The Horned Hunter

TEO Pino's page

185 posts. Alias of Piney.


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Latest Class was a Lore lecture, very informative !
:D

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@OP:
PFO is a new animal, and it isn't close to 'done' yet. Watch the blogs, one of these days the list of implemented features may be 'playable' for you.
Also, I'd find a group you like hanging in chat with, especially a multi-game clan. Even if that is not enough for PFO to be something you want to spend time with, you can play something else with them and wait for PFO to suit your tastes. If it ever does.

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Stephen's Chat

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I got slightly different numbers, using 'current completed achievement level', rather than 'current achievement level in progress' :
.
.
.

Cumulative (Total) Influence at completion by Achievement Level
1 - 0.33
2 - 0.66
3 - 1.01
4 - 1.33
5 - 1.95
6 - 2.68
7 - 4.37
8 - 6.60
9 - 12.06
10 - 14.20

and +0.001 per 'kill' after hitting 10

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as always, Pure, unedited audio of the Devs Q&A

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Make me an offer by PM please.

dude ! do you happen to remember what company your character Quarion was a member of ?

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Any activity becomes repetitive without people to give it new angles and flavors ; )
As mentioned above, you don't even need the game itself to recharge with a chat or a laugh among friends.

Re: PFO specifically, well yeah, the game is threadbare when viewed daily for hours. We have to make content, like go take a crap dance in every keep, or plant a tree in every corner of the map, or kill someone different every day.

ps
This is an advantage to multi-game clans over single-game guilds BTW, you can hop into another game with basically the same group of folks. Very refreshing.

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GripGuiness wrote:
Again I repeat ... the player was NOT banned ... his name is Grim Reaper

Can confirm, I saw 'Grim Reaper' in Marchmont yesterday afternoon FWIW, I saw no chat from them' of any kind.

We can only speculate on the customer service they experienced recently, but it seems to have shut down the potty mouth.

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GripGuiness wrote:
TEO Pino wrote:

F$*& profanity (filters)!

Your kids will learn the words soon enough, might as well be when you are there to explain them.

Do you really want some random new account to show up named those words? How about if a toon pops into chat named "(Your name here) Suckmycockyoub+#*&"?

How about when some random troll comes in a starts spouting "Suck my fat dick" and when people ask it to stop it tells multiple people to "Go f&%$ yourself"? This and more is what players were subjected to last night.

It's not the words themselves but how the attention craving animal uses them to derail the game that is the problem.

If it's inappropriate enough to be filtered here, then it's inappropriate enough to be filtered in-game. Keep the foulness and vulgarity to your group on TS, Vent or Mumble if you wish.

First, it is against the TOS as Thod points out, GW already has a commitment to 'protect' us from that kind of person.

Second, same as real life, I chuckle at their impotent rage and get on with my day. Ignoring them (with or without in game tools for the task) is the best response. I support free speech, and I wish this were not a game for minors, that does not mean I want to read toilet humor from immature a#$~@#$s. But language is nothing.

How about when some random troll says "(your name here) ripped me off after I crossed 30 hexes to make a trade" over and over for hours ? And when asked about it, makes up more details ? And it's all BS ?
THAT'S foulness, brother.

To me, the point of concern is spamming public channels. No matter what language is used, it has to be stopped, fast. Only active moderation can help with that. My solution would be to make global channels only available to exp earning characters, and only usable when at least 100 feet from thornguards >D

TL/DR;
What Bludd said ^^^

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2 people marked this as a favorite.

It went up last night after the talks, I usually get them up directly and then posting links around takes me a while ;p

Direct Link:Politics and Government

ps
I think it's something like youtube.pathfinderuniversity.com for the whole list

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PFU Hoffman wrote:
it will be recorded and put up with the rest of the videos at http://youtube.pathfinderuniversity.com

& as always, the audio will be completely unedited and will start a little early, because chaotic lazy is an alignment too.

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F+%$ profanity (filters)!
Your kids will learn the words soon enough, might as well be when you are there to explain them.

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here's another idea for safe travel:

If you jog along, not sprinting, not using speed buffs, you actually 'see' a little farther, in terms of the actual distance between you and encountered players. Put another way, if you travel at top speed you often end up very close to someone almost as soon as you see their dot on the mini map.

Jog along, ready to start sprinting and buffing as soon as you see folks, and you may avoid more unwanted encounters.

Also, this technique means your buffs are reliable. If you are trying to keep them up 100% of the time while travelling, you sometimes find them greyed out, or just non-responsive.

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TL/DR:
-PFO is a land grab.
-EBA has declared a large area grabbed.
-posts attempting to ungrab the area battle posts affirming the grab,
-thoughtful silences re: 'grabbing' abound

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Diego Rossi wrote:
TEO Pino wrote:

Has anyone tried talking ? Because you all seem to have the false dilemma of 'fight or flight, no third option' in your minds.

How many second before you die in combat? How many seconds you can spend typing in the hope that the other guy will spend his time reading instead of killing? Why the other guy should spend time reading and non killing (if hostile) if there is the chance that your friends are running toward him?

It can work if you start typing instead of running as soon as you see a dot in the mini map. But if you assume that every encounter is hostile your best option is running. You will end with nothing in your hand if you pay everyone you meet, regardless of how dangerous he is and what are his intentions.

If we had voice communications in game it could work. As long as we are limited to typing it will not work for bandit encounters.

Oh, I do not disagree:

-If they just murder folks, the reputation system should punish them incrementally until they cannot murder folks. Right now it emphatically does not.
-I agree combat is way too fast/twitchy.
-I agree paying everyone would not work.

That said, I still want to hear if anyone actually has tried talking, and with whom, and how it worked out.

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Gol Guurzak wrote:
Hey Pino- have you empirically verified that all 3 of Travel, Agile, and Evangelist stack with each other?

No.

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Has anyone tried talking ? Because you all seem to have the false dilemma of 'fight or flight, no third option' in your minds.

...

I think most 'bandits' would cease fire if someone was talking to them about making a deal, and not trying to flee/fight. We don't need a mechanical SAD to talk/make deals, & a neutral party/non combatant has the option of trying to develop a relationship with the predators a step above corpse.

Look at it this way: One day we will have mercenaries , they will want pay to protect caravans and gatherers, this way just cuts out the middle man.

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Neadenil Edam wrote:
TEO Pino wrote:


4) '1' (w/e hotkey for Agile feet) keep that buff up as continuously as possible

There are two agile feat spells the one with charge and the one without and they are on separate cooldowns. Alternating them will ensure you have it running continuously.

That said energetic field on a staff is a better runaway spell, just impossible to keep continuously going.

The charging version will put you under the world, randomly. I cannot recommend using it until they fix it.

I mention E.F. in my talk, and I recommend experimenting with what gives you the best experience. Heals are worth a lot ime.

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My 'Cleric-based' technique I teach in my PFU class on Travelling safely has a LOT in common with what Midnight laid out above.

-Never travel encumbered.
-Never travel 'by halves'. Stay alert, and do not 'combine' tasks/errands.
-Never use public channels to discuss travel plans.

I advise new folks to spend 5 hours of exp on moving faster. It really can save your life: (buy in this order ftw)

Seminary Trainer: 263exp
Focus Proficiency 1
Hit Points 1 & 2
Power 1 & 2
Divine Attack Bonus 1
Agile Feet 1
Minor Cure 1

Dreadnaught Trainer: 49 exp
Medium Armor Proficiency 1

Cleric Trainer:188 exp
Evangelist 1
Holy Symbol Proficiency 1
Travel Domain 1

Once you have all that stuff slotted, switch to your implement to populate the hotbar and UNSLOT the Agile Feet and Minor cure with 'charging' in their description, (they can put you under the world) then use this technique:

“R, Ctrl, Right-mouse, buff up”

1) 'r' to engage Autorun,
2) 'ctrl' to engage sprint,
3) hold the right mouse button and steer with your mouse,
4) '1' (w/e hotkey for Agile feet) keep that buff up as continuously as possible
You must navigate via the mini map, looking at your main screen/world map for a check on your surroundings whenever the mini map shows you have a clear path for a bit. Using autorun forces you to stay alert for mobs/PCs, and it lets you type in chat or sip your drink while you travel too ;)

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If you are truly upset with the current state of PVP and reputation:

*take a week or two off*

The time before Holdings is the ideal time to take a 'vacation' from PFO. Let yourself decompress; maybe check out some free MMO action or maybe just unplug completely. Then when there is more to the game, log in and re-evaluate.

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or something ;p

"Videos" of the Fireside Chats with the Devs.

1) Lisa Stevens
2) Lee Hammock

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a bump and a note for the Friday Lecture:

Be sure to clear your 3rd slot THURSDAY, since deleted characters remain until the next reset.

ps

I am hoping brand new players, and any players who have never journeyed far from their starting areas will be in attendance.
Anyone who dreads long journeys in Golarion is welcome to come, of course.
I believe confidence in one's ability to travel is fundamental to enjoying PFO, and that's what I will try to impart this Friday.

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randomwalker wrote:

Shooting you a few questions on PM, Hoff.

Be sure to record it so I can watch at a less ungodly hour than 3am.

(actually you forgot to ask Lisa why they insist on living in such an inconvenient time zone).

Zulu time is the only time !

All PFU 'Keepside Chats' will be HERE as I get them distilled.

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Thod wrote:

Okay - a more serious post again. Why did I use the headline?

Crafter towns are not failing in regard to presence of people there. The opposite - and everyone seems t o agree on that.
But this seems not to translate into membership. The crafter towns represented some 26% of all votes - above average (this excludes Alderwag and Canis Castrum).
Now they represent just 13% (not yet corrected for Canis Castrum). So the relative percentage of players in crafter settlements to everything else did go down.
This despite crafter tons full of people. This despite it being easier to train fighting elsewhere as to have constantly moving around with resources. I know - I'm doing the run to Hammerfall on average 2-3 times a day.

I haven't seen any explanation for that presented here. So what will happen to these settlements post cataclysm when others can cherry pick what they need from the crafter town and when these players no longer need to move back and forward.

As I said - the title as click bait - but there is a serious message hidden in the numbers. Somehow the crafter settlements seem to e only 50% as efficient to turn over voters for them into playing customers or to attract new ones.

Perhaps the problem is simply that there are too many crafting settlements ?

If 1/3rd of the businesses in town sell the same stuff, a lot of them are going to fail.

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Video of the chat

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Late to the thread but nickel dime penny, it all adds up:
If you like the Master of Opportunity Reactives, they add Dex:
Crippling Strike, etc:
rank 1 = +.007; rank 2 = +.042;

What do you have in slots 7 and 8 (utilities) ?
Some add Dex:
Evasion, Defensive Roll, Tumble: rank 1 = +.004; rank 2 = +.025;
Trip adds Dex and Strength, so
rank 1 = +.002 Dex & Str; rank 2 = +.013 Dex & Str

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GW could let us use reputation in bulk to enable settlement vs settlement PVP, a la feud/war mechanics.

X reputation deducted from all members of the 'aggressor' settlement enables a PVP window of Y days, with no reputation gain for the aggressors for the duration of the 'war', something along those lines could be worked out and experimented with rather quickly I believe.

It would serve as a good preview for the 'influence economics' to come, too.

ps
3k rep for a 36 hour window is where I'd start. Just enough to feud a couple settlements for a weekend, & then you'd need to bank rep. It'd cut down random acts, etc

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I would love an 'are you sure' window for exp expenditures too.

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Caldeathe Baequiannia wrote:
TEO Pino wrote:
Re: a toggle - There kinda is one. You just trash what you don't want, and gather full encumbrance loads of T1.
Which does, however, deplete the resources in the hex, even if not taken. Those of us that are conscious of diminishing resources shudder at the thought. And it doesn't help with the time consumption. Going from two of an essence in every node to one of that essence in every node still means that you have to find twice as many nodes, even if you aren't taking the extra material.

it does deplete a hex, which is why it is important to move around. But you gather faster as you rank up, and get more mats of all types as you rank up, so I think the real 'problem' here is stopping at rank 7.

I do not want to see gathering optimized for min-max or 'spendthrift' builds.

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On my gatherer, at rank 8 I was getting almost as much T1 as I got at 6, and at rank 9 the difference is immaterial.
In my experience 7 is a 'low spot in the curve' (so to speak) simply because the total amount of resources , not just the type and the time to harvest them , is rank dependent. (RNG is a BIG factor ofc)
If I'm right, I'll know at rank 14. I'll let you know.

ps
you can bet the devs want us to trade for the stuff we need, and the economy is not grown yet, so banking those T2 mats is a good option.

pps
Re: a toggle - There kinda is one. You just trash what you don't want, and gather full encumbrance loads of T1.

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yesterday I got this in a town at a trainer... by casting Agile Feet on myself as I started moving away.

Script got me out just fine, but that was the first time a buff gave me the blue screen.

(yes I /bugged it, just letting folks know my experience)

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<Kabal> Kradlum wrote:

It depends what you mean by "perk up".

What's the cost of 100 +0 arrows going to be, given that they take 18 (reasonably common) raw materials to make?

Whatever the market will bear, and there will be buyers, either pvp'ers who seek the best T2 arrows available; or a crafting town that needs 20,000 T1 arrows to arm their escalation farmers while keeping their queues focused on bigger ticket items.

As always in PFO: we'll see when we'll see. (and then the Devs will see, and then changes will happen as warranted)

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Savage Grace wrote:
I got excited at the title, but after reading the thread...it is with great regret that I inform you that no popcorn was harmed.

That is the greatest tragedy in this thread, right there.

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I expect the economy to perk up as raw materials and crafted ammo are bought and sold.

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Savage Grace wrote:
TEO Pino wrote:


Gathering is already 100% loot for zero risk; it should not be handled in the same manner as PVE, because it does not use the same loot mechanics at all.

Honestly, I believe your bonus idea may be designed to enable zero-gathering-skill PVP builds to gather more efficiently, (perhaps by grouping with one high skill character)

ZERO RISK? Ask Grumpf about how little risk there is in mining coal. LOL

My mates call my fellow gatherers "mobile nodes" for a reason. Though the risk may be completely dependent on which way the devs are swinging the rep pendulum that week. Maybe next week it will feel like zero risk, we'll see. I and my friends have certainly been making sure it wasn't risk free for people last week, though.

As to your last paragraph... I'm a tier 2 gatherer and way too far away from tier 3 to benefit from a boost up the table. I was just imagining MORE resources (and thus more efficient use of my time), not BETTER resources when I first posted this.

And one can argue that groups that are hunting face LESS risk (from mobs) than solo hunters, so why would they deserve a bonus... except for the same reason ANY group bonuses exist... to encourage social interactions.

I don't think the group bonus is about RISK at all, though the devs might correct me on that.

The bonus would also make up for the fact that gatherers can't help but get in each other's way, so the bonus offsets the temptation to try and have the hex entirely to yourself.

fine, Zero increased risk. It's still just picking up money lying on the ground, not picking a fight.

If there's people tempted to kill off other gatherers, a gatherer group bonus just moves that temptation up to the company level...I see more value in getting rid of all group bonuses. To keep people out in the field and interacting more.

FWIW. I have never felt crowded by fellow gatherers. (as a miner)
When I do see someone, I make way, and I have no trouble filling my encumbrance bar in what seems like a short time, maybe it's 30 minutes? Point being, as a miner, I've always seen more nodes than I can pick up. Maybe people should move around the map more.

ps
@WxCougar If you can tab target a node, it is not depleted

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Savage Grace wrote:

We should discuss if we'd like gathering to be handled in the same manner.

It will at least expose which gatherers are selfish. :-)

But for communist settlements, it would be a handy way of spreading the load around the group.

It really is sort of odd that groups share monster loot and NOT gathered resources.

Gathering is already 100% loot for zero risk; it should not be handled in the same manner as PVE, because it does not use the same loot mechanics at all.

Honestly, I believe your bonus idea may be designed to enable zero-gathering-skill PVP builds to gather more efficiently, (perhaps by grouping with one high skill character)

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Kobold Cleaver wrote:
They also started the game without much in the way of reasons for PvP, one of the most intrinsic elements of the sandbox PFO was billed as. Neither of these facts indicate "loss of vision". All "vision" is is a bunch of ideas about the future. It's literally got next to nothing to do with the here and now.

Vision is what brought investment.

The here and now is a game that some people who made that investment have walked away from.
Literally inextricable from each other.

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Kobold Cleaver wrote:
Nihimon wrote:
Kobold Cleaver wrote:
Pino wrote:
- IMHO the big loss of vision was when we lost Alignment, and 3 distinct, alignment based starting towns. That was a big disconnect in terms of dis-similarity to TT, and it spread both new players and helpful, 'veteran' resources too thinly. Maybe that will change by Paizocon.
Oh, PFO decided not to run with those?
It's simply something that hasn't been implemented yet.
That's what I figured.

They decided to start the game without them, yes.

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Or... take out the PVE group bonus, problem solved.

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If they let each character keep 2 lists of names with each banker, 'permitted to deposit' and 'permitted to withdrawal' ... we'd have all we need.

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1) nope, doing Dragoncon again.

2) +1 for Dunking Booth

- IMHO the big loss of vision was when we lost Alignment, and 3 distinct, alignment based starting towns. That was a big disconnect in terms of dis-similarity to TT, and it spread both new players and helpful, 'veteran' resources too thinly. Maybe that will change by Paizocon.

- Do a Panel on Dungeons. Exactly how long it will be until 'an Interesting Cave' or 'a Forbidding Door', et al, will be findable. Describe some particulars about how they get found, and what each role will be doing to successfully clear them. Maybe populate a cave system for the demo.

- Lisa, give a talk with an updated version of your email. "Early Enrollment isn't for everyone, just like the softcover PFRPG Beta wasn't for everyone." That one. To prevent the table top players from completely tuning out everything PFO, let them know Paizo will not stop until it is what they envisioned.

There is a vast group of pro-Golarion wallets out there, more than enough to make this game fly. Appeal to them.

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TL/DR; You could craft armor for an organized group.

Some large settlements have a lot of crafting going on, and need queue time on dedicated crafters. They would give you the materials and you would set your Queue then play your 2 hours.
Armor crafting times are know to get crazy long (as in days per piece) and since you would be supplied so you just had to get online to start the craft, and pass along the finished gear, you could easily fit into an organized crafting group. Eventually crafters will 'sign' their work, so you would even get a bit of fame this way.

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•Fixed a bug where creatures were not properly getting their Perception value set. NPCs, especially Thornguards, should be more alert now to Stealth.

Gatherers , watch out !

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Neadenil Edam wrote:
<Tavernhold> Locke wrote:

I am in search of +3 crystal recipes (as are many other). Dowser/Sage is a meaner transition than other gather/refiner as there is not in game way to increase PER attribute.

S0 what do ypu want and where? There are some T2 essences available.

OK ... so far as I can see ...

Dowser increases PER
Sage increases PER
Seneschal and officer increase PER
"Guide" Armor feat increases PER
Cantrips increase PER
Power increases PER
Base Attack increases PER
Divine Attack Bonus increases PER
Arcane Attack Bonus increases PER
Will Bonus increases PER
Knowledge History increases PER
Knowledge Local increases PER
Bluff increases PER
Deafening Critical increases PER
Exhausting Critical increases PER
Sickening Critical increases PER
Staggering Critical increases PER
Stunning Critical increases PER
Tiring Critical increases PER
Clothing Armor Proficiency increases PER
Acane Weapon Proficiency increases PER

3 utilities also raise PER, the first 2 I have seen on trainers, not sure about the 3rd:

Resiliency
Feint
Surprise Attack

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Kobold Cleaver wrote:
Kryzbyn wrote:
Oh the pvp will be glorious! I hope someone films it.
But Fraps is 'spensiiiive. :(

no it isn't , but you could twitch (stream) for free, & the streaming software will save a local copy if you let it (which could be uploaded to the tube)

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Bonne Chance, Adventurous Adventuress !

See you in Golarion :D

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DeciusBrutus wrote:
Don't expect rogues to perform well against enemies that see them coming. fight back

FTFY

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Slammy wrote:

2v2 Winners -

Cheatle and Phyllain

2nd place
Bows and Nihimon

Congrats and gf's all!!

a view of the final round

Enjoyed myself, I will definitely attend every one of these you host:D

edit : yes the title has a f&!+ing typo, sorry Phyllain.

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Doc || Allegiant Gemstone Co. wrote:
Quote:
Yes, it is. Lots of people are "negatively affected" by stuff not in the game. Some people want to play classes that aren't implemented. Some people want to run dungeons that don't exist yet. Some people want to engage in formation combat, assassination, market manipulation, caravans, and dozens of other features which are not in the game yet.
And if somebody doesn't get to train their character past level 8 because a *few* other players don't like them, is that OK?

If by *few*, you mean everyone who controls a proto-settlement, then that somebody has made themselves an uncomfortable bed to lie in until the founding of new settlements is implemented. And yes that is more than OK, it is the exact intent of a player controlled world.

Settlements control training and trade, players control settlements. Settlements interact via player company action. There was never any intent for viable end game performance by groups or individuals outside of player settlements in PFO.

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Grim Onyxheart wrote:
TEO Pino wrote:
The overwhelming chorus of 'Thankyou's from those poor ganked new players sure is deafening.
Their thanks was expressed by joining Golgotha. Six recruits and counting from this event.

awesome !

that is viewchanging

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