confused on something: Crusader is a required feat to level up as a Cleric, which requires heavy armor for the keywords. But what about the Evangelist? Perhaps I want to go more of the healer or buffer type Cleric instead of being so melee focused, why do I have to waste points in Crusader?

TL;DR

Why is the Crusader feat mandatory for Clerics?

Thanks in advance!

EDIT:

And now I also see the Glory domain is required to level also. I'm not sure I understand why as Sarenrae would be the deity I wish to worship and according to what I've read her designated domains in Pathfinder Online are Sun and Fire?

Color me confused.

Goblin Squad Member

It's not working for me either.

Goblin Squad Member

Being wrote:

No, once your character is created and approaches the statue for the alpha xp boost it will continue to accrue xp whether you are logged in or not.

EE same, except there won't be an xp boost.

Thank you!

Goblin Squad Member

This is probably said somewhere but I'm at work and on my phone... Do you have to be logged in to gain exp in Alpha? What about in EE?

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<kabal> Bunibuni wrote:

Posted this originally on Alpha Forums but thought I would post it here too.

First Impressions

Ok, last night was my first time in Alpha and then I played again for a half hour before heading for work this morning. These are my impressions after sleeping on it.

I used the New Quick Start Guide since I wanted a mage anyways. Did something wrong or something was left out of the guide because I didn't get Mage 1. Ran back and forth between all the folks trying to figure out what I did wrong but finally just took all the schools of magic listed and just as I was about done with getting them all, then I got Mage 1. I did the F11 thing to see what Mage 1 needed and I had all that stuff listed but still didn't have the achievement, was listed as still in progress, before I finally just started buying all the schools of magic.

Couldn't read the Thornguards names, that blue was too dark and lettering was too small. I was in the Windowed version of the game for ease of going back to the quick start guide. I'm going to try the full screen version at a lower resolution to see if more things are readable then tonight.

Confusing to have the Thornguards in red and the goblins outside of town in red as well. Kept getting turned around to head for a Thornguard when I wanted to go after a goblin. Any way of making the Thornguards, I don't know - blue?, on the map screen and then turn red if they hate you and will kill you if they can?

I absolutely did not see the new player trainers at the beginning of where I logged in for the first time until an hour or more into the game. Can you put a glowing arrow or something over their heads so new players know to go talk to them? Or maybe have them hold up and wave signs saying "Tutorial Here!"? I also made a cleric that I didn't do much with except move around a bit. So I will have him try to deal with these folks when I get on tonight.

Combat was cool and I happen to love tab targeting! Moving was easy though it was a bit dizzying to have my guy continue to turn...

Yes the QuickStart guide for Wizard leaves out a few required feats to become Wizard 2. I can't remember which feats exactly but it's more than one.

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Summersnow, I purchased an account last month with Destiny's Twin for 100.00.

I think they will be worth more once the game really takes off...

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I will protect you Liam, no worries.

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Survey completed.

Goblin Squad Member

Looks good!

Goblin Squad Member

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Ryan Dancey wrote:

@Leithlen - most of the crafting loop is already in the Alpha now. The only parts that aren't are a payment process and an item destruction process. As soon as people can do more than barter I think the economy will take off. And when stuff starts getting destroyed, it will really take off.

In the Alpha, today, you can harvest, transport resources to a Settlement, process the resources into intermediate crafting materials, and craft finished goods. Those goods are usable immediately by characters and are valuable if they have trained feats to match the keywords on the items crafted. That all works right now.

As to social, I see three things happening.

First is kind of a loosely organized effort where some people will want to be crafter/merchants and some people will want to be adventurers. The adventurers are going to come back with coin, with crafting components, and with recipes. The crafter/merchants are going to be able to take the recipes and components and turn them into better items for the adventurers. The coin should be the medium of exchange. A group playing together will be better at this at first than random players because the group will be able to set objectives (we need more iron and coal) and the random players will likely be all over the map not matching needs to inputs. (A market will quickly develop and arbitrage will level that imbalance but until it does the cohesive groups will have an advantage).

Second is War of Towers. This is going to provide an engine for a lot of the early Early Enrollment activity. Trying to take and hold Towers will benefit the initial PC Settlements. They'll need a lot of economic activity to support that effort, and specialist PvP characters too. The amount of emergent social behavior in this one system is almost limitless. I can't predict what will happen but I am pretty confident it will be epic.

Third is longer-range planning of people thinking about how to play the Kingdom Game as more systems get added and we move towards real...

The point Leithlen is trying to convey (I think) is there doesn't seem to be enough core functions implemented to begin EE. You can barely target things, it's hard to comprehend what's going on when playing and the UI is, hmm, in need of improvement. Are any of these things a game killer? Of course not. But perhaps EE being released in September is a bit premature when there are many MVP areas in need of heavy modification.

I'd like my friends to be somewhat impressed by the functions and depth in EE; I just don't think that would happen as of now. Hopefully the next two builds will change my mind!

Goblin Squad Member

Scarlette wrote:
EE..... yeah I agree a lot needs to be fixed before then. I'd rather it stay in alpha until combat is more balanced, tool tips in and various other items fixed. If people are paying to get in and are unhappy about, likely they wont stay. If they have to wait a little longer but are satisfied, then you haven't lost much.

I agree... The current minimum viable product is a'bit too minimum for me.

Goblin Squad Member

Wyldethorne wrote:

I received my Alpha invite this weekend(Thanks, Caliphis!)and I thought I'd add my comments to the list.

My first impression was the same as most: No tooltips, tutorials, and an overwhelmingly large number of choices for spending XP with next to no in-game information. Add in tool-tips, have the boxes pop-up in front of open windows showing needed/required prerequisites, and skill info, along with color-coding to separate the different skills into their respective categories, and a way to separate skills into primary/secondary/defensive/reactive/etc. categories.

My second impression was how difficult it was to target outside of using the tab key.

My next overall awakening came as I was randomly attacked in town by a PC Wizard(who happened to be "nude"). I had just freshly leveled the rogue toon I was experimenting with to just shy of Level 8, focusing solely on ranged combat and the prerequisite rogue talents to reach Rogue 7. I was, however, equipped only with the equipment I spawned with. Despite using my hardest hitting skill(which I found later could nearly one-shot an Alpha Wolf, and did one-shot a bandit with later) I did ABSOLUTELY NO discernible DAMAGE to my Wizard attacker. I assume that he was categorically not much higher in level, and was at least not wearing any clothing type gear. I recall a blog quite awhile back that said that power creep was going to be negligible. and like leveled characters should have an equal chance to win in a fight(it mentioned a group of level ones having the ability to take down a Level 20 toon if they fought in coordination), but there wasn't any thing like that here. Either his other equipped gear outstripped mine to such an egregious extent as to offer him juggernaut status, or the wizard class is exceptionally overpowered.

Stealth- I like the way it is implemented; the detached wig floating through the forest is slightly humorous, but even at the highest skill I was able to achieve(Stealth 8, Scout 8, 18 Dex; Stealth skill at 101)I was never able to...

Good review !

Goblin Squad Member

Being wrote:
Saiph the Fallen wrote:
-Names not being over players' and npcs' heads is very annoying. I don't want to have to click a million trainers just to figure out what they train.

You will quickly learn who trains what and your settlement will surely place related trainers near to one another so there is less running clear across town to train a related feat.

Having name tags over the heads of players would be very annoying to me. Bad enough that you can click on them and see it together with their reputation icon, but at least if I'm in the distance you won't be able to identify immediately whether I am red or blue and I have at least a chance to escape notice if you're hostile, so long as we don't get so close that the minimap gives away my position.

Putting a big sign over your head should only happen at the airport.

I wouldn't mind having names over just the heads of NPCs.

EDIT: If they do decide to not show names of players I hope there will be some sort of character customization (guild tabards) so deciphering an enemy in a huge battle doesn't become a clicking/tabbing cluster f***.

Goblin Squad Member

Giorgo wrote:

Seems like a good place to also add my experience. :)

Played less than 2:30 hours on Thursday 8/22/14; Alpha Build 6.

Selected a male fighter to start with.

Logged in to game with absolutely no problem (thank the heavens!), proceeded to run around Seoni statue and get bonus XP (as per Alpha Instruction doc). Spent 15-20 minutes learning how to move and understand GUI.

Did some training, OVERWHELMEND with choices and FUSTRATED at lack of information/tool tips (I had a Tablet open to TEO Cheatles Guide, and I still couldn't figure things out).

First combat with Goblins wasn't very ....heroic... killed them after lots of trial and error.

Learned to gather nodes, type in chat (thanks Nihimon!), read the map, and to stealth pass zombies ...err... enemies.

First Impression: the roads are INFESETED with enemies, and that wasn't even inside escalation hexes.

First Death: Got killed by a God-Mode-On immortal teleporting/phasing wolf that hit me 10 times for every 1 hit I got in, it had 1% HP left, I swear it was a messenger of death!

Bug: Changed the settings from Fastest to Fast, screen got all messed up, would not switch back to previous settings.

Overall: Did not actually have fun, felt more like work, was unable to slot feats that I purchased, I understand its Alpha, really looking forward to builds 7 and 8!

This was almost exactly my experience. I will add:

-Combat is clunky and unresponsive

-Names not being over players' and npcs' heads is very annoying. I don't want to have to click a million trainers just to figure out what they train.

-Clicking monsters seems somewhat bugged, used tab to get around this.

-It's difficult to understand if you are flagged or not. Apparently I attacked a fellow player in town and the guards kept killing me over and over until I logged out.

-Training and leveling up is very, very, VERY cryptic. Allowing "classes" to train at all class trainers promotes confusion. Perhaps color coding things per class or disallowing training that "makes no sense" would be a good step. ***this was the most frustrating issue and led me to eventually log out unhappily.

OVERALL I honestly did not enjoy my experience and in my opinion September for EE (unless these next 2 Alphas are God incarnate) seems very premature. I just don't see the current features providing an interesting gaming experience. I'm a tough critic, sorry.

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