The problem you are trying to solve is one of perception, not mechanics. This will become a non-issue when they implement listing the items that you are auto-looting, thus ameliorating the sense that you're not getting anything. You will be able to then see the various consumables, weapons, armor, recipes, and components that are already filling your inventory in abundance but that don't give you that sense of satisfaction you desire because you can't see them with each kill.
One thing I've noticed in the Suggestions window is that repetitions of a given feat at a higher level are not included as a suggestion when I think they should be. So if Hit Points 3, for example, is the least XP-per-increase item to raise Con, then Hit Points will be at the top of the list but if Hit Points 4 is a better buy than the tenth item in the list, Hit Points will NOT be repeated on the list in that tenth spot because Hit Points has already appeared on the list.
The only way this can be addressed in the current build is to close the Suggestions window and relaunch it every time I train a feat that could potentially be repeated at a higher level, which is virtually everything.
I have modified all the feats files to remove anything that is not currently trainable or is not expected to be implemented in this next patch (Alpha 8). For the modified versions, CLICK HERE.
The modifications include the following:
I was thinking more of a scenario where I want to get Heavy Armor Proficiency 2 for the least amount of XP. It would be nice to select that feat and level, press a button, and have a build created that obtains the selected feat at the selected level for the least amount of XP.
That is essentially what I'm doing now by bringing up the Suggestions window and manually training every item on the list, in a row, one at a time.
Regarding input file cleanup, I made the following changes to the input files that you may wish to consider for future versions:
So if i have both an new alpha & early enrollment acct., i can use the alpha but will i keep my xp and stuff gained as alpha player when game launches or would that only apply to my EE acct? I would hare to get attached to a character and lose it all on launch.
Everything in Alpha gets wiped at the start of EE. Don't get attached.
I was reading through the stealth thread and considering the merits of buying some Perception when it occurred to me that I have no idea which trainer to seek out if I wanted to do so.
Extrapolating this beyond just this one question, it occurs to me that it would be a handy resource if we could get from the devs or put together ourselves a list of what can be trained from each respective trainer. If the dev team has not provided such a list by the time servers come up in about 5 hours from now, can we get a few volunteers to pick a trainer and report on what all is available?
I'll start by offering to report the Dreadnought Trainer's selection.
There is no such thing in PFO as an "attack of opportunity."
Most longbow attacks impose a state on the attacker called "Opportunity."
Some longsword and greatsword attacks have various effects that trigger off the Opportunity state. In other words, if those attacks are used against someone who currently has the Opportunity state active, then the attacks do something extra.
Looking through the database of attacks which has been made available in various locations will give you a sense of the various effects that can be imposed upon someone if they are hit by such an attack while they have the Opportunity state active.
On the forum, the devs (Tork or ???) have stated that charge is not yet implemented.
Charge is most certainly implemented. I was toying around with it last night. Upon activation, you rush forward 20 meters toward your target unless you get stuck on intervening obstacles such as furniture, stumps, tents, etc.
And to those saying that it's too early to call for tweaks, I ask "Are you not aware that we're in Alpha to provide feedback about the game?" This is our opportunity to do exactly that, provide as much feedback as possible about what we like, what we don't like, what works, what doesn't work, what feels too hot, too cold, or just right.
If your intention is to sit quietly and provide no feedback until you are told to do so, well I think you're just missing out on a fantastic opportunity. To quote from the Kickstarter Alpha pledge, "You will be welcomed as part of a very small group of alpha playtesters in a closed Alpha of Pathfinder Online. This will be a great chance for you to give us direct input on how Pathfinder Online ends up looking and playing in its final incarnation." You can choose to take a "don't ask for tweaks," "don't ask for crowdsource," and "do not design" approach if you like, but I paid my money to have a voice and by God I'm going to use it whether that gets your panties in a twist or not.
It's worth paying someone ELSE to spend their two minutes of time, sure. That's what gold is for.
Balance cannot come from limiting the number of arrows one may carry; that just yields an overpowered attack every 10 minutes instead of every 5 or whatever, condemning archers to 9 minutes of boredom as the price for their 1 minute of fun.
Better to balance the attack in the first place so everyone has fun all the time.
Stephen Cheney wrote:
I don't believe ammo consumption will prove to be an effective counter balance as players will always be willing to spend gold for a marked advantage on the field. If I'm going out to PvP, I'll spend however much gold I need to load my inventory full of arrows knowing that arrows allow me to kill faster, more often, and more safely than any melee weapon in which I could invest said gold.
I have only killed one person so far in game and, yes, it was with a bow. It took three shots, was done from max range, and in chatting with the victim afterwards I was able to confirm that she had no idea what was causing the chunks of health to disappear but eventually concluded it must have been another player.
I don't know that you're undervaluing damage factor as much as you're undervaluing range. With a longbow, I can solo camps of five to seven bandits as half the camp needs to cross 35m or more before they can start doing any damage to me. That is simply not possible with either a greatsword or longsword/shield. Melee weapons necessitate taking damage from ranged opposition before the melee attacks can begin dealing damage. That delay results in dead melee whereas a ranged attacker is able to leverage their range to put out way more damage than is reflected by the damage factor.
Consider factoring range into the "budget" such that any range greater than "Melee" reduces the damage factor accordingly.
Counterpoint: Passing Step Thrust, wind-up, Cleave, Wrath Guard, Wrathful Strike, Hoist.
This is just exactly my point. These are all Greatsword abilities and are the only attacks stronger than the bow. It has been stated that, per design, the melee fighter should be able to do enough damage that he cannot simply be ignored. At present, unless the melee fighter gives up his shield to wield a greatsword, the paltry damage he can put out pales in comparison to the bow and is completely ignorable. And he has to close to melee range to do any damage at all whereas the bow is putting out superior damage from the safety of max range.
Is crafting materials going to be split up in some sort of tier system where rarer crafting mats increase in certain, more dangerous hexes? From the video I watched it was mentioned that some hexes will give you a higher amount of material faster, but nothing mentioned about rarity of the goods changing by hex.
Tier 3 materials are rarer than Tiers 1 and 2. Monster hexes will drop more Tier 3 materials with the rarest materials such as skymetal coming from the crater hexes.
For some reason, the bow attacks have damage modifiers significantly in excess of nearly any other attacks I've yet seen, the sole exception being one of the two-handed attacks. While most attacks have damage ratings between 0.5 and 1.5, bow attacks have ratings between 2.5 and 3.5 for the most part.
I guess the issue boils down to DPS of different weapon types. I think the DPS of bows should be significantly lower than melee to balance out the significant benefit of attacking from range.
There is no reason you couldn't scale the range at which you hear others based on the number of others talking nearby.
Having said that, I think opt-in would be the way to go.