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![]() I cleared my weekend of family and work. So I have plenty of time for EE, but now it looks like not. Which is perfectly fine, don't launch EE until you guys are ready! I am serious. But since I have time, I would like to mess around in the alpha if anyone has an invite. May I please get an alpha invite by Friday? Can anyone help? ![]()
![]() In Eve, grappling other players, crowd control type effects is a big deal. In PFO, what factors control movement speed? I know armor. Is there also an over all weight carried? Are there skills to increase movement speed? Are there mounts? Are there ways to stop someone from escaping? Lets say I see you and you are a bad dude, I turn around and start running? Does my stamina run out? Can I out run someone else? etc? thanks in advance ![]()
![]() Hi guys, still checking in again for my six month review of PFO. [tldr: When my months of paid subscription run out, am I going to be able to play for free?] I noticed some comments in the threads that imply that PFO will have a subscription model. When I backed the Kickstarter for a hundo it was in large part becuase Ryan was evangelical that the old theme park model, including monthly subscriptions, were dinosaurs and the future of MMOs were free to play sandboxes with micro-transactions. such as this long quote from Ryan.... "When we’re ready we’ll allow players to choose to either play via subscription or to play via microtransactions. This is the model that Turbine pioneered with Dungeons & Dragons Online and Lord of the Rings Online. Unlike a lot of MMOs we’re not focusing our microtransaction system on “unlocking” core game elements. Rather, we’re going to focus it on our unusual skill-training system. Like EVE Online, characters will train skills in real time, regardless of whether the player is logged into the server or not. Training a skill is a pre-requisite to earn a character ability (in addition to other things like succeeding in certain in-game actions that we memorialize with a “merit badge” – a token of achievement). A twist that we’re adding, taking more inspiration from EVE, is that you’ll be able to sell these skill-training time increments via the in-game market to other characters for Coin, the in-game currency. This mirrors EVE’s PLEX system and it is designed to do the same kind of thing; allow some players to “play for free” by earning their skill training time by purchasing it from other players who would rather buy and sell time than try to earn in-game Coin themselves. It cuts down on 3rd party “real money trading” and all the bad stuff that comes with RMT." Anyway, does anyone know if this has changed? When my months of paid subscription run out, am I going to be able to play for free? ![]()
![]() Doing my semi-annual check-in... What is the absolute latest on estimated start of Alpha, Beta, EE, or whatever semantics are being used? Best guesses, rough estimates, hard dates from Ryan are all acceptable answers. Or a link to said info I didn't see scanning the forums.... Thanks all. Trying to decide if I am going to try the Archeage alpha which seems very similar to pathfinder. ![]()
![]() Apparently EVE is now banning people who use alts to spy, sabotage, and deceive. Is our TOS going to be written this way? Is the TOS been made available yet? I honestly, will be upset if this is true for our game... I mean I am running three alts in the forums actively and this is just fun chatter.... Link for the EVE forums on this topic....80+ pages already.... https://forums.eveonline.com/default.aspx?g=posts&t=276984 ![]()
![]() A new kickstarter, which sounds extremely similar to PFO, has begun, but what caught my eye is that the developers are offering tools for the players to create content that goes into the MMO... "NeoJac will be providing the means for players to provide direct game content such as 3D models for use through collaboration with Unity 3D. Player content provided in this manner will be reviewed by the community (peer review) for acceptance. NeoJac will continue to provide assets for the game world as well." so why can't we do this as well? http://www.kickstarter.com/projects/neojac/neos-land-a-new-beginning ![]()
![]() Neverwinter is a crappy game that is acting deceitful saying it is in "open beta" not actually launched, but.... the foundry which allows you to make pve quests and campaigns is amazing and awesome So, I know GW said down the road they may add a foundry, but since this is "pathfinder" (I know, before the flames, it is pathfinder in name only), can we raise some money to have a foundry earlier? How much would it take? Are any of you making awesome foundry quests in neverwinter? BEING???? is there a Being foundry quest line yet? ![]()
![]() Time to guess tomorrow's blog posting. I will keep searching the old posts for your guesses or you can post them here. So far, here are the winners... 2013
March 6 – Pictures of art work (Winner – Dakcenturi ) March 13 – Fort Inevitable Development (No winner) March 20 – Hex mechanics (Winner – Avenoats ) My guess is ranged combat. ![]()
![]() I know this game isn't NWN. I know its not STO. I know EVE doesn't have player-generated content. I know this is in no way a priority of the developers limited resources. I know it is not a feature that could be added for a long time. I know [insert other responses from other threads]. But, I think it would be cool to have some player created PvE. I know the sandbox isn't going to be focused on PvE, but it will still have some. May even have "end game" PvE like EVE has wormholes and incursions. I have never tried any of the foundries described in that interesting article. Have any of you? I know Being has. It would be cool if player created dungeons were crafted using actual resources and skills you had to gather and level in the game. Any loot in them had to come from player deposits. They could be a point of interest in your settlement's outlying hex. ![]()
![]() "While we rolled through the skirmish, Joe Jing explained that the developers working on the game - himself included - are proper Dungeons & Dragons fans who are enjoying the hell out of their work, and that they are attempting to remain as faithful to the published 4th Edition material as possible. Obviously, with Neverwinter's game mechanics being as different as they are from the actual tabletop D&D, some liberties have to be taken - monsters have thousands of Hit Points instead of merely hundreds, for example. But if a creature's entry in the Monster Manual mentions a special attack, you can bet that the Neverwinter version has it, too. " I like that it sounds like this will be true for PFO as well. ![]()
![]() Here is my idea for including a MOBA in PFO. First, pick a NPC city to have a large gladiatorial arena where crowds gather to watch the clashes. The crowd favorite is two towers. Two teams of five fight in a large arena to destroy each others tower on opposite sides of the arena. The tower has an NPC archer in it raining down arrows. Also, a steady stream of NPC mobs head toward the other tower throughout the game. Standard MOBA stuff. How to integrate it into the MMO... Since PFO is free to play this is actually easy (except for the massive amount of computer programming) From the log-in screen you can log directly into the MOBA or in the real world your character can travel to the MOBA arena. When you enter the arena you Que up for a match, either unranked or ranked. When your team selection begins, you choose a kit. The kit is the equipment you are wearing and the skills you have just for this match. Imagine playing league of legends where you start at level 18, with all your gear and everyone is fighting in a single lane.... that would be the intensity and amazing fun of this MOBA. I would expect matches to last 5-10 minutes since everyone starts at fully leveled and fully geared... Maybe you include some "jungle mobs" at the outside edge of the arena with buffs.... For your free account, you choose one kit as yours during the tutorial. As you win matches you earn gold. You spend gold on new kits to add to your choices. This is where you get integrated.... MMMO players can spend the in game currency to buy kits. OR THEY CAN CRAFT THEM for their own use or to sell to MOBA players. For example, GW makes a Conan type kit. A player crafting with sufficient skills and resources makes the "skills part of the kit" then crafts or buys each of the equipment items, bundle them all together ans sells it as a kit on the open market. Besides a few basic kits, it would be cool if the other kits were only available as player-crafted kits. GW can make money of the microtransactions of buying cooler looking "skins" that would go with each kit they design. So if you just want to play PFO MOBA you can, but you are making gold playing that is being spent on player crafted kits (and you might really like the game enough to try the mmo part... If you are a crafting, another crafting tree to level and an audience for your wares. If you are a guild or a solo player, something else to compete at. Big keys, GW designs the kits- the ability combos and the equipment so that every kit is somewhat "balanced" as bst as they can. You could also have a free-for-all ladder where you play your actual character in the MOBA. The e-sport eligible part would be that every player in the e-sport ranked match is choosing from the same kits of skills and gear so the only advantage you have is your individual skill and team skill. Also, the gladiator arena should have a different view angle so you can see more of the battlefield as you fight. We can stream these matches, have rankings, and maybe try to be an e-sport. AGAIN THIS IS JUST ONE PART OF AN AMAZING PFO WORLD THAT YOU DONT EVER HAVE TO PARTICIPATE IN IF YOU DON'T LIKE IT... ![]()
![]() Want to make a trillion dollars? Have PFO do these things... 1) Sandbox game where all useful equipment and settlements are crafted by players from collected resources and resources that drop as loot. 2) Open world PvP with safe zones and player created safe zones like the player created settlements or even player hideouts. 3) Player controlled territory in which settlements can become kingdoms where the best resources for the best crafting come from the best player kingdoms. 4) Great PvE. Great NPE expereince, plenty of random dungeons, and a big massive superdungeon/RAID that is added every 4-6 months. Players can spend in game resources and learn a crafting tree of skills that allow them to craft their own dungeons with puzzles, traps, story, player deposited loot. Make it pay to enter so dungeon crafters can try to turn a profit. 5) Achievement system that acknowledges a player's and guild accomplishments - world first for a few thousand different achievements covering every aspect of the game. Have an achievement point ranking system. 6) PvP ranking ladders. 7) A built in MOBA style PvP game with rankings and ladders. Put all these things into PFO and watch the players and fans flock to you. I feel the next MMO that will eventually replace WoW will cover all these bases in one amazingly well integrated system. ![]()
![]() In the D&D Master's Rules Box set (1986?). You could level a character to 36 and start a quest line to become immortal. Anyone know where I can find those rules? I'd rather not buy the old box set off ebay just to see if they will fit into my campaign. I am particularly interested in the paths to immortality. One path had something to do with forging a kingdom. Was there an artifact path? A time travel path? any help would be great. What did you have to do to discover the path? ![]()
![]() I'll start. Using the PO alignment system, I would describe Han Solo as... started Chaotic Neutral. Performed enough "good" deeds in episode 4 to move up to Chaotic Good. Joined the Rebellion and participated in enough organized "lawful" rebellion activities to be a "general" by episode 5, but disregarded his orders to escape Hoth so I would think he would settle at Neutral Good in the Pathfinder Online system. Agree? What is another good example? ![]()
![]() I 'get" neutral good - you do the right thing by a greater moral code. I "get" Lawful Neutral - you follow the law regardless of the outcome. So what is Lawful Good? Both? You follow the law because the law is good? But isn't neutral good, following a "law" of moral goodness... For example... The law says that slaves are property. What does a Lawful Good person do with that? ![]()
![]() At character creation there is of course an option to fully build your starting skills and traits exactly the way you want. However, I suggest there are some traditional starting kits that a player may pick from instead. Having some premade "classes" seem to me to ease the new player experience. I feel having a completely customizable character building system with incredible depth is terrific, but to make it accessible to the most new players. What starting kits would you like to see? At least..
Would you like starting kits as an option? If so what other kits? Even better, if you don't get a starting kit you could be offered a generic tutorial, but if you choose a starting kit, have a tutorial that is specific to that kit so you get the generic tutorial plus something more specific. ![]()
![]() I know the Company - Fort - Settlement - Kingdom mechanics are a big time work in progress. However, I wanted to get your thoughts. About how many people do you think it will take to go through each progression? I know we really have no idea yet, even what the steps will be on the way to kingdom. I'm trying to recruit my buddies by saying we could have a small settlement part of someone elses kingdom. How few people can make a small settlement? ![]()
![]() After the wildly successful kickstarter... best estimates please
I'd like your best guesses please if there hasn't been a GW recent update. I have a group of gaming friends I am trying to convince to come to PO and these are questions I have been getting from them. ![]()
![]() When you start a new character, until that character dies, its name should appear in a special gold font. First death, the gold font is gone forever. This allows permadeath guilds to have proof and allows hardcore gamers who want to challenge themselves to not die to have a public proof. How impressed would you be whe you saw a gold font character at the level cap? If you don't care about permadeatth, then don't care. Your name will look normal enough very soon. :) Also, I may invest months in my permadeath character and, oops, he dies. I can decide, oh well, I like this toon and keep playing him. ![]()
![]() I guess I am having a hard time getting my head around skill training in PFO. CEO said yesterday that they don't want skill training to make you intrinsically better? What is skill training for? Is it just prerequisites to use equipment and abilities and prerequisites for merit badges? Wouldn't being able to use those items or earn those merit badges make you better? I think he means skill training doesn't make you better at using an ability it just allows you to use it period. I have read the dev blog on this and I am asking for more help understanding how this is going to work. ![]()
![]() A real world model for a Pathfinder Online player settlement may be the history of Birmingham, Alabama, USA. The city has the nickname of the “Magic City” because of how fast it was built in the late 1800s. In a manner of a few years it went from not existing to a major city. Two main factors for its rapid growth will also dictate where the successful player settlements are built in PFO. 1) Birmingham sits at the intersection of two major railroads – one crossing from Texas to Georgia and the other crossing from Chicago to the major port city of Mobile. Similar in PFO, a player city that grows large and successful will arise where there is a lot of player traffic and resource traffic intersecting. 2) The biggest factor was the discovery of all of the minerals needed to make steel. Birmingham sits in a rare place in which all of these raw components for smelting can be found with a few mile radius. Its other nickname was the Pittsburgh of the South. Similarly in PFO, I expect the most important, successful player cities will be in the rare spots where the most abundant important resources can be harvested. 3) So find a travel intersection where there are great local resources, make a city, and then watch the wars start…. ![]()
![]() I am curious what you think about potential player generated content in a fantasy setting MMO? Obviously a completely player driven economy creates lots to do ... finding and fighting over resources. Recipe acquiition and execution.... But what else? Player built settlements take a lot of resources, organization and defending.... what else? will there be a way to have an ambitious chartered company host a traveling "carnival" of jousting and combat tournaments? what things can you think of? ![]()
![]() Explorer's Discernment
Miner's Discernment
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![]() So I have been reading all I can find on developer comments and I have compiled a rough estimation of what "roles" you can fill in PFO. Of course you can overlap these as you enjoy. 1) Explorer - Solo or with friends. Leave the safe zones and go explore the world that will be full of random mobs to go find and fight. Random instanced dungeons can be found that you can explore. Mobs drop drop some loot and crafting resources. Loot can be sold to other players back in the safe zone. Avoid (or kill) criminals. 2) "Criminal" - Kill other players outside the safe zones. Take their stuff sell it in the safe zones or player cities. 3) Bounty Hunter - kill criminals. Take their stuff and earn the rewards. 4) Miner - Explore the world while surveying for natural resources. Harvest what you can and bring it back or set-up harvesting structures to get big loads. Protect your node from random mobs and from criminals. Protect the transport of your resources. Sell it in the safe zones. 5) Refiner - minor role. Use refinery skill to take raw natural and organic resources and refine it so the crafters can use it. Buy in bulk and resell the refined materials or collet it yourself. Easily can be worked into a Miner or Crafter kit as additional skills. 6) Crafters - every player item is best as player crafted including the structures. Each type of item like weapon, structure, armor, jewelry, etc. will have its own skill tree to level. Discover recipes and acquire resources for your NPC crafter to make. Can be done at "low" levels in the safe zones, but for truly magnificent crafting you must go make your own crafting location out of the safe zone. Probably in a player settlement offering you protection while you craft. 7) Chartered Company member/leader - members of chartered companies can do all the things above as a group and some players will enjoy leading companies. 8) Settlement member/leader - large companies or conglomeration of companies will build player settlements for trade and storage. Have a house! Be part of the militia! Raid other settlements! 9) Kingdom subject/king - collection of settlements will form kingdoms. Join an army! Raid other kingdoms. Go to war! "Devotion" achievement - each class will have a capstone achievement for specializing. (It would be cool if miners and crafters had capstone abilities also). Figure out how to edit... Merchant - whether it is travel the settlements or owning an shop/inn - These auction house wizard will buy low and sell high or act as a middle man to sale your crafted or "acquired" items. Mercenary - Need protection? Why hire a bounty hunter when you can prevent the crime to start with? Guard travelers, guard mining operation, guard settlements, act as border patrol for kingdoms. Wandering monster, criminal, or enemy - none belong while there is a mercenary around unless they pay better. Chartered companies/settlements/kingdom will have plenty of loyal combatants/militia/soldiers... ![]()
![]() Is there a list of the PF novels and short stories by story chronology? You see this in the front of the star wars fiction and it is a big help to know what to read next. I don't mean by publishing date (but that is better then nothing) I mean the stories and novels organized by when they occurred in relation to each other. |