Hi gang! Resurfacing to join the gravöl as we say in Swedish. Interesting thread, although AvenaOats threw me off track for a while with the WoW-engine talk as it gave me totally wrong impression of what was being said. When I realised it was WoWish Interface that was the gripe everything make much more sense (is that correct? Otherwise I have to reread it from the start. Aaanyway, here is my two cents threwn into the pile. I was mainly into the KS because I found the sandbox version of NWN (MOO style) set in Golarion (which I didn't know much of) interesting (that was how I read the pitch). Then promptly forgot about it as I do with all my KS (otherwise I would have died of ulcers ages ago). When I finally joined due to beta being opened to every-one I was confused but entertained. The system was not d20 but clever, however it was lousy implemented and the lack of working documention made it a slog, but what ever to expect in beta. I had a fun time, made friends and saw progress, in the end it was several small thing that made me take a break. The bugs, every time a new version was applied the game went south for several days. That induced a bad impression of the development process in me.
So what have this to do with anything? Well as been said above the marketing of the game was.... confusing, making the conflict between murderhobos and carebears endless and vocal. I guess GW should have been working a bit more adressing that, but I don't think it would have helped, b'cus humanz. My take had been to put more emphasis on exploring than on crafting and war, a greater survivalist feel had excluded both fringes of the extremists, perhaps catering to a smaller crowd (yes that would have been a problem) but save oh so much time and sweat. I actually understand the PvP crowds frustration with the "other side" when I relised that it would blow into pieces of rage if a pickpocketing system was implemented. So my conclution is that PFO was probably wrong in it's inclusiveness, humanity was not ready for it.
I think one of the problems with resources drain being to low is the high durability. Since the husk implenentation made the cost of dying higher than the loss of one durability (at least mine) dying frequency has dropped tremendously. I think the whole resource to object chain need a bit of tuning. A variable durability depending on the quality of the goods pared with a more severe quality drop curve when materials get depleted due to gathering would nudge that a bit. And I still need to find some time for getting my rig up and running at home so I could get some experience of PvP...
Of all AH I have visited so far Marchmont is the only one worth the effort ( the stuff I move around). When the rumored 4 gets deployed it will be easier to find odd stuff you don't think of looking for.
And for the banditry problem ... Running EU time seems be the thing to avoid that, because I seldom even see other out in the woods...
Yupp! I just know of two, that up in copper hill and one in Thornkeep. Heard rumour of one another in the wilderness somewhere,
I think it is a good idea, and will work very well in the future when quests and dungeons are in for those who don't have time or inclination to be a member of a regular group. A kind of rally point. Best (I think) would be if they had a gathering point, like a tavern or something. Where you knew you could go every friday four hours after downtime to find other vagrants to head out for adventure and mischeif!
Check that the terrain is empty behind you, I got fails due to both hills and trees, I guess if the pathfinding algorithm just finds anything behind you if fails ... or it is just in a bad mood now and then. And I was one of those who argued against that parting shoot had anything to do with it as I was unaware of the warning and had used it several hundred times when I did...
Bluddwolf wrote:
Utility Feint (and there could be more in the pipeline, but that I believe when I see it). I used it back when I though the Rogue role existed. Bluddwolf wrote:
It is said to be in the pipeline (see above) Bluddwolf wrote:
Word!
Pyro, you must play an another game ... I usually hunt ogres with longbow, i kill one and run away when the rest comes thundering. The rooting may cause me to take hits, but since last patch I only have died one (and that was because there was an execution squad of Runts I had missed). So either you are writing in the wrong forum, or you have failed in adapting your tactics...
I stand corrected! Bartering, bartering and again bartering! I think it is good that something is limiting the tech development (besides XP). It creates value. If something is free, easy and everyone can get it, then it has no value. Now a gift of 10 coal is something of note, a gatherer in a coal are is a noteworthy target ... It creates game value, that is the reason it is limited. I dearly hope the devs don't cave in and let everything get accessible everywhere, but of course some stuff need tweaking (like green). Is something stops you, swallov your pride, retreat and skitter around it, so says HANSPUR.
The priest in his tattered cloak over a rusty and well worn chainmail, rised his bony arms towards the sky and cackled: "Let the people be tried, find those who are worthy of live in the River land. Let them be challanged, force them to cooperate, force them to fight over scraps, for survival, for their future!
Looking around to see if anyone saw him he slunk away into the brushwood to pedlar his wares.
Trading, trading and again trading! This is a 4X game really in my taste, it isn't to everyones taste, but I really like the frontier feel. It should't be an easy game, it should reward those who can organize and work people to cooperate. We are a bit too few playing to get it to work smoothly, to that I agree. But it isn't a problem, it is a feature and frontmost a challenge to defeat!
I really can't really understand the problem here? It seems there are two things discussed at the same time and gets entangled in each other all the time. Solo gaming, you can do that perfectly easy, create a company of one, attach yourself to a town that isn't demanding anything (which I guess is almost all at this stage, as "Grief Not" is probably the only demand right now and you can hardly be a griefer alone). Then do your thing and now and then give something to your town to show your good faith. Secondly, a town of your own, that isn't so much to discuss, this is EE, not everything is in place yet, coming OE it is supposedly going to get your company together and strike out to build your own settlement in the wilderness. Until then it is either to enjoy the moment or wait until OE to play. I suggest the former. And Brutus, I think you know what Edam meant by "saying" I guess, you are just playing dense because you like to be be seen as a big, dumb brute, don't you?
<Kabal>Keign wrote:
Said so! Ack-pfffffff! I think it is nice that things aren't so predictable. Actually a dynamic shifting of resources isn that bad, or perhaps not so much actually moving them around so much as shifting the borders of them and also the internal balance between them. This would of course be more appropiate for things like herbs and especially the waste heaps (that is way to predictable now in my book), less so for mining. Right now some waste heaps are really predictable iron mines, I still think we should find more junk in the waste heaps, salvage stuff is appropiate, and everything should be in the worst column of quality. One cool thing would be if stuff that gets destroyed in husks could end up in the middens. That would acctually create a situation that certain scavengers seek out areas with fighting and such. Of course it should be mediated and the tech to do it is waaay off (like all other tools for doing flavour stuff) .... but we can dream, can't we
I really really like that we have things that are to powerful to handle!! It expands the decision tree and puts some bite into PvE. (Rant) If "carebear" is a derisive term used in some contex or another that no one seems to agree upon, I think it is really applicable to those fostered in the spirit of 3.5 D&D's encounter level design. Scaling stuff after the strength of your party is an abdominal RPG technique. (/rant) I do feel for Golotha having Mordant next door, but heya, it makes life interesting, eyh! You wanna live forever, eyh?
And I guess the economy allready is skewed due to the starter goblin harvesters being quite rich.
As one of my ideas with Schedim is being a scavenger, corpse looting/camping/blackmail/selling protection/whatever is dear to me. I count on being carrying around the criminal flag a lot after big battles due to husk poaching. This is of course off the record, Schedim is ther to sell arrows and cheap potions...
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