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![]() ... Would be enough for decent playing. As a complete Noob when it comes to games of this type I fiddling with differend solutions to get a better connection .... My current one jumps between 2/1 to 9/2 mbit (more often the former than the latter sadly). I usually have some lag but it could be the lousy laptop (thats going away sooon, I hope). Any thoughts? ![]()
![]() There has been complaints that the landscape is a bit boring and lacks strategic choke points. Both these would IMO be adressed by the addition of water, IF the water is meningful, so I wonder: what have been said about the water?
I would prefere that the water is hard to swim rather than dangerous due to aggressive fishes.
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![]() Move Goblins from Knowledge Local to Knowledge Dungeoneering, just to have some use for that skill. And is Goblin Dogs really dog, shouldn't they be named something else and do they belong to the Nature skill when it come to droppings... have the trash heaps spawn a more diverse and low quality material, to make them a bit more garbage flavoured. Implement Arrows and Charges, it would downpower ranged weapons and give even the lowlies bower something to do with all those shafts and blanks. Player Killer should not perhaps be awarded on a suicide... ![]()
![]() I had some ideas while walking in the rain concerning Settlement development. it is still in the far dim future and so on, but something I have to do with all this stuff accumulating in my brain. We (I) don't know that much how Settlements are supposed to be growing in power and utility by supposedly by bulk resourced mined at special places and by gathering influences by ..... Companies? Anyway, these factoids(!?) crossed sword with another titbit in the muchy depth of my brain, that silver and gold has a quite low value and is of limited use for some special magic and religious purposes and some higher level stuff. That means T1 mostly curse when silver ore appears rather than the extremely valuable iron ... This could be changed if there was a black hole to pour jewellery in, like if there was a improvement of the Settlements <Something> if it received such pure decorative stuff (a side track is that Jewellery worn could boost Bluff (etc) a bit, which would be of use if Bluff had any function etc). Also if there was some kind of religion instead of this generic Cleric stuff, there would be Temples to make sacrifices in (and on that path I have plenty to ideas ... woe the day the Dev says Religion is going to appear for real). ![]()
![]() Someone mention in a thread somewhere that the defensive balm etc was near useless due to the short duration. I crafted some of them and did some experimentation, and I'm in agreement of that.
In the latter case it interfered with my change of weapon and I have a distinct feeling that I was better served by just swing my weapon one time extra. I don't think they should have any increased effect, but if Alchemists should bother to make anything besides the pure Hitpoints refiller (and Apothecary being more than Varnish dispensors) for the first month of EE I think the Duration should be increased, perhaps by multiply duration with the amount of pluses ... ![]()
![]() ... or at least a Stocking Cap+2 I made it because I could, but it got me thinking a bit (yehayhea, it is not healthy and I do it to much). But anyway, what is the plan for this kind of gear, I relly like the concept, but without the graphics to go with it, it is really just a waste of resources right now. My Stocking Cap, for instance, adds the keyword Vehement for utilities, I guess that is our famous Gloves and Boots. What will the effect of this keyword lead to (in the future, AFIK nothing is implemented yet). There is all these small intricate details that draws me to PFO, but my poor brain want to have something to chew on. And I guess some of the keywords on stuff are more or less placeholders as they are quite few and repetitive... BTW I think attacks names should change to confirm with weapon numericals. ![]()
![]() After voicing my support for the occationsl risk of robbery and brutal death (ie PvP) when gathering resources, it was pointed out to me that it would only lead to the phenomena of "gathering in the nude". The logic behind this was that without anything to steal or lose (except a piece of rock or two) there would be no reason to bother peacful gatheres. As I expressed elsewhere the concept of "gathering in the nude" is a type of min/maxing I do not support, but I understand the thought and the reasoning behind it. Actually I can't condemn it (on other than RPG reasons) as it is the logical solution to a problem presented (PvP vs Crafting, that is). However, in the real world (Golarion or whatever) "Gatherers" seldom are in the nude, escecially if they are under threat if getting killed and as I'm a bit irked by this ... discrepancy , I did a bit of thinking while I prepared my breakfast this morning. The phenomena is of course stemming from the low cost (or no cost) of dying when you are "in the nude". Baring adressing that (in my NWN module I was working on I solved it with a minigame but that is a bit beside the point actually) I have to hit the problem at another point. I see two ways that in combination would make a solution.
Observe in the latter case no actuall skill with the equipment is needed, it is just for show. And it hasn't to be Heavy Armour and a Greatsword either. Just a sensible amount of equipment. Now I leave the floor to you and let the screaming and tomato pelting begin! ![]()
![]() Sorry to spam with ideas, in lack of a better forum ... The meaningfulness of the Rogue role has been questioned repeatedly so i decided to collate and expand some of my ideas, and having them wetted by people with higher Wis than me... Most of the actions listed should be associated with a hit to Reputation, but with the speedy recovery of Rep now and the whole system in fluctuation I find it meaningless to speculate in that area. I list them in something like order of ease of Implention (with the caveat that I know nothing of the software in use or the organisation of it). Rogue trick; Pickpocket lvl 2
Holdout (Skill)
OR The skill only increase the time for looting the husk. Making it a bit more difficult for robbers in hurry.
Stealth system overhaul
Rogue Trick: Stealing secrets lvl 2/3
Drugs
Rogue Trick: The big one lvl 3
Bluff
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![]() I saw a post in one of the threads about the crafting being boring and unoriginal, and that got me thinking a bit about it (yes it is a bad habit for my health and sanity, thinking I mean). I think it is good, defenitely MVP now when we have level differentiatin of the +recieps and the added material . That really made my day. But what I see is such a great potential, and working in two directions to enrichen the game. (And remember I really talk of post OE by quite a bit, unless everything goes sweet and railroady from now and on). I see a point where there will be reciepts to add Keywords and such to existing equipment, reciept variations, using this increases the durability one point, using that lowers durability but lowers production time ... Perhaps the quality of the ingredients will affect the durability of the product, so we will have a adjective added to the refined product too. This will all invigorate and deepen the game for the crafters. The second direction is the posdibility of added extremely rare unique nodes, tucked away in strange places delivering material, some repletish slowly at that place or when after first found begin to appear i other nodes in the same hex. These materials should perhaps only be of use for experiments (an new added mechanism?) when performed opens a new batch of reciepts for droppings (:-) This would give something to explorers, rooting through nook and crannies, would suddenly be very very exiting. (Another unrelated thing for the Explorer kind, would be to have conditional terrain, places where there are "secret passages" to learn. For instance if a explorer cross a difficult cliffside, the next time (or Xth time) she crosses it she can do it running.) ![]()
![]() ... or rather Goblin farming. As my heart bleeds for these poor creatures, not viewed as anything else as a steppingstone to more glorious pursuits. When NPC AIs get some love (in the dim future of EE or OE) what about really introduce Goblin cowardness. if a bunch of (basic) Goblins are attacked by anything besides a not-quite-wet-behind-the-ears character and takes casualties, how about all the goblin scattering and running in all directions. And keep running for quite a while. when they find a quite corner, they begin to spawn a new group. The effects would be that you really do not want to have Goblin farms around your settlement, but OTOH when you find goblins at anyplace close to a Settlement (or anything permanent or semi permanent) you can cause a bit of mischief by having them contract a case Goblin disease. Settlement could then hire low level PC to do Goblin cleaning missions and also having to organise sweeps and patrols. And wanderers could take bounties for reporting settlement-close Goblin infestations. Perhaps if you gain a contract of a settlement you could have Gobbos drop an ear and you could exchange them for a copper or two ... Sooo now I think I gotten the pesky bastards out of my head... ![]()
![]() I have tried this on several white bandits mobs (do bandits ever go higher than white?). As long as I drop them on first hit with my trusty longbow, the others in the mob don't react and I can pick them off one by one. Is this working as intended? Shouldnt't they notice something when the bodies begin to sum up? ![]()
![]() Firstly, have you noted how beautiful the Nature nodes are? They are really lovely little pieces of art popping up here and there in the landscape. Judging from these, there are great hope an expectations when the design crew get the time to do pure beautifications in this game. if you haven't noted, you have to take a stroll in the countryside and stop staring on the minimap when you run about. And I found an area with water (when I was teleported) that was very nice, the aquatic wolves included, nice touch than :-) There are rumours about an Emerald spire also, but haven't been able to check myself yet. Some thoughts on the latest patch. The addition of a little extra materials and a bit of difficulty on the plus-receipts was a nice touch and IMO necessary for making low level stuff an excuse to exist (even if only as a sign of poverty and/or lack of training). Teleports/desync/whatever (not the cruel rollback of yesterday) seems a bit less frequent, but really has to go away totally. It really sours the already disgruntled player mobs. And now to the visions (or hallucinated ravings) The issue of the Rogue, this role need a bit of love beyond the skirmish role it has. The other three roles have some distinct colour, even if I think there may be need of a tad bit more differentiation between Clerics and Wizards. Rouges of now is just a little brother of the Fighter. The problem, I think, is that there is no real objectives for the Rogue to be ... well, roguish with, and all of them feels to be a long time in future. The only thing right now, that I can say, would give me an taste of the future use of these bastards, would be the ability to pickpocket all these people hanging around in the woods. What do I mean by that.... Well ... say that there was an "Attack" that could be initiated from pretty close range that gives a chance to get a nerfed drop from that.
With such a system, it would make the Rogues to be able to something no other could do and having some exciting fun, waiting for chest, traps and doors to appear in game. on that note I think the mobs should have their perception upped a bit, or their range of initiation of aggro-action or whatever. Slaloming between groups in sprint mode may have some beauty ... buuut ...
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![]() I had looking forward to blow som Goblins to the moon this morning, but the only thing I got was some sound effects a weird smoke effect on my bow animation (can live with that) but not one Goblin took a hitpoint as I could see (but their bombs work, yes they do). It was Apprentice fire I was using... With the delay I'm thinking of upping Alchemy to train with Tanglebags, but perhaps I should re-prioritie that... ![]()
![]() ... I haven't thought of is the effect of having stuff dumped into your inventory during combat when the much needed encumbrance comes around. This dawned to me when the going of unsold AH goods was discussed in another thread. With a starting max of 50 units and if you are near max a plate mail appearing in the inventory will affect your movement quite a lot.... ![]()
![]() The structure I have seen so far is a weapon+5 (that I get, or think I do) then there are stuff that has a +0 (improved critical for instance), do it mean something? Or is it just forshadowing? Redundat? And lastly a Implenet keyword, what effect do this have? Against what is it matched? Weapon I guess ... But to what effect? ![]()
![]() Is there a patch planned tomorrow, or is it supposed to hit the world just before the real dancing begins?
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![]() Here we go... Is there any plans for "retraining" feats. My question is grounded in fact that there will certainly be stuff that gradually are introduced into the game that will make you 8at one point or other) to change some core element of the character, like changing your short bow for a nice (and more fitting) crossbow for your Dwarf character.
The chat system, here I willingly admit my totally newbie status, the only in game commination I got any experience of the last oh, 15 years or so, is some brief Neverwinter Night exchanges.
The last thing seems to me as a bit to easy to spread info in, but on the other hand there are other communication routes outside the game that do the same thing I have realised. ![]()
![]() I was thinking, and while we wait for the subforums I wanted to share some thoughts. I was thinking about the possibilites of playing a Peddlar, hiking around the map trading bits and pieces outside the settlements.
Perhaps in the future something like a pack mule or a cart will exist to make it easier to haul stuff around.
The peddlars (if anyone else is mad/deluded/naive enough) would serve to peacefully exchanges in the wilderness and provides camps with stuff they need from remote sources. Heck I get the vision of a future of a full Traveler outfit, creaking colourful wagons and all, circumventing all the river land ... :-) Ahem .. Now I go back staring at a blue bar again... ![]()
![]() I have been running around for a couple of days and have had a general good time (last time I did something similar it was called MUD). I assume a lot of my questions and thoughts are answered and discussed already at the Alpha forum, in that case bear with me. The only thing that's really really annoy me is the camera action. There must be a toggle function for that, now when I use the mous click for other things, usually the camera goes bonkers and either give a nice view of the starlit heaven or the muddy ground. Another thought that hit me within the first hour of play was "wool, from plant nodes" ... why not make "wool" nodes (for example a farmer with a pen) that only spawns if there is a low wolf frequency in the area. Further in that direction of thought I really hope the general node "content" gets an overhaul ... because I can name, like twenty sets of node contents that would feel less suspension of disbelief breaking. And if the economy will be player driven that is actually one of the more central things to address. Other thoughts I have is the strength of Sneak and Perception. I have tried to do some experimentation, but can't really se any differences, perhaps because I'm on a to low level still. And lastly, how to Escalation works, if I enter such an area and do nothing about the quests that pops up, will that make the situation worse? That have to do for now... |